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“You're not supposed to be in here! You're going to ruin the surprise!”
The following article/section contains spoilers. Please finish The War Within and Angels of the Zariman before proceeding.


When the Zariman was found adrift, the Orokin did everything they could to erase their mistakes. Transit recordings, personnel logs... everything was wiped out. The only thing they kept was... you.
Lotus to the Operator during The War Within

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.

It was introduced as a location in Update 31.5 (2022-04-27). Permanent access to the Zariman Ten Zero is gained after completion of the Angels of the Zariman quest. It uses a unique tileset.

Enemies[]

IconGrineerOn.png Grineer, Worm Queen IconCorpusOn.png Corpus, Parvos Granum IconWildOn.png Wild

Missions[]

Target Name Type Level Tile Set Mastery EXP Internal Name
IconTenno.png Dormizone Hub 0 - 0 Dormizone 0 SolNode234
IconTenno.png Chrysalith Hub 0 - 0 Chrysalith 0 ZarimanHub
IconGrineerOrCorpus.png Oro Works Void Armageddon 50 - 55 Zariman (Tileset) 0 SolNode233
IconGrineerOrCorpus.png The Greenway Mobile Defense 50 - 55 Zariman (Tileset) 0 SolNode235
IconGrineerOrCorpus.png Halako Perimeter Exterminate 50 - 55 Zariman (Tileset) 0 SolNode231
IconGrineerOrCorpus.png Everview Arc Void Flood 50 - 55 Zariman (Tileset) 0 SolNode230
IconGrineerOrCorpus.png Tuvul Commons Void Cascade 50 - 55 Zariman (Tileset) 0 SolNode232

Rewards[]

Rewards
CreditsLarge.png x10000 Credit Cache 40%
EndoIconRenderLarge.png x900 Endo 17.5%
EntratiLanthorn.png Entrati Lanthorn 10%
VoidgelOrb.png Voidgel Orb 10%
Mod TT 20px.png Galeforce Dawn 5%
VoidRelicBronzeIcon64.png Meso A3 2.5%
VoidRelicBronzeIcon64.png Meso G3 2.5%
VoidRelicBronzeIcon64.png Meso G4 2.5%
VoidRelicBronzeIcon64.png Meso I2 2.5%
VoidRelicBronzeIcon64.png Meso N12 2.5%
VoidRelicBronzeIcon64.png Meso P5 2.5%
VoidRelicBronzeIcon64.png Meso P7 2.5%

Locations:

  • Halako Perimeter, Zariman Ten Zero

Module:DropTables/data last updated: Thu, 12 May 2022 04:33:45 +0000 (UTC) by User:Cephalon Scientia

Rewards
CreditsLarge.png x10000 Credit Cache 40%
EndoIconRenderLarge.png x900 Endo 17.5%
EntratiLanthorn.png Entrati Lanthorn 10%
VoidgelOrb.png Voidgel Orb 10%
Mod TT 20px.png Galeforce Dawn 5%
VoidRelicBronzeIcon64.png Meso A3 2.5%
VoidRelicBronzeIcon64.png Meso G3 2.5%
VoidRelicBronzeIcon64.png Meso G4 2.5%
VoidRelicBronzeIcon64.png Meso I2 2.5%
VoidRelicBronzeIcon64.png Meso N12 2.5%
VoidRelicBronzeIcon64.png Meso P5 2.5%
VoidRelicBronzeIcon64.png Meso P7 2.5%

Locations:

  • The Greenway, Zariman Ten Zero

Module:DropTables/data last updated: Thu, 12 May 2022 04:33:45 +0000 (UTC) by User:Cephalon Scientia

