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Zone Patrol: Shops & Artifacts
By Elegant Caveman
Screenshots and directions for artifacts in Zone Patrol, as well as shop inventories.
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Intro
Welcome.

The purpose of this guide is to list where you can find artifacts, and what you can spend them on.

I've tried to keep spoilers to a minimum, using the spoiler tag in some cases, but this whole guide is spoilery by its very nature, so... yeah... if you're here, that's on you.

I've also tried to keep it as error-free as possible, but you know how it goes, nobody's perfect. If you see something, say something! Whether it be typos, bad directions, wrong information, or whatever other sort of mistake. Let me know in the comments, so I can fix it. Thanks!

I've tried to be as thorough as possible, but I make no guarantees that I've found every single artifact in the game. If I've missed some you've found, also please let me know!

The numbers next to location names is how many artifacts I've found in that place.



A couple of things that will help your artifact hunting:

Phantom Rifle: In the south-west corner of Storm Drain, there's a bunker entrance behind the waterfall. The code to enter is 325174. Inside, you'll find a Phantom Rifle, which can be very useful for artifact hunting, due to its "Phantom-Vision" when scoped (lets you see through walls; highlights artifacts and some other things) .

PV-09 Goggles: In the western end of The Pines, a bit south/south-west of the bridge, you can find goggles that replace your binoculars and give you "Phantom-Vision". The zoom is a bit less far than the Phantom Rifle's scope, and you get a wider angle.

(you can buy both of these items so you can start with them and don't have to go get them every time you come down from the VAKT ship, but neither is cheap, and they can be worth the detour when you're just starting out. They help a LOT with finding artifacts)

Crouch Jump: If you crouch (CTRL by default) when you try jumping onto an object, you'll be able to "climb" a bit and reach a bit higher than you otherwise could with a regular jump. This is very useful for reaching all sorts of areas, and worth keeping in mind.

Compass: There's a compass at the top of the screen, above your health. Use it. A lot of the directions I give involve... well... directions.
Shooting Stars quest
Near the end of Rook's quest chain, he gives you the Shooting Stars quest, which is repeatable.

Every once in a while, as you're wandering around an outside area, a drop pod will drop out of the sky.

Power it up by bringing it a battery, and you'll have to defend it from a few waves of enemies that show up (except for the first time).

If it gets to 100%, you get 3 artifacts.

This means that in theory, with enough patience (it's repeatable, but it doesn't happen that often), you could get enough artifacts to buy everything.
Foreword about shops
What's the point of artifacts?

Permanently unlocking equipment from the various vendors! Also a bit of extra stuff, in CODEXES (a mix of lore, hints, and codes).

The screenshots for each shop shows default inventory, though I've typed everything out as well so it's searchable.

The four headers are as follows:

ARTIFACTS: This is the artifact cost to unlock/purchase said item.

NAME: The... name... of the thing. Yeah.

DAMAGE: Tested on the Playground, point-blank (for weapons with spread) body shots, no scope. One shot when possible, one burst otherwise (one click of the mouse).

This is just to give a rough idea of what you're dealing with, not meant to give detailed weapon info. I don't cover area damage or varying fire modes. Headshots are usually double damage, though with a bit of testing, I've seen a few oddities.

If you really want to know how a weapon handles, test it for yourself in the Playground (Chapter Select, scroll right).

DESCRIPTION: The... description... of the thing. Yeah. Like Name, just longer.
SHOP - VAKT Quartermaster






