Vaporum Walkthrough

Level 3: Haunted

  1. Lever

    You will have to defeat a spiderling and an acid roach on the way to here. The lever will close the pit blocking your way to 2.
  2. Tech Fuse

    A roachling is waiting here to ambush you. From this chest you can pick up a Tech Fuse, a Brick, and some ammunition. Go back around and south to 3.
  3. Pressure Plate

    First kill the acid roach waiting around the corner. Standing on this pressure plate opens the door ahead, but stepping off closes it. Pull the lever at the end of the short corridor to reverse the behavior of the pressure plate. Waiting beyond the door are a welder drone and a roachling.
  4. Rusty Key

    Search the locker for a Rusty Key, some ammunition, and a note. Break the crates nearby for some more ammunition. Return to the fork at the start, heading west this time.
  5. Basic Acid Nozzle

    The poison spider hiding in this corner will drop a Basic Acid Nozzle.
  6. Brick

    The pair of spiderlings patrolling this chest can be destroyed with either the acid or lightning gadgets without any risk to your health. The chest holds a Brick, some ammunition, and a note.
  7. Keyhole

    Use the Rusty Key here to open the door.
  8. Closed Door

    Weigh down both pressure plates to open this door.
  9. Pressure Plate

    Stepping on this pressure plate will cause a nearby wall to open, releasing a poison spider.
  10. Pressure Plate

    This pressure plate will open another wall to the south, releasing a spiderling and a cannon drone.
  11. Repair Kit

    On the floor here is a Repair Kit and some ammunition.
  12. Pressure Plate

    Hiding behind the wall that this third pressure plate opens are an acid roach and a roachling. The lever they are guarding opens both doors out of the room.
  13. Crate

    Push this crate south to expose a button, then press the button to open the way to a secret.
  14. Secret #6

    Open this chest for a Tinkerer Harness and an Energy Cell.
  15. Lever

    From this elevator room you can go either southwest or east. Pull this lever to go east first.
  16. Pressure Plate

    This pressure plate closes the door ahead while being stood on. To reverse its behavior, pull the lever at the end of the northern corridor. This will let you enter the room, but the door will close behind you.
  17. Gear

    To get to this chest, you need to pull a lever next to the pit to the east. However, that will also open two walls; behind the northern wall are a poison spider and a cannon drone, and behind the southern one is a lightning spider.
    In the chest is a Gear, a Repair Kit, some ammunition, and a phonodiary.
  18. Switch

    Flip the switch here to reopen the entry door and again reverse the behavior of the pressure plate at 16. Leave the room and return to the elevator chamber.
  19. Lever

    Pull the lever and go through the door it opens. Behind yet another lever-controlled door you will face a cannon drone, a poison spider, and a spiderling as you make your way to 20.
  20. Silver Key

    This chest has a Silver Key and some ammunition. However, opening it will close the door out of this room, open two walls, releasing a welder drone and two roachlings, and also raise a cannon turret in front of you.
  21. Lever

    Flip this lever to reopen the room’s door.
  22. Locked Door

    The Silver Key unlocks this door.
  23. Repair Kit

    You can pick up a Repair Kit and some ammunition from this chest.
  24. Secret #7

    Push the crate out of the way to access this chest, which holds Runkralf’s Crowbar and a note.
  25. Crates

    Move the two crates to access a button that opens the door to 26, and press it.
  26. Secret #8

    In this chest is Sting, a Combat Fuse, and a Repair Kit. That’s all in this room; you can leave and venture east. You’ll encounter a poison spider and a shock spider on your way to 27.
  27. Ammunition

    This cabinet has some ammunition and a phonodiary.
  28. Golden Key

    Getting to this alcove takes a bit of work. A lever nestled between the crates and grates will open the door to it, but getting to the lever will require pushing many of the crates in the room out of the way while still leaving a way for you to leave the room. There are multiple ways to solve this puzzle: you can move several crates to the west, or some to the east and some to the south. The solution given here seems to require the least amount of walking and pushing. Move the crates as indicated in the correct order, running around the room multiple times to each one to push and pull them from different directions.
    The cabinet has a Golden Key, some ammunition, and a phonodiary. You can return west once you’ve got the key.
  29. Locked Door

    Use the Golden Key either here or at the southern door: opening one will open the other. Kill the assault guardian that’s waiting for you inside.
  30. Lever Handle

    In this locker, you will find a Lever Handle, a Regular Shield, some ammunition, and a note.
  31. Basic Umbrella Field Generator

    This chest holds a Basic Umbrella Field Generator, an Energy Cell, and a note. Go north to return to the elevator room.
  32. Lift Gearbox

    A spiderling will emerge out of the crate when you break it to reach here. Place the Gear in this gearbox.
  33. Broken Switch

    Fix this switch with the Lever Handle, then flip it. Wait until the elevator arrives, then press the adjacent button to open it. Step back immediately to avoid getting kicked by the assault guardian that rode down the lift. A poison spider and a spiderling will also manifest from the west. When they are all dealt with, you can ride the elevator up to the next level.
  1. Stairs down to Level 2.
  2. Elevator up to Level 4.

Next » Level 4: The Librarian