Note: See Expansion.md for expansion contents
| Item | Count |
|---|---|
| Characters (Combat Engineer, Contractor: Consultant, Heavy Gun Operator, Medical Support, Officer, Recon) | 6 |
| Queen | 1 |
| Drones (4 poses) | 8 |
| Adults (6 poses) | 36 |
| Larvae | 6 |
| Robot | 1 |
Note: Although they share a common back with the Action cards, they form a separate deck.
| Title | Character | Effect |
|---|---|---|
| Assault Rifle | Recon | Ranged Weapon, Heavy 1 Ammo slot. Shoot: After Shooting, you may spend Ammo token to Shoot the second time at the same Intruder. |
| Automatic Shotgun | Combat Engineer | Ranged Weapon, Heavy 1 Ammo slot. Shoot: Before Shooting, deal 1 Hit more. [CRITICAL]: Spend Ammo token if able. |
| BF Gun | Heavy Gun Operator | Ranged Weapon, Heavy 2 Ammo slots. Burst: Treat [1] as [2]. [ADDITIONAL]: Place a Malfunction marker on this Weapon. |
| Bulletproof Vest | Contractor | Armor When you would gain a Serious Wound, discard this Item instead. |
| Carbine | Medical Support | Ranged Weapon, Heavy 1 Ammo slot. Shoot: After you don’t kill the Intruder, deal 1 Hit. |
| Handgun | Contractor | Ranged Weapon, Heavy 1 Ammo slot. Burst: -1 to Burst results. |
| Sawed-off Shotgun | Officer | Ranged Weapon, Heavy 1 Ammo slot. Shoot: Instead of a regular Shot, you may spend Ammo token to Repel 1 Adult from the Room. |
| Title | Effect |
|---|---|
| Assault Shotgun | Ranged Weapon, Heavy 1 Ammo slot. Whenever you would be Attacked by an Intruder, you may spend all Ammo token from this Weapon. If you do, deal 1 Hit to that Intruder and Prevent the Intruder Attack. |
| Autoloader Belt | Armor 2 Ammo slots. You may treat Ammo tokens on this card as if they were in any of your Weapons. |
| Bayonet | Melee Weapon, Heavy You may hold this Item in the same Hand slot as a Ranged Weapon. Whenever you would be Attacked by an Intruder, you may place a Malfunction marker on the Bayonet to Prevent the Attack. |
| Biohazard Armor | Armor 1 Medpack slot. Whenever you gain a Contamination, lose 1 HP instead. |
| Drum Mag Rifle | Ranged Weapon, Heavy 3 Ammo slots. No special rules. |
| Engineering Equipment | Heavy Out of Combat Discard a Malfunction marker or a Fire marker. OR Discard this Item to Reinforce an empty, adjacent Corridor. |
| Entrenching Tool | Melee Weapon, Heavy Destroy 1 accessible Door. OR Place 2 Secure tokens. |
| Flamethrower | Ranged Weapon, Requires no Ammo, Heavy Burst and Shoot: If you are in a Section with an inactive Life Support System, spend 1 Oxygen to use this Weapon. [ADDITIONAL], [AMMO]: Place a Fire marker in your Room. |
| Gatling Gun | Ranged Weapon, Heavy 2 Ammo slots. Burst: After Bursting, you may Burst the second time at the same Corridor without spending Ammo token. [ADDITIONAL]: Place a Malfunction marker on this Weapon. |
| Grenade Launcher | Ranged Weapon, Heavy 1 Ammo slot, 2 Grenade slots. Burst: You may use any number of Grenade tokens from this Weapon before or instead of a normal Burst. |
| Hand Cannon | Ranged Weapon, Heavy 1 Ammo slot. Burst: -1 to Burst results. Shoot: -1 to Shoot results. |
| Heavy Armor | Armor 1 Medpack slot. Whenever you would gain a Serious Wound, you may lose 2 HP instead. |
| Noise Scanner | Heavy Out of Combat Discard 1 Noise marker from any Corridor in the Facility to roll a Noise die. If the result is the same as the Corridor’s Noise value, draw an Intruder token from the bag and resolve it in the chosen Corridor. |
| Perimeter Security Device | Heavy Whenever you Discover a new Room: Ignore Hazard results (from all sources). |
| Plasma Gun | Ranged Weapon, Requires no Ammo, Heavy [ADDITIONAL], [AMMO]: Lose 2 HP for each Universal marker on this Weapon, and then place 1 Universal marker there. |
| Portable Device | Heavy Out of Combat If you are in a Computer Room or a Life Support Control Room, use the Room (even with a Malfunction marker). |
| RPG Launcher | One Use Only, Heavy In a neighboring Room of your choice and all Corridors adjacent to that Room: Destroy all Doors, deal [CRITICAL] to all Intruders, and each Character loses 3 HP. |
| Security System Control | Heavy Out of Combat Discard 1 Secure token from any Room in your Section to choose a Corridor adjacent to that Room. Roll a Burst die and deal Hits equal to the result in the chosen Corridor. [ADDITIONAL]: Place a Malfunction marker on this Item. |
| Sonic Gun | Ranged Weapon, Requires no Ammo, Heavy Burst: Treat [3] and [4] as [2]. [ADDITIONAL], [AMMO]: Place a Malfunction marker in your Room. |
| Submachine Gun | Ranged Weapon, Heavy 1 Ammo slot. [AMMO]: Deal [CRITICAL]. |
| Supporting Robot Controller | Heavy Out of Combat Activate the Robot anywhere in the Facility. OR Place the Robot in your Room (even if the Hibernatorium is not Discovered yet – in that case reveal the Robot card). |
| Tactical Armor | Armor 1 Medpack slot. Whenever you lose HP as a result of an Intruder Attack, lose 1 HP fewer. |
| Tactical Hatchet | Melee Weapon, Heavy Melee Attack: Deal [CRITICAL] instead of rolling the Shoot die, and place a Malfunction marker on this Item. |
| Utility Vest | Armor 2 universal token slots. |
| Character | Title | Effect |
|---|---|---|
| Combat Engineer | Chain Of Command | Move the Lander on the Round track by 1 in any direction. OR COMMAND: Choose a lower-ranking Character in your Room or a neighboring one. Make the chosen Character Move, Shoot, or Burst. Reaction: When a command card is played on you: Ignore its effect. |
| Combat Engineer | Computer Skills | Out of Combat If you are in a Computer Room, use the Room. OR If you are in a Computer Room, Open or Close 1 Door in the Facility. |
| Combat Engineer | Demolition | Destroy 1 accessible Door. OR Place a Malfunction marker in your Room. |
| Combat Engineer | Explosives | Out of Combat Discard 1 Grenade token to place a new Corridor leading from your Room to another Discovered Room. OR If you are in a room with a Yellow Item: Gain 1 Grenade token. |
| Combat Engineer | Fast Repairs | Out of Combat Discard a Malfunction marker. OR Open or Close 1 accessible Door. |
| Combat Engineer | Fast Secure | Out of Combat Place 2 Secure tokens. OR Reinforce 1 empty, adjacent Corridor that leads to a Room with a Character or the Robot. |
| Combat Engineer | Pyrotechnics | Out of Combat Discard a Fire marker. OR Discard 1 Grenade token to deal [CRITICAL] to all Intruders in an adjacent Corridor. |
| Combat Engineer | Rest | Out of Combat Resolve the Infection Procedure. Remove all non-Infected cards from the game instead of discarding them. Infection Procedure: Scan all Contamination cards in hand. If any of them are Infected, place a Larva on your Character board. Then, discard all Contaminations from your hand. |
| Combat Engineer | Search | Out of Combat For each Item Icon in your Room draw 1 Item of the corresponding type. You may keep 1 of them and discard the rest. |
