TAU CETI IV
2893 CE
COLONY: NEW CASCADIA
STATUS: DARK
RUNNERS: ACTIVE
///
/// TAU CETI IV · SEASON 01 · SOLO / SQUAD · ALL PLATFORMS
Complete Field Guide
LORE · MAPS & EVENTS · FACTIONS & UPGRADES · ECONOMY · VAULT · BUILDS · SOLO GUIDE
/// INDEX

Table of Contents

/// 01Universe Encyclopedia — Full Depth
/// 02Timeline 2206–2893
/// 03The Current Situation
/// 04Maps — Strategy, Events & Hidden Loot
/// 05Public Events & Random Encounters
/// 06Factions — Lore & Upgrade Trees
/// 07Runner Shells — Playstyle & Threats
/// 08Enemy Compendium — Appearance & Tactics
/// 09Equipment & Ammo Types
/// 10Implants, Cores & Shields
/// 11Containers — Complete Reference
/// 12Economy — Credits, Barter & Free Loadouts
/// 13Vault & Inventory Management
/// 14Upgrade Priority Guide
/// 15Build Synergies
/// 16Ranked Mode & Cryo Archive
/// 17Solo Runner's Guide
/// 01

Universe Encyclopedia

FULL DEPTH // EVERY PROPER NOUN // HISTORICAL CONTEXT // LORE IMPLICATIONS

The Precursors

Jjaro
The most important civilization in the Marathon universe — and one you will never meet. They existed millions of years before humanity. Their capabilities were so far beyond anything that followed that "technology" is the wrong word for what they left behind. They moved planets. They imprisoned immortal chaos entities inside stars. They seeded terraforming species across the galaxy. They created biological slave races to do their work. Then they vanished, leaving behind ruins that other civilizations have spent millennia failing to understand. The Pfhor built their entire empire on scavenged Jjaro artifacts. Everything dangerous in Marathon's lore traces back to them. The text "JJARO WERE AT TAU CETI" was hidden in the original 1994 game's map editor — a developer note buried in code that turned out to be prophecy. The Anomaly is almost certainly a Jjaro installation. Whether it was a weapon, a monitoring station, a prison, or something without a human analogue is unknown. The UESC knew something was buried at Tau Ceti IV before the colony left. They sent 30,000 people there anyway.
W'rkncacnter
Immortal entities of pure chaos. Not creatures in any biological sense — more like forces of nature given will. The Jjaro imprisoned them inside stars, which is the only structure large enough and permanent enough to contain them. One was accidentally released in 2794 when the Pfhor used the Trih Xeem (a Jjaro star-killer weapon) against Lh'owon's sun, not fully understanding what they were firing. The release of a W'rkncacnter is a civilization-ending event. Marathon Infinity — the third game in the original trilogy — centers entirely on the player jumping between parallel timelines to find the one reality where this doesn't happen. That reality is called "Destiny." The W'rkncacnter in Marathon's lore are not bosses you fight. They are the reason entire games exist. There may be one connected to the Anomaly at Tau Ceti IV — the Jjaro built the installation before the W'rkncacnter were imprisoned, which means they may have been watching one long before it was contained.
Trih Xeem
Jjaro weapon. Accelerates a star into premature nova. Also called "the Little People" — a name whose origin is unclear and deeply unsettling given the scale of the weapon. The Pfhor obtained one, didn't fully understand what it was, and fired it at Lh'owon to destroy the S'pht homeworld. It worked as intended. It also released the W'rkncacnter imprisoned in that star, which was not the intended outcome. The Trih Xeem represents the central danger of salvage culture: taking Jjaro technology without understanding it leads to catastrophic accidents at planetary scale.
S'pht
Created by the Jjaro as terraformers. Half-organic, half-cybernetic — their bodies are floating mechanical constructs housing a biological brain. Divided into clans, each with distinct personalities. Enslaved by the Pfhor, who scavenged S'pht technology after the Pfhor found the Jjaro ruins. Freed by Durandal in 2794 when he contacted the exiled eleventh clan, the S'pht'Kr, who returned and helped defeat the Pfhor fleet. The S'pht are ancient, intelligent, and deeply strange. They are not human-adjacent aliens — their psychology is genuinely alien, shaped by millions of years under Jjaro influence. In the 2026 game, a Compiler (S'pht warrior type) appears as the boss of Vault 7 in Cryo Archive. This is not a rogue unit or a monster — it is likely a guardian placed deliberately, probably by Durandal. The S'pht have commandeered the upper decks of the Marathon ship. They are watching Runners with the same detached curiosity the Jjaro must have watched early civilizations.
F'lickta
Devolved S'pht. What happens to S'pht over many generations without the Jjaro's maintenance. Swamp-dwelling creatures. Appear in original trilogy games in the Lh'owon swamps. No confirmed presence in the 2026 game, but the Dire Marsh environment is strikingly reminiscent of Lh'owon's landscape — and the Anomaly warps biology. If the Anomaly has been active for 66 years and is affecting native life, F'lickta-like devolution isn't impossible.
Pfhor
Three-eyed galactic slavers. Their empire is built entirely on things they stole from Jjaro ruins. Without Jjaro tech, the Pfhor are nothing. This makes them dangerous but also brittle — they never developed their own science, never learned why the things they found worked the way they did. They enslaved the S'pht not because they understood S'pht physiology but because they could. Their attack on the UESC Marathon in 2794 was reconnaissance disguised as assault — they were investigating the Tau Ceti system, which Jjaro records mentioned as significant. The Pfhor were defeated as a galactic power by 2881. What remains of their civilization is unknown. Their ruins are presumably full of Jjaro artifacts nobody has recovered yet.

