The Zariman Ten Zero was an Orokin colony ship that disappeared into the Void when a Void-Jump Accident occurred. After the incident, its survivors received mysterious powers from the Void and later became the Tenno that control the Warframes and fight for the Origin System.
Following the events of The New War and Angels of the Zariman, the Zariman appeared back into real space without warning, stuck between realities. A song coming from aboard the ship called out to the inhabitants of the Origin System and both Grineer and Corpus immediately attempted to gain control of the legendary vessel. It soon became a top priority for the Tenno to reclaim their home, the birthplace of all their power and misery. There, The Holdfasts, survivors who have been sustained by the mysterious powers of the Void, work to prevent the Zariman from falling into the wrong hands.
|Target||Name||Type||Level||Tile Set||Mastery EXP||Internal Name|
|Dormizone||Hub||0 - 0||Dormizone||0|
|Chrysalith||Hub||0 - 0||Chrysalith||0|
|Oro Works||Void Armageddon||50 - 55||Zariman (Tileset)||0|
|The Greenway||Mobile Defense||50 - 55||Zariman (Tileset)||0|
|Halako Perimeter||Exterminate||50 - 55||Zariman (Tileset)||0|
|Everview Arc||Void Flood||50 - 55||Zariman (Tileset)||0|
|Tuvul Commons||Void Cascade||50 - 55||Zariman (Tileset)||0|
|x10000 Credit Cache||40%|
- Halako Perimeter, Zariman Ten Zero
|x10000 Credit Cache||40%|
- The Greenway, Zariman Ten Zero
|x5000 Credit Cache||50%||x7500 Credit Cache||50%||16%|
|x450 Endo||18.75%||x600 Endo||20%||16%|
|3.13%||3.33%||Hespar Blade Blueprint||10%|
- Oro Works, Zariman Ten Zero
|x5000 Credit Cache||50%||x7500 Credit Cache||50%||16%|
|x450 Endo||18.75%||x600 Endo||20%||16%|
|3.13%||3.33%||Aeolak Barrel Blueprint||10%|
|3.13%||3.33%||Hespar Handle Blueprint||10%|
- Tuvul Commons, Zariman Ten Zero
|x5000 Credit Cache||50%||x7500 Credit Cache||50%||16%|
|x450 Endo||18.75%||x600 Endo||20%||16%|
|3.13%||3.33%||Aeolak Receiver Blueprint||10%|
|3.13%||3.33%||Aeolak Stock Blueprint||10%|
- Everview Arc, Zariman Ten Zero
Mission Bounties accessible by default from Quinn inside the Chrysalith on the Zariman Ten Zero. These bounties refresh every 2½ hours.
Unlike Landscape bounties, the Chrysalith's bounties consists of completing standard Zariman Ten Zero missions (Exterminate, Mobile Defense, Void Cascade, Void Flood, and Void Armageddon) with an additional mandatory bounty objective, with the rewards given on end of mission. These bounties do not occur in stages and there is no bonus objective, thus the entire drop table is only rolled once. Endless missions will still give their rotation rewards but will immediately end and prompt extraction once all relevant objectives are completed.
There are four bounty tiers available on the Zariman:
There is no Steel Path bounty unlike other locations.
|x15000 Credit Cache||16%|
|Gyre Neuroptics Blueprint||12%|
|x30000 Credit Cache||12%|
|Gyre Chassis Blueprint||10%|
|Gyre Systems Blueprint||12%|
Objectives and Mission Types
Voidplume collection (via Syndicate Medallions as well as Void Angels and Zarium Accolades that do not pertain to the objective) should not take priority until after the bounty is completed, as ignoring the objective will likely cause mission failure and thus lose out on all collected Voidplumes.