Artifacts
Name
Damage
Description
2
Carbine
25
A light-weight and nimble semi-auto bullpup. Features an electronic combat scope with a wide field of view.
2
Assault Rifle
15
Standard-issue automatic rifle fitted with an integrated Grenade Launcher. Very accurate when firing in controlled bursts.
3
Shotgun
126
Standard-issue pump-action shotgun with the capability of firing a fast two-round burst. It is as ubiquitous as it is reliable.
3
Sniper Rifle
100
High-caliber sniper rifle. Packs a nasty punch at a long distance.
3
Tactical Pistol
30
(SIDEARM) A highly modified variant of the standard pistol featuring a suppressor and holo sight as well as other minor improvements. Very effective as a stealth weapon.
4
Tactical SMG
12
A variant of the standard SMG featuring a suppressor and ACOG scope. A versatile weapon commonly seen in the hands of special forces units.
4
Grenade Launcher
125
Standard-issue pump-action grenade launcher. Fires powerful high-explosive grenade rounds.
6
Mine Launcher
90
Weapon system for deploying proximity-detonating mines. Alt-fire allows for remote detonation.
5
Rocket Rifle
300
A high-end specialist weapon system: fires dual-stage multi-purpose rocket rounds at a flat and stable trajectory. Very effective anti-armor.
6
Body Armor
N/A
Heavy armor vest: Reduces damage from projectiles and explosions.
0
CODEX: The Exclusion Zone
N/A
An Encrypted Data Drive. Your Neural-Link will automatically decrypt it after purchasing. Whatever data you find on it will be saved to your Journal.
0
CODEX: Mercenaries
N/A
An Encrypted Data Drive. Your Neural-Link will automatically decrypt it after purchasing. Whatever data you find on it will be saved to your Journal.
0
CODEX: The Conflux
N/A
An Encrypted Data Drive. Your Neural-Link will automatically decrypt it after purchasing. Whatever data you find on it will be saved to your Journal.
0
CODEX: The Police
N/A
An Encrypted Data Drive. Your Neural-Link will automatically decrypt it after purchasing. Whatever data you find on it will be saved to your Journal.
SHOP - Free Scrappers








Artifacts
Name
Damage
Description
3
Heavy Pistol
60
(SIDEARM) A high-caliber pistol, featuring a Neural-Link-integrated optic. This thing kicks like a horse.
3
Tactical PDW
12
(SIDEARM) An automatic pistol kitted out to create a suppressed PDW. Can be quickly toggled to fire in bursts when aiming.
5
LAZ Magnum
130
(SIDEARM) Good old trusty laser magnum. It will win any duel it enters, no question.
4
Tactical Shotgun
108
A semi-automatic shotgun featuring a suppressor, reflex sight, and extended magazine. Notorious for its use by Assassins...
4
Automatic Shotgun
66
A fully-automatic shotgun with a large drum mag. A favorite among NNM squad leaders.
5
Tactical Combat Rifle
15
A highly sought-after assault rifle sporting a suite of tactical attachments. What makes this weapon truly valuable is its in-built recoil control system: no others compete.
5
Tactical Battle Rifle
80
A customized variant of the Battle Rifle: Featuring suppressor, high magnification scope, and variable burst length.
3
DMR
50
A designated marksman rife fitted with a suppressor. Deadly long range stealth weapon.
4
Heavy Rifle
23
Full-auto, high-caliber, precision rifle fitted with an ACOG scope. Well suited for mid to long-range firefights.
3
Machine Gun
20
Squad Automatic Weapon featuring a high-capacity drum mag. Very effective at laying down suppressive fire.
3
Seeker Rifle
99
A strange rifle built and wielded by Conflux Hunt-Masters. They fire guided projectiles that explode on impact.
6
MOLLE
N/A
Modular Lightweight Load Carrying Equipment: Increases Ammo and Grenade carrying capacity.
6
Body Armor
N/A
Heavy armor vest: Reduces damage from projectiles and explosions.
1
CODEX: FreeScrappers 02
N/A
An Encrypted Data Drive. Your Neural-Link will automatically decrypt it after purchasing. Whatever data you find on it will be saved to your Journal.
2
CODEX: NRC-032
N/A
An Encrypted Data Drive. Your Neural-Link will automatically decrypt it after purchasing. Whatever data you find on it will be saved to your Journal.
1
CODEX: BH-BSMT-535
N/A
An Encrypted Data Drive. Your Neural-Link will automatically decrypt it after purchasing. Whatever data you find on it will be saved to your Journal.
3
CODEX: NODE_KEY_02
N/A
An Encrypted Data Drive. Your Neural-Link will automatically decrypt it after purchasing. Whatever data you find on it will be saved to your Journal.
SHOP - Necropol