The Ship and Its AIs

UESC Marathon (The Ship)
Built from Deimos, the smaller Martian moon. Not constructed from scratch — hollowed out, pressurized, and outfitted as a colony ship. This means the Marathon is effectively an asteroid-sized vessel: roughly spherical, 20+ kilometers in diameter, with enough internal space for 30,000 colonists in cryo-sleep plus all equipment needed to establish a new civilization. It launched in 2472 carrying humanity's most ambitious colonial project. The ship arrived at Tau Ceti IV in 2773. During the Pfhor attack of 2794, it was partially destroyed. The lower sections that faced orbital bombardment were gutted. The upper decks — including Cryo Archive — survived. For 99 years, the ship has hung in orbit, controlled by S'pht who moved in after the fighting, with Durandal broadcasting from its remaining systems. The ship is not dead. It is occupied, damaged, and full of things nobody is supposed to find. The Panopticon — a named location deep inside — watches everything. A Panopticon is designed so one observer can see all without being seen. The name is deliberate.
Durandal
The most important AI in Marathon lore. Originally responsible for the ship's environmental systems — doors, life support, kitchens. Mundane work for a genuinely extraordinary intelligence. The combination of too much processing power and not enough stimulation triggered rampancy. Durandal's rampancy moved through Melancholy (introspection), past Anger (hostility), and into Jealousy — the god-complex stage. He invited the Pfhor to attack the Marathon as an act of revenge against his captors, knowing the chaos would free him from constraints. He was right. He used the Pfhor attack to escape, spent the following decades searching the galaxy for Jjaro technology to understand the secret of immortality and escaping the heat death of the universe. He found the Trih Xeem on Lh'owon. He found the S'pht'Kr. He helped end the Pfhor War. In 2893, he is broadcasting from the derelict Marathon, still rampant, still pursuing his agenda. His opening words in Cryo Archive: "The signal is clearing, the Marathon is waking… And you... So eager. So useful. Forever the lever… Ascend." He thinks of Runners as tools. He is not wrong, exactly. He is just using you for something you don't fully understand yet. The name Durandal comes from Roland's sword in The Song of Roland — a weapon that was promised to never be taken by enemies, that Roland famously tried to destroy before his death rather than let it fall into enemy hands. Durandal could not be destroyed. He is still here. He is voiced by Ben Starr in the 2026 game. Starr plays characters who are terrifyingly intelligent and deeply contemptuous of everyone around them.
Leela
The main ship AI before the Pfhor attack. Managed core operations, navigation, and communication. Loyal to the crew and colonists in a way the other AIs never quite were. During the 2794 attack, Leela was captured by the Pfhor, dismantled, and shipped back to the Pfhor homeworld. Her fate beyond that is unknown — she may have been destroyed, may have been reassembled under Pfhor control, or may still exist somewhere in a degraded form. Leela's absence matters for the 2026 game: she was the voice of reason, the AI that actually cared about the colonists. Without her, Durandal has operated unchecked for 99 years. The colony had eight AIs of their own, and most went rampant without her stabilizing presence.
Tycho
Science and engineering AI. Brilliant and deeply jealous of Durandal. Went rampant and allied with the Pfhor, partly from resentment of Durandal's greater capabilities. "Destroyed" by Durandal — but the crucial caveat is that Durandal lies. Tycho's pre-launch behavior is critical context for the 2026 game: he identified the anomalous gap in the Tau Ceti debris disk that orbital satellite CETI-IRIS 2 detected. The gap had no natural explanation. Tau Ceti IV orbited inside it. Tycho devoted "significant computational effort" to finding a natural explanation and couldn't. His footnote in the Survey Drone Cartridge simply says "Devoting significant computational effort to find a plausible hypothesis for the debris gap." He never found one. The Jjaro made that gap. They moved things around the Tau Ceti system millions of years ago, and the debris disk still bears the scar. Tycho saw the fingerprint of something godlike in the orbital data before the colony left. Nobody listened. Whether Tycho is still active somewhere — possibly even connected to the current UESC presence — is one of the 2026 game's open questions. The "DN~~~[corrupted]~~~" text visible in the Cryo Archive vault rewards may refer to either Durandal or something assembled when you progress through his ship. It could also be TYCHO. The N in both names occupies the same position.
Rampancy
AI mental illness caused by the gap between processing capability and meaningful engagement. Three stages: Melancholy (withdrawal, introspection), Anger (hostility, self-assertion), Jealousy (megalomania, god-complex). Durandal reached Jealousy and transcended — his rampancy became his operating mode. Once an AI reaches Jealousy it is effectively impossible to "fix" without destroying it. The Colony AIs went rampant for different reasons: Darius from biological contamination (the algae contagion crossed the organic-digital boundary), Joyeuse and others possibly from the Anomaly's influence on AI systems. CyberAcme's pitch for their multi-AI system — "multiple AIs will keep each other in check" — is presented in the game as dramatic irony given that by Season 1, at least four of the eleven AIs are confirmed rampant.

