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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.


We shall not fear to take the leap, across the gulf to fare.

Though all betwixt is dark and deep, a home awaits us there.
—Zariman chant

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, Void manifestations of the Zariman crew who were resurrected through Conceptual Embodiment, 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.

Lore and History[]

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
ZarimanVoidJump

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 for the journey and subsequent colonization of Tau. 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 orchestrating these events. The entity offered a deal to the player to allow for the survival of the Tenno.

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, calling out in a song that draws the attention of the Tenno, the Grineer, and the Corpus alike. A scant amount of Void manifestations of the dead crew[3], who manage to hold fast and resist the call of the song, are aptly named The Holdfasts, and have dedicated their existence to defending the ship. Other manifestations of the crew that failed to resist, have turned into Void Angels[4].

Ember PrimeIcon272 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 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 (likely to be Rhino) 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 Archimedean 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 accidents that were even fatal at times, including Margulis becoming blinded[5], 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 later developed Transference, a process that allows the children to transfer their consciousness and powers into the Warframes to act as a surrogate body.[6] 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. This control of the surrogate body felt like waking up from the Dream, but it was only a lucid, Second Dream.

However, the Orokin did not take kindly to Margulis's defense of the children. Her lover, Executor Ballas tried to persuade her away, but she refused.[7] Margulis would be executed and vaporized by the Jade Light[8], but her final thoughts were of her children.

While Ballas heavily resented the children as well as the Orokin for the death of his lover, he nonetheless continued Margulis's work on Transference and developed the Warframes.[9][6]

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 and the officers claimed, but a colonisation 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), confirming that at least one child other than Rell could see them at the time, where the entity then offered a deal to save everyone aboard. Here, under the concept of Eternalism, it is speculated upon two simultaneous realities that unfolded: one where The Man in the Wall's deal was accepted and one where it was not. According to this speculation, the children who obtained their legendary Void powers from the entity would be able to be rescued, and those who did not obtain the powers would not. There exists one such alternate Zariman, aboard which, regardless of the acceptance of the deal, at least one of the children continued to live and survive aboard the Zariman due not never having been rescued, growing older as typical 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, the Drifter was able to emerge from the Zariman and take the Operator's place for a period of time through unexplained means. 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 nature of their existence, only one of them can exist outside the Void at a time, and from then on their existences are linked, allowing them to continue to swap positions at will.

Zariman ARG[]

Recovered Zariman logs

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

Angels of the Zariman[]

Due to events that transpired during The New War, the Zariman suddenly appears from the Void fold once again, accessible from the material world. It is unclear whether the cutscene, at the beginning of the Angels of The Zariman quest, is of the appearance of the Zariman between acts one and two of the New War quest, or whether it disappeared after the events of the New War, only to appear again in the cutscene. 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 known to be dead. Led by Quinn, they are void manifestations that 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 reality itself, 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 flood, the invading Grineer along with Kira begin a Void Armageddon and 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 everyone that was lost in Kira's favorite location, which the Tenno visits to honor them.

Archimedean Yonta explains that the Zariman cannot be moved from its location close to 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.

Compartments[]

The Greenway[]

The Greenway is the green house zone of the Zariman. Its agri-biomes were used to grow food for the passengers. During its maiden voyage, it was exposed to the vacuum of space in an attempt to turn the ship back around. This in turn killed all of the crops, and left the passengers starving.

Tuvul Commons[]

The main habitation zone of the Zariman. Each passenger was given a Dormizone to call their own, along with a plethora of decorations.

Everview Arc[]

Everview Arc appears to be the main gathering place of the Zariman. Passengers can play Lunaro and visit monuments of historic Orokin figures.

Halako Perimiter[]

Halako Perimiter is the main education zone of the Zariman. It's filled with classrooms, and a schoolyard fitted with a running track.

Oro Works[]

The main engine room of the Zariman, the Oro Works housed the Zariman's Reliquary. Since the ships reappearance, the Reliquary has since been heavily corrupted.

Enemies[]

IconGrineerOn Grineer, Worm Queen IconCorpusOn Corpus, Parvos Granum IconWild Wild

Missions[]

Target Name Type Level Credit Reward Additional Credit Reward Tile Set Mastery EXP Internal Name Hidden Node
IconTenno Chrysalith Hub 0 - 0 0 0 Chrysalith 0 ZarimanHub
IconTenno Dormizone Hub 0 - 0 0 0 Dormizone 0 SolNode234
Panel The Circuit Open World 20 - 20 0 0 Duviri 0 SolNode238 ✔️
Panel The Duviri Experience Open World 20 - 20 0 0 Duviri 0 SolNode236 ✔️
Panel The Lone Story (Duviri) Open World 20 - 20 0 0 Duviri 0 SolNode237 ✔️
IconGrineerOrCorpus Oro Works Void Armageddon 50 - 55 5,900 0 Zariman (Tileset) 0 SolNode233
IconGrineerOrCorpus Everview Arc Void Flood 50 - 55 5,900 0 Zariman (Tileset) 0 SolNode230
IconGrineerOrCorpus The Greenway Mobile Defense 50 - 55 5,900 0 Zariman (Tileset) 0 SolNode235
IconGrineerOrCorpus Tuvul Commons Void Cascade 50 - 55 5,900 0 Zariman (Tileset) 0 SolNode232
IconGrineerOrCorpus Halako Perimeter Exterminate 50 - 55 5,900 0 Zariman (Tileset) 0 SolNode231