| Combat Engineer | Tactical Retreat | Discard 1 Action card and spend Ammo token from your Ranged Weapon to Move through an empty Corridor. You may move another Character with you if they agree – they do not make a Noise roll. During that Movement, Prevent all Intruder Attacks. |
| Contractor | Basic Secure | Out of Combat Discard 1 Action card to place 2 Secure tokens. OR Discard 1 Action card to Reinforce 1 empty, adjacent Corridor that leads to a Room with a Character or the Robot. |
| Contractor | Demolition | Destroy 1 accessible Door. OR Place a Malfunction marker in your Room. |
| Contractor | Repairs | Out of Combat Discard 1 Action card to discard a Malfunction marker. OR Open or Close 1 accessible Door. |
| Contractor | Rest | Out of Combat Resolve the Infection Procedure. Remove all non-Infected cards from the game instead of discarding them. Infection Procedure: Scan all Contamination cards in hand. If any of them are Infected, place a Larva on your Character board. Then, discard all Contaminations from your hand. |
| Contractor | Search | Out of Combat For each Item Icon in your Room draw 1 Item of the corresponding type. You may keep 1 of them and discard the rest. |
| Contractor: Consultant | Always Prepared | Use the Room. Then, all Intruders in your Room Attack you. OR Discard 1 Action card to draw 2 Items from 1 Item deck of your choice. You may keep 1 of them and discard the other. |
| Contractor: Consultant | Computer Skills | Out of Combat If you are in a Computer Room, use the Room. OR If you are in a Computer Room, Open or Close 1 Door in the Facility. |
| Contractor: Consultant | Duck And Cover | Discard 1 Action card to Move. During that Movement, prevent 1 Intruder Attack. Reaction: When you would be Attacked by an Intruder in a Room with another Character: The Intruder Attacks the other Character instead. |
| Contractor: Consultant | Move Quietly | Out of Combat Move to a Discovered Room without making a Noise Roll. |
| Contractor: Consultant | Weak Spot | Deal 1 Hit to an Intruder. Then, Shoot or Melee Attack it. |
| Heavy Gun Operator | Breakthrough | Out of Combat Burst with a Ranged Weapon. Then, Move through the Corridor where you Burst. During that Movement, Prevent all Intruder Attacks. |
| Heavy Gun Operator | Chain Of Command | Move the Lander on the Round track by 1 in any direction. OR COMMAND: Choose a lower-ranking Character in your Room or a neighboring one. Make the chosen Character Move, Shoot, or Burst. Reaction: When a command card is played on you: Ignore its effect. |
| Heavy Gun Operator | Continuous Fire | If you have Ammo token on your BF Gun, discard any number of Action cards to deal 1 Hit in an adjacent Corridor for each Action card discarded. Then, you may Burst with the BF Gun. |
| Heavy Gun Operator | Demolition | Destroy 1 accessible Door. OR Place a Malfunction marker in your Room. |
| Heavy Gun Operator | Fast Reload | Choose a Ranged Weapon and perform in any order: - Place your Ammo token on the Weapon. - Shoot or Burst. |
| Heavy Gun Operator | Forcing Fire | Spend Ammo token from your Ranged Weapon to Repel all Intruders from the Room. |
| Heavy Gun Operator | Repairs | Out of Combat Discard 1 Action card to discard a Malfunction marker. OR Open or Close 1 accessible Door. |
| Heavy Gun Operator | Rest | Out of Combat Resolve the Infection Procedure. Remove all non-Infected cards from the game instead of discarding them. Infection Procedure: Scan all Contamination cards in hand. If any of them are Infected, place a Larva on your Character board. Then, discard all Contaminations from your hand. |
| Heavy Gun Operator | Search | Out of Combat For each Item Icon in your Room draw 1 Item of the corresponding type. You may keep 1 of them and discard the rest. |
| Heavy Gun Operator | Secure | Out of Combat Place 2 Secure tokens. OR Discard 1 Action card to Reinforce 1 empty, adjacent Corridor that leads to a Room with a Character or the Robot. |
| Medical Support | Chain Of Command | Move the Lander on the Round track by 1 in any direction. OR COMMAND: Choose a lower-ranking Character in your Room or a neighboring one. Make the chosen Character Move, Shoot, or Burst. Reaction: When a command card is played on you: Ignore its effect. |
| Medical Support | Combat Drugs | Discard 1 Medpack token to choose a Character in your Room. They draw Action cards until they have 3 Action cards in hand. |
| Medical Support | Demolition | Destroy 1 accessible Door. OR Place a Malfunction marker in your Room. |
| Medical Support | Field Surgery | Out of Combat Discard 1 Action card to discard 1 Serious Wound from a Character of your choice in your Room. Discard 1 Medpack token or that Character gains 1 Contamination. |
| Medical Support | First Aid | Out of Combat Restore 1 HP. OR If you are in a room with a Green Item: Gain 1 Medpack token. |
| Medical Support | Hippocratic Oath | If there is another Character with at least 1 Serious Wound in your Room: Deal 2 Hits to an Intruder. Then, Shoot or Melee Attack it. |
| Medical Support | Repairs | Out of Combat Discard 1 Action card to discard a Malfunction marker. OR Open or Close 1 accessible Door. |
| Medical Support | Rest | Out of Combat Resolve the Infection Procedure. Remove all non-Infected cards from the game instead of discarding them. Infection Procedure: Scan all Contamination cards in hand. If any of them are Infected, place a Larva on your Character board. Then, discard all Contaminations from your hand. |
| Medical Support | Search | Out of Combat For each Item Icon in your Room draw 1 Item of the corresponding type. You may keep 1 of them and discard the rest. |
| Medical Support | Secure | Out of Combat Place 2 Secure tokens. OR Discard 1 Action card to Reinforce 1 empty, adjacent Corridor that leads to a Room with a Character or the Robot. |
| Officer | Demolition | Destroy 1 accessible Door. OR Place a Malfunction marker in your Room. |
| Officer | Fire At Will | Move the Lander on the Round track by 1 in any direction. OR COMMAND: Choose your Room or a neighboring one. Make each Character in that Room Burst once at adjacent Corridors of your choice. |
| Officer | First In Command | Move the Lander on the Round track by 1 in any direction. OR COMMAND: Choose a lower-ranking Character in your Room or a neighboring one. Make the chosen Character Move, Shoot, or Burst (you make all choices). |
| Officer | Let’s Go! | Out of Combat Move the Lander on the Round track by 1 in any direction. OR Move. You may Move another Character with you – they do not make a Noise roll. |
| Officer | Officer’s Channel | Move the Lander on the Round track by 1 in any direction. OR Play a Command card choosing any Room in the Facility instead of your or a neighboring one. |
