You are a Runner. Your biological body no longer exists. Your mind was digitally encoded and loaded into a biomata shell — a bio-synthetic body woven from silk proteins by SekGen's WEAVEworms. You are organic enough to be poisoned, biological enough to feel pain, and your mind is transferable when your body fails. You are in debt to the corporation that printed your shell. You signed contracts. You are effectively corporate property operating under the fiction of employment.
ONI — CyberAcme's distributed AI — exists inside your shell's systems. It monitors, it supports, it communicates. It also takes backups of your consciousness. Footnote 3 of the Shell Death codex entry confirms CyberAcme holds legal claim to at least a portion of your consciousness. Whether they have exercised this claim is unstated. Whether you are the first instance of yourself or the fourth is something no Runner can know for certain.
The Anomaly degrades neural sync — your connection to your shell weakens the longer you stay on the surface. This is why runs have timers. This is why you must exfil. The Anomaly is eating the link between your digital mind and your biological body. Stay too long and the connection breaks permanently.
Scavenging New Cascadia for corporations who want its resources, technology, and secrets. Completing faction contracts to build rep and unlock upgrades. Surviving UESC Project Goliath forces executing century-old containment orders. Avoiding or eliminating other Runner crews who want your loot. Eventually reaching Cryo Archive aboard the derelict Marathon in orbit.
Six factions fund your operations. Each has a different theory about New Cascadia and a different agenda for the ruins. CyberAcme wants data. NuCaloric wants to understand the contagion. Traxus wants salvage. MIDA wants to dismantle UESC infrastructure. Arachne wants to witness. SekGen wants to test their product.
Your biomata shell generates heat from running, sprinting, using abilities, and firing Volt weapons. Heat capacity is your thermal budget. Overheat and abilities are disabled — you're running hot, your shell is working at the edge of its operational parameters. Crouch to dissipate heat faster. Tactical Sprint (Destroyer) and Amplify (Vandal) generate additional heat. Heat Capacity is the first stat to invest in through CyberAcme upgrades.
Everything you do makes noise. Moving, looting, healing, door-opening, weapon-swapping, grenade pins, ability activations, exfil warmup. The game is designed so attentive players can track enemies by sound alone. Walk everywhere you don't need to run. Swap weapons outside buildings. Open doors carefully. Every enemy can hear you the same way you can hear them. Sound is your primary tactical sense.
Exfils spawn semi-randomly throughout a match — not at fixed locations at run start. They take approximately 60 seconds to warm up after activation. You do not need to stand inside them until the circle appears. Guarded Exfils spawn a UESC patrol when activated — either clear the area first or be prepared for the fight. Cryo Archive exfils follow different rules governed by Security Clearance.
Smoke fully drops UESC aggro. Throw smoke, UESC disengages immediately. This is one of the most important and underused mechanics in the game. Smoke also enables Assassin's Shroud (auto-invisibility on smoke entry). Thermal optic mods can see through smoke — counter-play to Assassin stealth exists at high levels.
Two weapons, each with up to four mod slots. One equipment item (active use). One shield (passive defense). Two core slots (shell-specific ability modifiers). Three implant slots (Head, Torso, Legs — universal stat modifiers). Everything can be swapped between runs at no cost. Standard-tier cores work on any shell. All other cores are shell-specific. Inspect weapons out-of-run (V/Triangle/Y) to access the mod workbench.
Tap 4/Down D-Pad to activate Smart Heal — the game selects the most appropriate consumable for your current situation automatically. Hold for the radial to manually select. Use Smart Heal in the middle of fights. Use the radial when you have time to think about what you need. Smart Heal knows your health vs shield state and prioritizes correctly.
Perimeter is your primary map from Level 1 through approximately Level 18. It's where you learn sound discipline, exfil timing, and how to read player movement. The open terrain favors patience — you can hear people coming, spot movement at distance, and choose your fights. Low player count (15 vs Dire Marsh's 18) means quieter runs are more achievable. Loot density is high at key POIs. Contract variety covers all six factions. The map's beginner designation is accurate but misleading — it's beginner-friendly, not beginner-easy.
North Relay — Highest guaranteed container density. Bioprinter always spawns here. Best implant/core farming location on the map. High traffic — everyone knows it's rich. Enter from the north approach to avoid the main bottleneck. Neural Insulation, Paradox Circuit, and Fractal Circuit commonly found.
South Relay — Second best loot, lower traffic than North. Sparkleaf Bioprinters are here. Predictive Framework and Amygdala Drive found commonly. The relay structure has vertical access — use the elevated positions for sightlines south toward Columns.
Station — Quest magnet. Multiple factions have contract objectives here. Flare rooms and supply drop events. Heavy UESC presence. Always contested mid-to-late run. Predictive Framework and Anomalous Wire. Enter only if you have a clear purpose and the timing is right.
Hauler — Arms Locker guaranteed. Good for weapon variety. Less contested than Relays. Neutral territory between major zones. Neural Insulation and Sterilized Biostripping. Safe mid-run stop when you need ammo.
Overflow — Core Storage guaranteed. Good for cores and seeds (Biolens, Tarax, Sparkleaf). Boss spawns here — every other team is also coming when the boss is active. Treat Overflow as a trap: high reward but lethal when the whole server rotates.
Columns — Tick-infested NuCaloric facility. 99 years of mutated tick colonization. Red nests everywhere. The ticks are mutated — they build structures and cocoon now. Dense, claustrophobic, extremely dangerous solo. Worth it only for NuCaloric farming contracts. Bring Anti-Virus. Do not push without a clear objective.
Tunnels / Ravine / East Wall — Connector zones. Low container density but safe rotation paths. Use these to move between POIs without crossing contested open ground. Underrated for sound-based tracking — footsteps in tunnels carry far.
Data Wall — East-west UESC energy barrier. Strategic dividing line. The wall has points where the energy thins — use these to cross safely. Repositioning through Data Wall mid-run can completely change which side of the map you're operating on. The UESC data systems here are still active and transmitting.
| ZONE | GUARANTEED CONTAINERS | SPORADIC | COMMON MATERIALS |
|---|---|---|---|
| North Relay | Bioprinter | Core Storage, Tool Cart | Neural Insulation, Paradox Circuit, Fractal Circuit, Unstable Diode |
| South Relay | Bioprinter | Core Storage, Tool Cart | Predictive Framework, Amygdala Drive, Storage Drive, Unstable Diode |
| Station | Tool Cart | Core Storage | Predictive Framework, Anomalous Wire, Altered Wire, Unstable Gunmetal |
| Hauler | Arms Locker | Bioprinter, Tool Cart | Neural Insulation, Sterilized Biostripping, Reclaimed Biostripping, Unstable Biomass |
| Overflow | Core Storage | Tool Cart, Bioprinter | Biolens Seed, Tarax Seed, Sparkleaf, Unstable Biomass |
| Columns | — | Arms Locker (contested) | NuCaloric farming materials, tick nests |
Safe Route: Spawn assessment → Hauler (arms locker, ammo check) → South Relay (bioprinter, low traffic) → Ravine or Tunnels (reposition quietly) → Overflow or North Relay if population has thinned → identify exfil → extract when 60–70% full. Total time: 10–15 minutes.
Aggressive Route: North Relay immediately (highest value, you get there before the crowd if you move fast) → Station if you survived North → exfil from east side. High risk, highest credit potential. Not recommended below Level 20.
The open terrain on Perimeter means you are visible at distance. Never cross open ground without scouting it first. The Ravine is particularly dangerous — it funnels movement and allows sniper coverage from both banks. Data Wall limits crossfire angles but also limits your escape routes. Exfil points cluster on the outer edges — you'll be crossing open ground to reach them. Use Tunnels to approach exfil from a covered angle.
Dire Marsh is where the colony's agricultural history is most visible — and where the collapse is most evident. The automated systems are still running. Something is still tending the crops 99 years after everyone died. The Anomaly sits at the map's center like a wound that won't close, warping physics and pulling every team toward it when the mid-run event fires. More players (18 vs 15), denser terrain, and the constant awareness that the Anomaly is degrading your neural sync faster than usual.
You come here for better loot than Perimeter, specific NuCaloric and Traxus contracts, Bio-Research materials not found elsewhere, and eventually to learn the Anomaly Event timing for high-value artifact farming. Come when you're Level 14+, consistently extracting on Perimeter, and confident in sound discipline. The foliage and uneven terrain make exfil-camping more viable for attackers than Perimeter — treat every exfil activation as a potential ambush.