Rewards[]

Rewards
Credits x10000 Credit Cache 40%
Endo Endo x900 17.5%
EntratiLanthorn Entrati Lanthorn 10%
VoidgelOrb Voidgel Orb 10%
Mod TT 20px Galeforce Dawn 5%
MesoRelicIntact Meso A5 2.5%
MesoRelicIntact Meso B9 2.5%
MesoRelicIntact Meso G6 2.5%
MesoRelicIntact Meso H5 2.5%
MesoRelicIntact Meso H6 2.5%
MesoRelicIntact Meso M4 2.5%
MesoRelicIntact Meso W3 2.5%

Locations:

Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.

Rewards
Credits x10000 Credit Cache 40%
Endo Endo x900 17.5%
EntratiLanthorn Entrati Lanthorn 10%
VoidgelOrb Voidgel Orb 10%
Mod TT 20px Galeforce Dawn 5%
MesoRelicIntact Meso A5 2.5%
MesoRelicIntact Meso B9 2.5%
MesoRelicIntact Meso G6 2.5%
MesoRelicIntact Meso H5 2.5%
MesoRelicIntact Meso H6 2.5%
MesoRelicIntact Meso M4 2.5%
MesoRelicIntact Meso W3 2.5%

Locations:

Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.

A B C
Credits x5000 Credit Cache 50% Credits x7500 Credit Cache 50% FocusLens Madurai Lens 16%
Endo Endo x450 18.75% Endo Endo x600 20% FocusLens Naramon Lens 16%
VoidgelOrb Voidgel Orb 9.38% EntratiLanthorn Entrati Lanthorn 6.67% FocusLens Unairu Lens 16%
MesoRelicIntact Meso A5 3.13% NeoRelicIntact Neo A11 3.33% FocusLens Vazarin Lens 16%
MesoRelicIntact Meso B9 3.13% NeoRelicIntact Neo F3 3.33% FocusLens Zenurik Lens 16%
MesoRelicIntact Meso G6 3.13% NeoRelicIntact Neo K6 3.33% Blade Hespar Blade Blueprint 10%
MesoRelicIntact Meso H5 3.13% NeoRelicIntact Neo K7 3.33% Mod TT 20px Galeforce Dawn 10%
MesoRelicIntact Meso H6 3.13% NeoRelicIntact Neo S18 3.33%
MesoRelicIntact Meso M4 3.13% NeoRelicIntact Neo W1 3.33%
MesoRelicIntact Meso W3 3.13% NeoRelicIntact Neo Z10 3.33%

Locations:

Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.

A B C
Credits x5000 Credit Cache 50% Credits x7500 Credit Cache 50% FocusLens Madurai Lens 16%
Endo Endo x450 18.75% Endo Endo x600 20% FocusLens Naramon Lens 16%
VoidgelOrb Voidgel Orb 9.38% EntratiLanthorn Entrati Lanthorn 6.67% FocusLens Unairu Lens 16%
MesoRelicIntact Meso A5 3.13% NeoRelicIntact Neo A11 3.33% FocusLens Vazarin Lens 16%
MesoRelicIntact Meso B9 3.13% NeoRelicIntact Neo F3 3.33% FocusLens Zenurik Lens 16%
MesoRelicIntact Meso G6 3.13% NeoRelicIntact Neo K6 3.33% Barrel Aeolak Barrel Blueprint 10%
MesoRelicIntact Meso H5 3.13% NeoRelicIntact Neo K7 3.33% GenericWeaponHilt Hespar Handle Blueprint 10%
MesoRelicIntact Meso H6 3.13% NeoRelicIntact Neo S18 3.33%
MesoRelicIntact Meso M4 3.13% NeoRelicIntact Neo W1 3.33%
MesoRelicIntact Meso W3 3.13% NeoRelicIntact Neo Z10 3.33%

Locations:

Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.

A B C
Credits x5000 Credit Cache 50% Credits x7500 Credit Cache 50% FocusLens Madurai Lens 16%
Endo Endo x450 18.75% Endo Endo x600 20% FocusLens Naramon Lens 16%
VoidgelOrb Voidgel Orb 9.38% EntratiLanthorn Entrati Lanthorn 6.67% FocusLens Unairu Lens 16%
MesoRelicIntact Meso A5 3.13% NeoRelicIntact Neo A11 3.33% FocusLens Vazarin Lens 16%
MesoRelicIntact Meso B9 3.13% NeoRelicIntact Neo F3 3.33% FocusLens Zenurik Lens 16%
MesoRelicIntact Meso G6 3.13% NeoRelicIntact Neo K6 3.33% Receiver Aeolak Receiver Blueprint 10%
MesoRelicIntact Meso H5 3.13% NeoRelicIntact Neo K7 3.33% Stock Aeolak Stock Blueprint 10%
MesoRelicIntact Meso H6 3.13% NeoRelicIntact Neo S18 3.33%
MesoRelicIntact Meso M4 3.13% NeoRelicIntact Neo W1 3.33%
MesoRelicIntact Meso W3 3.13% NeoRelicIntact Neo Z10 3.33%

Locations:

Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.