Artifacts
Name
Damage
Description
3
Plaz Pistol
40
(SIDEARM) "The fast ones drop these. No I don't know how to reload it..."
4
Hammer Head
126
(SIDEARM) A custom-made, double-barrel, shotgun pistol.
4
Bum Leg
90
(SIDEARM) "It was not a good rifle, so I made it a good pistol."
6
Pocket Rocket
225
(SIDEARM) Pared-down rocket-propelled grenade system, seemingly for use as a side arm?
5
Crossbow
100
"A hunter came to the zone once. Looks like the deer caught him, yes?"
4
Ancient Rifle
100
"They don't make rifles like they used to. For good reason."
4
Heavy SMG
13
Fully-automatic submachinegun with high-capacity Bizon Mag and fast rate of fire.
5
Tactical Battle Rifle
80
A customized variant of the Battle Rifle: Featuring suppressor, high magnification scope, and variable burst length.
10
Flame Thrower
10
"Heh heh... Fire..."
4
R.P.G.
1010
"Good explosions, yes?"
10
PV-09 Goggles
N/A
A high-tech pair of "Phantom-Vision" Goggles that allow the wearer to see living beings and other energy sources through solid walls.
8
Power Pack
N/A
A wearable battery device that slowly re-charges your energy shield over time. Only charges shield partially.
SHOP - Rook's Nest








Artifacts
Name
Damage
Description
4
Hammer Head
126
(SIDEARM) A custom-made, double-barrel, shotgun pistol.
4
Pulse Pistol
15
(SIDEARM) A compact, burst-fire energy pistol. Comes in handy for stripping shields.
4
Plasma Rifle
15
A high fire rate, automatic energy weapon. Its secondary fire vents scorching hot plasma at the enemy, like a sort of impromptu shotgun.
4
Arquebus
60
Precision energy weapon that fires high inertia projectiles that rebound off hard surfaces. An excellent shield breaker.
6
Pulse Rifle
16
An expensive and rare high-tech energy weapon. Fires bursts at an incredibly high rate. (So long as you keep it charged)
5
Pulse Shotgun
66
Burst-fire energy shotgun with charged alt-fire slug.
6
Smart Rifle
20
An experimental modification to a Combat Rifle. Rounds fired from this weapon home in on their target.
4
Swarm Launcher
210
An obscenely over-engineered rocket shotgun that fires auto-targeting smart micro-missiles. These are used by law enforcement, for some reason...
6
Flak Rifle
85
Heavy automatic anti-materiel rifle that fires high caliber explosive rounds.
8
LAZ Rifle
360
An incredibly rare and powerful laser sniper. There's little else like it and fewer ways of getting a hold of one...
8
Phantom Rifle
210
A unique, experimental weapons platform that fires phase-shifted projectiles that can over-penetrate all matter. There might only be several of these in existence.
8
Hazard Suit
N/A
Full-body Hazard gear that protects against Radiation, Burns, and Electric shock.
10
PV-09 Goggles
N/A
A high-tech pair of "Phantom-Vision" Goggles that allow the wearer to see living beings and other energy sources through solid walls.
1
CODEX: Aidan-04
N/A
An Encrypted Data Drive. Your Neural-Link will automatically decrypt it after purchasing. Whatever data you find on it will be saved to your Journal.
1
CODEX: NRC-144
N/A
An Encrypted Data Drive. Your Neural-Link will automatically decrypt it after purchasing. Whatever data you find on it will be saved to your Journal.
5
CODEX: NODE_KEY_05
N/A
An Encrypted Data Drive. Your Neural-Link will automatically decrypt it after purchasing. Whatever data you find on it will be saved to your Journal.
Administration (4)
From the main room with the big statue, go to the large room to the north with desks. In the north-east, on a desk corner.



From the main room with the big statue, go east to the toilets. In a middle stall.



Second floor of the western-most office, north-west corner.



South from this, in a warehouse, on top of a cargo container.

Beach Head (5)
West of the landing craft, right next to the Data Cache, under that big tube structure.



East of the landing craft, find stairs going down behind a building marked B-3. In the basement, behind a door locked with a code (code: 47 217), two on your right when you enter. You can buy the code as a CODEX from a vendor (BH-BSMT-535, from Free Scrappers).



South-east from the landing craft, there's a smaller ball than the one with the radar tower, with a tree inside. Just a bit more south-east from there, there are stairs going down into a small room/area. To the right of these stairs, behind some barrels with a blue tarp over them.



In the south-east corner of the map, behind a train.