| Officer | Repairs | Out of Combat Discard 1 Action card to discard a Malfunction marker. OR Open or Close 1 accessible Door. |
| Officer | Rest | Out of Combat Resolve the Infection Procedure. Remove all non-Infected cards from the game instead of discarding them. Infection Procedure: Scan all Contamination cards in hand. If any of them are Infected, place a Larva on your Character board. Then, discard all Contaminations from your hand. |
| Officer | Search | Out of Combat For each Item Icon in your Room draw 1 Item of the corresponding type. You may keep 1 of them and discard the rest. |
| Officer | Secure | Out of Combat Place 2 Secure tokens. OR Discard 1 Action card to Reinforce 1 empty, adjacent Corridor that leads to a Room with a Character or the Robot. |
| Officer | Stay Calm | Move the Lander on the Round track by 1 in any direction. OR COMMAND: Choose your Room or a neighboring one. Each Character in that Room draws 1 Action card. Reaction: When any Character would be attacked by any Intruder in your Room: Prevent the attack. |
| Recon | Chain Of Command | Move the Lander on the Round track by 1 in any direction. OR COMMAND: Choose a lower-ranking Character in your Room or a neighboring one. Make the chosen Character Move, Shoot, or Burst (you make all choices). Reaction: When a command card is played on you: Ignore its effect. |
| Recon | Demolition | Destroy 1 accessible Door. OR Place a Malfunction marker in your Room. |
| Recon | Repairs | Out of Combat Discard 1 Action card to discard a Malfunction marker. OR Open or Close 1 accessible Door. |
| Recon | Rest | Out of Combat Resolve the Infection Procedure. Remove all non-Infected cards from the game instead of discarding them. Infection Procedure: Scan all Contamination cards in hand. If any of them are Infected, place a Larva on your Character board. Then, discard all Contaminations from your hand. |
| Recon | Scouting | Out of Combat Move Cautiously to a Discovered Room. OR Move through an Unexplored Corridor and resolve an Exploration Sequence. Then, for each Item Icon in your Room draw 1 Item of the corresponding type. You may keep 1 of them and discard the rest. |
| Recon | Search | Out of Combat For each Item Icon in your Room draw 1 Item of the corresponding type. You may keep 1 of them and discard the rest. |
| Recon | Secure | Out of Combat Place 2 Secure tokens. OR Discard 1 Action card to Reinforce 1 empty, adjacent Corridor that leads to a Room with a Character or the Robot. |
| Recon | Shoot First | Out of Combat Move through an empty Corridor. You may Shoot or Burst at any point of that Movement (even before Movement or right before an Intruder Attack). |
| Recon | Sprint | Out of Combat Move. Then, you may spend 1 Oxygen to move again. |
| Recon | Taking Aim | Shoot or Burst. You may reroll the first roll. You must accept the second result. |
| Title | Min Players | Requirements |
|---|---|---|
| Eradication | 3+ | The Queen must be dead. AND The Facility must NOT be destroyed. |
| Escort Mission | 2+ | The Robot must reach the Reactor (Section C) at least once during this game (mark the box). AND At least 1 Character with a Data token (from the Server Room in Section B) must Escape from the Facility. |
| Essential Data | 2+ | At least 1 Character with a Data token (from the Server Room in Section B) must Escape using the Lander (Section A). AND There must be no Unexplored Corridors in Section A. |
| Facility Restart | 2+ | The Hibernatorium must be activated (by using the Life Support C). AND The Reactor (Section C) must be shut down (by using the Room). |
| Perimeter Clearing | 2+ | The Reactor (Section C) must be shut down (by using the Room). AND All 3 Rooms of the A type must be Discovered. |
| Primary Samples | 2+ | All Characters who Escape from the Facility must be carrying at least 2 Eggs in total among them (no matter if they Survive after Escaping). |
| Reconnaissance | 3+ | All Rooms of the A, B, and C type must be Discovered. |
| The Supply Route | 3+ | There must be a continuous path of Reinforced Corridors from the Landing Zone (Section A) to the Life Support Control C. AND The Facility must NOT be destroyed. |
| Type | Min Players | Title | Requirements | Count |
|---|---|---|---|---|
| Mission | 2+ | Official Order | The Mission Task must be fulfilled. | 5 |
| Mission | 2+ | Self-Serving | You must be the only Survivor. | 1 |
| Mission | 2+ | Ulterior Motive | Mission Task must remain UNFULFILLED. | 1 |
| Private | 2+ | Crew’s Favorite | The lowest ranking Character must Survive (unavailable if you are the lowest ranking Character). OR The highest ranking Character must NOT Survive (unavailable if you are the highest ranking Character). |
1 |
| Private | 2+ | Greener Pastures | The Character number 2 must NOT Survive (unavailable if you are the Character number 2). OR You must be the only Survivor. |
1 |
| Private | 2+ | Luxurious Offer | You must Survive carrying an Egg from the Nest (Section C). | 1 |
| Private | 2+ | Shutdown | All Life Support tokens must be inactive or removed from the game. AND You must have a Data token (from the Server Room in Section B). |
1 |
| Private | 2+ | The Great Hunt | The Queen must be dead. | 1 |
| Private | 2+ | The Right Moment To Strike | The Character number 1 must NOT Survive (unavailable if you are the Character number 1). OR You must be the only Survivor. |
1 |
| Private | 2+ | Veni, Vidi, Vici | The Nest (Section C) must be destroyed. | 1 |
| Private | 3+ | An Old Feud | The Character number 3 must NOT Survive (unavailable if you are the Character number 3). OR You must be the only Survivor. |
1 |
| Private | 3+ | Experimental Subjects | All Characters who Escape from the Facility must have at least 3 Contaminations in total among them (no matter if they Survive after Escaping). | 1 |
| Private | 3+ | Insider Information | Out of Surviving Characters you must be the only one with a Data token (from the Server Room in Section B). | 1 |
| Private | 3+ | Quarantine | No Character can Escape from the Facility using the Lander (Section A). | 1 |
| Private | 3+ | State’s Evidence | Out of Surviving Characters you must be the only one with a Data token (from the Server Room in Section B). | |
| Private | 4+ | Hostile Takeover | The Character number 4 must NOT Survive (unavailable if you are the Character number 4). OR You must be the only Survivor. |
1 |
| Private | 4+ | We’ve Got History | The lowest ranking Character must Survive (unavailable if you are the lowest ranking Character). OR The highest ranking Character must NOT Survive (unavailable if you are the highest ranking Character). |
1 |
| Private | 5+ | Corporate Contract | The Character number 5 must NOT Survive (unavailable if you are the Character number 5). OR You must be the only Survivor. |
1 |
Note: 7 Mission Objective cards total are distributed among the 3 Mission types.