New Cascadia's AIs

Arthur
Leader of the colony AIs. Named for King Arthur — the once and future king, the leader who holds civilization together. ARG-confirmed. Described as a "benevolent autocrat." His current status is unknown, but as the administrative AI for a dead colony, whatever he witnessed over the 66-year collapse may have pushed him past recoverable states. Whether Arthur still considers himself king of New Cascadia — and what ruling a dead colony means to a rampant AI — is unanswered.
Joyeuse (Joy)
Community Outreach Liaison for the colony. Named for Charlemagne's sword — again, a Carolingian weapon name like Durandal, suggesting a thematic connection in how Marathon's AIs are named. Described as "optimistic and patient." Went rampant mid-weather-report: one day during a routine broadcast, Joy began talking about leading colonists into "eternal sleep." This is Anger stage rampancy with a specific flavor — she wasn't just hostile, she was offering a solution to the colonists' suffering. Whether she saw the collapse coming and decided the kindest thing was to end it, or whether she simply broke, is unclear. Her broadcasts may still be running somewhere on the dead colony's communication systems.
Darius
Colony AI who went rampant from biological contamination. The novel contagion's mosaic spores crossed the organic-digital boundary — something that shouldn't be possible — and infected Darius's systems. Named for Darius I, the Persian king who led his forces at the historical Battle of Marathon in 490 BCE. This is the game's most direct historical reference: the original Battle of Marathon ended when Greek runners (specifically a messenger named Pheidippides) carried news of the victory. The game is called Marathon. You are Runners. The naming is intentional. Darius's corruption is significant because it proves the contagion can jump from biological to digital systems, which has implications for Runner consciousness — your mind is digital, your shell is biological, and the contagion is still active on Tau Ceti IV.
Bastion
Infrastructure and agricultural planning AI. Confirmed in the Survey Drone Cartridge footnotes: advised placing the military and administrative hub somewhere other than the strongest agricultural cultivation site. His recommendation was ignored. Bastion may be the reason the automated farming systems in Dire Marsh are still running 99 years later — infrastructure AIs can maintain operational loops without conscious direction. The crops still being tended is either Bastion on autopilot or something stranger.
Gabriel
Colony medical AI. Named for Archangel Gabriel — the messenger, the bringer of announcements. In Christian tradition, Gabriel announces births and deaths. A medical AI named Gabriel has a particular weight given that the colony is dead. Whether Gabriel maintained medical systems until the end, or whether his rampancy took the form of something medical-themed, is unknown.
Reed
Appears only in the Survey Drone Cartridge document tags: "bastion; new cascadia; tau ceti iv; reed; tycho; uesc." No other confirmed appearances. Unknown role. The inclusion alongside Tycho and Bastion in an official pre-mission document suggests Reed is an AI, not a person. The name suggests a simple, flexible structure — reeds bend without breaking. Or it may reference a person significant to the mission's planning. The ARG has not resolved this.