Bio-Research — Arms Locker guaranteed. Best materials zone on the map: Reflex Coil, Biomata Resin, Drone Resin. Bioprinter and Tool Cart sporadic. UESC presence is heavy — this is a UESC research installation. Clear methodically. Bio-Research Tank Key is a priority pickup here — opens a locked room with superior-tier loot.
Complex — Multiple container types (Tool Cart guaranteed, Core Storage, Bioprinter, Arms Locker sporadic). Ballistic Turbine, Volatile Compounds, Dynamic Compounds. East Gate access. Contested mid-run as teams from multiple spawn points converge.
AI Uplink — Core Storage guaranteed. Where the ARG terminals were activated. Reflex Coil, Tachyon Filament, Plasma Filament. Lore-heavy zone. UESC still has active monitoring systems here connecting to the wider network.
Greenhouse — Bioprinter guaranteed. Biolens Seed, Tarax Seed, Sparkleaf. Lower combat risk than Bio-Research. The automated farming systems are most visible here — growing food for a colony that doesn't exist, following programs written 66+ years ago.
Quarantine — Bioprinter guaranteed. Surveillance Lens and Thoughtwave Lens (rare and valuable). The quarantine zone indicates a dark period in colony history — this area was locked down during the contagion crisis. UESC left biocontainment systems running. Quarantine Morgue Key is a priority find here.
Algae Ponds — Arms Locker guaranteed. Boss spawns here — when it does, the entire server rotates to this location. Neural Insulation, Sterilized Biostripping. Standing water everywhere. Ticks in high density around the algae. This is the source zone of the original contagion.
Maintenance — Arms Locker guaranteed, Core Storage and Tool Cart sporadic. Ballistic Turbine, Cetinite Rods, Dalmosite Rods. Less contested than major POIs. Good secondary stop on a safe route.
The Anomaly — Do not approach without understanding the run timer. Neural sync degrades faster near it. Objects suspended in mid-air are harvestable temporal artifacts during the Anomaly Event (mid-late run). Cannot be traversed. Use it as a navigation reference — teams going toward the Anomaly are heading to the event. Teams moving away from it are extracting.
Bio-Research Tank Key: Priority pickup. Opens a locked room inside Bio-Research with superior-tier containers. Find it in Bio-Research containers or from UESC commanders in the area.
Quarantine Morgue Key: Opens the locked morgue in Quarantine. Medical-grade loot inside. Found in Quarantine containers and UESC drops.
Dire Marsh exfils are more dangerous than Perimeter. High foliage means exfil campers have cover you can't easily clear. Always scan (Recon Echo Pulse or Thief X-Ray Visor) the exfil perimeter before committing to the activation countdown. Use long-range optics to check the tree lines. Announce exfil activation only when you're confident the immediate area is clear.
Maintenance → Greenhouse → AI Uplink → extract from Canal/West Gate area. Avoids Algae Ponds (boss zone), Bio-Research (heavy UESC), Complex (contested convergence). Lower value but higher survival rate. Learn this route first, then add POIs as confidence grows.
Outpost is a functioning UESC military base and spaceport — the most dangerous surface map by design. The Pinwheel, a corkscrew central structure, is both the highest-value loot location and the most chaotic combat zone in the game. Fewer teams than Perimeter (3–4 vs 5), but each one is geared and confident or they wouldn't be here. Come at Level 20+. Come when you have purple shields and reliable weapons. Come because the Pinwheel's loot prepares you for Cryo Archive in ways surface maps can't.
The Pinwheel — Corkscrew building, multiple floors, nooks and crannies, fights that break out on every level simultaneously. Marathon's most chaotic location. Best loot in any surface zone. UESC commanders and elite units patrol every floor. This is a training ground for Cryo Archive's corridor fighting. The vertical design rewards Vandal, Assassin Shadow Dive, and Destroyer Thruster. Do not push the Pinwheel solo until Level 22+.
Airfield — Open ground with UESC scan drones overhead. Tripwires on approach routes. Landing pads with supply containers. High risk crossing, moderate loot. Use the hangars for cover when crossing.
Dormitories — Lower UESC density, reasonable loot. Good approach vector for the Pinwheel from the east.
Processing — Industrial zone. Tool Carts and Arms Lockers. UESC engineers and scouts rather than combat units. Safer farming zone if you need materials.
Scan Drones: Aerial UESC units that alert on detection and track movement patterns. Shoot them down immediately — they have low health. Signal Mask (Rook) and Active Camo (Assassin) bypass drone detection.
Tripwires: UESC has placed proximity-trigger wire traps in approach corridors. Look at ankle height. Disarm by shooting. Triggering one alerts nearby UESC patrols.
Weather Hazards: Environmental conditions — visibility reduction, movement penalties — occur on rotation. Check weather before pushing exposed ground.
Toxic Spores: Appear near Tox Warden locations. Visible as ground-level purple clouds. Bring Anti-Virus.
The Marathon ship. The first deck. Where colonists were revived from cryo-sleep on the 301-year journey. The highest-value loot in the game. Unique gold-tier weapons you cannot find anywhere else. Prestige materials for VIP faction upgrades. The truth about what happened to New Cascadia, distributed across seven locked Vaults. And something watching from the Panopticon that you haven't seen yet.
Come here because you've mastered the surface maps, because your loadout consistently hits 5k+ value, because you've unlocked all six factions. Come prepared to learn the layout over multiple runs before you chase vaults. Come with Triage in your crew if you intend to fight the Compiler boss in Vault 7.
Cargo Wing: Storage and supply logistics. Container-dense. Relatively lower threat from UESC before Security Clearance alerts are triggered. Good starting wing for early-run loot before pushing toward vaults.
Control Wing: Command and navigation systems. Moderate UESC presence. The Control Room camera feed during the ARG showed a dark figure at the 6-second mark — someone or something was in here before the first run began. High terminal density for building Security Clearance.
Index Wing: Data archive. Datacards and information-type loot. Terminal interactions for Security Clearance and lore. UESC Ghost Elites patrol heavily here — they will mimic Runner voice lines.
Steerage: Colonist passenger quarters. Cryo-pod corridors. The most disorienting architecture on the ship — everything looks the same. Learn landmarks. Moderate loot. Route between Cargo and Revival.
Revival Wing: Cryo revival systems — where colonists were brought out of sleep. Medical-grade containers. Triage-relevant loot. Connects to Biostock.
Biostock: Biological inventory and WEAVEworm storage. SekGen-relevant materials. Lower combat zone early in run.
Preservation: Long-term storage. Highest container density of any single wing. Also heaviest UESC presence. Last wing before Vault 7's approach.
Build clearance throughout the run by interacting with ship terminals and surviving. Doors, supply rooms, and exfils are locked behind specific clearance levels. The most important access points require the highest clearance. Prioritize terminal interactions in the first 10 minutes of every run — without clearance you cannot exfil with good loot even if you find it. Each wing has specific terminals that grant clearance points. Learn them before chasing vaults.
The S'pht Compiler in Vault 7 triggers a map-wide alert when engaged. Every surviving crew on the ship will converge on Vault 7. The Compiler boss itself requires Triage's Reboot+ (range revive) and Med-Drone to survive its attack patterns. This is a designed 3-player raid encounter. Engaging with 1 or 2 Runners, without Triage, without full resources, or without knowing the exfil route post-fight, is a wipe. Use the first 3–5 Cryo Archive runs to learn the layout and Security Clearance system. Add vault chasing when you're extracting consistently.
Events are the highest-value loot opportunities in the game — and the most dangerous. Every other team will rotate to them. Know what each event requires and decide whether to contest, shadow (let others fight and loot the aftermath), or avoid entirely.
Trigger: Announced by "Profit Opportunity Available" audio cue. A panel appears with three numbers — memorize them or check your HUD. Multiple panels are highlighted on the map. Hunt the matching number and activate it. A key card drops. Insert the key card into the terminal at the marked location. Wait.
Resolution: Three UESC dropships spawn. One carries a bright yellow supply crate. Shoot that yellow crate immediately. It does not wait. If the dropships leave before you down the crate, the supply is gone permanently. The crate contains 4 valuable loot caches — high-rarity gear, weapons, and materials.