Bounties[]

Come on. Plenty need seeing to.
—Quinn

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 from Quinn inside the Chrysalith on the Zariman Ten Zero. These bounties refresh every 2½ hours.

Upon accepting a bounty, it may be started via Fast Travel as follows: open Main Menu (default: Esc ) > FAST TRAVEL > ZARIMAN NAVIGATION. Alternatively, to access by foot - a portal will spawn behind Quinn that teleports to the Chrysalith elevator that will take the player to the bounty mission.

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.

Note that an extraction will not be available until both the regular mission objective and the bounty objective have been achieved. For this reason 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 both the mission and bounty objectives are completed, as failing either will cause the whole bounty mission to fail, and thus lead to a forfeiture of all collected rewards, including Voidplumes.

There are five bounty tiers available on the Zariman. Increasing tiers will have an increasing starting enemy level, a different and more challenging pool of possible bounty objectives, and a different pool of possible rewards. To summarise:

Bounty Tier(s) Starting Enemy Levels Rewards
Tier 1 50-55 1x VoidplumeQuill Voidplume Quills + Tier 1 rewards
Tier 2 60-65 2x VoidplumeQuill Voidplume Quills + Tier 2 rewards
Tier 3 70-75 3x VoidplumeQuill Voidplume Quills + Tier 3 rewards
Tier 4 90-95 4x VoidplumeQuill Voidplume Quills + Tier 4 rewards
Tier 5 110-115 5x VoidplumeQuill Voidplume Quills + Tier 5 rewards

There is no Steel Path bounty unlike other locations.

Rewards[]

Main article: Chrysalith/Rewards (edit)

Rewards
Credits x15000 Credit Cache 17.39%
Endo Endo x500 17.39%
Helmet Gyre Neuroptics Blueprint 13.04%
Credits x30000 Credit Cache 13.04%
Endo Endo x750 13.04%
VoidplumeDown Voidplume Down 13.04%
Aya Aya 8.7%
EntratiLanthorn Entrati Lanthorn 4.35%

Locations:

Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.

Rewards
AyatanAmberStar Ayatan Amber Star 20.34%
Endo Endo x1000 20.34%
Chassis Gyre Chassis Blueprint 13.56%
Endo Endo x1500 13.56%
VoidplumeVane Voidplume Vane 13.56%
Aya Aya 8.47%
VoidgelOrb Voidgel Orb x5 6.78%
EntratiLanthorn Entrati Lanthorn x3 3.39%

Locations:

Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.

Rewards
Endo Endo x2000 13.89%
GreaterFocusLens Greater Zenurik Lens 13.89%
Systems Gyre Systems Blueprint 11.9%
Endo Endo x3000 11.9%
GreaterFocusLens Greater Madurai Lens 11.9%
VoidplumeCrest Voidplume Crest 11.9%
Aya Aya 8.73%
Blueprint2 Alternox Blueprint 7.94%
EntratiLanthorn Entrati Lanthorn x3 7.94%

Locations:

Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.

Rewards
Blueprint2 Gyre Blueprint 12.99%
Blueprint2 Hespar Blueprint 12.99%
Aya Aya 12.34%
Endo Endo x3000 11.36%
GreaterFocusLens Greater Naramon Lens 11.36%
GreaterFocusLens Greater Unairu Lens 11.36%
GreaterFocusLens Greater Vazarin Lens 11.36%
Endo Endo x4000 9.74%
ThraxPlasm Thrax Plasm x15 6.49%

Locations:

Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.

Rewards
Blueprint2 Aeolak Blueprint 12.99%
Blueprint2 Gyre Blueprint 12.99%
Aya Aya 12.34%
Endo Endo x3000 11.36%
GreaterFocusLens Greater Naramon Lens 11.36%
GreaterFocusLens Greater Unairu Lens 11.36%
GreaterFocusLens Greater Vazarin Lens 11.36%
Endo Endo x4000 9.74%
ThraxPlasm Thrax Plasm x15 6.49%

Locations:

Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.

Objectives and Mission Types[]

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Missing details

Here are the details for all the possible known Chrysalith bounties. Note that bounty objective is always mandatory and not achieving it means that while there will be progress, there will be no other rewards from the bounty mission. Where an objective varies between tiers, the relevant tiers are specified in the parentheses. E.g. Find and activate 1 (T1-3) / 2 (T4-5) Lohk Surges denotes that Tiers 1, 2, 3 will require activating 1 Lohk Surge to achieve the objective, while Tiers 4 and 5 will require activating 2.

