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Project Xenophobe – Walkthrough (Sektor 13/2004)

By Leon | August 16, 2008

Project Xenophobe Walkthrough Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



After your briefing and dropping, use the knife on your chute to cut yourself loose. Walk to the right and take a close look at the wall. On the right is a crack where when you look closer and use the crack you can find a LENS. There’s something small on it.

Walk to the right and enter the building. Keep walking to the right until you see the guard. Use the guard to talk to him. Talk about the passcode and his gun. Since you don’t have the correct one, leave him again. Walk to the left and you can see how the guard is attacked.

Use the monster to search him and find a SMALL KEY. The door on the right is closed and you need a code to enter. Look at the terminal left of it. You need to rewire it to reset the code. Use your knife on the cover. You rewired the terminal. Use the terminal and select ‘Bypass’. Select ‘Enter Code’ and select ‘Unlock Door’. Click on ‘Exit’ and use the key pad on the door on the right to walk further.

Keep walking to the rught until you see the scientist. Use the man to talk to him and learn about the fascility and the things they do there. He’ll give you his KEY CARD to access a new level. After the conversation walk further to the right until the next door. Use the door to find it locked. Look at and use the terminal to the left of it to try and unlock it. No luck. Walk back to the left and use the key card on the key pad on the door left of the scientist to open it. Go through the door to Lab 2.

Walk all the way to the left and look at the window. There’s a monster behind it. Walk to the desk on the right and look at the tubes. Take a BLUE TUBE and a YELLOW TUBE. Left of the book on the same desk is an INJECTION. Take it. Use the door on the right to open it and enter the room. It’s the room of the systems administrator. On the right are drawers, the top most is locked. Use the small key to unlock the drawer, open it and take the DIARY out.

Look at the diary and read the story. On 17.1 you can read a username and password. Use the computer and click on the network icon. Logon as an administrator. Enter username admin55 (lowercase!!), press ENTER and enter the password stargate (lowercase!!) to open the door administration software. Unlock terminal 4, Lab 3. Click on OK, Click Start and Click Logoff. The application is closed now.

Walk to the left and leave the lab to the north. Walk to the right, past the scientist and use the terminal next to the door to unlock the door. Enter Lab 3. On the left is a scientist but when you get closer he wants you to stay back and not touch anything. Time to let him sleep a little. Use the blue tube on the injection in your inventory and use the filled injection on the scientist. That’ll keep him quiet for some time.

Take the PULSE GUN on the other counter and on the same table on the right is a microscope. Use the lens you found earlier on the microscope. Use the microscope to see what’s on the lens. First click on Zoom, then click on Focus and you’ll be able to see the code. Walk to the north to leave the lab and in the hall walk to the right until you see a giant robot guarding a door. Use the pulse gun on the robot and your access is clear. Use the keypad on the door behind the robot and discover you can’t get access because you need a palm print of the doctor. Walk back to the left and you’re captured.

On the Ice Planet, walk to the right and use the dead man to find a COIN. Walk further to the right and use the door to enter the next room. Another man on the ground. Take the MEMO in his hand and read it. Walk further to the right and… another gun aimed at you. Talk to the man and after a long discussion, you realise you must distract him. Use the lightswitch on the wall to create darkness and confusion. When the light turns on again, the attacker is gone.

Read the message board three times. The third time is the most important message. Walk through the door left of the message board. In the next room, also walk to the left to look at the reactor. When you walk back to the right, you’ll see a gun pointed at you a third time. This time you’ll get shot. When you’re ready to walk again, search all the beds. Under the pillow of the lower right bed in the back you’ll find a KEY. Under the pillow of the lower one on the left in the back you’ll find a GUN. Leave the room to the south. Walk to the right and take the next door on the left.

Walk to the left and walk all the way to the teleporter. There’s another dead man. Use his body to search him and find a SMALL KEY. Look at the key to find a number 3. Walk to the right to the locker room and use the key on locker 3 to unlock it. Open the door and take the KNIFE out. Walk back to the left and use the knife on the boxes right of the teleporter to make a hole. Use the hole to take the GRENADE out. Walk all the way to the right until you reach the message board again. Go through the door on the left of the message board and use the key on the door next to the coffee machine. When it’s unlocked, use the door to open it and enter the storage room. Use the box standing on the crates to get a roll of TAPE. Use your knife on the boards on the floor to get some NAILS. Walk to the south to leave the storage room.

Take a CUP from the coffee machine and use the cup on the machine to get some COFFEE. Walk to the left and open the door on the left in the reactor room. In the next room walk to the right. On the wall is a terminal. Use it and click on ‘Enter’. Select the Base Blueprint to see a map of the building. Leave the terminal again.

On the left of the Lab A door is a vent. When you look at it, you can see it’s loose. Use the vent to open it and see a cut wire. Walk all the way to the left and use the terminal to the right of the door to open the door to the storage room. Enter the room and look at the plants and glowing tentacles. There’s a fuse box mounted to the wall. Use your knife to open the fuse box and use the coffee to create a short circuit.

Walk to the right to leave the storage room and go right again to leave the hall on the north. In the reactor hall walk to the right, and in the room with the coffee machine, use the door on the right again. Enter the room to the right of the message board.

Look at the machine. The buttons on the right are for vent control. Use the buttons on the lower right of the machine to open a vent. Walk to the left to leave the room. Use the door on the left of the message board. Walk all the way to the left, past the reactor room and into the hall. From there go right all the way to the end. The shaft is now open. Use the shaft to climb in and listen to the conversation.

Walk to the left to the shaft with the exposed wires. Use the tape on the nails in the inventory and use the nails on the missing piece in the wire. The door to Lab A will open. Enter the lab. Again you are shot.

On the Desert Planet you will talk to a monster and learn all about what has happened. Here you will be presented four options:

1- Join: You’ll live, get your real form and memory back and conquer the world.
2 – Don’t join: You’ll be taken to another planet to die.
3 – Use the grenade: You’ll die but so will the monster and you’ll save the earth.
4 – Tell a lie: The monster doesn’t take risks. He’ll send you witha bomb back to base and you’ll die in the explosion.

Either way, the choice is yours.

Game source: A copy of the game was found here on the internet.

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