Check out the latest update for Marathon (v1.1.0.1, June 9, 2026)! Click here to view the patch notes.
Learn more about Season 2: Season 2 Highlights, Season 2 Combat Tuning
Promotion Messages
Take a look at our Runner Shells page in our Marathon Channel to learn more about the shells and various customization types. We'll be expanding on this page over time!
Learn more about items in Marathon, ranging from consumables, cores, implants and more! Updated to include information about Key Cards and high-tier materials!
Learn how Seasons work in Marathon, including what content updates to expect, and what does and does not carry over per season.
Learn how to survive on each map in Marathon, including Perimeter, Dire Marsh, Outpost and Cryo Archive! This page features navigation tips, best practices, and video guides from content creators. We've updated to include CRYO ARCHIVE!
Learn more about Factions & Upgrades. This page provides info about each faction, upgrade benefits, resources required to upgrade, and faction tips.
Maintenance & Update Messages
Check out the latest update for Marathon (v1.1.0, June 2, 2026)! Click here to view the patch notes.
Check out the latest update for Marathon (v1.0.9.1, May 26, 2026)! Click here to view the patch notes. It is approx. 1.8GB MB on Steam.

Marathon: Maps Guide – Survive Tau Ceti IV

Explore every Marathon map on Tau Ceti, from Perimeter to Cryo Archive, with quick breakdowns of map flow, navigation, PvE events, and survival tips.

The Important Details

  • Marathon’s map progression is designed as a climb: Perimeter is the starting zone, Dire Marsh increases pressure, Outpost raises the danger again, and Cryo Archive is the endgame zone aboard the UESC Marathon.
  • Perimeter is the most approachable map, with wider lanes, safer routing, and the Intercept event as one of its main loot opportunities.
  • Dire Marsh is more aggressive and more crowded, built around swamp routes, tunnels, a central complex, and high-value events like Lockdown and the Anomaly.
  • Outpost is a smaller, more vertical UESC facility centered around the Pinwheel, with more security pressure, keycode access, and tougher extraction flow.
  • Cryo Archive typically opens for weekend play and requires Runner Level 25, all six factions unlocked, and a 5,000-credit minimum loadout value.
June 4, 2026
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MAP GENIE

This page features Marathon Interactive Maps by Map Genie.  (Magic Lamp Technologies Limited) an IGN Entertainment Inc. brand). They make interactive maps for a variety of games, including Marathon, Arc Raiders, Pokemon, and more!

Shattered Vault is not affiliated with Map Genie. All content and ads within the interactive maps belong to Magic Lamp Technologies Limited.

START HERE, RUNNER

WELCOME TO TAU CETI IV

ASSERT :// This page has been updated to include Night Marsh, the night version of Dire Marsh from Season 2.
  • Tau Ceti IV is the heart of Marathon’s mystery: a lost colony world where each zone pushes players deeper into danger, stronger loot, and more demanding objectives.
  • The surface maps build a clear progression path. You begin on the colony outskirts, move into more hostile and contested territory, then eventually push toward the abandoned Marathon ship in orbit.
  • Tau Ceti is a world that escalates: the deeper you go, the more gameplay shifts from basic survival into puzzle-heavy, high-stakes extraction.

MAP EVENTS EXPLAINED

  • Intercept: Perimeter event tied to matching code panels and UESC dropships.
  • Lockdown: Dire Marsh event involving Anti-Virus Pack, Lockdown Drive, Blue Terminal, and UESC waves.
  • Anomaly: Dire Marsh high-risk credit event that exposes the carrier.
  • Convoy: Outpost event with a moving UESC convoy and contested loot.
  • Vaults/Subroutines: Cryo Archive progression mechanics tied to security clearance and deeper rewards.

WHICH MAP SHOULD YOU RUN?