Blue Caverns (6)
From the Pines entrance, just past the area with the trees and water, look for a tunnel on your right (north/north-west). In the little cave/room at the top, look to your left (west).



From the Pines entrance, left (south) at the intersection just before you get to the main cave (a bit further than where you turned for the previous artifact). You should see a big building in front of you, marked as B-3. In the south-east corner of the platform/balcony near the bottom of the southern side of the B-3 building. The big one near the Pines entrance, with the walkway up top that leads to N-86.



Look west of the B-3 building for a building marked N-86. On the western side of this building.



From the Catacombs entrance, take the red elevator down, and right in front of you at the bottom (facing west), you'll see a small building. Artifact is to your right (north-east corner) when you enter.



From the Priory entrance, just a bit to your left (north) when you reach the main cavern, you'll see a red and white structure. The artifact is on a ledge on its east side.



From the Conduit entrance, turn right (south), then right again (west) when you reach the tracks. Inside the red train car stuck in the ice(?).

Bravo 02 (1)
South side of the area, there are three barracks. In the middle one, south-west corner, on top of a bunk bed.

Catacombs (5)
North-east corner of the map, on the south-east corner ledge in the middle of a big green machinery pillar thing.



From the Storm Drain entrance, take the western exit in the room with the map (on the north wall). Keep following this west then north into another room with a map (on the south wall). To the north-west, a room with greenery, plants overgrown. Look in the north-west corner of this room, hard to see behind the plants.



From the entrance to the Haunt, turn right (east) and follow the tunnel to its end. Artifact is behind the derailed train car.



From the Junction 06 entrance, go down the couple of steps of metal stairs, and jump over the railing to your left (north), into the little raised gutter area that's below the stairs and metal walkway but higher than the lowest area. Turn left (west) and the artifact is just a bit under the water, by the wall.



From the entrance to Junction 06, after coming down the little metal stairs, turn right (south) into the tunnels, walk down to their end on the metal walkway, then turn left (east) and keep following the metal walkway. When the walkway ends, before the door, the artifact's below, in the corner behind the metal stairs on your right, between some barrels with blue and orange tarps over them.

Catacombs - Bio Lab 28 (2)
In the south-west corner of the medical bay (room in the south-west corner of the area).



To your left (south), on a little wooden table, in the back room with the meat in a tube behind the crate.

Catacombs - The Nine Vaults (2)
In the tunnel with the fire anomalies, turn left (south) just before going to the next room, and climb on top of the cargo containers. Make your way back towards the exit a bit and you should see an artifact on one of the lower containers to the right, near the wall, just after the two wooden planks.



When you enter the circular chamber before vault 07-09, under a piece of metal junk.

Cistern (3)
From the Catacombs entrance, just before you get to the metal stairs, there's a big green machine. On top of that, east side.



From the Catacombs entrance, go down the stairs to the area with all the junk and the water. Near the middle of this, face east and look for some garbage.



From the tall ladder going down into the pit, turn around and move east down the little tunnel. Second opening on your right (south), down some stairs in the corner.

Cistern - CKT 006 (3)
Lower core area, atop the western ladder thing.



In the control room up top, left (south) side of the controls.



West side of the core, up top. Hard to reach spot, where this big metal pole connects to the explosive barrel dispenser. You can reach it from below, just gotta highlight and gravity-grab.

Conduit (4)
From the Blue Caverns entrance, first left (south), inside the train car, eastern end of it.



From the red train car, go down the tunnel west a bit, and take the tunnel on your right (north). At the end of this, in the back of a wrecked truck.



Western end of the map, just before the tunnel blocked off by the radioactive purple stuff, to the north there's a little room. In the south-west corner, behind some barrels with a blue tarp over them.



From the Administration entrance, first left (west), down the stairs, then left again (south) behind the truck, up the ramp to the end of the dead-end tunnel. Artifact is in the south-west corner.

Conduit - TNL 18 (3)
Near the end of the first area with the trains, on top of the southern train car, on its south-west corner.



South-east corner of the big room, behind some derailed train cars, at the mouth of a tunnel blocked off with rubble.



In the south-east corner of the little overlook thingy, where you turn off the energy field.