A B C
CreditsLarge.png x5000 Credit Cache 50% CreditsLarge.png x7500 Credit Cache 50% FocusLens1Rank sq.png Madurai Lens 16%
EndoIconRenderLarge.png x450 Endo 18.75% EndoIconRenderLarge.png x600 Endo 20% FocusLens1Rank sq.png Naramon Lens 16%
VoidgelOrb.png Voidgel Orb 9.38% EntratiLanthorn.png Entrati Lanthorn 6.67% FocusLens1Rank sq.png Unairu Lens 16%
VoidRelicBronzeIcon64.png Meso A3 3.13% VoidRelicSilverIcon64.png Neo C2 3.33% FocusLens1Rank sq.png Vazarin Lens 16%
VoidRelicBronzeIcon64.png Meso G3 3.13% VoidRelicSilverIcon64.png Neo K4 3.33% FocusLens1Rank sq.png Zenurik Lens 16%
VoidRelicBronzeIcon64.png Meso G4 3.13% VoidRelicSilverIcon64.png Neo M4 3.33% Blade.png Hespar Blade Blueprint 10%
VoidRelicBronzeIcon64.png Meso I2 3.13% VoidRelicSilverIcon64.png Neo N16 3.33% Mod TT 20px.png Galeforce Dawn 10%
VoidRelicBronzeIcon64.png Meso N12 3.13% VoidRelicSilverIcon64.png Neo N20 3.33%
VoidRelicBronzeIcon64.png Meso P5 3.13% VoidRelicSilverIcon64.png Neo P4 3.33%
VoidRelicBronzeIcon64.png Meso P7 3.13% VoidRelicSilverIcon64.png Neo V10 3.33%

Locations:

  • Oro Works, Zariman Ten Zero

Module:DropTables/data last updated: Thu, 12 May 2022 04:33:45 +0000 (UTC) by User:Cephalon Scientia

A B C
CreditsLarge.png x5000 Credit Cache 50% CreditsLarge.png x7500 Credit Cache 50% FocusLens1Rank sq.png Madurai Lens 16%
EndoIconRenderLarge.png x450 Endo 18.75% EndoIconRenderLarge.png x600 Endo 20% FocusLens1Rank sq.png Naramon Lens 16%
VoidgelOrb.png Voidgel Orb 9.38% EntratiLanthorn.png Entrati Lanthorn 6.67% FocusLens1Rank sq.png Unairu Lens 16%
VoidRelicBronzeIcon64.png Meso A3 3.13% VoidRelicSilverIcon64.png Neo C2 3.33% FocusLens1Rank sq.png Vazarin Lens 16%
VoidRelicBronzeIcon64.png Meso G3 3.13% VoidRelicSilverIcon64.png Neo K4 3.33% FocusLens1Rank sq.png Zenurik Lens 16%
VoidRelicBronzeIcon64.png Meso G4 3.13% VoidRelicSilverIcon64.png Neo M4 3.33% Barrel.png Aeolak Barrel Blueprint 10%
VoidRelicBronzeIcon64.png Meso I2 3.13% VoidRelicSilverIcon64.png Neo N16 3.33% GenericWeaponHilt.png Hespar Handle Blueprint 10%
VoidRelicBronzeIcon64.png Meso N12 3.13% VoidRelicSilverIcon64.png Neo N20 3.33%
VoidRelicBronzeIcon64.png Meso P5 3.13% VoidRelicSilverIcon64.png Neo P4 3.33%
VoidRelicBronzeIcon64.png Meso P7 3.13% VoidRelicSilverIcon64.png Neo V10 3.33%

Locations:

  • Tuvul Commons, Zariman Ten Zero

Module:DropTables/data last updated: Thu, 12 May 2022 04:33:45 +0000 (UTC) by User:Cephalon Scientia

A B C
CreditsLarge.png x5000 Credit Cache 50% CreditsLarge.png x7500 Credit Cache 50% FocusLens1Rank sq.png Madurai Lens 16%
EndoIconRenderLarge.png x450 Endo 18.75% EndoIconRenderLarge.png x600 Endo 20% FocusLens1Rank sq.png Naramon Lens 16%
VoidgelOrb.png Voidgel Orb 9.38% EntratiLanthorn.png Entrati Lanthorn 6.67% FocusLens1Rank sq.png Unairu Lens 16%
VoidRelicBronzeIcon64.png Meso A3 3.13% VoidRelicSilverIcon64.png Neo C2 3.33% FocusLens1Rank sq.png Vazarin Lens 16%
VoidRelicBronzeIcon64.png Meso G3 3.13% VoidRelicSilverIcon64.png Neo K4 3.33% FocusLens1Rank sq.png Zenurik Lens 16%
VoidRelicBronzeIcon64.png Meso G4 3.13% VoidRelicSilverIcon64.png Neo M4 3.33% Receiver.png Aeolak Receiver Blueprint 10%
VoidRelicBronzeIcon64.png Meso I2 3.13% VoidRelicSilverIcon64.png Neo N16 3.33% Stock.png Aeolak Stock Blueprint 10%
VoidRelicBronzeIcon64.png Meso N12 3.13% VoidRelicSilverIcon64.png Neo N20 3.33%
VoidRelicBronzeIcon64.png Meso P5 3.13% VoidRelicSilverIcon64.png Neo P4 3.33%
VoidRelicBronzeIcon64.png Meso P7 3.13% VoidRelicSilverIcon64.png Neo V10 3.33%