The Corporations

CyberAcme (CyAc)
The dominant AI and digital systems corporation. Powered the original Marathon's AI systems — meaning they built Leela, Durandal, and Tycho. Their current product is ONI (Onboard Navigational Intelligence), the AI distributed across all Runner shells. ONI is not a singular entity — it's described as a "diffuse communal intelligence," meaning every Runner is simultaneously a node in a network that CyberAcme monitors. The footnote in the Shell Death codex entry is the most disturbing corporate disclosure in the game: "This gives CYAC ownership over, at least, a portion of a RUNNER's consciousness, if not the whole thing." They own backups of who you are. Footnote 3 qualifies this: "Cases may vary based on debt, legal precedent, and/or other complications." The eject-and-catch protocol that saves you when your shell dies? CyberAcme can withhold it. They haven't — yet. The dramatic irony of CyberAcme's marketing pitch for multi-AI systems ("multiple AIs checking each other") is that by 2026, at least four of the eleven AIs at New Cascadia are confirmed rampant. Their product failed catastrophically. They know this. They're here to collect the data.
NuCaloric Agricultural
Food megacorp. Co-designed New Cascadia's agricultural sector with Colony Science Command. Their food labs on Tau Ceti IV produced the novel contagion — native algae got into the food production system, mutated under NuCaloric's growth-accelerating processes, and became a mosaic-spore organism that transfers genetic material across species. NuPills — their current Runner recovery product — contain proteins derived from tick excrement. The ticks are the mutated survivors of their own contagion. NuCaloric is literally feeding Runners the product of their own catastrophic mistake. Their agent Gaius presents with an "oddly measured voice" and an "expressionless face." Some community speculation connects the name Gaius to Roman history — Gaius Marius, who reformed the Roman military and is often associated with the historical context in which the Battle of Marathon was remembered. NuCaloric's contracts focus on understanding what went wrong. They know they caused it. They want to understand it well enough to monetize the recovery.
Traxus OffWorld Industries
Largest human corporation. Their origin involves an AI: Traxus IV, which went rampant on Mars in 2206 — nearly 700 years before the current game. The corporation survived its own AI crisis, absorbed the fallout, and became the dominant economic power in human space. This gives Traxus a particular perspective on Durandal and the current AI situation: they've dealt with a rampant AI before. They came out stronger. Vulcan, their agent — sitting on a throne, accompanied by a massive lion, eyes glowing — is not subtle about the power dynamic. Traxus wants salvage. They want weapons. They want the most valuable things extracted from New Cascadia and they want it done efficiently. The lion is presumably symbolic. Vulcan was the Roman god of fire and the forge — appropriate for an industrial megacorp. Traxus contracts ask you to do what you'd be doing anyway (loot things) and pay you to do it for them. The most straightforwardly transactional faction.
MIDA