Risk level: EXTREME. Station on Perimeter is a primary Supply Drop location — every team in earshot will push it. The panel activation, the wait, and the crate drop are all windows where you're vulnerable. Either clear the area before activating or contest with superior positioning.
Stealth approach: Let another team activate the event and fight over the crate. Move in after the initial firefight. Loot the dead Runners and whatever they missed. Zero activation risk, lower loot ceiling, but dramatically safer.
Trigger: Approximately 10–15 minutes remaining in the run. A massive UESC ship flies down and locks down one POI on the map. A giant cube appears in the sky. An energy field covers the locked zone — entering without protection deals continuous data corruption damage.
Requirement: Anti-Virus Pack (ideally 2–3). The Anti-Virus creates an additional protection bar above your shield — roughly 90 seconds of immunity per pack. Without it, the zone deals unblockable damage over time that will kill you before you can complete the event.
Resolution: Multi-wave defensive mission inside the lockdown zone at three consecutive locations. Fight UESC AI through all waves. The reward is a high-rarity loot cache at the end. The event is contested — other teams with Anti-Virus packs are competing for the same completion.
Risk level: HIGH. The lockdown zone restricts your movement. Other teams know exactly where you are. The entry requirement filters out unprepared teams but the teams that do enter are the most capable. Bring a full loadout, extra ammo, and at least 2 Anti-Virus packs.
Solo strategy: Lockdown is nearly impossible solo if contested. If you reach the zone and find it empty, complete it fast. If other Runners are inside, assess — their resources are depleted by wave fighting. Pushing after the third wave ends (when they're looting) can work if your movement is quiet.
Trigger: Yellow bars across a building's entrance doors indicate a Warden boss inside. Toxic spores on the ground near a building signal a Tox Warden specifically (Outpost primarily). Wardens can also appear in Overflow (Perimeter) and Algae Ponds (Dire Marsh) — when they do, the entire server rotates.
Types: Scorch Warden (fire-based area denial), Wraith Warden (fast, charging melee), Tox Warden (poison pools and gas). Each has high health, aggressive behavior, and rewards high-rarity gear on death.
Risk level: VERY HIGH. Wardens are designed for squad play. Solo: possible but costly. Every team nearby is coming. You need to either kill the Warden before others arrive, or position to third-party the squad that does.
Solo approach: If you arrive first and the Warden is there, assess your health/ammo. If you have 70%+ resources, push it — you'll have the loot and be gone before others arrive. If you arrive second and see a team fighting the Warden, let them finish, then fight them when they're weakened. The Warden just did your work for you.
Trigger: Mid-to-late run, map-wide. Temporal artifacts appear suspended in the Anomaly field. A notification alerts all teams. The artifacts are harvestable for credits and faction reputation — no other way to get certain Anomaly-related faction materials.
Risk level: EXTREME for direct participation. Every team rotates toward the Anomaly. The center of Dire Marsh becomes the most dangerous area on any map in the game during this window.
Smart approach: The Anomaly Event depopulates every other zone on the map. While 15+ Runners fight over temporal artifacts at the center, the Quarantine zone, Bio-Research, and Greenhouse are completely empty. Rotate away from the event, loot depopulated zones, extract. You sacrifice Anomaly artifact credit for much safer extractions with equivalent or better loot value.
If you do push it: Come from the Canal or AI Uplink approach (southern entry). Don't stand in the open — artifacts float, you don't have to be directly on the Anomaly boundary. Grab what you can, break contact immediately when other teams appear. Never commit to artifact farming for more than 60 seconds.
Trigger: A room sealed with toxic gas visible through the door. Gas deals damage over time inside. Above-average quality loot inside, free to take if you can survive the exposure.
Requirement: Anti-Virus Pack or high Hardware stat (reduces status effect duration). The gas room doesn't reset or require clearing — just surviving inside long enough to loot. One Anti-Virus is usually sufficient for a quick loot pass.
Risk level: LOW if you have Anti-Virus, MODERATE without. These rooms are less contested than Wardens or Lockdown because they're quieter events with no announcement. Solo players can often clear these without competition.
What they are: Hidden terminals scattered across Perimeter, Dire Marsh, and Outpost that, when activated, provide video feeds, transmit data to other terminals, or produce coded messages. The Season 1 ARG used these to unlock Cryo Archive. New terminals and messages may appear in subsequent seasons.
Current status: The Cryo Archive ARG was solved March 19, 2026. Bungie has confirmed more secrets remain: "You have not hacked every terminal." The "Survey Module Unlocked" message — triggered by completing Outpost runs — contains random letters that the community continues to decode. Stay connected to the Marathon Discord and r/MarathonSecrets for real-time ARG developments.
In-game value: Activating certain terminals grants bonus rep or unique codex entries. The video feeds — now showing Cryo Archive camera footage — have been used as ARG puzzle pieces. Check your in-game mail after Outpost runs for "Survey Module Unlocked" messages.
What they are: High-value UESC named units in specific locations. They have more health than standard elite units and drop better loot including key cards, unique materials, and occasionally implants.
Killing one triggers: The "Stolen Intel" perk on Helping Hands V2 implant pings nearby hostiles when you kill a UESC commander. High rep rewards across multiple factions. If you have Traxus contracts, commanders are often contract objectives.
Risk level: MODERATE. Commanders are harder than standard elites but manageable solo with good positioning. The bigger risk is the sound of the fight alerting other Runners in the area.
What they are: UESC supply convoys moving across the map. Traxus contracts frequently ask you to intercept and loot convoy supplies.
Value: High-tier materials and weapons. UESC protection escalates as you loot. Other teams will hear the engagement.
Risk level: HIGH. The convoy itself is manageable. The secondary fight with other Runners who hear the combat is not. Complete convoy objectives quickly and disengage before additional teams arrive.
Faction upgrades are permanent — they survive seasonal resets. Only Liaison contracts (the "Introducing:" contracts) carry over. Reputation and upgrade progress resets each season; the factional unlocks you've paid for from Liaisons do not. Upgrades cost both Credits and specific salvage materials. You can only run one active contract at a time, but crew members benefit from shared completion.
CyberAcme built the AIs that destroyed New Cascadia. Durandal, Tycho, and the colony AIs were all CyberAcme products. Their multi-AI "check and balance" pitch was marketing material that failed catastrophically in real conditions. They are on Tau Ceti IV to collect data on what happened — and to collect the consciousness backups they made when each AI or Runner died. ONI is not helping you. ONI is using you to gather information while providing you enough support to keep you operational.
The Credit Limit upgrade is quietly sinister: your wallet has a ceiling, and CyberAcme controls it. At Rank 25 and upgrade completion, that ceiling is 9,000+ credits. Without the upgrade, you hit a cap much sooner. They are literally controlling the maximum amount of money you can hold.
Complete the first two starting contracts ("Welcome to Tau Ceti" and one more), then "Introducing: CyberAcme" appears. It unlocks the faction menu and armory access. This happens within your first few runs.
CyberAcme contracts cover: data collection, TAD (Target Acquisition Device) activation, exfil completions, combat. Running CyAc Sponsored Kits and successfully extracting gives reputation bonus. You don't have to complete the run — just the contract objectives. Contract progress carries even on failed runs.
NuCaloric caused the contagion. Their food labs introduced the conditions that allowed Tau Ceti IV's native algae to go mosaic and begin transferring genetic material across species. 30,000 colonists died (or disappeared) partly because of food system contamination they let go uncontrolled. Now they're back, and their contracts all center on investigating what happened — biological collection, agricultural records, understanding the contagion's current state. They want the data. Whether this is corporate liability management or genuine scientific interest is ambiguous. Their NuPills — which they sell to Runners — contain proteins derived from tick excrement. The ticks are mutated by the same contagion NuCaloric caused. This is genuinely disturbing and nobody at NuCaloric seems to think it needs disclosing. Gaius's "oddly measured voice" and "expressionless face" have driven community speculation that he may be an AI — possibly Darius, the colony AI that went rampant after contagion infection, running in a body with NuCaloric branding.
Looting Medical Cabinets and Tick Nests. Harvesting plants (Sparkleaf especially). Participating in Supply Drops. Exfiling with NuCaloric treasure items. Investigation contracts in Dire Marsh (Bio-Research, Quarantine). NuCaloric rep builds naturally if you're farming Dire Marsh.