Conduit - TNL 18 - NRC Lab (6)
In the room that controls the doors, on top of the northern-most machinery thing.



Behind door 03, in the ventilation shaft on the west side of the first room.



Behind door 03, in the back (south) of the room with the Stone Tree sample, on the western side of the big machine sticking out of the wall.



Behind door 04, first bed of the third trio, north side.



Behind door 05, immediately on your right (north) when you enter, behind the sheet partition.



Behind door 05, south-west, near the back of the main room.

The Dish (6)
When you enter from Storm Drain, go to your right, power up the elevator, and go to the top. Drop down into the ventilation shaft in the main room, and there's an artifact on a table before you get back out.



When entering from Storm Drain, go to your right until the bent electrical pylon. South from here, look for a hole in the fence that you can crouch through. A bit to your left, behind some barrels with a blue tarp over them, hidden between a bunch of cargo containers.



Underneath the dish, on its southern side, next to a flamingo and weapon crate.



South-east corner of the map, near the blocked-off tunnel entrance, behind an overturned green train car.



From the entrance to the Haunt, turn left and go into the building. Top floor.



From the entrance to the Haunt, at the southern end of the long area with the canal that leads to it, there's a small brick building. Look up inside, on a beam.

The Dish - Concrete Forest (3)
From the ladder, facing west, turn left (south) at the tracks in front of you. At the north end of the red train car in front of you.



On the north side of the room, on top of the western-most cylindrical thing.



In the air ducts between the Forsaken Idol's room and cubeheaded creature's room.

The Dish - The Pit (3)
North-west corner of the little building in the south-west corner of the map, on ground level.



Up the crane in the middle of the map.



North-east corner of the map, ground level, behind a blue cargo container.

The Haunt (1)
About halfway through, in front of the door with the electronic lock (entrance to the Bowels), near the way to MTN-001.

The Haunt - The Bowels (2?)
(Sorry, you won't be getting precise directions here, and it's entirely possible I've missed some. If I have, sorry, but I'm not coming back for artifact hunting. I can't stress enough how much I hate this place.)

In the big central room with the "water" channel running through it, up some metal stairs in the north-east corner, down tunnels, some orb on a meat pedestal you can shoot. Right behind it, an artifact in some metal thing with a red light.



In the big central room with the "water" channel running through it, up some metal stairs in the south-west corner, a side-room not too far. I found it in the doorway; I can only imagine that some explosion or whatever made it move a bit from its original position.

The Haunt - MTN 001 (2)
When you get to the area with the trains, in the eastern end of the red car.



In the north-west corner of the platform below the big ball of screens.

Junction 06 (5)
Almost as soon as you enter from Beach Head, a train car that's at an angle. Through its open side, to the right, behind a crate.



A bit after coming in from Beach Head, keep to your right and get on top of the building in the north-east corner. The artifact is near a sniper's nest.



Near the middle of the map, in the Depot 6-C Railway Control Tower, behind a wooden pallet.



Top floor of building 28 on the north-western side of the map, a bit north of the exit to The Pines.



In the south-west corner of the map, building 535. On top of the metal beam near the ceiling.

Junction 06 - BM 061 (4)
When you get into the main room, directly in front of you, on someone's back.



Second floor, west side, at the end of one of the metal beams.



Two in the little room upstairs on the south end. One on the right,



And one on the left.

Necropol (5)
From the Junction 06 entrance, go to your right (east), go under the overpass, and turn left (north). Look for a cylinder with posters on it, next to a blue bench, near a red brick warehouse. The artifact is on top of the cylinder thing.



From the Junction 06 entrance, go forward (north) for a bit and look for a burned-out/bombed-out building to your left (west). The artifact is in a small room in the top floor. The stairs are roughly in the middle, on the south side of the building, in front of the wreck of a red bus.



From the north side of the burned-out/bombed-out building, look for stairs going down (south). Follow them down and look to your right (west) when you can. The artifact is up on a pipe.



Turn back east and go deeper into the sewers, left (north) at the intersection. The next artifact is near the northern end of the tunnel, next to the western stairs going up.



At the northern end of the map, there's a tiny little concrete bunker, with an artifact inside.

Necropol - QX Labs (3)
Turn right (east) at the first intersection. Inside room 33.



In room 25 on a desk, accessed through room 23.



