Vaporum Walkthrough

Level 2: Waterworks

  1. Creatures

    When you enter this room, the door will close behind you and you will be attacked by a welder drone and a spiderling. The door can be immediately reopened if you wish to retreat: it has buttons on both sides.
  2. Supplies

    This chest holds an Energy Cell, some ammunition, and a note.
  3. Weapons

    As you approach this chest, you will be assaulted by a cannon drone. The chest itself holds a Recruit Mace, a Rusty Sword, and a note.
    Look very carefully between the bolts on the wall next to you. Press the tiny button in the middle to open a secret door.
  4. Secret #3

    The cabinet here hides a unique handgun named Piercer and some ammunition.
  5. Spiderlings

    Two spiderlings will be making their way around this grate to ambush you. Even if you didn’t choose to be a dedicated gadgeteer, you can use the grate to your advantage to obliterate them with the Basic Discharger before they get all the way around.
  6. Pressure Plate

    Stepping on this pressure plate will close the nearby door to 7, and also aggravate the spiderling waiting around the corner.
  7. Rusty Key

    The button in the nearby alcove will reopen the door to here, but only for a couple of seconds. Don’t attempt to turn around; press the button and move backwards into the alcove. Another button there will reopen the door when you are ready to leave. The cabinet here has a Rusty Key and a Repair Kit.
  8. Locked Door

    The Rusty Key from 7 unlocks this door. Beyond it you will be attacked by two welder drones.
  9. Acid

    Stepping into the acid here will damage you quite severely. For the first time, you have a real choice of which direction you wish to take. It doesn’t matter whether you go east or west first, you will eventually need to complete both to be able to cross north. We’ll go east first. The way north beyond the door is blocked for now, so wind your way around the south all the way to 10.
  10. Turret

    Stepping on this pressure plate will raise a cannon turret directly in front of you behind the grate, open the two pits flanking it, and close the door behind it. The turret cannot harm you while you are standing here. There are two ways to deal with this. First, you can shoot down the turret with a gun. You will have to step in line with it to do so, shoot, and quickly retreat. You can alternate the side you are shooting from to avoid incoming fire. Destroying the turrent will earn you fumium (XP), and also close the pits and reopen the door.
    The second option is to hit both buttons next to the pits before their timers run out. This can be done easily if you use the Pause Time feature. Doing this will send the turrent back into the floor, close the pits and reopen the closed door, but you will not earn any fumium.
    Be careful: once the door opens, a cannon drone from beyond it will want to pounce on you. If you wait behind the grate, you can damage it significantly using the Basic Discharger without any danger to you.
  11. Supplies

    In this locker you will find a Brick, a Crude Warhammer, a Hunter Shotgun, a Basic Servo Booster, and some ammunition.
  12. Pressure Plates

    Weigh down this pressure plate with the Brick, then step on the plate behind it to open the door. Time your way past the fireballs beyond the door.
  13. More Pressure Plates

    Step on this pressure plate twice, then move ahead. The door will open without having to weigh down either plate.
  14. Supplies

    From the chest here you can pick up a Basic Aim Stablizer, another Footman Pistol, and one more Rusty Dagger. Be careful while examining the loot; a spiderling is making its way around the corner towards you.
  15. Trap

    Stepping on this pressure plate will raise two cannon turrets next to you, and close the door that you came in from. With some deft movement, you can have the turrets destroy each other; you will still earn the fumium for them. After they are dealt with, the entry door as well as the door here will open. The chest in the alcove has a Silver Key, a Recruit Mace, and some ammunition.
  16. Handwheel

    Turn this handwheel to raise the water up to halfway in the central room.
  17. Locked Door

    Use the Silver Key to unlock this door and return to the central room. We’ll explore the western side now. A shock spider awaits you beyond the first door, and a cannon drone behind the second one.
  18. Pressure Plate

    Stepping on this pressure plate will activate two fireball traps ahead. The one closest to you can be eventually turned off, but the further one will remain active.
  19. Secret #4