Locations:

  • Everview Arc, Zariman Ten Zero

Module:DropTables/data last updated: Thu, 12 May 2022 04:33:45 +0000 (UTC) by User:Cephalon Scientia

Bounties[]

Before a Tenno can access Chrysalith bounties, they must first prove themselves to Quinn by completing the Angels of the Zariman quest.

Mission Bounties[]

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.

Rewards[]

Main article: Chrysalith/Rewards (edit)

Rewards
CreditsLarge.png x15000 Credit Cache 16%
EndoIconRenderLarge.png x500 Endo 16%
Helmet.png Gyre Neuroptics Blueprint 12%
CreditsLarge.png x30000 Credit Cache 12%
EndoIconRenderLarge.png x750 Endo 12%
VoidplumeDown.png Voidplume Down 12%
VoidRelicIronIcon64.png Lith K5 8%
VoidRelicIronIcon64.png Lith M7 8%
EntratiLanthorn.png Entrati Lanthorn 4%

Module:DropTables/data last updated: Thu, 12 May 2022 04:33:45 +0000 (UTC) by User:Cephalon Scientia

Rewards
EndoIconRenderLarge.png x1000 Endo 15%
OroFusexOrnamentB.png Ayatan Amber Star 15%
VoidRelicIronIcon64.png Lith K5 12.5%
VoidRelicIronIcon64.png Lith M7 12.5%
Chassis.png Gyre Chassis Blueprint 10%
EndoIconRenderLarge.png x1500 Endo 10%
VoidplumeVane.png Voidplume Vane 10%
VoidRelicBronzeIcon64.png Meso E5 7.5%
VoidgelOrb.png Voidgel Orb x5 5%
EntratiLanthorn.png Entrati Lanthorn x3 2.5%

Module:DropTables/data last updated: Thu, 12 May 2022 04:33:45 +0000 (UTC) by User:Cephalon Scientia

Rewards
EndoIconRenderLarge.png x2000 Endo 14%
FocusLens2Rank sq.png Greater Zenurik Lens 14%
Systems.png Gyre Systems Blueprint 12%
EndoIconRenderLarge.png x3000 Endo 12%
FocusLens2Rank sq.png Greater Madurai Lens 12%
VoidplumeCrest.png Voidplume Crest 12%
Blueprint2.svg Alternox Blueprint 8%
VoidRelicSilverIcon64.png Neo B6 8%
EntratiLanthorn.png Entrati Lanthorn x3 8%

Module:DropTables/data last updated: Thu, 12 May 2022 04:33:45 +0000 (UTC) by User:Cephalon Scientia

Rewards
Blueprint2.svg Gyre Blueprint 12.5%
EndoIconRenderLarge.png x3000 Endo 10.94%
FocusLens2Rank sq.png Greater Naramon Lens 10.94%
FocusLens2Rank sq.png Greater Unairu Lens 10.94%
FocusLens2Rank sq.png Greater Vazarin Lens 10.94%
EndoIconRenderLarge.png x4000 Endo 9.38%
ThraxPlasm.png Thrax Plasm x15 9.38%
Blueprint2.svg Aeolak Blueprint 6.25%
Blueprint2.svg Hespar Blueprint 6.25%
VoidRelicGoldIcon64.png Axi A12 6.25%
VoidRelicGoldIcon64.png Axi H5 6.25%

Module:DropTables/data last updated: Thu, 12 May 2022 04:33:45 +0000 (UTC) by User:Cephalon Scientia

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%

Tileset Features[]

Alternating Invaders[]

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 M .

Voidplumes[]

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. VoidplumeDown.png Voidplume Downs, VoidplumeVane.png Vanes, and VoidplumeCrest.png Crests are the only types of Voidplumes that can be obtained this way, and are worth ReputationBlackx64.png 500, ReputationBlackx64.png 1,000, and ReputationBlackx64.png 2,000 Standing, respectively. The remaining 3 are from Melica caches and the dormant Void Angel.