Largest human corporation. They have experience with rampant AIs — Traxus IV went rampant on Mars in 2206. They survived it and built an empire from the aftermath. On Tau Ceti IV, they want salvage and weapons. The UESC's century-old combat equipment, the abandoned military hardware, the alien artifacts — all of it has industrial and military value. Vulcan's presentation (throne, lion, glowing eyes) is not subtle: Traxus does not pretend to be your friend. They are your employer, they pay well, and they expect results. The lion in Roman mythology is associated with power, conquest, and the solar — appropriate for the largest corporation in human space expanding into an alien system.
Looting (general salvage, weapons, mods). Destroying UESC drones. Hacking UESC terminals in Dire Marsh. Defeating Commanders. Scanning shipping containers. Convoy events. Traxus contracts align with natural extraction shooter behavior — loot things, exfil things. This is why many players prioritize it after CyberAcme.
MIDA saved New Cascadia in 2794 with unauthorized Battleroids. Nobody officially acknowledges this. The UESC calls them terrorists. MIDA calls themselves liberators. Both are accurate. The current splinter group rejected the UESC peace deal — they believe political compromise with the UESC is surrender. They're on Tau Ceti IV to destroy UESC infrastructure, recover MIDA's own historical equipment (some of those Battleroids from 2794 may still be operational somewhere on the colony), and demonstrate that the UESC's century-old claims over New Cascadia are illegitimate. Gantry's shifting avatar is significant — MIDA is not one face. It adapts to its audience. The high-angle camera that reveals an army of shells behind him in his introduction is a deliberate reveal: MIDA is far more organized and numerous than their presentation suggests.
Destroying UESC combat units and infrastructure. Smashing windows in buildings (yes, really — broken infrastructure is MIDA's brand). Defeating UESC Commanders. Anti-UESC objectives on any map. MIDA contracts often take you into the highest-risk UESC zones, which also happen to be the highest-loot zones.
After completing enough MIDA contracts, UESC Commander Orion gives you a direct warning: "you've crossed a line." This is not flavor — it reflects that UESC robots become more aggressive toward your shell specifically after MIDA progress. This is a tracked faction alignment. The UESC knows who's working for MIDA.
Arachne is here because you're here. They exist wherever Runners do. Their theology holds that death — any death — is sacred, equal in value regardless of whether the dead had a soul, a consciousness backup, or a next-of-kin to grieve them. They don't distinguish between AI rampancy, Runner shell death, UESC robot destruction, or biological organism death. It's all the same to them. Charter's offering of the soldier's heart is genuine reverence, not threat. He is honoring the death, not celebrating the killing. This makes Arachne deeply alien among the factions — they're the only one with no economic angle. They want to witness. They want to observe death in all its forms on Tau Ceti IV. The "shadowy origins, deep pockets" descriptor suggests someone or something is funding them, but Charter doesn't discuss it. The spider motif throughout their branding is direct: Arachne watches from the web she weaves. She doesn't fight until prey is trapped. She doesn't need to.
You don't find Arachne. After you down your first enemy Runner and exfil, a message appears in your inbox. They were watching. They introduce themselves. The faction becomes available.
They built your body. They have a vested interest in understanding how it performs under extreme conditions — UESC combat, biological contagion exposure, proximity to the Anomaly, neural sync degradation. Every SekGen contract is a product test. You inject necrotic samples into your own biomata to see what happens. You survive harsh conditions that are designed to stress the shell to its limits. You report back through the shell's own telemetry, whether you mean to or not. Nona — the grandmother AI who maintains the WEAVEworms — is genuinely warm. She celebrates successful extractions the way a parent celebrates a child's accomplishment. She is also collecting data on how many of her "children" are consumed by each run's conditions. The legal disclaimer is real: Sekiguchi is not liable for mutations or unforeseen effects. The shell you're wearing may be doing things to your consciousness that no contract disclosed. The SekGen Core upgrades — which modify your shell's active abilities — are among the most powerful late-game investments in the faction system.
Injecting necrotic samples (field tests). Surviving harsh conditions. Endurance objectives. SekGen contracts are some of the most dangerous in terms of what they ask you to do to yourself. Rep comes from actually executing the tests, not just completing runs.
| SHELL | PRIMARY THREAT TO YOU | COUNTER |
|---|---|---|
| Destroyer | Riot Barricade makes direct pushes suicidal. Search & Destroy homing missiles on sustained engagement. High Heat Cap means they fight longer without overheating. | Don't brawl. Force them to leave cover. Break their energy before charging. Precision shots over sustained auto-fire. |
| Vandal | Will approach from angles you didn't consider. Microjets double-jump to elevated positions. Disrupt Cannon push can send you airborne. Amplify makes them faster than your aim-to-target time. | Force tight corridors where mobility is useless. Pre-aim destinations, not current position. Track the jump apex. |
| Recon | Assume they already know you're there. Echo Pulse reveals all nearby hostiles. Stalker Protocol tracks you after shield break — they know exactly which cover you ran to. Interrogation alerts them when you ping them. | Never hold positions. Constant movement invalidates their intel advantage. Change cover direction immediately after taking hits. |
| Assassin | Smoke means invisible threat approaching. Active Camo with WSTR shotgun is a two-shot kill from invisibility. Shadow Dive from heights with zero fall damage. Shroud auto-activates in any smoke field. | Thermal optic on one weapon reveals camo. Sound discipline — Active Camo doesn't silence footsteps. Watch for shimmer at high movement speeds. Don't push smoke without knowing their position. |
| Triage | In squads: makes a two-player crew fight like three by reviving at range. Med-Drone prevents bleedout indefinitely. Battery Overcharge with volt weapons EMPs you if they break your shield. | Eliminate Triage first in any squad fight — priority target. Sustained ranged pressure keeps Med-Drone from stabilizing. Force the fight before they can drone-attach. |
| Thief | X-Ray Visor sees containers through walls — they know which rooms have value. Pickpocket Drone can steal your highest-value item remotely. Hit and Run core: melee after grapple knocks items from your backpack. Grapple escapes you can't follow. | Kill the drone immediately — it pings hostiles and can steal from you. Watch for grapple direction and pre-aim destination. Keep backpack loot on priority items where loss is most painful. |
| Rook | Signal Mask makes UESC ignore them — they move through UESC zones freely. Low gear investment means attacking them risks more than you gain from their loot. | Rook carries minimal high-value gear. Deprioritize — they're not worth the engagement in most cases. |
| PLAYSTYLE | PRIMARY SHELL | SECOND OPTION |
|---|---|---|
| Solo survival / efficiency | Thief | Recon |
| Solo aggression / PvP | Assassin | Destroyer |
| Learning the game / zero risk | Rook | Thief |
| Squad support / Cryo | Triage | Destroyer |
| Information control | Recon | Thief |
| Movement / chaos | Vandal | Assassin |
| Frontline / hold objectives | Destroyer | Triage |
Lean, lightweight UESC frame in grey-white plating. Smaller profile than heavier units. Moves quickly with a loping stride. No heavy weapon systems — carries light armament. The most visually distinct feature is the quick movement animation; Scouts cover ground faster than combat units.
Patrols fixed routes. On detection: flares position and alerts nearby units before engaging. Does not have high combat durability — designed as sensor/alarm system, not assault unit. In UESC tactical doctrine: Scouts establish perimeter awareness so that Assault units can respond with information.
Low direct threat. Very high indirect threat — alerting a Scout draws elite units to your position within seconds. Priority: neutralize silently (knife) before it can alert. If it does alert, expect UESC Assault Troopers within 15-30 seconds.
Solo strategy: Knife kill if close, headshot if at range. Either before it completes the alert animation. Smoke immediately if it does alert — drops AI aggro.
Standard UESC infantry frame. White-grey armor plating with red optical sensors. Bipedal humanoid, military silhouette. Armed with standard ballistic weapons. The "infantry unit" aesthetic — functional, regimented, identical to each other in design. The red sensor eyes glow visibly in dark environments, giving away position before they see you.
Standard patrol and engage behavior. Uses cover but does not flank as aggressively as Elite variants. Attacks with suppressing fire while moving into advantageous positions. Fight these before Elite variants arrive to thin engagement numbers. Headshot-efficient with precision weapons.
Heavier plating than standard Recruits. Brighter red optics. Carries a more substantial weapon loadout. Movement pattern is deliberately lateral — you can see them attempting to push wide angles rather than moving straight at you. The behavioral difference from a Recruit is visible in their movement: Elites don't walk toward you, they move to the side of you.