|Mission Type(s)||Tier(s)||Mandatory Objective||Notes|
|All||Awaken a Dormant Void Angel and Defeat it|
|All||Collect X Credits|
|All||Complete Mission Without Abilities||Operator and their Focus abilities can still be used.|
|All||Tier 1-3||Find Zarium Accolade and Take it to Melica|
|All||Kill X Corpus/Grineer|
|All||All||Kill 10 / 20 / 30 / 40 Enemies as Operator|
|Exterminate||Complete mission under 5 minutes||Countdown stops when enemy kill count is reached allowing players to explore the map.|
|Mobile Defense||Keep Defense Targets Shields Intact|
|Void Armageddon||Collect X Argozene Canisters|
|Void Armageddon||Have All Armament Types Active At Once|
|Void Armageddon||Tier 2||Destroy 2 Void Angels|
|Void Armageddon||Tier 4||Destroy 2 Void Angels, Keep Exodampers Intact|
|Void Cascade||Use X Exolizers Keeping Meter Below 50%|
|Void Flood||Tier 2-4||Collect 75 / 100 / 200 Vitoplast Globules|
|Void Flood||All||Collect 4 / 6 / 8 / 10 Large Vitoplast Globules|
|Void Flood||Seal X Ruptures|
|Void Flood||Tier 4||Close 12 Ruptures And Keep Meter Below 70%|
After the Zariman Ten Zero appeared from the Void fold, Grineer troops and Corpus units descended on the derelict ship, vying for its resources. Every 150 minutes, or 2½ hours, the invading forces will switch between the Worm Queen's Kuva Grineer and Parvos Granum's Juno Corpus. The current ruling faction can be determined by the ship next to the Zariman in the foreground of the Navigation map, or by opening the overlay map while within the Chrysalith with .
Voidplumes are tokens shed by Void manifestations, and act as Syndicate Medallions for The Holdfasts. Every mission aboard the Zariman will have up to 11 total Voidplumes. 8 of these, like Syndicate missions, will be hidden throughout the map to be picked up. , , and are the only types of Voidplumes that can be obtained this way, and are worth 500, 1,000, and 2,000 Standing, respectively. The remaining 3 are from Melica caches and the dormant Void Angel.
Cephalon Melica may call out for nearby students from a terminal, asking for a Zarium Accolade. Accolades are golden key-like objects which are typically located within the tile room of the terminal. They are marked on the map when using Loot Radar mods and emit a distinct shimmering sound, similar to Resource Caches. Accolades must be manually picked up and brought to a terminal in exchange for a , worth 2,500 Standing. Up to two Melica Caches can be found during a mission, and will also be marked on the mini-map when nearby. Each will only function for a single trade of an Accolade.
- Main article: Void Angel
A dormant Void Angel is a guaranteed spawn and will be found in larger rooms. While they can be mistaken as a part of the environment, they can be identified by their pose: their left arm reaching the sky and their head looking above, and sport visible wings and somewhat lighter colors compared to the other angel statues used as decorations. Interacting with a dormant Angel will cause them to awaken and initiate a fight.
Occasionally there will be a small blue-green, glowing, and whispering Globe Light on a table or bench. Interacting with this will summon a yellow, ghost-like child image who will start running, leading the player to the nearest item of interest such as a Somachord fragment, Voidplumes, Ayatan Sculptures, and Rare Storage Containers called Molted Casks. Spirits will call out and slow down if the follower falls behind, but will still continue to their destination if ignored. Afterwards, the Globe Light will remain lit and can't be activated again.
Sprits have no minimum range when it comes to detecting items, and can traverse the whole map if the distance between the Light and the selected item is great enough. If all items of interest on the map have already been obtained before activating the Globe Light, no spirit will appear.
On the other hand, managing to find the targeted item before the lost spirit reach it will divert the later onto the next item. That mean that several items of interest can be collected with only one spirit. Should the players collect all the items while a spirit is seeking them, the said spirit would stay idle where it was standing when the last item was collected.
Locked Storage Rooms
Certain rooms may be locked or partially opened, and can be unlocked by damaging the door console within. Most consoles can be shot at through the partially opened door or by using explosive weapons, but some require alternate paths in order to access them.