Melica Caches[]

Cephalon Melica's kiosk where a Zarium Accolade can be turned in.

Three versions of the Zarium Accolade.

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 VoidplumeQuill.png Voidplume Quill, worth ReputationBlackx64.png 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.

Dormant Angels[]

A dormant Void Angel.

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.

Lost Spirits[]

A spirit globe light.

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[]

A red door console that can be shot at.

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.

Secret Areas[]

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.

Log Tablets[]

Projection of Executor Tuvul

A Zariman log tablet

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.

Lunaro Arena[]

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.

Lore[]

General[]

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"[1] 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.[2] 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
Recovered Zariman Log 1: LOG_Z10_1_S-624ST
Recovered Zariman Log 2: LOG_Z10_2_S-624ST
Recovered Zariman Log 3: LOG_Z10_3_S-624ST
Recovered Zariman Log 4: LOG_Z10_4_S-624ST

Ember PrimeIcon272.png Ember Prime's Codex[]

Three figures waited behind a simple table. Their attention on a single chair, bathed in light. An old woman's voice from the shadow: 'Send her in'. Across the room a security officer, stern and plain, opened the door. The outline of a young woman appeared at the door. She hesitated, but only for an instant, then crossed the room and sat.

There was a gasp as the light hit her face. Her right eye was bright and blinking, but her left was a greasy slit. Her skin had been burned moon-white. Her mouth was a sagging gash without lips or expression. Her military beret was pulled snug over a scarred and hairless scalp.

The old voice: 'Your name is Kaleen.' Kaleen nodded. 'You were the principal investigator of the Zariman?' Kaleen's voice was a jagged whisper, a rigid face. 'Yes.'

Kaleen coughed, straightened: 'The Zariman was lost making the fold from Saturn to the Outer gates. Mechanical failure. I notified families and filled a report with the inspectors. Nothing ever returns from the fold, so I closed the case.'

'But you reopened the case, days later.'

'I didn't believe it myself until I stepped aboard the ship. It was completely intact, full environmental, as if it had never left.'

'And the crew was gone.'

'Not exactly.' Kaleen hesitated. 'We thought it was empty but we began to find...' Her face twitched at remembered pain, 'We began to find children hiding in the ship.'

'And that is when you violated procedure?'

Kaleen bowed her head, a tear welling in her sightless eye. 'They were children. They were afraid. They needed comfort.'

'So you broke quarantine and this happened to you.'

There was silence as Kaleen touched her face, 'So what have you done with them?'

The old woman gestured for the officer to take Kaleen away. The meeting was over. When Kaleen reached the door she twisted out of his grip and shot back, 'Why would you do that? Why did you put children on a military ship?'

'We didn't. That would violate procedure.'

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."

Rhino PrimeIcon272.png Rhino Prime's Codex[]

Red lights flashing on stark, white walls. Davis is running ahead of me, dropping his notes. We're running for our lives. The fear gives me a strange perspective - I'm out of my body. I've forgotten how I got here. I don't recognize this place.

Davis and I slam pinned against a cell door and he shouts at me. I give him a dumb look. I can't hear him, the sirens, anything, only the muffled throb of terror in my head. I turn away from Davis down the hall and I see it. The hulking mass, flickering red, glinting like steel and fresh blood. Its skin changes, flowing like mercury when I'm blinded by the sudden muzzle-flashes. They do no good. The beast surges forward and the security men become crimson mist and gore.

I'm a statue, a cornered animal. A gate opens inside me and recognition floods in. I have seen this monster before. I have cut its shell and eviscerated its brothers. I have given it pain and measured its response. I have crafted then rejected countless like it. But I've never seen this beast so close, without the shield, without restraints. I have never seen it... free.

I know I will die so I just watch with curious acceptance. The beast squats down, shovelling a heap of gore into its mouth. It is watching me with vague eyes, a sense of recognition, ancestral memory. It knows who I am and what I've done. It rears up like a bear and roars, shattering the lights and casting us into darkness. I can hear it lumbering toward me, its metal fingers rending the walls, but I know I am dead. I close my eyes and stand ready to pay.

I feel the pull on my arm and realize Davis got the cell open. He tugs me into the cell beyond and I fall on my back. I see Davis standing at the open door, waiting, as the monster tears towards us.