View Chrysalith Bounty Missions List
Zariman Mission Type Bounty Tier(s) Bounty Name Bounty Objective Bounty Description Community Notes
All Tier 3-5 WAKE AND BANISH Awaken a Dormant Void Angel and Defeat it Dormant Void Angels are too dangerous to be left alone. Wake one and destroy it. The Dormant Void Angel is a unique (one per bounty mission, even an endless one) interactable stationary object that during this bounty will be marked with a special globally-visible yellow objective in-world icon in the HUD at the beginning of the mission. When you are ready for a combat encounter with it - approach and interact with it (default: X ). This bounty is a good way to farm VoidplumePinion Voidplume Pinion, since one is a guaranteed drop from a defeated Dormant Void Angel, while outside of this bounty Dormant Void Angels are not marked with an objective icon, making them much harder to find.
All ? Collect ? (T?) Credits ?
All All BOOST MELICA'S MORALE Find A Zarium Accolade And Take It To Melica We can't let Cephalon Melica become unstable. She wants to teach, so play along. Extraction is disabled until an Accolade has been handed in to Melica. Melica is only marked on the minmap/HUD with an objective icon when within 100 metres of it, while Accolades are not marked on the HUD with an objective icon (although they are marked on the minimap as resource pickups with Loot Radar mods), making aborting the mission the only option if either Melica or an Accolade cannot be found while exploring the map.
All All ASSAULT THE GRINEER /
REPEL THE CORPUS
Kill 100 (T1-2) / 150 (T3) / 200 (T4) / 250 (T5) Enemies Grineer variant: The Worm Queen has limited troop numbers. Show her attacking us was a mistake.
Corpus variant: Granum's plunderers have had the run of this ship for long enough. Punish them.
All All STEAL NEW STRENGTH Find and activate 1 (T1-3) / 2 (T4-5) Lohk Surges We can't pass up any opportunity to draw helpful power from the Void. Lohk Surges are interactable stationary objects that during this bounty will be marked with a special globally-visible yellow objective in-world icons in the HUD at the beginning of the mission. To complete the bounty objective - approach and interact with them (default: X ).
Bug: sometimes the Surges and their icons will not spawn at the beginning of the mission, making aborting the mission the only option to get out of the mission.
All All WORK WITHOUT WARFRAMES Kill 10 (T1-2) / 20 (T3) / 30 (T4) / 40 (T5) Enemies as Operator We can't become too dependent on your Warframes. Prove you can cope without. Only the killing blow must be dealt by the Operator, thus tougher enemies can first be weakened with Warframe weapons before switching to the Operator and finishing them off.


It is best to complete the bounty objective early, since there is a limited number of enemies in non-endless missions that will make aborting the mission the only option should all enemies be killed before this objective has been completed, while in endless missions enemy levels will increase slowly as the mission progresses, making it progressively harder to complete this objective later on in the mission.

All Tier 4-5 WEAPONS ONLY EXTERMINATION*
*Despite the bounty name, this bounty is also found on mission types other than Exterminate.
Complete Mission Without Abilities We can't become reliant on your impressive abilities. Prove you can do without. Warframe abilities 1 -4  are disabled for the duration of the whole mission as if under Nullifier field, however Operator (Warframe ability 5 ) and their Focus abilities can still be used.


An absence of Warframe Abilities can be mitigated against by only considering Waframe Attributes, and choosing an innately tanky (e.g. ValkyrIcon272 Valkyr) and/or fast (e.g. GaussIcon272 Gauss) Warframe while disregarding their abilities, and modding the warframe appropriately for this bounty (i.e. replacing any Warframe ability-impacting Mods with mods boosting e.g. attributes, providing utility, such as Radar, or boosting Weapons characteristics with e.g. Mod TT 20px Vigorous Swap or Category:Vigilante Mods).

