The Zariman: getting in and surviving the three Void modes
The Zariman is the ship where all of it began: the Void jump, the children who became Tenno. Today it is a location with three mission types that exist nowhere else, and those are exactly where people get stuck, because the rules are written down nowhere.

Getting in
Permanent access comes from the Angels of the Zariman quest, which needs The New War finished. There is no other route: not platinum, not tagging along with a friend.
After the quest the ship opens its hub, the Chrysalith. The local syndicate lives there: four adults who survived the jump and were returned to life by the Void. Their standing is not earned by killing but by the Void plumes scattered around the ship, traded in with one of the four.
The five nodes
| Node | Mode | Why people go |
|---|---|---|
| Halako Perimeter | Exterminate | short runs, Narin's blueprint |
| The Greenway | Mobile Defense | same, a second shot at the blueprint |
| Tuvul Commons | Void Cascade | endless, the best rewards |
| Everview Arc | Void Flood | endless |
| Oro Works | Void Armageddon | endless |
| Dormizone | quarters | your own room, not a mission |
The three endless modes pay out on an A, A, B, C cycle. What drops and at what rate is item by item: the whole set of Narin blueprints, for instance, comes from here.
Void Cascade: the one mode that needs explaining
Formally it is a defence, but what you defend are Exolizers, and you do it as the Operator rather than the Warframe. That is where the confusion starts: you walk in, get thrown out of your frame, and have no idea why.
Steps four and five are where runs fall apart. The Centurion dies twice: the body first, then the spectre. Leave the spectre and it reforms, takes the Exolizer back, and the counter goes backwards.
Which sets the gear requirement: you need a working Amp. Cascade without one is not hard, it is impossible, and no Warframe build substitutes for it.
Void Flood
Here the job is reversed: not defending but plugging. Void ruptures open around the ship and have to be sealed with a substance called Vitoplast.
- You are automatically given a drone that collects Vitoplast.
- It comes in two forms: droplets drop from enemies and lie around the level, and globules are larger deposits that drift around the tileset on their own.
- What you collect gets deposited into a rupture.
- Once three ruptures are sealed the Thrax arrive, and from there it is Cascade again: body, then spectre.
Three things that break the farm and look like bugs: Vitoplast is not picked up by Vacuum or Fetch, cannot be taken inside Limbo's Rift, and cannot be collected in Wukong's Cloud Walker. On those frames you have to step out of your own abilities.
A thief also roams the empty tiles, a Void manifestation in the shape of a teenager, who steals Vitoplast and energy and runs. That is a mechanic rather than bad luck, so wandering into tiles with no ruptures is not free.
Void Armageddon
The most ordinary of the three: a defence with two objectives and a boss at the end of every round.
- Two Exodampers sit on the map and enemies alternate between them.
- A round is three waves. A wave lasts 1:05 or until about 30 enemies are down, plus 10 more per extra squadmate.
- If an Exodamper falls, the enemy gets a buff for the rest of the round and moves on to the main objective.
- After three waves a Void Angel appears, heads for the Eternal Relic and starts draining it, which takes it 30 seconds.
So the practical reason to keep Exodampers standing is not the objective itself, it is that the next waves come unbuffed.
Thrax: the mechanic shared by all three
Thrax Centurions and Legates turn up in all three endless modes and die the same way, in two stages.
- They carry Overguard, so most crowd control does nothing. Strip it with damage.
- When the physical body drops, a spectre is left in its place.
- The spectre is finished only by Operator or Drifter damage. Warframe weapons do nothing to it.
- Leave it and it reassembles.
If a mission «will not end» and the waves keep coming, nine times out of ten there is an unfinished spectre standing somewhere on the map.
What you carry out
- Zariman resources: Voidgel Orb, Entrati Lanthorn, Thrax Plasm. They feed the Helminth segments, Narin and a pile of other recipes.
- Entropic Kuva from the new eximus units, which buys blueprints from the Cephalon on Yuvan Peak.
- Relics in the ordinary rotation rewards.
- Syndicate standing from plumes, and its store behind it.
Where Orikon helps
The endless Zariman modes hand you four rewards at the end of every rotation, and picking between them by eye is expensive. The app prices each one on the pick screen, including the rewards that cannot be sold at all.

Common questions
How do I get to the Zariman?
Finish the Angels of the Zariman quest, which needs The New War. There is no other way in.
Why does Cascade throw me out of my Warframe?
A possessed Exolizer projects a 20 metre field that forces Transference. It is the mode, not a bug: the tears only close to an Amp or a Void Sling.
Why will this Zariman enemy not die?
It is a Thrax. Two phases: the body drops first, then a spectre remains, and only Operator or Drifter damage finishes it. Warframe weapons do nothing to the spectre.
Why can I not pick up Vitoplast in Void Flood?
Vacuum and Fetch do not collect it, and it cannot be taken inside Limbo's Rift or in Wukong's Cloud Walker. Pick it up yourself, outside those abilities.
How long is a wave in Void Armageddon?
1 minute 5 seconds, or roughly 30 enemies killed, plus 10 per extra squadmate. Three waves, then the Void Angel.
Do I need an Amp for the Zariman?
For Cascade, yes: the tears only close to Operator damage, and so do Thrax spectres. Flood and Armageddon are playable without one, but the spectres still need the Operator.
What is the Zariman syndicate standing for?
It is earned with the Void plumes scattered around the ship and spent in the stores of the four residents of the Chrysalith: Amp parts, arcanes, room decorations and skins.


