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End of Abyss Suit Mod Locations: All 8 Vaults and 2 Outside-Vault Mods

A floor-by-floor reference to all eight End of Abyss vaults, their Suit Mods and extra gates, plus Vitality Enhancer Mk. I and Radiation Protection.
Length2 min Posted Quest giverVGSources Team
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There are 10 reported Suit Mods 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 list below gives each vault’s reported floor, landmark, mod, and access gate. Vault numbers are for reference only; the game does not label them that way on screen.

All eight vaults and their Suit Mods

The locations and requirements below come from the secondary End of Abyss Wiki vault guide, updated October 3, 2026. Each vault requires a Vault Key; additional gates are listed where the guide reports them. It does not match individual keys to individual doors, so the key requirement is not a specific numbered key.

Reference Location Suit Mod Additional reported requirement
1 Habitation Sector, F1, end of hall Equipment Belt None beyond a Vault Key
2 Factory West, F2, left side Blast Resistance Explosive Charge to break a wall
3 Communication Center, F2, below the trapdoor Vitality Enhancer Mk. II Complete the 3-SCU objective
4 Waterworks, B3, drained pit Acid Neutralizer Grappling Hook, pump, and an Energy Node door
5 Reactor, B4, top-left corner Heal Amplifier Story progress into the Reactor’s lower floors
6 Containment Sector, F1, bottom-right Proximity Sensor Incinerator to burn Parasitic Growth and reveal a ladder
7 Infirmary, B1, left side Auto-Defibrillator Infirmary Key and Restricted Access Keycard
8 Lower Levels, F1, right-side door Experimental Core Level 3 Access card; the guide describes obtaining Level 2 first

How to plan vault access

Expect a Vault Key at every door

The guides report eight vaults and eight Vault Keys overall. One guide says five keys come from story-related bosses and three from optional bosses. These totals do not establish which key opens which vault, so use the key you have when you reach a vault rather than relying on an unsupported key-to-door map. See the 100% Guides Suit Mod guide for its key and mod overview.

Some vaults wait on tools or progression

The extra gates are not all simple detours. The Waterworks route calls for a Grappling Hook and pump as well as an Energy Node door; the Factory West vault needs an Explosive Charge; and Communication Center access is tied to the 3-SCU objective. The Infirmary and Lower Levels routes call for access credentials in addition to a Vault Key.

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Two gates are especially easy to misread as permanent blockers. The vault guide says the Containment Sector route requires the Incinerator, obtained in the final story area. It also describes the Lower Levels chain as requiring a Level 3 Access card, with Level 2 obtained first. If you encounter either vault before its listed tool or card is available, move on and return later.

The two Suit Mods outside vaults

Vitality Enhancer Mk. I

The all-mod guide reports that Vitality Enhancer Mk. I is equipped when the player starts, so it is not a vault pickup.

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Radiation Protection

Radiation Protection is reported in Factory East B2, outside the vault list. The route requires the Basement Keycard. GamesRadar notes that the mod protects against radiation damage and requires four energy points to activate; that energy cost is reported in its review.

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Can you collect the mods after finishing the story?

Both location guides report that vaults and Suit Mods are not missable and that vaults remain accessible after the main story. Opening all eight vaults is associated with the Dungeon Crawler trophy. The guides are secondary sources, not an official developer location list.

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