Exterminate All EFFICIENT EXTERMINATION Complete Mission In Under 6 Minutes A short, sharp shock will make our enemies think again. Get it done fast. Countdown stops when enemy kill count is reached allowing players to explore the map. Should the enemy kill count not be reached within 6 minutes - this will cause the mission to fail instantly.
Mobile Defense Tier 1-3 DEFEND CONSOLE SHIELDS Keep Defense Targets Shields Intact Energy is currently limited in this sector. We can't afford to let any shields go down. The mission will fail instantly should any of the 3 consecutive defense console shields be reduced to 0. Using defensive Warframe Abilities such as LimboIcon272 Limbo's Cataclysm130xWhite Cataclysm + Stasis130xWhite Stasis or NovaIcon272 Nova's slowing MolecularPrime130xWhite Molecular Prime, or Operator's MagusLockdown Magus Lockdown can make this bounty considerably easier, however Thrax enemies will still pose a challenge as they are immune to crowd control while their Overguard is still active.
Void Armageddon All ACCUMULATE ARGOZENE Collect 3 (T1-2) / 5 (T3) / 7 (T4) / 9 (T5) Argozene Canisters We need to optimize Cavalero's Argozene deployment systems.
Void Armageddon All DIVERSIFY OUR ARMAMENTS Have All Armament Types Active At Once We need data. Check how each Armament type is performing.
Void Armageddon All DEVASTATE THE ANGELS Kill 2 (T1-3) / 3 (T4-5) Void Angels Too many Void Angels are waking up. Take some down.
Void Armageddon Tier 4-5 PROTECT OUR EXODAMPERS Destroy Void Angels 2 (T4) / 3 (T5) [sic], Keep Exodampers Intact Replacing Exodampers costs valuable resources. Keep them intact. The mission will fail instantly should an Exodamper be destroyed before the required number of Void Angels has been defeated. Note that here "intact" does not mean "without receiving any damage", i.e. the mission will not fail only because an Exodamper receives some damage. Instead the mission will only fail when an Exodamper's hit points reach 0, making this bounty similar to a conventional Mobile Defense. Using defensive Warframe Abilities such as LimboIcon272 Limbo's Cataclysm130xWhite Cataclysm + Stasis130xWhite Stasis or NovaIcon272 Nova's slowing MolecularPrime130xWhite Molecular Prime, or Operator's MagusLockdown Magus Lockdown can make this bounty considerably easier.
Void Cascade All RIDE THE CASCADE Use 6 (T1-2) / 8 (T3) / 10 (T4) / 12 (T5) Exolizers This Cascade is unusually intense. We need you to stay on top of it for longer.
Void Cascade All MINIMIZE VOID CONTAMINATION Use 4 (T1-2) / 5 (T3) / 7 (T4) / 9 (T5) Exolizers Keeping Meter Below 50% The Void Flood Exolizers can't cope with the contamination levels we're seeing. Keep it low. The mission will fail instantly should the meter rise above 50% before the required number of Exolizers have been used (in other words completed).
Void Flood All HARVEST VITOPLAST DROPLETS Collect 75 (T1-2) / 100 (T3) / 200 (T4) / 300 (T5) Vitoplast Vitoplast needs to be put to use, not left floating around.
Void Flood All HARVEST VITOPLAST GLOBULES Collect 4 (T1-2) / 6 (T3) / 8 (T4) / 10 (T5) Large Vitoplast Globules Those drifting masses of Vitoplast need gathering up, for efficiency's sake. Globules are shown with a special cyan circle icon on the Radar. Globules dropped by Skittergirl do not count. TitaniaIcon272 Titania's Razorwing130xWhite Razorwing simplifies collecting floating globules.
Void Flood Tier 2-5 REPAIR THE RUPTURES Seal 6 (T2) / 9 (T3) / 12? (T4) / 15 (T5) Ruptures The Albrecht Membrane can't take this kind of punishment. Prioritize Rupture sealing.
Void Flood All FIGHT VOID FLOOD EFFICIENTLY Close 3 (T1-2) / 6 (T3) / 9? (T4) / 12 (T5) Ruptures And Keep Meter Below 70% Too many ruptures lately. We can't afford to be lax on this one. The mission will fail instantly should the meter rise above 70% before the required number of Ruptures have been closed.

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 .

Unique Enemies[]

While the primary enemies of the tileset switch periodically between Kuva Grineer and Juno Corpus, there are also some new strange Void entities roaming the ship. Killing their physical forms does not destroy them completely, as they will continue to exist in a spectral form that will then try to heal itself. Similar to Vomvalysts, These cannot be destroyed by Warframes and have to be taken down by using the Operator.

  • Thrax Centurion: Void manifestations that vaguely resemble Grineer, they wield Hespar Hespars while levitating around the environment and attack with a quick flurry of slashes while in their physical form. Similar to Eximus units, it is shielded by Overguard.
  • Thrax Legatus: Void manifestations that vaguely resemble Grineer, they wield deadly Aeolak Aeolaks and can create spectral copies of itself to attack while the real body vanishes temporarily. Also shielded by Overguard.
  • Void Angel: Once Void Manifestations resembling the crew and colonists aboard the Zariman[10], the Void Angels have been fully corrupted by the Void and are no longer recognizable as human.

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

Melica Caches[]

MelicaCache

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

ZariumAccolade

Three versions of the Zarium Accolade.

Cephalon Melica may call out for nearby students from a terminal, asking for a Zarium Accolade. Accolades are large 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 Voidplume Quill, worth ReputationLarge 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[]

DormantVoidAngel

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-like statues used as decorations. Interacting with a dormant Angel will cause them to awaken and initiate a fight.

Lohk Surge[]

LohkSurge

A Lohk Surge

Lohk Surges are Void interactables that provide a range of buffs to Tenno:

  • Secondaries have guaranteed red crits.
  • Any Health Orbs picked up grant 25 max Health for the rest of the mission.
  • Any Energy Orbs picked up grant 1 Energy per second for the rest of the mission.
  • 1% life leech and guaranteed DmgSlashSmall64 Slash procs on all damage.
  • No Energy cost on abilities and increase Casting Speed.
  • 200% extra Affinity gain.
  • Infinite ammo and 50% fire rate.

Interacting with a surge will spawn an Eximus unit. The surges last 45 seconds and have a 10 minute cooldown. Up to three Lohk Surges can spawn in a mission.

Lost Spirits[]

SpiritGlobeLight

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 Void manifestation in the image of a ghost-like child 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.

Spirits 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, a spirit will appear, then disappear again without moving.

