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There are 10 Suit Mods reported in End of Abyss: eight are inside vaults, while Vitality Enhancer Mk. I starts equipped and Radiation Protection is found outside a vault in Factory East B2. The eight vault mods are Equipment Belt, Blast Resistance, Vitality Enhancer Mk. II, Acid Neutralizer, Heal Amplifier, Proximity Sensor, Auto-Defibrillator, and Experimental Core.

All eight vaults and their Suit Mods

The locations and requirements below are reported by the End of Abyss Wiki vault guide, updated October 3, 2026. Use the sector, floor, and landmark to navigate: the guide notes that the game does not number vaults on screen.

Sector and floor Vault landmark Suit Mod Reported access requirement
Habitation Sector, F1 End of the hall Equipment Belt Vault Key
Factory West, F2 Left side Blast Resistance Vault Key and Explosive Charge to break a wall
Communication Center, F2 Below the trapdoor Vitality Enhancer Mk. II Vault Key and completion of the 3-SCU objective
Waterworks, B3 Drained pit Acid Neutralizer Vault Key, Grappling Hook, pump, and an Energy Node door
Reactor, B4 Top-left corner Heal Amplifier Vault Key and story progress into the Reactor’s lower floors
Containment Sector, F1 Bottom-right Proximity Sensor Vault Key and Incinerator to burn Parasitic Growth and reveal a ladder
Infirmary, B1 Left side Auto-Defibrillator Vault Key, Infirmary Key, and Restricted Access Keycard
Lower Levels, F1 Right-side door Experimental Core Vault Key and Level 3 Access card; the route involves getting Level 2 access first

How Vault Keys and access gates work

The guides report eight Vault Keys in total: five from story-related bosses and three from optional bosses. Every vault requires a Vault Key, but the available guides do not pair a particular key with a particular door, so there is no reliable key-by-key door list to follow.

A Vault Key is only one part of access at several locations. The Factory West vault needs an Explosive Charge; Waterworks combines traversal and route-opening requirements; Communication Center has an objective gate; and Infirmary and Lower Levels require access credentials. The Containment Sector vault is especially easy to mistake for an earlier pickup: the guide says its ladder is hidden behind Parasitic Growth that must be burned with the Incinerator, obtained in the final story area. Lower Levels likewise depends on Level 3 Access, with Level 2 access on the way to that chain.

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For cleanup, think in terms of blockers rather than assuming that seeing a sector means its vault is ready. If a vault door or route remains inaccessible, continue the relevant story objective or acquire the named tool or card, then return.

The two Suit Mods outside vaults

Vitality Enhancer Mk. I

The all-mod guide says Vitality Enhancer Mk. I is already equipped when the player starts. It is one of the 10 reported Suit Mods, but it is not a vault reward.

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Radiation Protection

Radiation Protection is in Factory East B2, not inside a vault; the vault guide says reaching it requires the Basement Keycard. It helps with radiation zones. GamesRadar’s 2026 review reports that activating it costs four energy points, so factor that cost into when you use it.

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Can you return for vaults after the story?

Both location guides report that vaults and Suit Mods are not missable and that vaults remain available after the main story. Opening all eight vaults is associated with the Dungeon Crawler trophy, making a post-story sweep a reported option if you prefer to collect late-gated tools and cards first.

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The locations and requirements here come from secondary guides rather than an official developer or publisher location guide. Treat them as reported route information, particularly where a guide does not specify an exact key-door pairing.

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