Lair

At the start of the game, the Alien player randomly draws a non-Corridor C-Deck Location, which becomes the Alien's Lair. It is here that the Alien will take its victims, incorporating them into its horrific life-cycle.

Of course, the Alien can't physically bring its victims to the Lair, as doing so would reveal its location. So, during the discard phase of the Alien player's turn, he may play any crewmember cards in his hand (except for the destroyed Robot, who is a dud) face-down to the Lair. At the end of the game, if the Alien player has won, he not only gets a point for every crewmember in the Crew player's Victims pile, but he also gets an extra point for every one of these crewmembers who is also in the Lair - these crewmembers have been cocooned, and will face the ultimate nightmare.

The Alien player's copy of the Lair Location card is kept face-down near his draw deck, but the Crew player's version might be played to the table at any time. The instant any crewmember enters this Location (even if it is the unrevealed Robot - unless the Alien player decides to reveal the Robot to avoid this), the Alien player must announce that the Crew has found the Lair, and play his own version of the card face-up to his layout. Additionally, any face-down crewmember cards in the Lair must be revealed.

If a crewmember present has a Flamethrower, he or she may act to destroy the Lair and all of the Alien player's crewmember cards present - all of the Alien's crewmember cards are sent to the Alien's discard deck and become duds, though the Location remains in place. Also, the Lair will be destroyed by being detonated along with the rest of the Nostromo.

Crewmembers may not destroy the Lair, or the crewmembers trapped within it, by any other means. Once the Lair has been destroyed, it may not be rebuilt in this location, or in any other.