Suddenly I could live through this I shout, "Davis, close the goddamn door!" - But he shakes his head eyes wide as moons. He shouts, "Watch!" over the roaring and rending of metal.

Then silence. Davis is panting, laughing? The beast fills the doorway, inches from him, dripping in blood, but still without violence. It stands there, looking at its hands. Davis whispers, "No one would have believed me."

I crawl up the wall to stand, opposite the door. I've never seen this cell, a cold place with an array of shelves. A morgue? "Where are we, Davis?"

"This is where they keep them. The ones from Zariman." I'm thrown, what was the Zariman? The ship that never returned? "Davis, what's going on?"

Davis turns to me, a smile forming - "What's going on is..." he turns back to the beast now silent and calm.

"...big, fat promotions."

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."

Margulis[]

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[3], 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.[4] 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.[5] Margulis would be executed and vaporized by the Jade Light[6], but her final thoughts were of her children.

While Ballas heavily resented the children for the death of his lover, he nonetheless continued Margulis's work on Transference and developed the Warframes.[7][4]

The New War[]

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.

Angels of the Zariman[]

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.

Notes[]

  • Tenno can access Zariman's Steel Path missions by switching to Steel Path mode in either the Orbiter's Navigation or the Zariman Navigation.

Trivia[]

  • 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 IconGrineerOn.png Grineer, IconCorpusOn.png Corpus, Infestation w.svg Infested or even the long deposed IconOrokinOn.png Orokin with the Orokin Void.
  • 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.

Gallery[]

Patch History[]

Hotfix 31.5.10 (2022-05-17)

  • Turned up Melica Cache sound FX slightly and increased its radius.

Hotfix 31.5.9 (2022-05-12)

  • Added the Steel Path mission toggle to the Zariman Navigation located in the Chrysalith.
    • In premade squads, the Steel Path toggle is determined by the Host (even if Clients do not have it toggled on, joining a Host who does will default everyone to Steel Path).
    • Known issue: You are only able to publicly matchmake with Steel Path Tenno from the same location. In other words, Steel Path matchmaking from the Chrysalith will only match you with other Tenno who are looking for a Steel Path squad from the Chrysalith (same with Steel Path matchmaking from Orbiter Navigation).
  • Fixed Zariman Exterminate mission sometimes spawning all the enemies while players are at the beginning of the level. Players now need to progress through the level as normal.
  • More fixes towards a crash when Client returns to the Chrysalith when awakening/spawning a Void Manifestation.

Hotfix 31.5.8 (2022-05-11)

  • Added additional spawn points for Voidplumes, Somachord Fragments, Storage Containers, and Zarium Accolades throughout the Zariman tileset.
  • Fixed Zariman Steel Path missions not being considered completed on the Star Chart when played from the Chrysalith.
  • Fixed extra extraction markers directing you to dead ends in the Zariman tileset.
  • Fixed script error when Host migrating shortly after turning in a Zarium Accolade at a Melica Cache.

Hotfix 31.5.7 (2022-05-06)

  • Made Zariman matchmaking more robust.
    • Fixed players with public matchmaking turned on not matching into the same Bounty with each other.
  • Fixed being unable to complete the “Complete mission without Abilities” Bounty in the Zariman Mobile Defense (The Greenway) due to a lack of extraction and other factors. As reported here: https://forums.warframe.com/topic/1309354-angels-of-zariman-mobile-def-mission-no-ability-bounty-not-finishing-after-mission-completion/
  • Fixed level aura debuffs caused by destroyed Exodampers in Void Armageddon persisting in regular Zariman missions.
  • Fixed crash when aborting or Host migrating in a Zariman mission while wall dashing.
  • Fixed crash that could happen if Client went back to the Chrysalith at the same time that the Host is jumping into the Void Manifestation arena.
  • Fixed crash that could happen if Client went back to the Chrysalith at the same time that the Host is awakening a Void Manifestation.

Hotfix 31.5.6 (2022-05-04)

  • Fixed infinite loading screen when entering the Zariman elevator as Operator during Zariman Bounty.
    • This resulted in having to abort the mission in order to escape the confines of the Elevator.
  • Fixed Zariman ghosts standing still indefinitely after Host migration.

Hotfix 31.5.5 (2022-05-03)

  • Fixes towards enemies not spawning properly if you Host migrate before fully connecting/loading into Zariman missions from the Chrysalith (and all other open landscapes).
  • Fixed Zariman missions (including Bounties) at times auto-completing and on consecutive runs.

