Vault ED-17 Quests
Vault ED-17 isn’t just a waypoint on the road to the surface — it’s a small, lived-in hub of real people: a doctor, a technician, security, restless patients. This is where you’ll meet the first truly connected chain of quests — from small errands in the medbay to a breakout to the surface through a dangerous tunnel. This overview lays out which ED-17 quest arcs are live in the game right now and how they connect to one another — without spoiling the solutions.
Where you end up
ED-17 belongs to the “Vault ED-17” faction and sits in an open chain of locations reachable from the global map. In the world’s lore, the vaults were built by the Karma Industries corporation: they were sold as safe homes with 50 years of self-sufficiency, a TEUS-1 mini-reactor, and medical equipment from Renascence Inc, with every resident assigned to a specialization group. That setting — the medbay, the workshops, the barracks — is what determines who you’ll turn to for quests.
Almost every ED-17 quest is taken through dialogue with a specific person, grants vault reputation on completion, and is open from the very first character level. The key quest-givers are Doctor Walder (medbay), Dmitry Lavrentiev (workshop), and Johnny Hopper (a patient next door); some branches wrap up with the guard Terry, Eddie, and the technician and Council head Diana Gurieva.
Medbay: where it all begins
The entry point to the arc is the quest “Stranger in the Ward” with Doctor Walder. It’s a one-time quest: find Walder, gather the empty injectors from the neighboring wards, and bring them back. If you bring even one injector above the minimum, the doctor will see that you searched the wards especially thoroughly — and reward you more generously (more experience). “Stranger in the Ward” is also a “key”: several of the vault’s next quests depend on completing it.
- “Ward Supplies” — a repeatable quest (it resets after 12 hours): bring Walder dressing packs. It opens after “Stranger in the Ward.” A handy way to raise ED-17 reputation regularly.
- “Troubled Patient” — Johnny Hopper wants to escape the medbay by distracting the doctor with a smoke bomb. Here you make a choice: help Johnny with the diversion or warn Doctor Walder. This is a real fork with different endings and rewards.
- “Close Contact: Universal Tool” — Walder asks you to restore a broken multitool; to fix it you head to Lavrentiev in the workshops, and the repair can be assembled from parts or done with a repair kit.
- “Close Contact: Medical Jumpsuits” — a missing crate with five KS-1M jumpsuits; the trail leads to the barracks. Requires “Universal Tool” to be completed.
The workshop and tech
The second half of the quests hinges on Dmitry Lavrentiev:
- “Workshop Cable” — repeatable (12-hour reset): bring five coils of cable. Opens after “Stranger in the Ward” and counts toward vault reputation.
- “Long Request: Restore the Disk” — a damaged disk from a surface scout; Lavrentiev will restore it in exchange for three portions of rust barbecue (you can cook them yourself or buy them). A notably large experience reward; the result is handed over to the guard Terry.
- “Simple Task: Road to the Airlock” — a major technical arc: restore three workshop terminals, then negotiate a way out with Lavrentiev — take on the scanner work or try to settle the matter with a bribe. Requires “Medical Jumpsuits” to be completed.
Getting to the surface
The final ED-17 arc is “Dreams Yet to Come”: the path to the surface is open, but it runs through a dangerous tunnel. You need to enter the tunnel, deal with the mutant blocking the way, and make it out. This quest opens only after “Road to the Airlock” and is triggered by a scene rather than an ordinary conversation, so it naturally caps off the entire vault chain.
Joining the community
By raising your reputation through the quests above, over time you may be accepted into the ED-17 community itself; its Council speaks to your recognition, and your contact on this track is the technician and Council head Diana Gurieva. For those already recognized by the community there’s a separate quest, “Secure the ED-17 Approach”: it requires membership and a sufficient rank, and it pays big — experience, credits, and a promotion to trusted standing. This is no longer an introductory errand but an acknowledgment of your merit.
How to read these quests
Keep the world’s general principle in mind: a quest begins before the marker — with a reason, with a conversation. A line of dialogue here is itself a mechanic: it can check what you’ve already done, take the item it needs, open the next step, or, conversely, not appear at all until you’ve earned trust or delivered a result. The reward isn’t always an item either: sometimes it’s vault reputation, or the fact that the next person will talk to you differently. And a mark on the map doesn’t cancel out the cold, the weight of your pack, or the road back.