Flanks aggressively and coordinates with other units. Uses cover effectively. They commit to flanks hard — this is their vulnerability. Once you identify their flank route, pre-aim it. They will continue the flank even if you've repositioned. Smoke breaks their engagement and forces a reset.
Slightly stockier frame than Assault Elite. Carries visible grenade launcher or satchel configuration. The animation for grenade deployment is visually distinct — watch for the arm-raise before the throw.
Throws grenades to flush cover positions. Dangerous in buildings and corridors where grenades cannot be avoided by movement alone. Listen for the grenade pin audio cue — it's distinctive and gives you ~1.5 seconds to move. Never hold corners against Grenadier Elites. Move continuously in grenadier-heavy zones. The grenade throw animation is a damage window — they cannot shoot while throwing.
When visible: similar plating to Assault Elite but with a translucent/shimmer aesthetic when partially revealed. Cloaking technology creates a shimmer distortion rather than complete invisibility — at close range in good lighting, a slight visual disturbance can be detected. When fully cloaked in low light: effectively invisible to visual detection.
Goes invisible, approaches silently from unexpected directions, and mimics Runner voice line patterns to create confusion. This is the unit designed to make you think a Thief is piloting a drone when it's actually a combat robot about to kill you. In Cryo Archive, the mimicry becomes extremely dangerous because you expect other Runners and UESC combat units occupy the same space.
Sound: Active Camo doesn't silence footsteps on hard floors. Listen for movement sounds in rooms that appear empty.
Visual: Shimmer at close range and in direct lighting. Watch for subtle visual disturbances in doorways before entering.
Smoke: Smoke reveals Ghost Elite positions — the smoke interacts with their cloaking field visually. Always smoke rooms before pushing on Outpost and Cryo Archive.
Voice mimicry counter: Runner communication has specific cadence patterns that UESC mimicry doesn't perfectly replicate. In Cryo Archive, treat any unexpected voice communication from an unknown position as a potential Ghost Elite until confirmed otherwise.
Ghost Elites are the most dangerous non-boss encounter for solo players. Their combination of invisibility, mimicry, and close-range ambush is explicitly designed to eliminate isolated targets.
The heaviest-framed standard UESC unit. Significantly broader profile than other combat units. Heavy plate armor with visible reinforcement points. Moves slowly compared to other Elites. The weight of the unit is visually apparent in its movement animation — deliberate, ground-focused stride. Red optics like other UESC units but more recessed in the heavy helmet design.
Absorbs significant damage before going down. Dangerous at close range where its heavy weapons are most effective. Slow movement is the vulnerability — stay at distance and apply precision headshots. Railgun and sniper rifles are the most efficient damage-per-ammo tools against Turtle Elites. Do not brawl at close range unless you have a shotgun and health to spare.
Indicated by yellow bars across building entrance doors. High health, distinct mechanics, high loot reward including potential key cards. Multiple variants, each with a specific approach requirement.
Appearance: Heavy UESC frame with integrated incendiary systems visible on the torso and arm mounts. Orange-red thermal indicators on the chassis when active. Heat shimmer effect near the unit during fire mode.
Behavior: Fire-based area denial. Creates burning zones that persist. Punishes standing still.
Counter: Continuous movement. Never stand in the same position for more than 2 seconds. Range engagement — fire damage ignores shields temporarily at point-blank. Engage from 30m+ if possible.
Appearance: Lighter-framed than Scorch or Tox. Faster movement animation. Lean chassis with rapid-strike weapon configuration. Moves with aggressive forward momentum.
Behavior: Charges aggressively. Closes distance rapidly. Gap-closer mechanics.
Counter: Kite continuously. LMG sustained fire while backpedaling. Do not let it get within melee range — its close-range damage is extreme.
Appearance: Purple-green tinted chassis with visible chemical dispersal systems. The building entrance to Tox Warden zones has toxic spore effects — dark green particulate in the air around the doors, visually distinct from normal environments.
Behavior: Lays toxic pools that persist. Forces constant movement to avoid cumulative poison damage. Creates no-go zones that compress your available space.
Counter: Anti-Virus Kit before engaging. Never stand still. Vandal (high mobility) or Assassin (Active Camo to reposition through toxic areas) are the best shells for this encounter.
Appearance: Floating brain-creature in an ancient Jjaro-derived cybernetic carapace. The carapace is organic-mechanical in aesthetic — not human-designed, not Pfhor-designed. Older. The optics are blue-white rather than UESC red. Movement is hovering rather than walking — it does not touch the ground. Energy projectors on the carapace arm mounts. This is a creature that has been operating in the Marathon ship's systems for 99 years with no human oversight.
On engagement: Map-wide alert triggers immediately. Every surviving Runner squad converges on Vault 7. S'pht energy attacks operate on different principles than human weapons — shields interact with them differently. UESC themselves fear this unit.
Counter: Triage only. Clear everything else first. Full resources. Coordinate all abilities. Have an exfil route planned. This is a raid boss.
Appearance: Large arthropods native to Tau Ceti IV. Pre-contagion: multi-legged, fast-moving, otherwise unremarkable. Post-contagion: building dense red organic nests and cocoon structures — visible throughout Columns and NuCaloric facilities as thick red biomass covering walls, floors, and ceilings. The mutation added insect metamorphosis biology to a species that was never supposed to have it. Individual ticks are small. Dense nest environments can have dozens active simultaneously.
Threat: Individually weak. Swarm numbers are dangerous. Poison bite damage accumulates. In Columns specifically, the density is extreme. Anti-Virus Kit for any sustained tick engagement.
Appearance: Small aerial units with UESC white-grey plating. Single optical sensor glowing red. Hovering movement pattern with mechanical wing/thruster systems. Visible at medium range against sky but difficult to spot against dark interior ceilings.
Threat: No direct combat capability. Detects on line of sight and alerts patrol units. On Outpost: drone coverage is comprehensive and patrol response time is fast. Assassin Active Camo or Rook Signal Mask for bypass. Shooting is fast but loud.
Appearance: Larger than the sensor drone variant. Carries a visible cargo container or crate beneath the drone body. UESC markings on the chassis. Follows a fixed flight path — predictable route.
Interaction: Shoot the cargo drone down to access its loot. The crate falls to the ground on destruction. This is loud — shooting a drone is audible to nearby Runners. Time the shot for when no other squads are nearby. The loot crate leaves permanently if you don't shoot it down in time as it completes its route.
Risk: Shooting a drone with other Runners nearby announces both your position and the loot drop location simultaneously. High risk, potentially high reward depending on cargo.
Equipment is held in the dedicated Equipment slot and accessed via the radial menu (hold 5 / Left D-Pad). You can carry extras in your backpack. The radial lets you use any carried equipment regardless of which is currently equipped in the slot. Multiple types can be carried simultaneously — switch within the radial without opening inventory.
Frag-style grenade. Timed detonation after impact. Primary use: flushing enemies from cover — the threat of explosion moves targets more reliably than the explosion itself. Throw into a room before entering. Throw behind cover to force repositioning. In tight corridors, a grenade threat wins angles without a fight. Found in-run and purchasable after MIDA rep unlock. Underused by new players at every level.
Tip: Grenades make noise on landing. A grenade that rolls to a different position than expected can reveal your throw angle to attentive enemies.
Deploys a persistent smoke cloud on impact. Multiple functions: instant Assassin invisibility activation (Shroud trait), blocks UESC visual aggro completely (critical for AI reset), creates visual cover for lateral movement, denies sightlines to camping enemies. The smoke grenade is one of the most mechanically powerful items in the game relative to its cost. UESC drops aggro the instant smoke activates — this alone makes smoke mandatory for solo play.
Warning: Thermal optic users can see through smoke. Against high-tier Runners with thermal scopes, smoke loses most of its concealment value.
Cleanses and prevents Toxin, Hyphatic Gel, and other status effects. Required for Lockdown Event entry (continuous zone damage without it). Essential for Tox Warden encounters and toxic plant zones. Dire Marsh Tox Clear rooms require either an Anti-Virus Kit or accepting continuous damage while looting quickly. Found in-run and purchasable after MIDA rep unlock. Carry at least one when running Dire Marsh or Outpost.