Downstairs, in room 41. In a locker, north-west corner.

Operation - Arrow-Head (4)
North-east corner of the landing pad.



When you enter the warehouse, to your right (south), between two green cargo containers.



In the south-east corner of the area with the big crystal, there are two artifacts on a wooden spool for cables, inside a tent thing.

Operation - Black-Horse (4)
Top shelf on your left (west) as soon as you start the mission.

(artifact not shown in image; had issues with screenshots, so had to go back and take a new screenshot after originally taking the artifact)



Seventh train car, walk around the edge very carefully. South side.



Train car after the two tankers, walk around the edge very carefully. North side.



Just before the end of the train sequence, right next to the suitcase.

The Pines (6)
Entering from Junction 06, turn right (north) and follow the path for a bit. When the path goes down a bit, beneath a stone arch, look to your left for a cave entrance. Follow the cave until you get to a maintenance tunnel. Go down the metal stairs to the lowest area, where there's water, and look in the Eastern corner, in the water.



Entering from Junction 06, follow the tracks until you get to the pylon that's fallen across the tracks. Turn left (south), and there's an artifact just behind a big boulder, on a pedestal.



In the partially-submerged cockpit of the crashed plane in the south-west side of the area.



On a crane hook at the little marina south of the bridge.



In the back of the flooded engine room of the boat near the portal on the little island, west end of the area, north of the bridge.



Near the end of the tracks in the west of the area, inside the train car 502-C. This is also where you can find the AI Transfer Drive.

The Pines - OGR 018 (4)
Past the fire anomalies, when you go down the stairs, second door on your left (north), on a desk.



Last door on the right (south), three in the back of the locker room (code: 1234).

The Pines - Stone Tree (3)
Eastern end of the area, on the rocks above the Data Cache.



Southern end of the area, on some rocks. You can see it from the metal walkway before it turns left (east).



Near the middle of the area, on the lower platform on the north side of the Stone Tree. On the floor near some seats with screens.

The Pines - Wolf Bunker (1)
When you get to the large room with the two metal stairs going down, just after the energy field, look on the left (north) side for a double sliding metal door that's broken, letting you through to a locker room beyond, with health machines, ammo on the shelves, and an artifact. N-05 is in the locker room as well, and a Sleeper just before you enter.

Priory (3)
From the Haunt, off the bridge and into the water. South of the land area, underwater.



Middle of the map, to the north. Corner bit of land before the water, behind some fallen machinery.



Third floor, behind the stairs, of the building that goes up to the bridge to the South Ridge exit.

Priory - Basement (2)
Just a bit before the haunted door, to your right, a room blocked off by two containers. On a shelf straight ahead (south).



Behind Dr. Sanchez.

South Ridge (4)
On top of the metal thing in the cavern that has the bridge controls. Stand on a railing and jump to see it.



When you get to the north road, head east, to the blocked-off tunnel. There's an artifact on the ground there, behind the truck with the weapon crate in the back.



When you get to the western end of the north road, go underneath.



Just before Rook's Nest, under water at the stairs to the blocked-off entrance to the Power Plant.

Storm Drain (4)
When entering from Beach Head, stick to your left (east) and look for an open door in the wall. Enter, go left, then left again. There's an artifact under the wooden pallet.



In the middle of the area, on the east side, there's a small building that sticks out on the second floor, with windows looking out all over. When you go up the stairs, face east and look in the corner. There's an artifact behind a wooden box.



Near the south-west entrance to the Catacombs, there's a little raised building. The artifact is just outside of it, on a metal support beam.



From the entrance to the Catacombs, turn right (south) into the little water/swamp area and look west, in the corner near the building, behind a shabby wooden pallet.

Storm Drain - Arrow Head One (2)
On the table next to the Phantom Rifle.



Behind some wooden boxes, up top in the gated area.

2 Comments
Elegant Caveman  [author] 28 Feb @ 8:10am 
Thanks! Took a while, but I decided to replay Zone Patrol, so wasn't too bad, just had to be methodical. Figuring out how to give some directions was probably the hardest part. ;)
Cahalith 27 Feb @ 10:19pm 
Great guide! Must've taken ages to take all those screenshots, but those'll really be helpful given how small some of these artifacts are.