Vaporum Walkthrough
Level 4: The Librarian
Ambush
At first it appears that this is the only door that will open, but trying to open it will set off an ambush by two spiderlings from the far end and permanently jam the door. One of the spiderlings will drop a Rusty Key.
Locked Door
The Rusty Key will unlock this door.
Regular Mantle
Kill the roachling and acid roach guarding this chest, then claim your prize from it: an Iron Dagger, a Regular Mantle, and some ammunition.
Weapons
This chest has an Iron Sword and a Cadet Pistol. Look carefully on the wall to your right for a knob under the lower shelf to open the way to a secret.
Secret #9
This chest has a Combat Fuse and some ammunition. Again, look for a knob on the northern wall (top-left corner of the central wooden panel) to open the next secret.
Secret #10
Fight off the spiderling in this room, then check the desk drawers for a Repair Kit, an Energy Cell, a Fumium Capacitor, and a note. Leave the room via the east.
The Supreme Bureau Manuals Vol. II
Get through the two assault guardians waiting in this room, then claim your prize from this chest: The Supreme Bureau Manuals Vol. II, an Adept Outfit, and a Brick. You’ll need to collect a total of twelve books to get through this level. Exit the central room to the north, destroy the shock spider and poison spider, then continue west.
Door Synchronization Testing Facility
The northern and southern buttons in this room open the doors next to them, but only for varying short periods. Starting from the longest timer, you need to press the four buttons in decreasing order: SW, SE, NW, NE. Pausing time may help you get this on the first try. The eastern door will close when you complete the sequence correctly. Four assault guardians will also make their way towards you from different directions. Go northeast.
You will be able to enter doors that remain open for a little longer, but will eventually need to open all four doors and this is the only way to do it. If you find yourself stuck in one of the rooms by entering this way, teleporters there will bring you back to this spot.
If you don’t feel confident about taking on the four guardians simultaneously, you can lure them into the fireball corridor in the northeast to get the fire to assist you. Stand between the crates there or at 9 and let the fireballs pummel them as they approach you.
Silver Key
Avoid (or tank through) the fireballs as you make your way here. Take the Silver Key and Basic Zapper from the chest. While still avoiding the fireballs, pull the crates (starting with the southern one) along the east-west corridor to push them into the two pits in the northern room.
Press the two buttons at each end of that long corridor to fire spectral orbs; the eastern and western doors in the central room will open when the orbs hit their receptacles at the far end.
Fumium Key
To access this chest, pull the southern crate out into the central room. Grab the Fumium Key from the chest here, and use it later to unlock the door to 14. Now push the northen crate into the nearby pit, and manouvre the southern crate back into this room, then all the way north to fill the northern pit.
Assault Shotgun
You will find an Assault Shotgun and a note in this chest.
Advanced Discharger
Tucked away in a desk drawer here is an Advanced Discharger and a phonodiary.
Twenty Thousand Leagues Under The Sea
In this desk drawer is a second book, J. Verne - Twenty Thousand Leagues Under The Sea, and an Advanced Acid Nozzle. Push and pull the crate next to it until you get it into the open pit all the way in the northern room.
Basic Drainer
From this chest you can grab a Basic Drainer and two Fumium Capacitors. We are done with this section of the map. Head back out to explore the offices to the east.
Books
In the bookcase here are two books: S. Lem - Solaris, and The Supreme Bureau Manuals Vol. I. Later, when you find the three physics books, you’ll need to place them in this bookcase.
Books
Here you will find T. Gulbranssen - Beyond Sing the Woods, and The Supreme Bureau Manuals Vol. III. Later you will need to place three engineering books in this bookcase. That’s all you can do in the western section for now; you will obviously need to return here to place the books you will find later. Head back to the start, mindful that you will be attacked by a cannon turret, an acid roach and a roachling when you reach the southern quarters.
Locked Door
Use the Silver Key to unlock this door. It won’t open immediately; you will first be set upon by a poison spider and a shock spider, then the door will open, from which will emerge a heavy guardian and a cannon drone. In the next room, you will face a welder drone, and one of the breakable crates hides a spiderling.