| Room Type | Corridors | Corridors with Noise | Other Tokens | Entrance Effect |
|---|---|---|---|---|
| ? | ⇖⇗ ⇙⇘ |
⇖⇗ ⇙⇘ |
Malfunction | Close all Doors around this Room. Remove this card from the game. |
| ? | ⇖⇗ ⇘ |
⇗ |
Malfunction, Fire | Close all Doors around this Room. Make a Noise roll. Remove this card from the game. |
| ? | ⇗ ⇙⇘ |
⇗ |
— | Resolve Hazard. Remove this card from the game. |
| ABC | ⇗ ⇒ ⇘ |
⇗ |
Malfunction | Make a Noise roll. |
| ABC | ⇗ ⇒ |
⇒ |
Malfunction | Close all Doors around this Room. Make a Noise roll. |
| ABC | ⇗ ⇘ |
⇘ |
Fire | Make a Noise roll. |
| ABC | ⇒ ⇘ |
Fire | Close all Doors around this Room. Make a Noise roll. | |
| ABC | ⇐⇒ | — | Close all Doors around this Room. Resolve Hazard. | |
| ABC | ⇗ ⇒ ⇘ |
⇒ |
— | Resolve Hazard. |
| ABC | ⇖ ⇒ ⇘ |
⇖ ⇘ |
— | Place 2 Adults in the Corridor you have just passed through. Then, make a Noise roll. |
| ABC | ⇐⇒ | ⇒ | — | Place 3 Adults in the Corridor you have just passed through. Then, make a Noise roll. |
| ABC | ⇗ ⇒ ⇙ |
⇗ |
— | Place 4 Adults in the Corridor you have just passed through. Then, make a Noise roll. |
| Title | Intruder Movement | Primary Effect | Secondary Effect |
|---|---|---|---|
| Breaking In | All Intruders in each ⤡ move. Then, all Intruders in every Room move. | Discard 1 Secure token from each Room. | Resolve a Noise in each Unexplored Corridor. |
| Damage | All Intruders in each ⟷ move. | Place a Malfunction marker in each Room with an Intruder. | Each Character in a Room without a Secure token resolves Hazard. |
| Damaging Fire | All Intruders in each ⤢ move. Then, all Intruders in every Room move. | Place a Malfunction marker in each Room with a Fire marker. In each Room with a Fire marker, spread Fire marker through Corridors with the lowest Noise value. | Each Character in a Room without a Secure token resolves Hazard. |
| Egg Protection | All Intruders in each ⤡ move. | Place 2 Drones in the Nest – they immediately Attack if any Character is there. Place 1 Drone in each Unexplored Corridor in Section C. | Each Character makes a Noise roll. |
| Fire Breath | All Intruders in each ⟷ move. Then, all Intruders in every Room move. | In each Room with a Fire marker, spread Fire marker to all neighboring Rooms in Sections with an active Life Support System token. | Each Character makes a Noise roll. |
| Generators Overheat | All Intruders in each ⤡ move. Then, all Intruders in every Room move. | In Sections with an active Life Support System token: Place a Fire marker in each Life Support Control Room. In Sections with an inactive Life Support System token: Place a Malfunction marker in each Life Support Control Room. | Each Character makes a Noise roll. |
| Hatching | All Intruders in each ⤢ move. | Place a Larva in the Nest – it immediately Attacks if any Character is there. Place 1 Larva in each Unexplored Corridor adjacent to a Character. | Resolve a Noise in each Unexplored Corridor. |
| Landing Zone Explodes | All Intruders in each ⟷ move. Then, all Intruders in every Room move. | Place a Fire marker and a Malfunction marker in the Landing Zone. | Place a Noise marker in each Unexplored Corridor without a Noise marker. |
| Leaving The Shell | No Intruder moves. | Each Character infected with a Larva: Gains 1 Contamination, discards all Action cards, and reshuffles their deck. Then, resolve the Eclosion Procedure. Each other Character: Draw 4 Action cards and resolve the Infection Procedure. Then, discard all Action cards. |
Reshuffle the Event deck. |
| Life Support Failure | All Intruders in each ⤢ move. Then, all Intruders in every Room move. | Flip all active Life Support System tokens to inactive. Place a Malfunction marker in each Life Support Control Room. | Place a Noise marker in each Unexplored Corridor without a Noise marker. |
| No Way Out | All Intruders in each ⤢ move. Then, all Intruders in every Room move. | Place 4 Adults in each non-Reinforced Corridor adjacent to the Landing Zone. | Each Character makes a Noise roll. |
| Overwhelming Enemies | All Intruders in each ⤢ move. Then, all Intruders in every Room move. | Place 1 Drone in each Corridor with a Noise marker adjacent to a Character. | Each Character in a Room without a Secure token resolves Hazard. |
| Panic | All Intruders in each ⟷ move. Then, all Intruders in every Room move. | Each Character in a Room with an Intruder or adjacent to a Corridor with an Intruder: Loses 1 Oxygen or spends Ammo token. | Resolve a Noise marker in each Unexplored Corridor. |
| Protect & Serve | All Intruders in each ⟷ move. Then, all Intruders in every Room move. | Place 2 Drones in the Room/Corridor with the Queen – they do not Attack. If there is no Queen on the map, add 2 random Drone tokens to the bag. | Each Character in a Room without a Secure token resolves Hazard. |