Hotfix 31.5.4 (2022-05-02)

Zariman Mission Changes & Fixes:
  • Decreased the required amount of Vitoplast Globules needed in the ‘Collect X Large Vitoplast Globules’ Zariman Bounty challenges from 5/10/15/20/100/150/250 to 4/6/8/10/75/100/200.
  • Potential fixes towards Thrax units not spawning. As reported here: https://forums.warframe.com/topic/1306746-no-thrax-attackers-spawning-at-end-of-void-flood/
  • Fixed Acolytes spawning in Zariman bounties after completing a Steel Path Zariman mission beforehand.
  • Fixed crash when starting a Bounty with the ‘Complete Mission Without Abilities’ Zariman Bounty challenge.
  • Fixed Thrax unit not matching enemy levels.
  • Fixed the Chrysalith node not being marked as Complete at the conclusion of the Angels of the Zariman quest.
    • This essentially fixes not being able to select the Zariman's missions on the Steel Path mode from Navigation.
  • Fixed Zariman Bounties rewards not appearing in the public drop tables.
  • Fixed a single Mobile Defense Zariman Bounty mission counting as multiple for the Nightwave ‘Protector’ Act challenge.
  • Fixed the “Zariman 'Bounty Complete” text overlapping with the End of Mission “Mission Complete” UI popups.
  • Fixed there being no UI element in multiple in-mission screens not indicating which Zariman mission you are playing.
  • Fixed a script error caused by the new waypoint marker for inactive Void Manifestations in Zariman missions.
  • Fixed crash when a squad returns to the Chrysalith.
  • Fixed script error related to shutting down lighting FX when returning to the Chrysalith.
Fixes:
  • Fixed a certain Globe Light in the Zariman tileset missing a context action description.

Hotfix 31.5.3 (2022-04-29)

  • Fixed the Protovyre Ephemera not tracking Focus gained from Zariman missions.
  • Follow up fix to getting stuck in the Zariman elevator due to being in a ‘full’ public squad, and the session failing to join the mission.
  • Fixed enemies not spawning when starting a Zariman mission from the Chrysalith immediately following a Void Armageddon or Flood mission.
    • This also fixes post-Angels of the Zariman missions having spawn issues due to the last stage of the quest being Void Armageddon.
  • Fixed some matchmaking issues in the Zariman after Host migration.

Hotfix 31.5.2 (2022-04-28)

  • Turning in Zarium Accolades to Melica Caches will now immediately drop the Void Quill instead of after she finishes her voice lines.
    • This also fixes the issue of Cephalon Melica’s voice lines getting interrupted when interacting with her.
  • Turned up the volume of the Zarium Accolades.
  • Fixed getting stuck in the Zariman elevator due being in a ‘full’ public squad, and the session failing to join the mission.
    • There is still another case of this issue occurring that we are trying to nail down.
  • Fixed matchmaking from Navigation in your Orbiter matching you with Bounty squads started from the Chrysalith.
    • Matchmaking to Zariman missions from Navigation in your Orbiter will now only match you with players who are doing the non-Bounty version of the selected mission.
  • Fixed a crash occurring when Nova Worm Holing into the Zariman elevator and extracting before the Worm Hole disappears.
  • Fixed [PH] tags appearing in Zariman content.
  • More fixes towards players getting unwarranted Trade bans after playing missions in the Zariman.
  • Fixed script error in Zariman Mobile Defense mission (The Greenway).

Hotfix 31.5.1 (2022-04-27)

  • Fixed music queues overlapping in the Zariman missions.
  • Fixed lost spirits sometimes getting stuck and losing their way around the Zariman.
  • Fixed Melica Cache missing shutdown sound.
  • Fixed being able to get stuck in a school-room area in the Zariman tileset.
  • Fixed minor map holes in certain parts of the Zariman.
  • Fixed script error that would occur after Host migration in The Greenway Mobile Defense node.

Update 31.5 (2022-04-27)

  • Formally introduced.

References[]

  1. Ember Prime's Codex entry
  2. Events of Rell (Webcomic)
  3. "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
  4. 4.0 4.1 "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
  5. 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
  6. "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
  7. "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

See Also[]

  • Zariman ARG for the alternative reality game that revolved around the Zariman's past.



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