Iron Helm
Lurking in this room is an assault guardian. The locker to the south has a note while the chest to the east holds an Iron Helm. The other locker in the room is empty.
Sturdy Plating
This locker has Sturday Plating.
Science & Engineering - Master
Fight off the roachling to claim the book, Science & Engineering - Master, and a Regular Buckler from this chest. A welder drone is waiting for you in the adjoining room, but there is nothing else of interest there. Continue north and eliminate the two welder drones in the next room.
Supplies
A chest of drawers here has a Repair Kit and an Energy Cell.
Books
Take the books Elementary Physics Vol. II and Science & Engineering - Intermediate, as well as a note out of this bookcase, and place the three green-colored supreme bureau manuals in the bookcase instead.
Teleporter
Take care of the acid roach on the way to here, then step into this teleporter to be transported to the isolated office to the east.
Pressure Plate
Stand on this pressure plate to open the door to the south, and throw the Brick into the teleporter there. It will land on the pressure plate behind the grate and open the door to the north.
Teleporter
This teleporter will send you near 26.
Golden Key
Take the Golden Key from this cabinet, then walk into the teleporter in the adjoining room to return to the main offices. You will appear in the room filled with crates south of 23.
Ambush
Stepping here will close the adjacent door and spawn an assault guardian at each end of the long corridor. The door will reopen once they are dead.
Lever
This lever will temporarily open the southeastern door and close the pits and wall beyond them. Quickly run into the door, wait for it to close, then press the button on its inner face to open the closed wall and rush through before the pits open.
Elementary Physics Vol. III
Check the two desk drawers here for some ammunition, Elementary Physics Vol. III, and a phonodiary.
Ammunition
The wall barring this room opens by pressing an obvious button next to it. The chest of drawers has some ammunition. Return all the way west to 31.
Locked Door
Use the Golden Key here to open the door to Lisa’s office.
Books
This bookcase has Elementary Phsyics Vol. I, Science & Engineering - Beginner, and a note. Take them out, and place the three salmon-colored fiction books in their place. The desk drawers on the adjoining tile are empty.
Now retrace your steps to 15 (killing an acid roach and an assault guardian on the way), place the blue physics books in that bookcase, and then place the brown engineering books in the bookcase at 16. When all four bookcases are filled correctly, a secret wall in each one will collapse, giving you access to the central chamber of the level.
Pressure Plates
When you step on this pressure plate, all means of egress around the room will close, and two welder drones and two cannon drones will rise out of the floor. The closed walls and the door here will open when they are all destroyed. The next pressure plate will again close the door behind you.
Crates
Pull this crate out of the way, then push the other crate into the pit. Taking a step beyond the pit will close both doors out of this room and collapse the western walls to release a poison spider and an acid roach. Killing them will reopen all doors, including the one next to 33.
Proceed into the next room, take care of the spiderling that’s hiding in the breakable crate, open the northern door, and move the crate (34) all the way into that room.
Spectral Orbs
Pressing this button will start a spectral orb puzzle. You need to block all of them to open the adjoining door. If any of them hit their receptacle, the puzzle will reset and you will have to start again. Only individual orbs will fire fairly slowly in the first four rounds. In the fifth round, two orbs will fire; the crate will block one and you will block the other. After you have blocked the fifth orbs, pull the crate back one tile (towards the button) and yourself move back one more tile to block the next pair of orbs. Then push the crate twice so that it is lined up with the southernmost row of pits. After the orb there is blocked, move back twice to one tile away from the button for the last pair of orbs.
Fumium Key
The cabinet here has a Fumium Key and a Circuit Upgrade.
Choices
The Fumium Key will open one of the three doors here. They are supplies meant to go with the type of rig you equipped at the start, but there is no specific choice for the Assault Rig. The combat rig supplies inlcude two Combat Fuses, a Fumium Capacitor, a Repair Kit, and some ammunition. The thauma rig supplies include two Tech Fuses, a Fumium Capacitor, a Repair Kit, and an Energy Cell. Among the heavy rig supplies you will find two Toughness Fuses, a Fumium Capacitor, and two Repair Kits.
Proceed to the elevator to the next level.
- Elevator down to Level 3.
- Elevator up to Level 5.
Next » Level 5: The Riddle of Steel