Some rooms contain secret areas that can only be accessed in certain ways. For example, seemingly solid moss can be walked through, or some panels can be destroyed to reveal an alternate path. Destructible panels will be highlighted if viewed with Codex Scanners.
In a Hydroponics room, a set of four consoles (two lit) will be surrounding a central pillar. When all four consoles are lit, the central pillar rises to reveal a lower level in the room. Activating a console will toggle it and both its neighbors. Solutions:
- If the lit consoles are opposite, select both unlit consoles.
- If the lit consoles are adjacent, select both lit consoles.
- If one console is lit, select the opposite console.
- If three consoles are lit, select the unlit console and its neighbors.
- If no consoles are lit, select all four in any order.
- General algorithm: select unlit consoles until only one is lit, preferring the central one if three are in a row.
- Only yields a non-optimal solution in the case where there are exactly two adjacent lit consoles.
Voidplumes, Storage Containers, Somachord fragments, and Log Tablets can usually be found in these secret rooms, along with environmental storytelling showing remnants of survivors that had lived there.
Secret rooms and other hidden passages may contain an interactable computer tablet with an orange screen. These will play a holographic message from Executor Tuvul, providing background lore about the Zariman as the situation degraded. These messages are not randomized and are specific to the room they are found in.
In one large room, a dilapidated Lunaro arena along with some Lunaro balls can be interacted with. The balls can be thrown into the one intact Lunaro goal for a short fanfare.
In the Orokin's effort to expand their empire, they attempted an experimental Void-Jump with a colony ship, the Zariman Ten Zero. The ship contained many residences to keep the travelers comfortable on the journey. However, the ship experienced an accident while making "the fold from Saturn to the Outer gates" and vanished into the Void, an incident that would be known as the Void-Jump Accident.
As the ship traveled in the Void, the adults became mind-warped and went feral, although the children were spared from such a fate and instead received mysterious powers from the Void. The adults began to hunt the children on board, forcing them to retaliate and fend for themselves. One child that was cast out by his peers, Rell, realized that there was an unknown entity within the Void. The entity offered a deal to the children aboard to allow for their survival.
Years later, the lost ship re-emerged from the Void and was recovered. The Orokin discovered that only the children had survived the voyage and that the Void had twisted and changed them, giving them inexplicable powers and abilities. Feared and reviled, the survivors of the Zariman nonetheless were of great interest to the Orokin. The Orokin may have covered up the incident publicly, reporting that the Zariman instead was a military ship with no children aboard.
Far into the future, the ship re-emerges once again, drawing the attention of the Tenno, the Grineer, and the Corpus alike. A scant amount of the crew managed to survive and became The Holdfasts, who have dedicated their existence to defending the ship. Other members of the crew that were less fortunate became known as Void Angels.
Recovered Zariman Logs
- Main article: Zariman ARG
Principal investigator Kaleen was assigned to inspect the disappearance of the Zariman. She initially concluded that its disappearance was due to mechanical failure and closed the case after notifying the families of the crew who had been aboard, but when the Zariman mysteriously returned days later she reopened it and began to inspect the ship.
During her personal inspections of the ship, she found no trace of the original crew but came across children on board the ship, one of whom burned Kaleen, horribly disfiguring her face in the process, when she attempted to "violate procedure" to comfort the children. The burns left her skin moon white, her mouth a sagging gash without expression, her head scarred and hairless, and she lost her left eye. She was brought before a military tribunal where she explained the story before being escorted away.
Kaleen snapped at her officer, asking why they "put children on a military ship." They responded, "We didn't. That would violate procedure."
Davis was a researcher working in a facility developing metallic creatures, presumably Warframes. At some point during his work, he developed a theory regarding the creatures he and others were working on and the victims of the Zariman. Believing that no one else would ever have believed him, he seemingly released the creature and allowed it to chase him and an unnamed colleague (who narrates the Codex entry) to a cell.