Map Difficulty Best For... Watch Out For...
Perimeter Beginner Learning Marathon’s core loop, practicing extraction routes, testing early loadouts, and understanding basic map events. Open sightlines, exposed rotations, sniper angles, noisy points of interest, and squads hunting newer players.
Dire Marsh Intermediate Better loot opportunities, stealthier rotations, event farming, and learning how to survive lower-visibility combat. Ambushes, water/audio tells, reduced visibility, awkward sightlines, and teams using the terrain to disappear or reposition.
Night Marsh Season 2 / Intermediate+ Slower, darker Dire Marsh runs, learning Season 2 mechanics, Cert farming, Complex Control, and survival-focused rotations. Darkness, locked exfils, UESC Cert pressure, Anomaly interference, flashlight exposure, hidden squads, and unfamiliar Complex routes.
Outpost Advanced High-risk loot runs, vertical engagements, coordinated squad play, and pushing deeper into contested security-heavy areas. Heat Cascade, drones, vertical pressure, hot extraction points, and enemy teams rotating through key routes.
Cryo Archive Endgame Experienced squads, puzzle-heavy loot runs, elite rewards, vault progression, and high-stakes endgame routing. Entry requirements, vault mechanics, freezing hazards, limited safety, and enemy players who are also chasing top-tier rewards.

PERIMETER

  • Perimeter is Marathon’s starting zone: an expansion site on the outskirts of the colony with a more open layout, lower threat level, and room to learn the game’s basic rhythm.
  • It supports 5 teams of 3.

NAVIGATION 101

  • Perimeter is best treated as a wide, readable map. Its spread-out layout gives squads more room to sneak, recover, and reposition before committing to hotter areas.
  • A strong early approach is to use the quieter outer space to stabilize your run, then move inward once your team is stocked and ready to contest better loot.
  • While the North and South Relays offer great views, the safest way to move between POIs like Overflow and the Hauler is through the riverbeds and ravines.
    • These low-elevation paths break line-of-sight from the snipers perched on the hills. If you stay on the ridgelines, you’re an easy target for a long-range “head-tap.”
  • Never cross an open field unless your Heat is at 0. You need a full stamina bar to sprint between “hard cover” (rocks, shipping containers, or derelict UESC buildings).
  • When rotating to an extraction point, “skirt” the very edge of the map. It takes longer, but the foliage provides natural concealment that makes you nearly invisible to players looking down from the central facilities.

BEST PRACTICES

  • Perimeter is the best map for learning pacing, especially when to fight and when to rotate.
    • It is more forgiving than later zones, but it still punishes careless pushes and noisy greed.
  • Because it is more straightforward than later maps, it is ideal for players learning spawn flow, exfil timing, and how to recover from early mistakes.
  • The North Relay and South Relay are the map’s primary landmarks. Because of the open terrain, these often become sniper nests. If you’re moving between them, stick to the dense jungle sections to use natural concealment.
  • Avoid the “Empty” Centers: Large portions of Perimeter are “barren” and empty of cover. Crossing these open fields without a plan is the fastest way to get picked off by another squad.
  • The “Station” Loot Trap: The Station POI holds some of the best early-game loot, but it is heavily guarded by UESC forces. Combat here is loud and will almost certainly draw nearby rival Runners to your position for a “third-party” attack.

THREAT ASSESSMENT

  • The Intercept: This is a multi-stage puzzle event where you must find a panel with a three-digit code and then locate a matching panel elsewhere on the map.
    • Successfully completing it spawns three UESC dropships carrying high-tier enemies and a yellow supply crate containing rare loot.
  • Supply Drops: Periodically, supply drops will land in contested areas, such as the yard outside the Overflow facility.
    • These are marked on the map once you are nearby but often act as “death traps” by drawing in multiple rival teams.
  • UESC Convoy (High Loot): Though more common in the Outpost map, convoy events can appear where a UESC squad escorts a mobile loot container.
    • You must defeat the squad and shoot the four locking squares on the convoy to loot it.
ONI RECOMMENDATION

If you find yourself losing gear frequently, remember to use the free sponsored kits from factions like Traxus, which rotate daily and provide a baseline for your runs.

DIRE MARSH

  • Dire Marsh is the second map and a noticeable step up in PvP pressure.
  • It is a swamp-heavy zone built around wetlands, floating terrain, underground tunnels, and a more contested central complex.
  • It supports 6 teams of 3.