On the other hand, managing to find the targeted item before the lost spirit reaches it will divert the spirit onto the next item. This means 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 spirit will disappear.

Locked Storage Rooms[]

ZarimanDoorConsole

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[]

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. The fanfare will also activate if a Warframe, Operator, Drifter, animal Companion, or some projectiles pass through the goal in either direction.

Notes[]

  • Tenno can access Zariman's Steel Path missions in either the Orbiter's Navigation or the Zariman Navigation console.
  • When accepting a Bounty from Quinn, a portal will appear behind him that teleports the player in front of the Zariman elevator. Similarly, when returning from a mission, a portal will appear to teleport the player in front of Quinn.
  • Players can solo extract from all Zariman missions, including non-endless, by interfacing with the elevator console.
    • If initiated as the host, a 60 second countdown will begin, giving other players time to extract before host migration occurs.

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.
  • Zari word also means a fabric woven with fine gold or silver, originate from traditional Indian, Bangladeshi and Pakistani garments.
  • 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 Grineer, IconCorpusOn Corpus, Infestation w Infested or even the long deposed IconOrokinOn 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.
  • Zariman Ten-Zero's Reliquary Drive is visibly far larger than that of the Railjack, probably to proportionally fit the heavier requirements of the colony ship.
    • The various gilded decorations and embellishments surrounding the Drive are similar to those found in the Necralisk, home of the Entrati. Albrecht Entrati, ancestor of the family, was the first Orokin to experiment and travel into the Void, so it would seem likely that they would construct the Drive for the Zariman.
    • A strange looking device of Grineer origin can be found near the main power source of the drive, with a thin red needle piercing it. The device appears to be injecting Kuva, or a similar red-and-black fluid, into the finger.
      • Currently, the needle is now broken and sits on the floor below, with the cause for this change being unknown.
    • Despite its larger capability, it seems to be common knowledge that the Reliquary Drive is only capable of performing safely when used for interplanetary travel, and not for interstellar travel. This presumably caused the colonists to protest out of fear. However, Archimedean Yonta believes that long jumps are safe and seems to be willing to try the jump again.
  • According to Executor Tuvul, the Zariman Ten Zero is supposed to bring the first group of colonists, as pioneers, to Tau System. After these colonists arrive at the destination, they would build an extra Solar Rail, so more colonists and the Orokin themselves can easily and safely travel between Origin System and Tau, without the need of the Reliquary Drive.
  • The backstory of the Zariman's inhabitants losing their sanity is probably inspired by the film Event Horizon, where the previous crew went insane following a disastrous FTL jump.

Gallery[]

Patch History[]

Hotfix 35.1.2 (2024-02-28)

  • Fixed Lohk Surges not spawning in Zariman missions when started from the Chrysalith immediately after completing the Angels of Zariman Quest.
    • This also resolves being unable to progress in Bounties that had the “Find and activate X Lohk Surges”.
  • Fixed a crash related to dealing damage to Thrax enemies in the Zariman.

Update 35.0 (2023-12-13)

  • Fixed context action for a Zariman Mobile Defense terminal being misaligned.

Hotfix 34.0.5 (2023-10-26)

  • Fixed Host crashing if they initiated the Zariman elevator extraction but then were not in the elevator when the timer expired. Also fixed extraction timer starting immediately after Host migrated via the elevator and new Host spawned into it.
    • The Host will now be teleported back into the elevator when the timer they initiated has expired.

Hotfix 34.0.4 (2023-10-24)

  • Fixed subtitle issues for some of Hombask’s Zariman Mobile Defense transmissions.

Hotfix 34.0.1 (2023-10-18)

  • Fixed crashes caused by entering the Chrysalith Elevator while in a multiplayer Dormizone session.

Update 34.0 (2023-10-18)

  • Updated Zariman Extraction button in the Elevator to start a 60 second Extraction timer for Hosts in endless missions.
    • Clients will still be automatically extracted from the mission when using this button. We have added this special functionality for Hosts to allow Clients the option to extract as well, should they wish to avoid a Host Migration.
  • Fixed the Data Mass in The Greenway Zariman Mobile Defense mission disappearing when attempting to pick up a Zarium Accolade.
  • Fixed Cavalero’s mission complete transmission playing after aborting Zariman missions via the elevator.
  • Fixed Steel Path Teshin transmissions playing when completing normal Zariman missions.
  • Fixed being able to bring the protective sphere from the Void Angel fight back to the Zariman.

Hotfix 33.6.4 (2023-08-15)

  • Fixed “HUD not initialized” dialog appearing when starting Exterminate and Mobile Defense missions from the Crysalith elevator.
    • Also fixed the enemy kill count to not displaying correctly in Exterminate missions under the same start condition.

Update 33.6 (2023-07-27)

  • Fixed an issue with decal clipping in the Zariman Ten Zero tileset.

Hotfix 33.0.7 (2023-05-09)

  • Fixed “PH” text appearing when approaching the elevator in the Zariman when the rest of the squad has yet to arrive.
  • Fixed being unable to place an Extractor on the Zariman via the Warframe Companion App.