The creature mysteriously went calm after approaching the cell. His experiment seemingly successful, Davis tells his unnamed colleague that "This is where they keep them. The ones from the Zariman", and that because of this success both of them would receive "big, fat promotions."
While most of the Orokin feared the survivors of the Zariman, the elite scholar Margulis did not, adopting them as if they were her own children. Initial experiments on how to tame the children's powers though led to several fatal accidents, including Margulis becoming blinded, which showed the danger their uncontrolled powers could wreak both on themselves and on others. However, Margulis continued to persevere for the children.
Ultimately, it was through her research that the children learned to control their powers through dreams. She developed Transference, a process that allows the children to transfer their consciousness and powers into the Warframes to act as a surrogate body. The children would be placed into a device known as the Somatic Link to project their Transference, which would be hidden in a facility called the Reservoir on Lua, to control their surrogate bodies in a secure location away from their enemies.
However, the Orokin did not take kindly to Margulis's defense of the children. Her lover Ballas tried to persuade her away, but she refused. Margulis would be executed and vaporized by the Jade Light, but her final thoughts were of her children.
During flashbacks, it is revealed that the Zariman Ten Zero housed thousands of families and children that were scheduled to be transported to the Tau System, suggesting that the ship was not in fact a military ship as the Orokin claimed, but a residential one instead. The children aboard attended classrooms where, under their teacher Cephalon Melica, they learned from a curriculum consisting of the Orokin's understanding of the Void, including "Temporal Axioms" and "Phasics" to prepare them for the journey. During the children's Temporal Axioms exam, Zariman Actual interrupted the class to initiate a routine Reliquary field drill. However, something went wrong with the Void-Jump and the ship was lost to the Void "fold."
During the ensuing chaos, some of the surviving children barricaded themselves inside their classroom while the adults went mad and fought each other throughout the ship. The Man in the Wall appeared before one of these trapped children (the player's Operator), confirming that at least one child other than Rell could see them, where the entity then offered a deal to save everyone aboard. It was here that, under the concept of Eternalism, two simultaneous realities unfolded: one where The Man in the Wall's deal was accepted and one where it was not. The children who obtained their legendary Void powers from the entity were able to be rescued, and those who did not obtain the powers were not. At least one of the children continued to live and survive aboard the Zariman, growing older as normal without any Void powers. This survivor became known as the Drifter.
During the events of The New War, after Ballas throws the Operator into the Void, through unexplained means the Drifter was able to emerge from the Zariman and take the Operator's place for a period of time. The Operator eventually finds their way back to the Zariman, where they are able to meet the Drifter inside their old living quarters. There they learn that due to the paradoxical of their existence, only one of them can exist outside the Void at a time, and from then on their existences are linked.
After the events of The New War, the Zariman suddenly appears from the Void fold once again, accessible from the material world. The appearance of the fabled ship draws the attention of scavenging Kuva Grineer and Corpus, while a strange song emanating from within attracts the attention of the Tenno and the Lotus.
Once aboard, the Tenno finds that the Grineer had arrived first, loses the Lotus' signal, and meets The Holdfasts, the last remaining survivors of the Zariman's crew who were thought to be dead. Led by Quinn, they exist in a form in-between life and death, defending the Zariman from that which would destroy it, including the Void itself. They inform the Tenno that the Zariman is suffering a Void Cascade that threatens all of reality, accelerated by the Void Angels such as Kira, who was a former member of the Holdfasts before succumbing to the Void's call. The Tenno is able to stop the Void Cascade with their powers, but the Angels proceed to break through the Albrecht Membrane and cause a Void Flood. After sealing the Void ruptures causing the Void flood, the invading Grineer along with Kira head to attack the Reliquary Drive powering the Zariman directly. Cavalero of the Holdfasts explains that while the Zariman was a colony ship and not provided weapons, the Reliquary Drive was too important to leave unguarded and so it was equipped with Auto-Fabricating Armaments. Using the Armaments, the Tenno is able to successfully defend the Reliquary Drive from the encroaching Grineer troops and destroy Kira, putting a stop to the song and the threat. Quinn suggests creating a memorial for Kira, which the Tenno visits to honor her.