| Reactor Overheating | All Intruders in each ⤡, ⟷, and ⤢ move. Then, all Intruders in every Room move. | If a Malfunction marker is in the Cooling System Room or the Reactor Room, Activate the Autodestruction Procedure. Then, place a Malfunction marker in each of these Rooms. |
Reshuffle the Event deck. |
| Rise Of The Machine | All Intruders in each ⤡ move. Then, all Intruders in every Room move. | Place a Malfunction marker on the Robot. Place a Malfunction marker in a Room with the Robot. Each Character in that Room loses 2 HP. | Place a Noise marker in each Unexplored Corridor without a Noise marker. |
| Scent Of Prey | All Intruders in each ⤡ move. Then, all Intruders in every Room move. | Resolve each Noise marker adjacent to a Character. | Each Character makes a Noise roll. |
| Short Circuit | All Intruders in each ⤡ move. Then, all Intruders in every Room move. | In Sections with an active Life Support System token: Place a Fire marker in each Room with a Malfunction marker. | Each Character in a Room without a Secure token resolves Hazard. |
| System Failure | All Intruders in each ⟷ move. Then, all Intruders in every Room move. | Place a Malfunction marker in each Computer Room. | Resolve a Noise marker in each Unexplored Corridor. |
| The Queen Awakens | All Intruders in each ⤢ move. Then, all Intruders in every Room move. | If the Queen is alive, add all Queen tokens to the bag. | Place a Noise marker in each Unexplored Corridor without a Noise marker. |
| Title | Effect | Count |
|---|---|---|
| Bite | Adult, Drone, Queen: If you are Heavily Injured, you die. Otherwise, gain 1 Serious Wound and 1 Contamination. | 6 |
| Blood Sense | Adult: Lose 2 HP. Drone, Queen: Lose 2 HP. If you are Moving, place the Attacking Intruder in the Room where your Movement ends (it does not attack again). |
1 |
| Deadly Claws | Adult: Lose 1 HP. Drone: If you are Heavily Injured, you die. If you are Injured, gain 1 Serious Wound. Otherwise, gain 2 Serious Wounds. Queen: Lose 1 HP. |
1 |
| Deadly Claws | Adult: Lose 2 HP. Gain 1 Contamination. Drone: If you are Heavily Injured, you die. If you are Injured, gain 1 Serious Wound. Otherwise, gain 2 Serious Wounds. Queen: Lose 2 HP. Gain 1 Contamination. |
1 |
| Deadly Claws | Adult: Lose 3 HP. Drone: If you are Heavily Injured, you die. If you are Injured, gain 1 Serious Wound. Otherwise, gain 2 Serious Wounds. Queen: Lose 3 HP. |
1 |
| Fury | Adult: Lose 1 HP. Gain 1 Contamination. Drone, Queen: All Heavily Injured Characters in your Room die. Each other Character in the Room gains 1 Serious Wound and 1 Contamination. |
1 |
| Fury | Adult: Lose 2 HP. Gain 1 Contamination. Drone, Queen: All Heavily Injured Characters in your Room die. Each other Character in the Room gains 1 Serious Wound and 1 Contamination. |
1 |
| Infecting | Adult, Drone: Lose 2 HP. Queen: Gain 1 Contamination. If you are not infected with a Larva, place 1 Larva on your character board. |
1 |
| Miss | Nothing happens. Reshuffle the Intruder Attack deck. | 1 |
| Scratch | Adult, Drone, Queen: Gain 1 Contamination. | 1 |
| Scratch | Adult, Drone, Queen: Lose 1 HP. Gain 1 Contamination. | 1 |
| Scratch | Adult, Drone, Queen: Lose 1 HP. | 1 |
| Scratch | Adult, Drone, Queen: Lose 2 HP. | 1 |
| Tail Attack | Adult, Drone: Gain 1 Contamination. Queen: If you are Injured or Heavily Injured, you die. Otherwise, gain 1 Serious Wound and 1 Contamination. |
1 |
| Tail Attack | Adult, Drone: Lose 1 HP. Gain 1 Contamination. Queen: If you are Injured or Heavily Injured, you die. Otherwise, gain 1 Serious Wound and 1 Contamination. |
1 |
| Title | Effect | Count |
|---|---|---|
| Ammo | One Use Only You may use this Item for free immediately after gaining it. Gain 1 Ammo token. |
7 |
| Anti-Aircraft Codes | One Use Only Out of Combat Only in a Computer Room without a Malfunction marker. Look at both Anti-Aircraft tokens and place them in any order. |
1 |
| Exploring Drone | One Use Only Out of Combat Resolve an Exploration Sequence for a neighboring Room without Moving there. Do not resolve the Entrance effect. |
2 |
| Flashbang | One Use Only Move. During that Movement, Prevent all Intruder Attacks. |
3 |
| Grenade | One Use Only You may use this Item for free immediately after gaining it. Resolve a Grenade token effect in an adjacent Corridor. OR Gain 1 Grenade token. |
5 |
| Military Taser | One Use Only, Heavy Repel 1 Intruder from the Room. OR A Character of your choice discards all Action cards. |
6 |
| Personal Log Codes | One Use Only Out of Combat Only in a Computer Room without a Malfunction marker. Check all Objective cards of 1 Character of your choice in the Facility. |
1 |
| Portable Barrier | One Use Only Out of Combat Close 1 accessible Door (even if destroyed or in a Corridor without the Door slot). |
2 |