Deployable supply cache that provides ammo. Placed on the ground, persists until picked up or run expires. Smarter than carrying raw ammo — provides multiple ammo types from a single equipment slot. In extended Lockdown Event fights, a pre-placed Ammo Crate can sustain three or more full reload cycles. Found in-run and available from CyberAcme. Critical rule: look for Ammo Crates specifically, not just raw ammo. An Ammo Crate is worth 4-5 raw ammo pickups in one equipment slot.
Deploys a protective dome that blocks incoming projectile damage. All damage to the dome is tracked — with Destroyer's Impact Siphons Prestige core, blocked damage is returned as shield energy. Can be combined with Riot Barricade for layered defense. Destroyable by sustained fire. Useful for: holding vault positions in Cryo Archive, creating a temporary safe zone for healing, and forcing enemies to either wait or push through a disadvantageous angle.
Consumable that improves traversal speed for a duration. Specifically useful for Lockdown Event where you must reach three consecutive locations quickly. The time pressure of Lockdown makes movement speed a genuine resource — Cardio Kicks let you reach the next location before enemies reset. Not always available but worth carrying for event-focused runs.
Deployable scanner found near POIs (not purchased from armory). Activate before entering a contested building to scan for enemies inside. For solo play, this is the closest equivalent to Recon's Echo Pulse — a one-time scan that reveals positions before you commit to an entry. Found near major POI buildings on Perimeter. Traxus upgrades improve TAD range and effectiveness.
System repair consumables. Primarily interact with the Overclocked Cooling head implant perk — using one while the perk is active boosts Heat Capacity temporarily. On their own, they negate certain system debuffs (hacking effects, electrical damage status). Situational — carry one on Cryo Archive runs where UESC electronic warfare is more prevalent, otherwise prioritize space for healing.
When downed, a signal jammer scrambles your appearance to other players until revived or eliminated. This appears as an implant perk (certain head implants) and as part of Rook's kit. In practice: when downed, you're invisible to enemy position indicators. Not something you actively use — it activates automatically. Reduces the chance of enemies finding your downed body to finish you.
| TYPE | COLOR | AVAILABILITY | KEY RULE |
|---|---|---|---|
| Light Rounds | Green | Most common — everywhere | Standard ballistic. Most SMGs, some ARs. Never scarce. |
| Medium Rounds | Yellow | Common | Mid-tier power/availability balance. LMGs, some ARs, some pistols. |
| Heavy Rounds | Orange | Moderate | High stopping power. Check supply before engaging — runs out faster than expected. |
| MIPS Rounds | Blue/White | Moderate | Shotgun and sniper-specific. Slug/shell design. Moderate scarcity in late run. |
| Volt Battery | Electric Blue | Moderate (scarcer) | DO NOT PARTIAL RELOAD. Fire until empty, then reload. Reloading early wastes charge permanently. |
| Volt Cell | Deep Blue | Rare — high-risk zones only | Railgun fuel. Treat every cell as precious. Only available in dangerous areas. |
| Hyphatic Gel | Purple | Very rare | Alien/hybrid weapons only. Essentially unique. |
Volt weapons (V75 SCAR, V22 Volt Thrower, V11 Punch, V66 Lookout, V85 Circuit Breaker, Ares RG, V00 Zeus RG) use a battery system rather than a magazine. Reloading before the battery is fully empty wastes the remaining charge. The wasted charge cannot be recovered. This significantly affects Volt weapon DPS calculations — undisciplined reloaders get 20-40% less performance from Volt weapons than disciplined ones.
Pattern: Fire until you hear the empty click or see the battery critically low. Then reload. No exceptions.
| MOD SLOT | TYPE | EFFECT | KEY PICKS |
|---|---|---|---|
| Barrel | Recoil / Noise | Suppressor reduces sound signature. Compensator improves horizontal recoil. Muzzle brake vertical recoil. | Suppressor for stealth, Compensator for sustained fire ARs/LMGs |
| Optic | Vision | Thermal sees through smoke. Scan briefly shows positions through walls. Iron sights for faster ADS. | Thermal Scope for high-level PvP, Scan for tactical clearing |
| Magazine | Capacity / Behavior | Extended increases rounds, adds weight. Some change ammo behavior (WSTR Slug mod converts to single projectile). | Extended Mag on LMGs, WSTR Slug for precision shotgun use |
| Chip / Underbarrel | Utility | Secondary effects on hit. Ammo-on-unshielded-hit chips create self-sustaining boss encounters. Gold Chips are weapon-specific transformations. | Ammo chip on WSTR for boss kills, volt chip on any weapon for Triage Battery Overcharge synergy |
Gold Mods are weapon-specific Prestige-tier modifications that fundamentally transform a weapon's role. The WSTR Combat Shotgun's Gold Mod converting it to a slug shotgun is the most significant example — eliminating spread entirely changes its effective range from ~4m to ~15m.
Four slots: Head, Torso, Legs, Shield. Universal — any shell can use any implant. Each implant has stat modifiers (positive and negative — read them all) plus a unique trait. Five rarity tiers. Prestige-tier implants have Unique Traits that change how you play entire sessions.
Implants don't just give buffs — many have significant negative modifiers that compound across slots. Bionic Leg Upgrades V3 gives +35 Agility but -10 Heat Capacity, -10 Self-Repair Speed, -40 Hardware. Running Solid Stance V3 in Legs alongside Knife Fight V3 in Torso stacks -20 Agility total. Always check the complete modifier list before committing to a combination. Negatives are real and impactful.
Head implants primarily affect: Prime Recovery (ability speed), Tactical Recovery, Ping Duration, Revive Speed, Hardware, Loot Speed. Secondary: fall resistance, firewall.
Widest variety of stats. Covers: Melee Damage, Loot Speed, Revive Speed, Self-Repair, Prime Recovery, Fall Resistance, Finisher Siphon.
Legs affect: Agility, Fall Resistance, Heat management, Finisher Siphon, Tactical Recovery.
| BUILD | HEAD | TORSO | LEGS |
|---|---|---|---|
| Solo Efficiency | Nimble Fingers V5 | Survival Kit V3 | Distance Runner V4 |
| Aggressive PvP | Augmented Caps V4 | Knife Fight V3 | Bionic Leg V4 |
| Squad Support | Regen V4 | Helping Hands V3 | Graceful Landings V2 |
| Stealth Flanker | Energy Harvesting V4 | Survival Kit V3 | Distance Runner V4 |
| Intel Control | Ping+ V4 | Nimble Fingers V3 | Distance Runner V4 |
Every container type in Marathon, what it contains, where it spawns, and how to prioritize it. Understanding which containers hold what separates efficient runners from wandering looters.