NAVIGATION 101

  • Dire Marsh works best when you think in layers: the central areas are busier and more dangerous, while the marsh routes and tunnel connections give squads better ways to rotate, flank, or disengage.
  • Because the map “bleeds” encounters together more often, players should move with a plan instead of drifting from one POI to another.
  • The Marsh is filled with uneven ground and thick foliage. Avoid sprinting through these areas blindly; slow, controlled movement is essential to prevent walking directly into a hidden squad or a Wraith Warden.
  • Tunnels and Ravine: These secondary locations are excellent for repositioning between major hotspots like the Complex or Bio-Research without being spotted. If you see a firefight at a central POI, use the tunnels to flank or bypass the area entirely.
  • The Intersection and Algae Ponds are central hubs where multiple teams often converge simultaneously. Unless you are looking for immediate PvP, rotate around these areas rather than through them.

BEST PRACTICES

  • Dire Marsh is a better farming and action map than Perimeter, but that comes with more third-party risk and less breathing room between engagements.
  • Teams should carry the right utility before committing to events, especially Anti-Virus Packs for Lockdown.
    • Mandatory Utility: Every teammate needs at least three Anti-Virus Packs to survive the red corruption wall. These can be purchased from the MIDA Faction after reaching rank 5.
    • The Chain Reaction: Completing one Lockdown gives you a “Lockdown Drive” to start the next. There are three consecutive stages in a single match, each granting progressively better loot, including purple-tier weapons.
    • When you disable the corruption field to start the event, it triggers a loud global sound and drops the protective force field. This is the prime window for rival teams to ambush you.
  • This map rewards quick decision-making. If your squad hesitates too long in a hot area, another team often arrives before you can reset.
  • In the Marsh’s low-visibility terrain, audio is more important than sight. Footsteps in water or the sound of UESC bots engaging a rival team are your best indicators of nearby threats.
  • Because of the dense foliage, thermal-scoped weapons are extremely powerful for scanning large sections of the map for hidden Runners.

THREAT ASSESSMENT

  • Lockdown can appear after the first 10 minutes.
    • Players enter a red barrier with an Anti-Virus Pack, retrieve a Lockdown Drive, insert it into a Blue Terminal, survive the UESC wave, and can chain this event up to three times in one match.
  • The Anomaly is a high-risk profit event that awards 6,000 credits total to the team, but it also highlights the objective and exposes players to pressure while they carry the unstable sample.

NIGHT MARSH

  • Night Marsh is the Season 2 version of Dire Marsh, transformed by darkness, Anomaly activity, and increased UESC control.
  • It uses the familiar Dire Marsh foundation, but changes how the map feels, flows, and punishes mistakes.
  • Night Marsh is slower, darker, and more survival-horror focused than Day Marsh.
  • Visibility is limited, long sightlines are harder to trust, and players need to rely more on sound, lighting tools, and controlled movement.
  • The map also introduces new Night Marsh-specific mechanics, including UESC Certs, Network Towers, locked exfils, and deeper access into Complex Control.

NAVIGATION 101

  • Night Marsh should be treated as a slower, more deliberate version of Dire Marsh.
    • Routes that feel familiar during the day can become much more dangerous at night.
  • Darkness changes how you read the map. Open areas, foliage, tunnels, and building interiors become harder to scan before committing.
  • Do not rely only on memory from normal Dire Marsh.
    • The same POIs may still exist, but darkness, Anomaly interference, and UESC activity make movement less predictable.
  • Flashlights help you see, but they also make you easier to spot.
    • Use them with purpose rather than leaving them on constantly.
  • Lighting tools are especially important on this map.
    • Vector rounds can create pools of light where bullets land.
    • Vector grenades can help reveal nearby enemies and terrain.
    • Darksight scopes help highlight the environment after aiming down sights.
    • Signal Flares can light up areas and help squads control dark spaces.
  • If you are moving through the marsh, listen carefully.
    • Footsteps, gunfire, UESC activity, flashlight movement, and lighting tools can reveal enemy rotations before you see them.

