This listing enumerates the various sections, aisles and other storage areas meant to hold artifacts. Larger and more prominent sections with greater inventory or of special note have their own separate document files detailing them. Smaller aisles are named here and given a list of the artifacts they currently contain.

The Bedlam VaultEdit

Houses artifacts that deal with insanity/hallutiontory inducing effects that are dangerious but not dangerious enough for the Dark Vault. The Vault containing these artifacts is completly sound proofed through conventional means and the use of artifacts, from the constant barriage of sounds emitted by these artifacts inside. These sounds range from loud screams to dull whispers. Due to the nature of these artifacts, neutrlizer ear plugs are mandatory when entering this area and a proxamit time of 5 minutes should be used when inside. If ever succeded past that time, seek medical attention as brain damage and/or mental instablity could occur. 


Contains artifacts that incite unusual medical or physiological changes. Many of these artifacts have effects that would not normally correlate with the object or have little relation to formal medical practices.


Artifacts located here can imbue people and objects with enhanced levels of strength and durability. As well as extend life to some degree.


Each artifact causes different amounts of hunger and nutritional starvation to the victim.


Artifacts that are able to aesthetically enrich the target subject or instill a great appreciation and understanding in the finer arts. Also, some are stored there due to their relation to the extravagance associated with wealth.


Each artifact relates in some ways to the provenance and importance of truth.


The sister aisle of Veritas, artifacts located here all play create lies, deception and stories. This includes the ability to alter facts, convince others of falsehoods and form tales from nothingness.


Irony inciting artifacts that either have an effect opposite what is expected from their origin or eventually have their effects revert.


Stores several artifacts that are related to geology, specifically mining and quality stones. It also houses artifacts that can affect wealth based upon gemstones and natural resources.


Each artifact here has a history and effect relating to the cultivation, processing, or usage of drugs and related substances. Only agents who are not current or recovering addicts may enter, as they have a tendency to re-experience certain states while in the vicinity.


Named for ancient behemoth of man able to perform immense feats of strength, all powered by the determination of his will and the performance of his muscles, powered by electrical impulses. Seemingly, electrical artifacts seem to congregate around this aisle in preference over others.


Although most temporal artifacts are spread throughout the Warehouse, the more benign ones are grouped here. Their effect upon time for the most part is limited to the near immediate area, with no greatly harmful downside.

Danger RoomEdit

Mostly houses larger artifacts that love to be mobile and run wild. Unfortunately, each is extremely dangerous when loose, being either reckless or intentionally destructive. Extra precautions and security measures are required to hold the artifacts in place.


Grants the user with heightened combat skills and physical acuity. Many also imbue some form of intense rage or bloodlust in the user. A large proportion of these artifacts hail from ancient civilizations that valued fighting strength, while the rest derive from individuals that were more self-taught and unhinged.


Artifacts that instate large amounts of pride within the wielder.

Isolation ChambersEdit

These artifacts have proved elusive and highly dangerous when unleashed. Some of them are near impossible to deactivate once started and are capable of causing mass destruction. For these reasons, they are held deep within the bowels of the Warehouse, and only senior agents have access. Each is held within a clear, chained cage separated from all other objects. If they threaten to activate, they are released into a specially created abyss.


Distorts light waves in various manners, creating unusual visual phenomenon.


Consists of appearance altering artifacts that allow the user to disguise valuables in plain sight or make the user appear differently to onlookers.


Located nearby the Crime and Punishment Vault, artifacts that have banded together for their common trait - theft.


The more unique and tricky artifacts to store, these have no physical form. Instead, they consist of memes, sayings, energy, computer code and other non-tangible concepts. Each has been placed in a specially designed storage unit to prevent escape.


Trips into this aisle are not usually well remembered, as it is host to forgetfulness, amnesia and mind-wiping artifacts. Loss of memories and possible brainwashing are a risk if artifacts are handled improperly while present.


Hedonism inducing artifacts, including overindulgence in negative acts such as wild partying, spending sprees, ignorance of social rules and valuation of self over others.


A large atrium of sorts used to contain monuments and artifacts relating to them. It is not unusual to see statues and bridges situated next to petroglyphs and memorial plaques.


Personal effects and evidence from journalists are stored here, ranging from before the advent of newsprint to the modern prevalence of online articles.


Protective artifacts that defend the intended party from harm; many involve forming a barrier or removing the threat.


Originated its title from a ring of five Cold War spies who successfully penetrated British intelligence agencies. Artifacts that can infiltrate, enter or allow access to restricted or unreachable areas.


One of several aisles to possess two different codes when referenced in the cataloging system. This surprisingly seems to calm the combined sum of artifact energies, as they each allows the user to gain large amounts of knowledge and insight.


Passed down through generations, each artifact is related to teaching or some form of education.


Ensures the user’s survival when faced with adverse conditions. Usually. Some survivor artifacts don’t necessarily make a situation better.


Contains artifacts that gives it's users extreme accuracy and marksmanship talents.


Artifacts which have their histories rooted in casinos and gambling.


Contains artifacts that can be easily activated by minor touching, smelling, hearing, seeing or any other sensiotory interactions.


Intelligence enhacing artifacts enjoy being within the company of similar modeled artifacts.


Artifacts which bear relations towards astronomy and space exploration.


Continuity reinforcing artifacts that can cause events to continue further than normally. Also houses artifacts that become easily attached and follow the user around.


Created halfway through Warehouse 11, this section is used to hold a sizable portion of medieval originated artifacts. Spanning centuries and continents, many artifacts located here do not have a definitive origin, due to inconsistencies or lack of accurate recordings.

Fausto-Domenti 2281DEdit

The "Wild West" Aisle, holds a ton of artifacts stemming from the American Old West.


Informally known as "The Graveyard", it is the final resting place for human remains which have become artifacts. Many are buried or placed in appropriate storage to confer spiritual rites whenever needed to prevent activation. It also houses artifacts directly related to mortality and the deceased.


Miscellaneous aisles that lack a clear connection between the artifacts stored in it and various other sections undergoing renovations.

Specialized AreasEdit

Some artifacts are used as equipment and are either not stored within a particular section or move around frequently due to heavy usage. Others can be found in place areas such as Felix's laboratory for research, Private Quarters for recreational use, the Restoration Parlor for frequent repairs or commonly with Agents in the field when not shelved.


These artifacts have not been properly stored, are in process of relocating or have become lost or unaccountable within the inventory.

Empty AislesEdit

Sectors that currently contain no artifacts within them.

  • Lascaux-173F (Mostly French originated)
  • Bakersfield-43D
  • Corfue-939V
  • Mammon-207T (Greed)

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