Update 32.3 (2023-02-15)

  • Added motion blur to the grass in the Zariman.
  • Fixed Garuda’s custom HUD for her passive shifting to the middle of the screen after entering a loading tunnel (ex: Zariman elevator).
  • Fixed Beacons not working if you start a Zariman mission via the elevator instead of Navigation.
  • Fixed the "Get to the objective. Players waiting for you: 0" prompt lingering on screen after a player has aborted a mission via the Zariman elevator.
  • Fixed soil scaling issues in the Zariman.

Hotfix 32.2.8 (2022-12-15)

  • Fixed getting indefinitely stuck in the loading tunnel when returning to a town from the Zariman elevator.

Update 32.2 (2022-11-30)

  • Updated the Zariman tileset’s PBR to add more roughness and color variation.
  • Removed the colorful flash of light when Thrax enemies leap in Zariman missions.
  • Fixed the “Get to the Objective. Players waiting for you: X” pop-up remaining on screen if a squad member aborts via the Zariman elevator.
  • Fixed getting permanently stuck in a wall hole in the Zariman tileset.
  • Fixed unreachable Voidplumes that drop between some crates in the Zariman tileset. As reported here: https://www.reddit.com/r/Warframe/comments/wo51ja/voidplume_pinion_dropped_in_a_impossible_to_reach/

Hotfix 32.0.7 (2022-09-28)

  • Fixed the Corpus and Grineer ships sliding into frame when looking at the Zariman in the Star Chart.

Update 32.0 (2022-09-07)

  • Added Globelight interaction onboard the Zariman near the external ship bay.
  • Made volume adjustments to some ambient music on board the Zariman.
  • Fixed the ships that hover around the Zariman being visible in the Railjack Star Chart.
  • Fixed rare case of the sky flickering while on board the Zariman.
  • Fixed the Exolizer progress halting if a Host migration occurs after barriers are destroyed but the Thrax Centurion has not yet spawned in Zariman Void Cascade missions.
  • Fixed issue of Map loading within the Zariman causing spawn issues following Host migration.
  • Fixed a couple decal issues on pillars aboard the Zariman.
  • Fixed skybox issue on board the Zariman.
  • Fixed collision issues with one of the Hydroponic walls in the Zariman.
  • Fixed a large door in the Zariman appearing much darker than its surroundings.

Hotfix 31.7.2 (2022-08-17)

  • Fixed numerous level holes in a certain Zariman tileset room that could be escapacble with Titania.

Hotfix 31.7.1 (2022-07-28)

  • Fixed a rare crash that could occur under poor network conditions when streaming between areas (Elevator to Zariman)
  • Fixed Host and Clients unable to Extract in the Zariman mission elevator if a Client leaves while an Angel is in the process of activating.
  • Fixed Zariman Extraction portal spawning too early if an Angel is actively being fought during an Extermination mission. After killing the Angel a fake/non-functional Extraction marker is placed.

Hotfix 31.6.4 (2022-07-14)

  • Lohk Surge buffs will now apply to the whole squad instead of only when within Affinity Range of the player who activates it.
  • Energy and Health Orbs can now be picked up, even if you have maxed out Energy, during the “Any Energy Orbs picked up grant 1 Energy per second for the rest of the mission” and “Any Health Orbs picked up grant 25 max Health for the rest of the mission” Lohk Surge buffs.
  • Fixed Clients getting stuck in a black screen indefinity after Host Migration in Zariman missions.
  • Fixed Clients getting permanently stuck in the Zariman elevator if they abort when the Void Angel’s Health bar spawns.
  • Fixed another case of back to back Zariman Extermination missions auto completing after Host migration occurs in the first mission.
  • Fixed issues where enemies may prefer to jump up and down to cross the elevator shaft, instead of just going around on the same level in the Zariman tileset.
  • Fixed descriptions for Lohk Surges in-mission appearing as stars when playing in certain languages.
  • Fixed script error with Lohk Surges.

Hotfix 31.6.2 (2022-06-15)

  • Fixed “nan(ind)” showing up in the UI when channeling Harrow’s Thurible with the unlimited energy buff from Lohk Surges instead of the charge amount you’ve accumulated.
    • Harrow’s Thurible under the influence of the unlimited energy buff from Lohk Surges will now simply yield maximum efficiency.

Hotfix 31.6.1 (2022-06-09)

  • Fixes towards Clients getting trapped in the elevator when attempting to solo extract via the panel while a Void Angel is active in Zariman missions.
  • Fixed script error with the Lohk Surges in Zariman Missions.

Update 31.6 (2022-06-09)

ZARIMAN MISSION CHANGES

NEW: Chrysalith Bounty Fast Travel Portal

To ease the flow from Quinn to the Chrysalith elevator and vice versa, we have added portals!

Before: You would either have to run back and forth between the two or use a complex combination of Fast Travel menu hopping (Pause > Fast Travel > Quinn > Pause > Fast Travel > Zariman Navigation). This would interrupt gameplay flow when wanting to play back to back Bounties.

Now: A portal will spawn after selecting a Bounty at Quinn, walking into it will take you to the elevator where you can load into the mission. After completing the Bounty, a portal will be available for you to use upon exiting the elevator that will take you right back to Quinn to select your next Bounty.