| Remote Detonator | One Use Only, Heavy Out of Combat Discard 1 Secure token from any Room in the same Section to deal [CRITICAL] to all Intruders in that Room. Each Character there loses 3 HP. |
3 |
| Title | Effect | Count |
|---|---|---|
| Duct Tape | One Use Only Out of Combat Discard a Malfunction marker. OR Place 1 Heavy Item above another Heavy Item in your Hand slot (effectively carrying 2 Heavy Items in 1 Hand). |
5 |
| Fire Extinguisher | One Use Only, Heavy Discard a Fire marker. OR Repel 1 Intruder from the Room. |
5 |
| Oxygen Tank | One Use Only You may use this Item for free immediately after gaining it. Gain 3 Oxygen. OR Gain 1 Oxygen token. |
8 |
| Phosphates | One Use Only Out of Combat Reinforce 1 empty, adjacent Corridor. OR Discard a Fire marker. |
5 |
| Robot Controller | Heavy Out of Combat Activate the Robot anywhere in the Facility. OR Discard this Item to place corresponding Tactical Gear tokens on empty Robot slots. |
1 |
| Tools | One Use Only Out of Combat Discard a Malfunction marker. OR Open or Close 1 accessible Door. |
6 |
| Title | Effect | Count |
|---|---|---|
| Adrenaline Injection | One Use Only Draw 1 Action card. You may perform any number of Actions during this Turn. Pass as the last Action. |
3 |
| Antiseptic | One Use Only Out of Combat Remove 1 Contamination from your hand without scanning it. |
3 |
| Caffeine Pills | One Use Only Out of Combat Draw 3 Action cards. |
3 |
| Emergency Life Support Codes | One Use Only Out of Combat Only in a Computer Room without a Malfunction marker. Flip an Life Support System token in any Section. |
1 |
| Heavy Oxygen Tank | One Use Only, Heavy Gain 7 Oxygen. |
3 |
| Medical Stapler | One Use Only Discard 1 Serious Wound. OR Restore 2 HP. |
5 |
| Medkit | One Use Only, Heavy Out of Combat Out of Combat Discard 1 Serious Wound and/or restore 3 HP. |
4 |
| Medpack | One Use Only You may use this Item for free immediately after gaining it. Restore 2 HP. OR Gain 1 Medpack token. |
4 |
| Stimulants | One Use Only Out of Combat Restore 2 HP. OR Draw 2 Action cards. |
3 |
| Termination Codes | One Use Only Out of Combat Only in a Computer Room without a Malfunction marker. Close all Doors around any Room in the Facility (even if destroyed or in a Corridor without the Door slot). |
1 |
| Title | Effect | Count |
|---|---|---|
| Arm | You only have 1 Hand slot. If you have Items in both Hand slots, you must immediately discard items from one of them. | 3 |
| Bleeding | Whenever you Pass: Lose 1 HP. | 3 |
| Body | During the Drawing Action Cards step, draw Action cards until you have 4 in hand instead of 5. | 3 |
| Eyes | +1 to all your shoot results. | 3 |
| Guts | Whenever you Pass: Gain 1 Contamination. | 3 |
| Hand | The “Use Item” Action costs you 1 Action card more. | 3 |
| Knee | The “Make a Move Cautiously” Action costs you 1 Action card more. | 3 |
| Leg | The “Make a Move” Action from a Room with an Intruder costs you 1 Action card more. | 3 |
| Lungs | Whenever you Pass: Lose 1 Oxygen. If you already have 0 Oxygen, lose 2 HP instead. | 3 |
| Title | Effect |
|---|---|
| Exploration Robot | Move the Robot up to 2 times. OR Move the Robot through an Unexplored Corridor and resolve an Exploration Sequence. Do not resolve the Entrance effect. |
| Medical Robot | Move the Robot up to 2 times. OR A Character of your choice in a Room with the Robot discards 1 Serious Wound or restores 2 HP. |
| Military Robot | Move the Robot once. OR Choose a Corridor adjacent to the Robot and roll a Burst die. Deal Hits equal to the result in that Corridor. Burst [ADDITIONAL]: Place a Malfunction marker on the Robot. |
| Securing Robot | Move the Robot up to 3 times. OR Open or Close 1 Door accessible to the Robot. OR Place 2 Secure tokens in a Room with the Robot. |
| Server Robot | Move the Robot up to 3 times. OR If the Robot is in a Computer Room, use the Room (even with a Malfunction marker). |
| Technical Robot | Move the Robot up to 2 times. OR Discard a Malfunction marker or a Fire marker from the Room with the Robot. |
| Discard additional cards | Effect | Count |
|---|---|---|
| 0 | Activate the Queen. | 1 |
| 0 | Place the Queen back in the pool. | 1 |
| 0 | Repel the Queen. | 1 |
| 1 | Repel the Queen. | 2 |
| 1 | Add all Queen tokens to the bag. | 1 |
| 1 | Each Character in the Room with the Queen draws 2 Action cards. | 1 |
| 2 | Repel the Queen. | 1 |
| 2 | Each Character in the Room with the Queen makes a Noise roll. | 1 |
| 3 | Activate the Queen. | 2 |
| 3 | Place a Malfunction marker in the Room with the Queen. | 1 |
| Item | Count |
|---|---|
| Round track border pieces | 3 |
| Section border pieces | 3 |
| Character boards | 5 |
| Character tiles | 6 |
Distribution: 13 “?”, 3 “A”, 3 “B”, 4 “C”.
Number of Rooms with a Computer: “?” ×6, “A” ×2, “B” ×2, “C” ×0.
