Unlocking the Encryption Keys of the Samaritain in XENOTILT

Master XENOTILT: Learn expert strategies to unlock Samaritain's encryption keys. Decode secrets, conquer challenges, and unveil hidden power. Your guide awaits!

Hello from our Unlocking the Encryption Keys of the Samaritain in XENOTILT guide. This guide will show you detailed information about completing a protocol and unlocking the encryption keys of the Samaritain in XENOTILT!

This is the guide Dubsta it was created by. You can find the author’s link at the end of the guide.

Unlocking the Encryption Keys of the Samaritain in XENOTILT

Welcome to our Unlocking the Encryption Keys of the Samaritain in XENOTILT guide. This guide will show you unlocking the encryption keys of the Samaritain.

General PROTOCOL Flow

*Completing a protocol will light a letter for the tier it was completed on. This guide uses the word letter and protocol interchangeably.

For each letter you need to hit the START shot to begin the protocol. As such, consistently being able to hit the START shot will help you master the game. The protocol will stay active until you complete the objective, at which point the letter will be lit. Currently protocols are marked with white letters on the right of the HUD. You can also check your current objectives for each tier on the HUD. You can and should aim to have 3 active at the same time.

Completing each protocol has several benefits:

  • Awards +2 MX multiplier (TBC)
  • Lights standard jackpot (JP) pop for the tier you completed the protocol
  • May unlock the matrix arm for the tier you completed the protocol
  • Completing any 3x protocols awards +1 JX jackpot multiplier

MX and JX multiplier awarded from protocols are not lost when you loose a ball.

Completing every protocol on each tier starts WIZARD MODE.

Table Summary

T1 LARVAE

WordLetterDescriptionUnit
LARVAELDESTROY T1 DRONES12
LARVAEAHIT T1 SPINNERS3
LARVAERDESTROY DOMEHEADS25
LARVAEVHIT T1 SPORE POPS12
LARVAEAHIT T1 DUAL TARGETS4
LARVAEESPIN T1 CRANK25
Unlocking the encryption keys of the Samaritan in XENOTILT

T2 SCARAB

WordLetterDescriptionUnit
SCARABSCHARGE T2 GENERATOR18
SCARABCUSE T2 RAMPS4
SCARABAUSE T2 RAMPS4
SCARABRDESTROY T2 DRONES12
SCARABAHIT T2 TARGET KICKERS12
SCARABBHIT T2 DUAL TARGETS4
Unlocking the encryption keys of the Samaritan in XENOTILT

T3 COLONY

WordLetterDescriptionUnit
COLONYCHIT T3 SPINNERS6
COLONYODESTROY T3 DRONES12
COLONYLUSE T3 RAMPS6
COLONYOHIT T3 DUAL TARGETS4
COLONYNHIT T3 POPS4
COLONYYHIT FACE PLATES9
Unlocking the encryption keys of the Samaritan in XENOTILT

LARVAE

One of the easier words to light up, but being on T1 always comes with a certain risk, so I tend try avoid staying on T1 for too long. T1 is a bit special in that it has the normal start ramp for protocols on the right, as well as a “secret one” on the left under the upper-left flipper.

LARVAE (L)

DESTROY T1 DRONES

Number: 12

Kill the small purple or yellow centipede type bugs. Larger flying bugs don’t count, and neither do domeheads. Luckly, drones appear often and are easy to kill. Turrets make this easy work. It seems that hitting the boss may make them appear.

Unlocking the encryption keys of the Samaritan in XENOTILT

LARVAE (A)

HIT T1 SPINNERS

Number: 3

Hit one of the three spinners. Will almost complete itself.

Unlocking the encryption keys of the Samaritan in XENOTILT

LARVAE (R)

DESTROY DOMEHEADS

Number: 25

Domeheads are the smaller purple headed swarms that crawl about in groups. They look like aliens from a certain movie series. For this protocol, you can kill them on T1, T2, or T3. The announcer will declare when a swarm arrives. They seem to appear between bosses, or in the case of T3, between boss phases, possibly when entering the airlock (the black space above the boss). You may need to defeat a boss to get them to spawn if you need them.

Unlocking the encryption keys of the Samaritan in XENOTILT

LARVAE (V)

HIT T1 SPORE POPS

Number: 12

Hit the orange spores in the left side of T1. To enter the spore area, shoot the T1 ramp on the right to loop around, or alternatively, you can enter from the left “out lane” in T2, if the kickback is not active.