    The secret door to this location can be opened by pressing a tiny button between bolts in the center of the wall outside while avoiding the fireball traps. It is possible to do so without taking damage, and is easier if you pause time while attempting it. You have to step back after pressing the button to avoid the next fireball before going in. Coming into this secret corridor will also make is easier for you to access 20.
    The cabinet here houses a Fumium Key and a Fumium Capacitor.
  20. Pressure Plate

    This pressure plate deactivates the fireball trap along the long corridor. Pausing time makes it possible to avoid damage. Also, don’t waste time turning when following the fireball to this pressure plate, and step back into the safe spot to avoid the fireball following you once you reach it.
  21. Brick

    Fight off the spiderling that’s waiting to ambush you, then take the Brick from the floor here.
  22. Launch Point

    Throw the Brick from here on to the pressure plate to the south to close the pit next to you, then pull the lever at the far end to open the door at 21.
  23. Golden Key

    The locker here holds a Golden Key, a note and a phonodiary. The chest has Worker Gloves and a Rusty Helm.
  24. Locked Door

    This door can be unlocked with the Golden Key. It will close again once you enter. The pressure plate in front of you closes the door next to it, and a roachling will enter the room (closing that door) and attack.
  25. Lever

    Pull the lever here to modify the effect of the pressure plate. Stepping on it now will open both doors out of the room.
  26. Basic Blowtorch

    In the cabinet here you will find a Basic Blowtorch and two notes.
    Getting out of this room is a little tricky. The button here opens the door to the east for a few seconds, but also opens the pit en route to the door. The button to the south closes the pit. You need to press the button here, then press the southern button, and make your way back north and out before the door slams shut. Pausing time makes it much easier. The pressure plate outside the door opens the other door which leads to a secret, but you will have to go all the way around later to be able to access it. For now, continue east and defeat an acid roach on the way to 27.
  27. Rope

    In this chest is a Rope, a Basic Protector, some ammunition and two notes.
  28. Handwheel

    Turn the handwheel here to raise the water level in the central room to full. Back outside, flip the lever on the way to open the door and continue south.
  29. Locked Door

    Use the Fumium Key to unlock the door here. The locker behind it has a unique two-handed hammer named Triplicator, a Repair Kit, and a Circuit Upgrade. Return all the way west and enter the door near 26 to claim the secret at 30. Nothing will impede you on the way there.
  30. Secret #5

    The chest here has a Marauder Chestpiece, a Toughness Fuse, and an Energy Cell. As soon as you open the chest, an acid roach followed by a roachling will apepar from the far side of the room. To exit, you don’t have to bother with the timed door again. Instead, flip the switch to the southeast to open a secret wall out, then return to the central chamber.
  31. Debris

    Use the Rope on the debris in front of you to fix the bridge. The chest nearby has some ammunition and a phonodiary. Follow the western corridor all the way to the northwest. You’ll have to fight a roachling in the room on the way.
  32. Rusty Key

    To reach this chest, you will have to time your way across two fireball traps. Not only that, you also have to press the northern button to open the timed door to the south while also timing the fireball. It can be done without taking damage, but may take a little practice.
    In the chest is a Rusty Key, a Repair Kit, a Rusty Sword, some ammunition, and a phonodiary.
    To exit, repeat the game of dodgeball, this time pressing the southern button to open the northern door for a brief period. Go back all the way to 33, being mindful that you will be attacked by two roachlings in the room on the way.
  33. Locked Lever

    Unlock this lever with the Rusty Key, pull it, then head down the eastern corridor.
  34. Boss Fight

    The lever next to this door opens it. Stepping on the pressure plate beyond it will close the door behind you, open two walls, and start a boss fight against an assault guardian and a roachling. The latter is behind the pillar, so if you can avoid aggravating it, the fight will be simpler. The guardian will drop a Golden Key.
  35. Locked Door

    Unlocking this door with the Golden Key will also reopen the door at 34. Beyond it are stairs to the next level.
  1. Stairs down to Level 1.
  2. Stairs up to Level 3.

Next » Level 3: Haunted