NEW: Lohk Surges

A new dynamic gameplay element has been added to Zariman missions: Lohk Surges! They’re intended to be an overall benefit to your mission, but come with a bit of risk should you choose to engage with them.

Three Lohk Surges spawn throughout the tileset for players to find - each with their randomized buff to activate! Upon finding it, the icon will reveal the buff it offers. Whenever you trigger it, it will spawn an Eximus that you have to defeat.

There are 7 possible temporary 45 second buffs that apply to both Warframe and Operator (buffs persist between Transference):

  • Secondaries have guaranteed red crits.
  • Any Health Orbs picked up grant 25 max Health for the rest of the mission.
  • Any Energy Orbs picked up grant 1 Energy per second for the rest of the mission.
  • 1% life leech on all your damage and guaranteed bleed procs.
  • No Energy cost on abilities and increase casting speed.
  • 200% extra Affinity gain.
  • Infinite ammo and 50% fire rate (affects Amps as well!).

There is a 10-minute cooldown for Lohk Surges after activating the buff, but once that’s finished you can go back and activate another Lohk Surge.

Lohk Surge challenges have also been added to the Zariman Bounties!

General Zariman Mission Changes & Fixes:
  • Added individual extraction to endless Zariman missions (Void Cascade, Void Flood, and Void Armageddon).
    • In order to solo extract from endless Zariman missions, simply head to the elevator and hold to extract at the panel. Traditionally, in other endless missions you could solo extract by waiting out the timer at the extraction point, but doing that here will only extract once all team members have joined you in the elevator. We may explore this option for Zariman missions, but for now manual solo extraction is available!
  • Added Chrysalith and Orbiter options when attempting to leave Zariman missions from the pause menu.
  • Added Chrysalith and Orbiter options when attempting to leave the Dormizone from the pause menu.
  • The Mission Select screen accessed in the Chrysalith will now mark which missions you have not completed as “Unexplored”.
  • Updated the Seesaw physics in the Zariman for all of our Seesaw purists out there.
  • Fixed an issue where doors in the Zariman would not render, making it impossible to progress through the mission. From the original known bugs list.
  • Fixed glass material flickering if there is active VFX behind it (notably with the yellow Exolizer bubble in Void Cascade missions).
  • Fixed certain Warframes (notably while using Yareli’s Merulina and Sevagoth’s Exalted Shadow) losing functionality and getting stuck in t-pose after entering the Void Cascade Exolizer anti-Warframe bubbles.
  • Fixed a missing water teleport volume in the Zariman Exterminate mission.
  • Fixed a black panel with invisible collision in the Zariman tileset.
  • Fixed a crash related to Host migration while loading in through the Chrysalith elevator.
  • Fixed players being unable to matchmake to Steel Path Zariman nodes while in the Chrysalith mission select screen. As previously mentioned in the Hotfix 31.5.9 patch notes.
  • Fixed Clients crashing when attempting to load into an active Bounty stage if the Host aborted the mission after that stage or started a new Bounty.
  • Fixed an issue with display distance calculations being inconsistent for Melica Cache minimap markers.
  • Fixed black screen experienced when fast traveling to the Zariman navigation in the Chrysalith and immediately trying to load into an Exterminate mission.
  • Fixed Voidplumes not being grouped together in the End of Mission screen.
  • Fixed Zariman Bounty challenges resetting on fail after they’ve already been completed.
  • Fixed script error when attempting to /join a squad in a Zariman mission.
  • Fixed waypoint showing up for Clients to get to the Chrysalith elevator after selecting a Bounty.
  • Fixed the Grustrag Three breaking extraction in the elevator if they invade during Zariman missions.
  • Fixed certain loot markers in the Zariman not updating their position when you’re in minimap range of the destination, which was causing confusion as the markers would suddenly appear behind you.
  • Fixed being able to remove the Zariman Bounty objective mid-mission and still receive the Bounty completion reward regardless.
  • Fixed being unable to load into a Bounty using the Chrysalith elevator after aborting a mission using the panel in the elevator.
  • Fixed Zariman Bounties with objective timers resetting after the Host leaves and causing a Host migration.
  • Fixed being able to leave the Zarium Accolade in the Elevator, allowing you to take it with you back to the Chrysalith.
  • Fixed repeat back-to-back Zariman Exterminate missions sometimes having the incorrect kill count and auto completing.

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. "When consciousness and Void come together, it makes a thing. For example, me!" - Archimedean Yonta during Angels of the Zariman
  4. "That form is what awaits us, should we fail to hold fast. The others were all like us, once. But in time they all drank from that bleak Reliquary, and now they scream in chorus to the Void." -Quinn during Angels of the Zariman
  5. "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
  6. 6.0 6.1 "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
  7. 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
  8. "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
  9. "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
  10. "That form is what awaits us, should we fail to hold fast. The others were all like us, once. But in time they all drank from that bleak Reliquary, and now they scream in chorus to the Void." -Quinn during Angels of the Zariman

See Also[]

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



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