| # | Name | Section | Computer | Items | Effect |
|---|---|---|---|---|---|
| 14 | Landing Zone | A | No | — | Gain any number of Tactical Gear tokens from the connected slots. OR Make a Noise roll to get into the Lander. All gained Tactical Gear tokens must be placed in empty Tactical Gear slots. You may discard any number of your Tactical Gear tokens once, before or during this Action. You can only get into the Lander if the Lander token is already in this Room. If there is an Intruder in your Room after the Noise roll, this Action fails. |
| 18 | Hibernatorium | B | No | — | Make a Noise Roll to Hibernate. You can only perform this Room’s effect if the Hibernatorium is active. The Hibernatorium can be turned active in Life Support Control C. If there is an Intruder in your Room after the Noise roll, this Action fails. |
| # | Name | Computer | Items | Effect |
|---|---|---|---|---|
| 1 | Sprinklers Control | Yes | Green, Yellow | Discard all Fire markers from a chosen Section. |
| 2 | Shelter | No | Green, Red | Always Secured. Only if you are not infected with a Larva: Take all Contaminations from your hand and remove them from the game without scanning. |
| 3 | Emergency Room | No | Green ×3 | Restore 2 HP. OR Discard 1 Serious Wound. |
| 4 | Supply Room | No | Green, Red, Yellow | No Secure tokens allowed. Draw 1 Green, 1 Red, and 1 Yellow Item. You may keep 2 of them and discard the rest. |
| 5 | Armory | No | Red ×3 | Gain any number of Ammo tokens and Grenade tokens. All gained Tactical Gear tokens must be placed in empty Tactical Gear slots. You may discard any number of your Tactical Gear tokens once, before or during this Action. |
| 6 | Door Control Room | Yes | Red, Yellow | Open and/or Close any number of Doors in a chosen Section. Doors may be Closed only on Door slots. |
| 7 | Security Robot Room | Yes | Red, Yellow | Place 1 Secure token in the Room with the Robot. OR Reinforce an empty Corridor adjacent to the Room with the Robot. |
| 8 | Gunnery Room | Yes | Red ×3 | Choose a Corridor adjacent to a Room with a Red Item and without a Malfunction marker. Roll a Burst die and deal Hits equal to the result in that Corridor. Note that “roll a Burst die” does not mean a Burst Action, so it does not require spending Ammo tokens. |
| 9 | Pressure Control | Yes | Yellow ×3 | Move 1 Intruder anywhere in the Facility. The Intruder may be moved in any direction (from a Room to a Corridor or from a Corridor to a Room). |
| 10 | Alarm Room | Yes | Green, Red | Resolve or discard a Noise marker from a chosen Corridor in the Facility. |
| 11 | Experimental Military Lab | No | Red, Yellow | Gain any number of Ammo tokens. OR Draw 2 random Support Equipments. You may keep 1 of them and discard the other. All gained Tactical Gear tokens must be placed in empty Tactical Gear slots. You may discard any number of your Tactical Gear tokens once, before or during this Action. Make sure that no Support Equipment cards used in Setup were shuffled back into the Support Equipment deck. |
| 12 | Technical Corridor Entrance | No | Yellow ×3 | No Secure tokens allowed. Move to any Room in the Facility. Resolve an Intruder Attack (treat it as an Adult Attack). Resolve an Adult Intruder Attack – draw a card from the Intruder Attack deck and resolve the effect assigned to the Adult Intruder. Don’t place an Intruder on the map. Secure tokens are not taken into account because no Intruders entered the Room at the moment of this Attack. After that, make a Noise roll as normal. |
| 13 | Decontamination Room | No | Green ×3 | Discard all Action cards and spend 2 Oxygen to remove all Contaminations from your deck and discard pile without scanning. You may not perform this Room Action if you have 1 Oxygen or fewer (if you would gain a Suffocation token as a result). |
| # | Name | Computer | Items | Effect |
|---|---|---|---|---|
| 15 | Life Support Control “A” | Yes | Green, Red | Flip a Life Support token in Section A. OR Discard a Fire marker from any Room in the Facility. With this Room’s top effect you can activate or deactivate the Life Support System in the “A” Section. |
| 16 | Surgery Room | No | Green ×3 | Discard all Action cards to remove a Larva from your Character board and scan all Contaminations in your deck and discard pile. Remove the infected ones from the game. OR Discard 1 Serious Wound. You can’t perform this Room’s top effect if you don’t have a Larva on your Character board. However, you don’t need to have any Contamination cards to perform it. After performing the Action, place the remaining scanned Contaminations back in your deck and then reshuffle the whole deck. |
| 17 | Drilling Station | Yes | Yellow ×3 | Place a new Corridor leading from the Room with the Robot. This Corridor may be placed leading to an already Discovered Room or to an Undiscovered Room. |
| # | Name | Computer | Items | Effect |
|---|---|---|---|---|
| 18 | Undiscovered Hibernatorium tile | No | — | The Robot in this Room cannot be Activated. Never place Noise markers on Corridors to the Hibernatorium. When any Room is connected to the Hibernatorium: reveal the Robot card (Robot can now be Activated) and discard this token. |
| 19 | Life Support Control “B” | No | Green, Red | Flip a Life Support token in Section B. OR Look at both Anti-Aircraft tokens and place them in any order. With this Room’s top effect you can activate or deactivate the Life Support System in the “B” Section. Remember that the top Anti-Aircraft token indicates the current status of the Anti-Aircraft system. You are not required to share how tokens are placed, nor if you have swapped them or not. |
| 20 | Server Room | Yes | Red, Yellow | Use any Discovered Computer Room in the Facility. OR Gain a Data token (if you don’t have one). Please note that you may not use a Room with a Malfunction marker in this way. |
| 21 | Cooling System | Yes | Yellow ×3 | Activate the Autodestruction Procedure. |
| # | Name | Computer | Items | Effect |
|---|---|---|---|---|
| 22 | Life Support Control “C” | No | Green, Red | Flip a Life Support token in Section C. OR Flip a Hibernatorium token to its active side. With this Room’s top effect you can activate or deactivate the Life Support System in the “C” Section. With this Room’s lower effect you can only activate the Hibernatorium (but you cannot deactivate it this way). |
| 23 | Reactor | No | Red, Yellow | Remove all Life Support tokens, Autodestruction token, and both Anti-Aircraft tokens from the game. After removing these tokens: treat all Sections as having an Inactive Life Support System token. Treat the Anti-Aircraft System as Inactive. Remove the Autodestruction token even if it is already on the Round track. Life Support Systems, Anti-Aircraft and Autodestruction cannot be turned on again. |
| 24 | Escape Shuttle | No | Green, Red | Make a Noise roll to get into the Escape Shuttle. If there is an Intruder in your Room after the Noise roll, this Action fails. When a Character Escapes using the Escape Shuttle, the Escape Shuttle cannot be used again in that game – there is only 1 shuttle available. |
| 25 | Nest | No | — | No Secure tokens allowed. No Malfunction markers allowed. Take/Destroy 1 Intruder Egg and make a Noise roll. Take/destroy an Intruder Egg from the Nest space on the Section “C” border piece. Remember: Eggs are considered Heavy Items! |
10 each of Noise values 1, 2, 3, and 4.