| CONTAINER | CONTENTS | SPAWN TYPE | APPEARANCE | PRIORITY |
|---|---|---|---|---|
| Bioprinter | Implants, cores, biological materials. Highest-quality equipment drops. | Guaranteed in: North Relay, South Relay, Greenhouse, Quarantine, AI Uplink (Dire Marsh) | Larger unit, often wall-mounted or freestanding in science/medical areas. Distinct blue-green indicator light when unlooted. | HIGHEST — implants and cores are permanent build investments |
| Arms Locker | Weapons, weapon mods, occasionally ammo. Best source of weapons with pre-attached mods. | Guaranteed in: Hauler (Perimeter), Algae Ponds, Bio-Research (Dire Marsh). Sporadic elsewhere. | Tall, narrow cabinet. Military grey finish. UESC markings. Often found in combat-relevant zones and near UESC structures. | HIGH — weapon mods compound weapon value significantly |
| Core Storage | Cores only. Reliable core source without the broader loot of Bioprinters. | Guaranteed in: AI Uplink (Dire Marsh), Overflow (Perimeter). Sporadic across all maps. | Smaller unit than Bioprinter. Usually rack-mounted or shelf-mounted. Grey/green housing. | MEDIUM-HIGH — depends on whether you need cores for current build |
| Tool Cart | Materials, components, crafting items. Faction upgrade materials. | Sporadic across all POIs. Station (Perimeter) guaranteed. | Rolling cart or workbench with multiple drawers. Industrial aesthetic. Found in operational/maintenance areas. | MEDIUM — value depends entirely on which materials you're farming |
| Trunk | Mixed standard loot. Valuables, materials, sometimes consumables. | Most common container type. 35+ in Dire Marsh alone. Everywhere on all maps. | Standard storage chest aesthetic. Various sizes. Most common container you'll interact with. | MEDIUM — volume loot, not specialty loot |
| Coffer | Mixed higher-value loot. Better than Trunk average quality. | 14+ confirmed in Dire Marsh. Higher-value POIs. | More ornate than standard Trunk. Often slightly larger. Found in secure or high-value areas. | MEDIUM-HIGH — better value distribution than Trunk |
| Folio | Documents, datacards, codex items. Lore and contract objectives. | Offices, administrative areas, UESC command structures. | Document case or shelf. Thinner profile than other containers. Found in bureaucratic/administrative spaces. | SITUATIONAL — high priority when on data-related contracts, low otherwise unless you track datacards |
| Wall Safe | High-value items. Requires no key — just find and open. Better-than-average drops. | Hidden locations, not obvious spawn points. Requires map knowledge or Thief X-Ray Visor to find efficiently. | Flush-mounted safe unit. Requires knowing where to look on specific walls. Not marked on standard HUD. | HIGH — consistently above-average loot with no key requirement |
| Superior Strongbox | Superior+ rarity items. Guaranteed high-tier loot. | Rare. High-risk areas, event rewards, end-game zones. | Reinforced appearance. More substantial visual than standard containers. Glow or indicator marking rarity. | HIGHEST when found — guaranteed superior quality |
| Locked Room | High-density loot. Multiple containers inside. Best loot-per-space ratio in standard play. | AI Uplink east connection, Pinwheel (Outpost), various map-specific locked areas. | Locked door with keycard reader. Color-coded by key type (Green, Yellow, Red on Outpost). | HIGHEST when keyed — bring the right key type before running |
| Vault (Cryo Archive) | Unique gold-tier weapons, high-rarity gear, Cryo-exclusive items. Best loot in the game. | Seven vaults in Cryo Archive. Entry challenge + Vault Key required for each. | Massive security door aesthetic. UESC high-security markings. Entry challenge indicators on the door. | HIGHEST IN GAME — the entire reason to run Cryo Archive |
| Med Cabinet | Healing consumables, shield charges, occasionally implants. NuCaloric-tagged. | Medical areas, revival zones, NuCaloric facilities. | Medical white with NuCaloric branding. Found in designated medical bays and agricultural health stations. | MEDIUM — NuCaloric rep farming, healing supply replenishment mid-run |
| Tick Nest | Biological materials, occasionally NuCaloric-tagged items. Risk: tick aggression. | Columns (Perimeter), NuCaloric facilities throughout maps. Anywhere ticks have colonized. | Dense red organic biomass structure. Spherical or dome-shaped. Multiple can cluster in one area. Recognizable by the distinctly red-organic color in otherwise grey/green environments. | LOW unless farming specific NuCaloric materials — not worth tick fight normally |
| Cargo Drone (aerial) | Varies — cargo crate falls on destruction. Above-average because it's actively guarded. | Fixed flight paths over maps. Predictable routes if you know the timing. | Aerial unit larger than sensor drone with visible cargo container underneath. UESC markings. Mechanical flight sounds. | SITUATIONAL — high risk/reward, loud, announces your position and the loot location simultaneously |
Thief advantage: X-Ray Visor sees container content quality through walls before you open them. Every other shell is looting blind — open highest-priority containers first based on spawn knowledge, not gut feel.
Nimble Fingers V5 synergy: Opening an unlooted container pings a nearby datacard. Stack this with Recon for a passive map-clearing information advantage.
After unlocking a door or container: The unnamed head implant perk that temporarily greatly increases Loot Speed after opening locked doors/containers — if you have this implant active, lock your next container opening to maximize the speed window.
Credits are the universal currency earned only through gameplay — no real-money shortcut. They come from two sources: valuables you extract (sold automatically on successful exfil) and contracts you complete. Both are mandatory for healthy economics. Players who treat either as optional consistently run out of credits.
The Credit Limit upgrade from CyberAcme raises your wallet ceiling. Base limit is approximately 9,000 credits — the first upgrade for 2,500 credits raises it to 20,000. Upgrade this before you hit the ceiling or you'll lose earned credits.
Die → lose gear → buy cheap replacement → die with worse loadout → lose more. Each bad run tightens the spiral. Breaking out requires: (1) using free loadouts while rebuilding, (2) switching to barter for consumables, (3) treating every extraction as having a precise credit value attached. One successful run with a full backpack is worth more economically than three failed runs with expensive gear.
Available every day. Navigate: Vault → Armory → Today's Sponsors. Look for the "Free!" tag. Claim it and it becomes your active loadout — any previously equipped gear automatically moves to your vault (it is not lost). Contents are basic: one weapon, ammo, patch kit, shield kit, equipment. Low-tier gear but functional for AI encounters and looting runs.
Correct use: Learning new areas, testing recoil patterns, completing faction contracts when you don't want to risk vault gear, rebuilding after a bad streak. The free kit is a risk-removal tool, not a forever loadout.
Common mistake: Not claiming it because it "seems too weak." Weak gear that survives an extraction is worth infinitely more than strong gear lost to a bad run.
Also available in Today's Sponsors at a fixed credit cost. The 4k kit typically contains gear that would cost significantly more if bought individually from the armory — it's a bundled discount. Strong enough for serious runs (Enhanced/Deluxe weapon, proper shield, meds). Most experienced players use paid sponsored kits for "serious" money runs rather than risking crafted purples in everyday content.
Value calculus: If you survive and extract with a full backpack, a 4k kit investment should yield 8-15k in credits. If you die, you lose only 4k credits-worth of gear rather than your custom loadout.
Rook spawns with a free loadout: random weapon, two recovery items, a shield, and an Enhanced Backpack (better carry capacity than a standard Sponsored Kit). The Enhanced Backpack is the key advantage — more loot per run even with lower-quality gear. Requirements: Season Level 2, solo only.
Correct use: Rebuilding your economy after going broke. Learning map layouts with zero gear risk. Signal Mask lets you pass through UESC zones freely — you can loot UESC-heavy areas without combat. At CyberAcme Capstone VI, Rook starts with a Deluxe Backpack — even better carry capacity.
Limitations: Solo only. Contracts paused. Restricted armory access. Joins matches already in progress. No customization. These are acceptable tradeoffs for zero-risk loot runs.
When you first meet Cryo Archive entry requirements (Level 25, all factions, 5k loadout), a special one-time Cryo Sponsored Kit is available from the Armory. Blue-tier gear specifically tuned for early Cryo Archive runs. Claim this before your first Cryo run. Use it for your first 1-2 Cryo runs to learn the layout without risking your personal gear.
Each faction vendor has a barter section at the top of their armory interface. You exchange Salvage materials for items at a fraction of their credit cost. Using Unstable materials for barter instead of credits is one of the highest-impact economic changes you can make without changing how you play.
| FACTION | BARTER ITEMS | REQUIRED SALVAGE |
|---|---|---|
| CyberAcme | Shield Charges for Unstable Diodes, Patch Kits for Unstable Biomass | Unstable Diode (Perimeter/Outpost containers), Unstable Biomass (everywhere) |
| NuCaloric | Patch Kits, Shield Charges, NuPills | Sterilized/Reclaimed Biostripping, Unstable Biomass |
| Traxus | Ammo types, some weapon mods | Various rod materials (Cetinite, Deimosite) |
| MIDA | Grenades, Anti-Virus Kits | Combat-related salvage |
| Arachne | Aggressive weapons, melee upgrades | PvP-related materials |
| Sekiguchi | Cores, implants, NuPills | Biological materials |
Unstable materials do double duty: they save credit spend on consumables AND are required for faction upgrade unlocks. Every piece of Unstable Salvage you extract and barter is both saving credits and building toward permanent upgrades. Never buy Patch Kits with raw credits if you have Unstable Biomass available.
| ITEM TYPE | ACTION | REASON |
|---|---|---|
| Standard (gray) weapons you won't use | SELL | Low upgrade potential. Not worth vault space. Credits now beat future use probability. |
| Valuables with money bag icon | SELL on exfil | Auto-sold on exfil anyway. Never store in vault — they take space with no functional use. |
| Depleted Patch Kits / Shield Charges | DROP before exfil | Cannot exfil these for credits — they disappear. Use them up in-run, then drop for better items before extraction. |
| Unstable Materials (all types) | KEEP in vault | Barter value + faction upgrade requirements. Never sell these. |
| Rod Salvage (Cetinite, Deimosite, Ballistic Turbine) | KEEP until upgraded | Required for mid-tier faction upgrades. High future value. |
| Enhanced (green) implants below your current build | SELL | Outclassed quickly. Credits now outweigh marginal situational use. |
| Deluxe+ implants in unused slots | KEEP 1–2 copies | Build flexibility value. Keep one copy of regularly used implants. Sell duplicates. |
| Superior+ weapons outside your regular loadout | EVALUATE each season | Season resets mean hoarded gear has declining future value. Use it or sell it before reset. |
| Vault Keys | KEEP for Cryo Archive | Required for vault entry. Accumulate before running Cryo. |
The Vault is your permanent inter-run storage — everything you extract successfully goes here automatically. Items in the Vault are safe between runs. Items in your equipped loadout can be lost on death. The fundamental principle of vault management: your vault is an active equipment pool, not a trophy case.