BEST PRACTICES

  • Night Marsh rewards patience more than speed.
    • Sprinting blindly through dark terrain is one of the fastest ways to walk into an ambush.
  • Move from cover to cover and use light only when you need it.
    • Turning on a flashlight at the wrong time can expose your position to nearby Runners.
  • Treat every illuminated area as a warning sign.
    • If you see Vector light, flares, or flashlight movement, another squad may already be nearby.
  • UESC Certs are one of the most important resources on Night Marsh.
    • UESC enemies can drop Certs, which are used to hack Network Towers, access loot stockpiles, activate exfils, and push deeper into Complex Control.
  • Complex Control is valuable, but it should not be rushed.
    • If your squad does not have enough Certs, healing, lighting tools, or information, pushing upper Complex can quickly turn into a trap.
  • Sentinel, Recon, Assassin, and Thief can all feel especially useful here.
    • Sentinel helps hold space.
    • Recon helps confirm movement.
    • Assassin benefits from low-visibility ambushes.
    • Thief supports quieter loot-focused routes.

THREAT ASSESSMENT

  • Darkness is the main threat on Night Marsh.
    • It reduces visibility, hides enemy movement, and makes familiar routes feel unsafe.
  • The Anomaly changes how players move through the zone.
    • Paths that were reliable on Day Marsh may be blocked, distorted, or more dangerous at night.
  • UESC Certs are required for key actions.
    • Certs can be used at Network Towers to access UESC stockpiles and are also needed to activate exfils.
  • Complex Control is one of the major Night Marsh objectives.
    • UESC resources are protected by advanced encryption, and the upper rooms of Complex require enough Certs to access.
  • Exfils are no longer something you can take for granted.
    • The UESC has locked down Night Marsh extraction routes, meaning your team needs to prepare for extraction pressure before the final minutes.
  • Enemy squads are harder to read in the dark.
    • Some teams will move slower and quieter, while others will use light, traps, and sound to bait fights.
  • Night Marsh is not just Dire Marsh with reduced lighting.
    • It is a more controlled, hostile version of the map where the UESC, the Anomaly, and the darkness all work against you.

OUTPOST

  • Outpost is Marathon’s third map: a more secure, more vertical UESC facility built around the Pinwheel, a dangerous central structure with some of the best loot opportunities in the game.
  • It supports roughly 3–4 teams of 3.
  • Outpost is a later unlock, requiring Runner Level 12

NAVIGATION 101

  • Outpost should be approached as a map of deliberate pathing.
    • It is smaller, more vertical, and more security-heavy than the earlier zones, which means bad pushes get punished fast.
  • The safest flow is to gather what you need first, then decide whether committing to the Pinwheel is actually worth the risk.
  • When the Heat Cascade (incendiary rain) begins, runners often panic and rush to the nearest doorway, creating massive “meatgrinder” fights at building entrances.
    • If you have a Triage on your team, their healing drone can often negate the damage enough to let you stay outside or take an unconventional path while other teams are trapped indoors.
  • You cannot simply walk into the Pinwheel. You generally need two Green Clearance Codes to activate the elevators in Flight Control, Processing, or the Dormitories.
    • Green Codes: Found on desks or counters inside buildings.
    • Orange Codes: Found in white box machines.
    • Red Codes: Found exclusively on rooftops.

BEST PRACTICES

  • Outpost is packed with environmental pressure: scan drones, UESC presence, tripwires, and weather hazards all increase the punishment for sloppy movement.
  • The Pinwheel is valuable, but it is also loud and highly contestable.
    • Once your team starts working it, other players are likely to notice.
  • This is a map where teams should communicate clearly before every push, especially when deciding whether to go up, through, or around the main structure.
  • Instead of the loud, map-alerting main elevators, look for a Conveyance Request (rare drop). Using this at the terminal under the Drone Wing calls a silent elevator, letting you infiltrate the Pinwheel without notifying every player on the map.
  • Inside the Pinwheel, don’t wait for the slow, exposed elevators during bot waves. There are vent shafts on either side of the lift that offer a much faster (and stealthier) way to change floors.
  • Always try to bring a Red Key Card into the match. Outpost extractions are notoriously “hot” and frequently camped. A Red Key allows you to use Locked Silent Exfils inside the Pinwheel or other buildings, bypassing the “Guarded Exfils” that require fighting waves of bots and players.

