Vaporum Walkthrough
Level 7: Creepy Little Things
Trap
When you empty this pressure plate of the Basic Decoy Beacon and ammunition lying on it, six spiderlings will emerge out of their burrows. The door out will open only when they are all destroyed.
Lever
Pull this lever to send the spiked drum shattering into the crate to rest on the pressure plate, opening the door ahead.
Pressure Plate
For now, this pressure plate opens the door to the east, and stepping off it closes it again. We need to reverse the door’s state and the plate’s behavior, so head west.
Pressure Plate
Stepping on this pressure plate will close the door behind you, locking you in the room with a poison spider and a spiderling.
Crate & Lever
Pull this crate out, flip the lever behind it to open a wall, then push the crate on to the pressure plate that is revealed.
Captain Pistol
This locker has a Captain Pistol, a Steel Dagger, some ammunition, a phonodiary, and a note. Stepping on the pressure plate here will reactivate 4, letting you leave the room, but will not open the door near 3. Instead, weigh it down with any item to achieve the desired outcome.
Central Room
Stepping here will temporarily close the door behind you. Fight off the spiderling and poison spider to reopen the door. Our objective here is to close some pits so that we can continue north. For now, we can go west or east; we’ll start with the west. You will face five spiderlings as you follow the brown arrow.
Lever
Pull this lever to close a pit …
Lever
… and this to close another one.
Zealot Outfit
This chest holds a Zealot Outfit, some ammunition, and a note.
Lever
Flip this lever to close the pit next to it.
Rusty Key
When you reach here, six spiderlings will emerge from the various vents around the room. Take care of them, then pick up the Rusty Key from the chest. Time to get out of this maze.
Keyhole
Use the Rusty Key here to open the locked door.
Superior Acid Nozzle
In this chest you will find a Superior Acid Nozzle, a Steel Helm, some ammunition, and a phonodiary.
Lever
This lever will close the first pit in the central room as well as the pit next to you, giving you a shortcut back. Two more spiderlings will manifest as you walk towards the central room. We will now tackle the east.
Pressure Plate
This pressure plate will close the door you entered through, and open two walls, revealing a welder drone and a shock spider. Kill them to open both doors out of the room. A cabinet in the northern alcove has some ammunition and a phonodiary.
Foreman Boots
To get to this chest, you need to step on the pressure plates in a specific order, and you cannot step on a plate twice. When you complete the sequence, four spiderlings will come out of the vents. The chest has Foreman Boots and an Advanced Zapper. Now let’s get back to the pit-closing business.
Crate
Destroy the shock spider, then push this crate into the first pit…
Crate
… and this one into the next pit. Watch out for a cannon drone that is coming around the corner from the east as you make your way forward.
More Crates
Push this crate out of the way, go around, and push the last crate into the final pit in this set.
Pressure Plates
Stepping on this pressure plate will close the door behind you. Beyond the next pressure plate is a spiderling. Stepping on that pressure plate will cause the spiked drum to traverse the length of the corridor (crushing the spiderling) except this tile, so step on it and quickly return here to avoid getting instantly killed. Then follow the drum and go into the safety of the side passage at the end of the corridor when you are able.
Pressure Plate
This pressure plate will activate the spiked drum behind you. It will also aggravate the spiderling in the vent next to it, so rush over to the safety of the alcove. The drum may or may not return in time to crush the spiderling. The cabinet in the alcove has a Steel Sword and a note. More importantly, opposite the alcove is a small button just under the lamp. Press it to open a secret wall next to the pressure plate and time your movements to reach that passage safely.
Secret #18
To get to this chest, first press the button opposite the alcove to open the secret passage, then press the button in the passage to open one more wall. The chest holds a Repeater, a Switcher, and a note. Carefully make your way past 22 to the end of that corridor. One more spiderling awaits in a vent at the far end, and it could be potentially crushed by the spiked drum.
Robust Plating
Eliminate the poison spider, then look in this chest for a Guardian Shotgun, Robust Plating, some ammunition, and a phonodiary.
Lever
This lever will close the second pit in the central room as well as the pit nearby. We can now head north of the central room.
Cannon Turret
Demolish the cannon turret here, then look for a shiny black button on the iron beam. It opens a secret wall.
Secret #19
In this chest are two Fumium Capacitors, a Repair Kit, and an Energy Cell.
Lever
This lever opens the door to 29 and the way out. The pressure plate in front of 29 opens the two doors beyond the chasm, but only while the exit door is open. Lurking behind them is a spiderling which will step on the pressure plate there, closing the way out of this room. First, flip the lever and grab the contents of the chest.
Suprior Aim Stablizer
This chest has a Suprior Aim Stablizer, some ammunition, a phonodiary, and a note. Now for the extremely frustrating part: you have to pull the lever at 28 and time your movements and the spiderling’s movements to be able to get out of this room. Instead of heading straight for the door out, step on the pressure plate, flip the lever once more, and then make your way to the door. If the spiderling was far enough on its round-trip, you may have enough time to make it through, but it will probably take several tries.
If you kill the spider by using cheats to fly over to the other side, the exit door from this room will never close.
Teleporter
Step into this teleporter to be transported to a boss fight in an isolated room, where you will be trapped with two assault guardians and a flamethrower guardian. The latter will drop a Rusty Key.
Keyhole
Using the Rusty Key here will open both doors out of the room. Going through the teleporter will also reverse the mechanism of 28, so that the lever will now close the door and the spider will open it. We are done with this level, so take the stairs up to the next one.
- Elevator down to Level 6.
- Stairs up to Level 8.
Next » Level 8: Poisoned Halls