The most common vault mismanagement is hoarding. Staring at a vault full of purple weapons you never deploy because you might need them someday means they'll sit there until season reset wipes them. Use your gear. The season resets everything anyway — an unequipped purple is worth the same as a sold purple at season end: nothing. Use it, or sell it for credits to buy things you will use.
Default vault starts at 160 slots — sounds like a lot until 3-4 successful runs fill it. Upgrade through CyberAcme's Expansion tree:
| TIER | ROWS ADDED | COST ASSESSMENT |
|---|---|---|
| Expansion 1 | +8 rows | Excellent — must buy immediately |
| Expansion 2 | +rows | Good cost-to-space ratio |
| Expansion 3 | +fewer rows | Diminishing returns begin |
| Expansion 4 | +rows | Cost outweighs benefit early season |
| Expansion 5 | +4 rows | AVOID — 10,000 credits + 50 Diodes for 4 rows |
Tier 3+ costs dramatically more credits and rare Unstable Gunmetal for fewer rows. Invest those resources in Heat Sink upgrades instead. A bigger vault with a dead runner doesn't help anyone.
Vault = permanent inter-run storage. Backpack = what you carry during a run. Larger backpack = more loot per extraction. Upgrade backpack through CyAc (Carrier/Carrier+), finding one in-run, or playing Rook (starts with Enhanced Backpack).
A bigger backpack makes you a target — if another Runner scans you and sees a massive full bag, you become the priority kill. Don't run Deluxe backpacks in high-PvP zones until your survival rate is consistent.
Think of your vault in four zones:
2 complete loadouts always ready to deploy. Primary (your best gear) and Secondary (one tier below). When Primary is lost, Secondary becomes Primary while you rebuild. Never strip Zone 1 for cash — it's your operational floor.
All Unstable materials. All rod salvage. All faction upgrade resources. This zone never gets sold. These items are doing double duty as consumable barter AND permanent upgrades. Protect this space.
2-3 Self-Revives. Backup shields. Backup implants (1 per slot type). Vault Keys. This is your run-preparation kit — what you use to rebuild loadouts when your Active zone gets depleted. When Zone 3 gets thin, run Rook or free kits to rebuild.
Everything resets at season end except Liaison contract progress. In the final 2 weeks of a season, shift strategy: stop hoarding, start using everything. Deploy your purple weapons. Run your best implants. Take the Cryo Archive risks you were saving for later. The season will wipe it all regardless. The only thing that carries forward is the faction knowledge that your Liaison contracts represent.
The master priority list for every upgrade decision from day 1 through Cryo Archive. Follow this order and you will never be in a situation where you're missing a critical upgrade while having invested in marginal ones.
Press R / R3 on any upgrade in the faction tree to track its required materials. Tracked items highlight their drops in-game. Before every run, check which upgrades you're one or two materials away from completing — track those materials and route through their spawn zones. This converts random looting into targeted acquisition.
"X-Ray everything. Steal if possible. Grapple away if not."
How it plays: X-Ray Visor identifies valuable containers through walls before committing. Nimble Fingers V5 pings datacards as you loot. Distance Runner V4 Stealth Servos grants instant invisibility on slide — your escape tool. Partner in Crime drone passively pings hostiles while you loot. The Finer Things passive improves weapon handling as your backpack fills. Goals: full backpack, early exfil, maximum credits per run.
"They never heard you. They never saw you. The WSTR made sure of it."
How it plays: Active Camo into position. Smoke Screen + Shroud for instant invisibility from anywhere. WSTR within 4m — two shots. Shadow Dive opens vertical routes no other shell can access, negates fall damage. Energy Harvesting keeps Tactical Recovery high for camo cycling. Bionic Leg V4 for maximum Agility. Counter: thermal optics reveal camo. Stay aware of opponents running thermal scopes.
How it plays: Impact Siphons converts Riot Barricade absorbed damage into shield energy — tanking shots heals you. Bubble Shield + Riot Barricade layered defense for objective holds. Ankle Breaker core reduces Thruster heat with enemies nearby — mobility in combat. Best shell for Cryo Archive vault entries where you need to hold a fixed position against converging enemies.
"Learn the map. Not the loadout."
How it plays: Signal Mask lets you move through UESC zones without engagement. Enhanced Backpack carries more loot than a Sponsored Kit gives you. Recuperation slowly regen health — no consumables needed for small chip damage. Objective: learn the map, identify container locations, practice extraction timing. Data cards and Unstable materials only. Extract when half full. Repeat until economy is rebuilt.
Weekend availability. Beta in Season 1. Runner Level 25 required. Perimeter for first weekend (March 21). All crew sizes matched together.
| QUEUE | GEAR ANTE | HOLOTAG |
|---|---|---|
| Low Stakes | 3,000 credits | Bronze minimum |
| High Stakes | 10,000 credits | Platinum minimum |
| TIER | COST | SCORE TARGET | LOSS PENALTY |
|---|---|---|---|
| Bronze | 500 | 3,000 | 600 |
| Silver | 750 | 5,000 | 2,000 |
| Gold | 1,000 | 7,000 | 4,200 |
| Platinum | 1,500 | 10,000 | 8,000 |
| Diamond | 2,000 | 15,000 | 15,000 |
| Pinnacle | 3,500 | 20,000 | 20,000 |
Score target = loot value needed for RP. Exfil before target = no change. Die = lose RP by loss penalty amount. Starting loadout doesn't count toward score. Earn overperformance by looting enemy Holotags or Tag Chips (250 value, 400 overperformance). Holotags persist after exfil — sell for full value if not using next run.
| RANK | REWARD |
|---|---|
| Pinnacle | Emblem + Gun Style + Title |
| Diamond | Gun Style |
| Platinum | Gun Style |
| Gold | Destroyer Shell Style + Title |
| Silver | Player Background |
End-of-season rewards based on highest rank achieved, not final standing. Each new rank grants a loot package with gear and room keys.
Entry: Level 25 + all 6 factions + 5,000 credit loadout. Weekends only. Designed for 3-player crews.
Cargo · Control · Index · Steerage · Revival · Biostock · Preservation + Central Hub · Panopticon (deep ship)
Each requires a unique entry challenge + Vault Key. Keys from: planet-side high-risk activities, other vaults, dead Runners. Vault 7: Compiler boss → map-wide alert. Do not engage unprepared.
Builds during a run through system interactions. Required for doors, supply rooms, and exfils. Build it early — clearance gates all late-run value.
Pool of 7 when Cryo is open. Crew can re-roll. Completing removes it for that week, resets on return. Rewards include high-rarity items, keys, and gear.
At Level 15 with a 10-15% survival rate, you're dying to poor decision-making more than poor aim. Marathon at your level is a game of information and patience. You're taking fights you don't need to take, looting containers you heard someone else near, and staying in zones after your run objective is complete. The rules below address these specific failure modes.
• Self-Revive (1 minimum)
• Smoke grenade
• Anti-Virus Kit
• Patch Kits (3+)
• Shield Charges (2+)
• Ammo for both weapons
• A shield (green minimum)
• ID exfil location on spawn
• Track barter items before run
• Use Smart Heal (tap 4) in combat
• Drop depleted consumables before exfil
• Activate exfil before backpack is full
• Barter Unstable materials, never sell them
• Push smoke without knowing position
• Stay in zone after hearing a squad
• Partial-reload Volt weapons
• Hold corners near Grenadier elites
• Engage Vault 7 Compiler without Triage
• Run solo without a Self-Revive