THREAT ASSESSMENT

  • The Heat Cascade: Unlike other maps, Outpost is frequently hit by a Heat Cascade (or fire rain).
    • This environmental hazard forces runners to seek shelter inside buildings like the Pinwheel or Orientation, often driving rival squads into the same small rooms for forced combat.
  • UESC Scan Drones: This map features flying scan drones that will alert all nearby security forces (and players) to your position if you are caught in their light.
  • Accessing the Pinwheel requires collecting color-coded clearance codes: green codes are commonly found indoors, red codes appear on rooftops, and orange codes come from white machines.
  • Outpost also features a noisy UESC convoy event. Players follow the convoy, wait for it to stop, shoot the four red squares, and loot quickly before enemy crews arrive.
  • Extraction is more demanding here too, with Crew Exfils, Guarded Exfils, and Restricted Exfils all part of the map’s structure.
    • Outpost introduces “Guarded Exfils” that are surrounded by elite UESC bots and “Locked Exfils” that require a Master Key to use.
    • There is usually only one “free” final extraction point that opens late in the match, which is almost always a site for a massive final showdown.

CRYO ARCHIVE

Seasonal Reset Note: Cryo Archive Subroutines progress carries forward into Season 2, even though most gameplay progression and inventory items reset.
  • Cryo Archive is Marathon’s endgame zone and the first playable area aboard the UESC Marathon.
  • It is a labyrinth of cryopods, medical bays, storage wings, and frozen vault spaces built for far higher stakes than the surface maps.

I N T E L  R E P O R T

  • CRYO ARCHIVE is a dangerous place…escape is not guaranteed.
  • TRANSMISSION // Locate and activate scanners across the map to reveal hidden exfil stations. Achieving clearance level three is required before initiating the a standard extraction process. Once activated, quickly navigate to the designated, distant extraction point within the time limit. //
  • You must interact with the ship’s systems before the timer runs out to make sure you can get off the ship alive…
  • There is a FINAL EXFIL but it is a LAST RESORT…it is hidden from the map and you only have a short window to find it when it comes about.
  • FIND YOUR WAY OUT, RUNNER.

NAVIGATION 101

  • Avoid the Center Initially: The center of the map (“Control”) is a dangerous killbox where teams often fight over, making it risky to traverse early.
  • Use Side Paths: Instead of going through the middle, use side doors to travel between the yellow-marked wings. This requires Security Clearance Level 2.
  • Study the Wing Connections: Map out the hallways connecting the six wings. Knowing these routes allows you to avoid fights and easily move to a different wing if a fight goes bad.
  • Watch for Data Corruption: If entering the Secret Lab, prepare for high data corruption and bring anti-virus packs.

BEST PRACTICES

  • Prioritize Clearance 2: Gain Sec Clearance 2 quickly to unlock doors between main areas. Clearance can be raised by collecting tags from UESC commanders, floor loot, or hacking terminals.
  • Clearance Level 3 and Up:
    • Level 3: Required for accessing the Armory and initiating extraction.
    • Level 4: Needed for certain vaults.
    • Level 5: Required to access the extra chest in Vault 7 and to fight the Compiler in the central pit.
  • Use Scanners: Utilize wall-mounted scanners (Level 1 req) to highlight nearby batteries and useful items on your map.
  • Turn off Frost: Destroy green panels on walls to temporarily turn off the freezing hazard.
  • How to Exfil: Locate an Exfil terminal, hack it (Level 3 req), and then travel to the “secret exfil” spot that appears. You have 3:30 to reach it.
  • Combat Strategy:
    • If fighting the Compiler (the raid boss in the center), you must activate 3 corresponding panels with the correct symbols to make it vulnerable.
    • If your team is dying, focus on running over fighting to keep your gear.
    • Avoid unnecessary fights and focus on looting strongboxes for high-tier gear.
  • Bring Recommended Gear: Ensure you bring shields and backpacks. Consistent purple backpacks/blue shields are found in strongboxes.

ASSERT //SECURITY REQUIREMENTS REQUIRED!

  • Cryo Archive originally opened as a limited endgame zone, but during the end of Season 1, Bungie made it available daily from May 21 through the start of Season 2.
  • Ranked Cryo Archive is also available for a limited end-of-season window.

VIDEO GUIDES

// ONI CONNECTION SUCCESSFUL
PERIMETER
DIRE MARSH
OUTPOST
CRYO ARCHIVE
END

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