Unlocking the encryption keys of the Samaritan in XENOTILT

LARVAE (A)

HIT T1 DUAL TARGETS

Number: 4

The two pink/green targets on the ramps. These have an interesting duality where they change color and switch between ramps, when you hit them. Simply identify which ramp they are on and make your shot. The image below shows the targets in yellow, with pink/green ramps labeled by their color.

Unlocking the encryption keys of the Samaritan in XENOTILT

LARVAE (E)

SPIN T1 CRANK

Number: 25

Spin the large crank wheel on the off-left of T1. Almost the same as the T1 SPINNERS protocol. You need a reasonable amount of spins to complete the protocol, so it’s likely you will need to hit it more than once. It helps to hit the spinner flaps at the correct angle, but no need to overthink it.

Unlocking the encryption keys of the Samaritan in XENOTILT

SCARAB

With the exception of maybe the generator, most of the T2 objectives seem to complete themselves. Successfully shooting the start ramp consistently will allow you to progress this word quickly. Learn to easily shoot the start ramp from the top-right flipper and you will be set. For the most part, if you can get the ball bouncing around the top of the boss’s head, you can complete objectives as well as rack up score and do damage to the boss.

SCARAB (S)
CHARGE T2 GENERATOR

Number: 18

Charge the central generator that sits at the top of T2. This seems to be one of the harder objectives to complete consistently. After the ball is ejected, the generator will be charged a certain amount. You may need to enter the generator a few times to complete the protocol. You can enter the generator from below in T2, or allow the ball to drop in from the 3 slots on the top. While a T2 boss is in play, it’s tricky to directly shoot the bottom ramp, the top slots tend to be easier. For the top slots, if you are on T2, you can try a slow moving shot around the ramp, and nudge the ball in. Alternatively, you can move up to T3 with the intention of dropping the ball down into the generator.

SCARAB (C)
HIT T2 POPS

Number: 4

Hit any of the three T2 green charge pops. They don’t need to be charged, all you need to do is hit them.

SCARAB (A)

USE T2 RAMPS

Number: 4

Use the ramps on T2. The bottom exit ramps don’t seem to count, and neither do the 3x accelerator rails on the left. (Exact ramps TBC)

SCARAB (R)

DESTROY T2 DRONES

Number: 12

Destroy the drones on T2. They are the small hovering enemies. Same as T1.

SCARAB (A)

HIT T2 TARGET KICKERS

Number: 12

Hit the target kickers on T2 to progress. This is easiest by entering the badge ramp on the right side of T2. Possibly, there are kickers under the generator too. (TBC)

SCARAB (B)

HIT T2 DUAL TARGETS

Number: 4

Hit the dual targets on T2 ramps to progress. Same as T1.

COLONY

Maybe the hardest word complete as some of the objectives can be tricky, and it’s easy to lose your ball out of T3. Generally, I recommend trying to stay up in the top flipper area as much as you can as most of the objectives can be completed up there or when falling/moving out of that area. The start ramp is also one of the easiest shots to make from the middle of the bottom left flipper.

COLONY (C)

HIT T3 SPINNERS

Number: 6

Hit the green spinners on T3. There are 2 on the left and one on the far right. I find the 2 on the left to be easier.

COLONY (O)

DESTROY T3 DRONES

Number: 12

Destroy the drones on T3. They are the small hovering centipede type bugs. The larger flying bugs don’t count, and neither do domeheads. Turrets make this easy work.

COLONY (L)
USE T3 RAMPS

Number: 6

Use the ramps on T3 to progress this protocol. There are a few ramps that count for this one. The protocol start ramp also counts, and I find that the easiest to hit.

COLONY (O)

HIT T3 DUAL TARGETS

Number: 4

Hit the dual targets on T3 ramps to progress.These are the two pink/green targets on the ramps. These have an interesting duality where they change color and switch between ramps, when you hit them. Simply identify which ramp they are on and make your shot.

COLONY (N)

HIT T3 POPS

Number: 4

Hit the green charge pop on T3 to progress. It doesn’t need to be charged, you just need to hit it. Easy to hit from the bottom, but if you drop down from the top flippers you can sometime bounce on the pop for more than one hit. Nice.

COLONY (Y)

HIT FACE PLATES

Number: 9

The hardest part about this one might be the timing. You have to hit the face plates of the T3 Hera boss at the top of the table. It seems that you can only do this during the first phase of the boss, meaning that you need freshly defeat the boss to pass this protocol. The total amount of face plates during the first phase TBC. Either way, I reccomend trying to time activating this protocol before defeating phase 3 of the Hera boss.

WIZARD MODE

Wizard mode to be added here as spoiler text .

Written by Dubsta

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