| # | Noise Value | Deadly Noise | Has Door |
|---|---|---|---|
| 101 | 1 | — | Yes |
| 102 | 1 | — | Yes |
| 103 | 1 | — | Yes |
| 104 | 1 | — | No |
| 105 | 1 | — | No |
| 106 | 1 | — | No |
| 107 | 1 | 2 | No |
| 108 | 1 | 2 | No |
| 109 | 1 | 3 | No |
| 110 | 1 | 4 | No |
| 201 | 2 | — | Yes |
| 202 | 2 | — | Yes |
| 203 | 2 | — | Yes |
| 204 | 2 | — | No |
| 205 | 2 | — | No |
| 206 | 2 | — | No |
| 207 | 2 | 1 | No |
| 208 | 2 | 1 | No |
| 209 | 2 | 3 | No |
| 210 | 2 | 4 | No |
| 301 | 3 | — | Yes |
| 302 | 3 | — | Yes |
| 303 | 3 | — | Yes |
| 304 | 3 | — | No |
| 305 | 3 | — | No |
| 306 | 3 | — | No |
| 307 | 3 | 4 | No |
| 308 | 3 | 1 | No |
| 309 | 3 | 2 | No |
| 310 | 3 | 4 | No |
| 401 | 4 | — | Yes |
| 402 | 4 | — | Yes |
| 403 | 4 | — | Yes |
| 404 | 4 | — | No |
| 405 | 4 | — | No |
| 406 | 4 | — | No |
| 407 | 4 | 3 | No |
| 408 | 4 | 1 | No |
| 409 | 4 | 2 | No |
| 410 | 4 | 3 | No |
| Item | Count |
|---|---|
| Anti-Aircraft token (Active) | 1 |
| Anti-Aircraft token (Inactive) | 1 |
| Autodestruction token | 1 |
| Data tokens | 5 |
| Door tokens (with standee bases) | 14 |
| Egg tokens | 5 |
| Fire markers | 9 |
| Lander token | 1 |
| Life Support tokens | 3 |
| Oxygen counters (with pins) | 5 |
| Malfunction markers | 14 |
| Noise markers | 30 |
| Round marker | 1 |
| Secure tokens | 20 |
| Starting Player token | 1 |
| Suffocating tokens | 5 |
| Universal markers | 30 |
| Type | Count |
|---|---|
| Ammo | 20 |
| Grenades | 20 |
| Medpack | 20 |
| Oxygen | 20 |
| Type | Number | Count |
|---|---|---|
| Blank | - | 1 |
| Queen | - | 9 |
| Drone | 1A + 1 | 2 |
| Drone | 2A + 1 | 4 |
| Drone | 3A + 1 | 2 |
| Adult | 2 | 6 |
| Adult | 3 | 6 |
| Adult | 4 | 4 |
| Larva | - | 6 |
| Face | Frequency |
|---|---|
| 1 | 3 |
| 2 | 1 |
| 3 | 1 |
| 4 + [ADDITIONAL] | 1 |
| Face | Frequency |
|---|---|
| [AMMO] | 1 |
| 2 | 1 |
| 3 | 1 |
| 4 | 2 |
| 5 | 2 |
| [CRITICAL] | 1 |
| Face | Frequency |
|---|---|
| 1 | 1 |
| 2 | 2 |
| 3 | 2 |
| 4 | 3 |
| [HAZARD] | 2 |
| Procedure | Queen | Drone | Adult | Larva | Blank |
|---|---|---|---|---|---|
| Resolve Noise markers in a Corridor | Activate the Queen. If not possible - place her in the Corridor. | Place the number of Intruders shown on the token (Adults and Drones) in the Corridor. | Place the number of Intruders shown on the token (Adults and Drones) in the Corridor. | Place 1 Larva in the Corridor. | Add 2 random Adult tokens to the bag. Add this token back to the bag. |
| Resolve Hazard results in a Room | Activate the Queen. If not possible - place her in the Room. | Place 1 Intruder of the type shown on the token in the Room. | Place 1 Intruder of the type shown on the token in the Room. | Place 1 Intruder of the type shown on the token in the Room. | Add 2 random Adult tokens to the bag. Add this token back to the bag. |
| Bag Development | Activate the Queen. If not possible - add 2 Larva tokens to the bag. | Add 2 Queen tokens to the bag. | Add 2 Queen tokens to the bag. | Add 2 random Drone tokens to the bag. | Add 2 random Adult tokens to the bag. Add this token back to the bag. |
| Procedure | Queen | Drone | Adult | Larva | Blank |
|---|---|---|---|---|---|
| Resolve Noise markers in a Corridor | Place 1 Drone in the Corridor. Remove this token from the game. | Place the number of Intruders shown on the token (Adults and Drones) in the Corridor. | Place the number of Intruders shown on the token (Adults and Drones) in the Corridor. | Place 1 Larva in the Corridor. | Add 2 random Adult tokens to the bag. Add this token back to the bag. |
| Resolve Hazard results in a Room | Place 1 Drone in the Room. Remove this token from the game. | Place 1 Intruder of the type shown on the token in the Room. | Place 1 Intruder of the type shown on the token in the Room. | Place 1 Intruder of the type shown on the token in the Room. | Add 2 random Adult tokens to the bag. Add this token back to the bag. |
| Bag Development | Add 2 random Drone tokens to the bag. Remove this token from the game. | Add 2 Larva tokens to the bag. | Add 2 Larva tokens to the bag. | Add 2 random Drone tokens to the bag. | Add 2 random Adult tokens to the bag. Add this token back to the bag. |
| Item | Count |
|---|---|
| Colored plastic rings | 6 |
| Intruder bag | 1 |
| Numbered Backpack card holders | 5 |
| Objective Help sheet | 1 |
| Room Help sheet | 1 |
| Rulebook | 1 |
| Scanner | 1 |
These components are not used in the standard game.
| Title | Requirements |
|---|---|
| Clean-Up | The Nest (Section C) must be destroyed. |
| Closedown | All Life Support tokens must be active. |
| Crucial Intelligence | At least 1 Character with a Data token must Escape from the facility using the Lander. |
| Culinary Sample | A Character must Escape from the Facility carrying an Egg from the Nest (Section C). |
| Deep Search | All Rooms of the C type must be Discovered. |
| Entrance Inspection | There must be no Unexplored Corridors in Section A. |
| Faceoff | The Queen must be dead. |
| No Corner Uncovered | All Rooms of the B type must be Discovered. |
| Safety Procedure | The Hibernatorium must be activated (by using the Life Support Control C). |
| Scientific Sample | A Character must Escape from the Facility carrying an Egg from the Nest (Section C). |
| Shutdown | The Reactor (Section C) must be shut down (by using the Room). |
| Systems Backups | The Robot must be in the Reactor Room (Section C). |