knkkk Vaporum Walkthrough - Level 1: Into the Monster - Classic Games Revisited

Vaporum Walkthrough

Level 1: Into the Monster

  1. Start

    This is where you will start. Having washed ashore, you are fairly naked for now and can only use your bare hands. Take a couple of steps and spin the handwheels on both sides to open the door ahead. Flip the switch around the corner to open the next door.
  2. Crate

    Push the crate blocking your way all the way to the end. We will want to access the barrels behind it soon, so might as well push the crate into the the alcove while you are here.
  3. Handwheel

    Another handwheel on this pipe opens the next door.
  4. Power Up

    The switch here activates the exo rig chambers.
  5. Exo Rigs

    Once activated, you now have a choice of which exo rig you want to equip. As the game will helpfully inform you, this choice is irreversible. In the early releases, you had three options to choose from. The Assault Rig was added later. There is no ‘correct’ or ‘powergamer’ choice—it depends on your preferred playing style. Click on each capsule to see what abilities the rig confers.
  6. Pressure Plate

    Stepping on this pressure plate will open the portal ahead, but only after you have equipped an exo rig.
  7. Crowbar

    Check the unlocked locker here for your first weapon, a Crowbar, and a note. Having equipped the crowbar, smash the crates in the room to find some ammunition. Return all the way back to the crate we pushed at 2.
  8. Although the description of the crowbar claims it is the best tool for breaking crates, it is not necessary to hang on to it till the end of the game. Any weapon can be used to smash breakable crates and barrels, though blunt weapons are better than bladed ones.
  9. Secret #1

    Smash the barrels to access the chest. It holds a Repair Kit and a note.
  10. Pressure Plate

    Smash the barrels blocking your way to here. Stepping on this pressure plate will close the door behind you and you will be confronted by your first enemy: a welder drone. Once it is incapacitated, the only way you can go is north. The door behind you will not reopen until you unlock the door at 14.
  11. Crate

    Walk around this crate and push it into the pit to fill it, then open the door ahead.
  12. Worker Boots

    The unlocked locker here will have a pair of Worker Boots and a phonodiary.
  13. Footman Pistol

    This locker has a Footman Pistol, ammunition, and another note. Dual-wielding at this early stage makes your weapons quite ineffective, but it is a good idea to equip the pistol in the second weapon set.
  14. Rusty Key

    In this locker you will find a Rusty Key and a note. Take the key and head back south to 14. Note that as you approach the filled pit near 10, you will be attacked by yet another welder drone.
  15. Locked Door

    Unlock this door with the Rusty Key. This will also open the closed door at 9, should you want to go back.
  16. Leaking Steam

    Time your way across the two breaches in the pipe and walk around to 16. Stepping into the steam leaking from the pipes is instant death at the amount of health you have at this stage.
  17. Handwheel

    Turn the handwheel here to close the third breach in the pipe permanently. (It is not clear how a hole in a metal pipe is plugged by closing a valve. One would have assumed that the steam itself would be shut off, but the first two holes continue to spew steam.)
  18. Repair Kit

    On the floor here is a Repair Kit.
  19. Brick

    Fight off another welder drone, then look in this chest for a Brick and a phonodiary.
  20. Pressure Plate

    Weigh down this pressure plate with the Brick to open the door ahead.
  21. Crate

    You’ll have to fight off a spiderling before you can push this crate forward, and two more before you can push it into the corner to access the button behind it.
  22. Secret #2

    Push this crate out of the way to clear the path to the alcove. In the chest you will find Runkralf’s Gauntlets, a Recruit Buckler, some ammunition and a note.
  23. Pressure Plate

    Stepping on this pressure plate will open the door ahead, but also cause a spectral orb to be fired (after a couple of seconds) as depicted on the map. If the orb reaches its receptacle, the door will close, so move into its path immediately after stepping on the pressure plate.
    The next room has two spiderlings, but you can separate them out by not stepping too far ahead.
  24. Armory

    In the armory you will face yet another spiderling and a roachling. Be careful: one more spiderling will attack from behind. The roachling will drop a Repair Kit and a note.
  25. Silver Key

    You’ll find a Silver Key, a Repair Kit and a note in the locker here.
  26. Armor

    In this chest you will find suits of armor with varying abilities. Each one is intended to complement your chosen exo rig, but there is no specific armor for the Assault Rig. The adjoining chest holds a Rusty Dagger, a Lieutenant Rifle, and some ammunition.
  27. Locked Door

    The Silver Key will open this door.
  28. Pressure Plate

    Stepping on this pressure plate will close the door behind you, and open the northern and southern doors in succession. A welder drone will fly out of the northern alcove and a shock spider will emerge from the southern one. The spider will drop your first gadget, a Basic Discharger.
  29. Lever

    You’ll find a note on the floor here. The lever will open both closed doors out of the room.
  30. Closed Door

    Beyond this door are two spiders holding down two pressure plates. The only way to kill the spiders (and therefore open the door) is to unleash the Basic Discharger.
  31. Fumium Capacitor

    On the floor here lies a Fumium Capacitor. Beyond it are stairs up to the next level.
  1. Stairs up to Level 2.

Next » Level 2: Waterworks