Archimedean Yonta explains that the Zariman cannot be freed from the Void without catastrophic consequences for the rest of the system, and so it is left from then on as a fortress against both the Void and the enemies of the Tenno.
- Tenno can access Zariman's Steel Path missions by switching to Steel Path mode in either the Orbiter's Navigation or the Zariman Navigation.
- The term Tenno is loosely derived from its designation number Ten-Zero (10-0, "ten-oh").
- Based on the image of the ship in the Vitruvian, it heavily resembles a ship that makes an appearance in the original concept video for Digital Extremes's previous successful video game, Dark Sector.
- During The Duviri Paradox trailer, the ship can be seen at the far distance on the vast alien landscape, presumably inside the Void.
- The ship is lodged partially inside of the Void and the material world at the same time through a Void fold, existing in two planes of existence at once. This might be a basis for a 'paradox'.
- In addition, the version seen in the trailer is colored quite differently from the version seen in the Chains of Harrow comic. In the trailer, the ship uses a traditional Orokin ivory and gold color scheme, while in the comic it features a less ornamental, metallic scheme.
- The Zariman Ten-Zero is arguably the first major Star Chart location that may be considered Tenno-controlled (albeit frequently under attack), with other locations being dominated by the , , or even the long deposed with the Orokin Void.
- Arguably, the Veil Proxima is territory, but also contested.
- The Zariman Ten-Zero is unique in a sense that despite its being at a fixed location, the Tenno can access it without needing a Solar Rail Junction, as they already have access to Railjacks by the timeline of The New War. The Kuva Fortress, on the other hand, will always stay close to the Origin System's planets and moons.
- Though the attempt to perform a long Void jump of the Zariman Ten-Zero was a failure, it wasn't the first Void Jump from Sol to Tau. The ancestors of the Sentients were sent to Tau by the Orokin a long time ago to terraform the system.
- However, the Orokin probably didn't know the outcome of the journey and assumed that it was a success, and the proto-Sentients had performed their directives.
- Ember Prime's Codex entry
- Events of Rell (Webcomic)
- "We couldn't help it, the outbursts. We hurt her, blinded her, but even then, she never abandoned us. In the dream we found peace, and she sang to us in that cold, dark..." - Operator during The Second Dream
- "My childhood dream has become a nightmare. I don't blame Margulis, she's as much a victim as the children we're working with. At first, the project seemed therapeutic and nurturing. I was myself. But now... Transference therapy is being turned into a weapon. Now I build these vile weapons called "Warframes" all for one purpose: death. I've become everything I hate." - Silvana during The Silver Grove
- Ballas: "I told you not to speak out. If you recant, maybe-"
Margulis: "-You lied to me, Ballas. You're no different than the rest of them."
- Dialogue during Apostasy Prologue
- "Honored seven, we have gathered here today to carry out the sentencing of Archimedean Margulis... You face the Jade light, recant, and we will grant a merciful death." - Ballas during Apostasy Prologue
- "The Orokin murdered Margulis - used her work to create 'Transference'. Your mind - projected into a surrogate, strong enough to withstand your power. It felt like waking up, but it was just a lucid - second dream" - Lotus during The Second Dream
- Zariman ARG for the alternative reality game that revolved around the Zariman's past.
|Mercury • Venus (Proxima) • Earth (Proxima) • Lua • Mars • Deimos • Phobos • Ceres • Jupiter • Europa • Saturn (Proxima) • Uranus • Neptune (Proxima) • Pluto (Proxima) • Sedna • Kuva Fortress • Eris • Void (Veil Proxima) • Zariman Ten Zero|