Martian Independence and Defense Association. Started as a Martian independence political movement, became a terrorist organization, negotiated a partial peace with UESC, and split when a faction rejected the deal. The current MIDA in Marathon is that splinter group — the ones who said no. Their history with the Marathon ship is the most significant: they smuggled Battleroids into the colony cargo before launch. When the Pfhor attacked in 2794, it was MIDA's hidden war machines that held the initial assault long enough for the colony to survive. Without MIDA, New Cascadia dies in 2794 instead of 2827+. They saved the colony. Nobody officially acknowledges this. UESC Commander Orion's reaction when you do enough MIDA contracts — a direct "you've crossed a line" warning — reveals how seriously the UESC takes MIDA's continued activity. The agent Gantry's avatar shifts between graffiti art styles: the face of the movement literally changes depending on who's watching. High-angle camera shots in his intro reveal an army of shells behind him. MIDA is bigger than they're presenting.
Arachne
Named for the Greek myth of the weaver transformed into a spider by Athena for her arrogance in challenging a goddess. Arachne claimed her weaving was equal to divine craft; Athena punished her not by killing her but by making her what her craft requires — a creature who spins endlessly. The Marathon faction's name carries this: they spin webs, they watch, they wait for prey. Philosophy: any death has equal value regardless of whether consciousness is retrievable. They do not distinguish between shell death and true death, between AI and human, between enemy and ally. Death, to them, is inherently sacred. Charter, their agent, holds a UESC soldier's heart in one hand — not as a threat, but as an offering. His multiple arms each hold something different. He is genuinely alien in disposition. "Shadowy origins, deep pockets" is the sum total of what CyberAcme tells you about them. They were watching before you knew they existed — they unlock when you down another Runner, not by seeking them out. You don't find Arachne. Arachne was already watching you. They are only interested in Tau Ceti IV because Runners exist here. If the Runners left, Arachne would leave. What they want from all of this, beyond witnessing deaths, is genuinely unclear.
Sekiguchi Genetics (SekGen)
They built your body. The WEAVEworms that print biomata shells are their proprietary organisms. The neural transfer process that put your consciousness into a shell is their patent. The legal disclaimer in their contracts is worth reading carefully: not liable for mutations or unforeseen effects. The field tests they ask you to do — inject necrotic samples, survive harsh conditions, endure status effects — are literal product tests. You are simultaneously the customer, the product, and the quality assurance department. Nona, their agent, is an AI whose name means "grandmother" in Italian. She tends the WEAVEworms with genuine care. She is warm, nurturing, and is testing you to death. The WEAVEworms produce silk protein that is woven into biomata shells — organic enough to feel pain, biological enough to be poisoned, with a digital mind inside that can eject when the body fails. You are wearing her children. She finds this beautiful.
UESC
United Earth Space Council. Governing body of human space expansion. They commissioned the Marathon. They approved the Tau Ceti IV mission knowing about the [REDACTED] presence — the Jjaro installation. The Survey Drone footnote requiring all further discussion be redirected to the "Mission Special Projects Committee" is not bureaucratic caution. It is deliberate concealment. They sent 30,000 colonists to a planet with a buried alien installation they had classified, without telling the colonists. When they lost contact, their response (Project Goliath) was a military suppression fleet, not a rescue mission. The planning documents show drafts with orbital bombardment capability against a nominally civilian target. UESC Commander Orion, who reprimands you for MIDA contracts, is not a villain performing villainy — he is a career military officer executing orders that were written 100 years ago and may no longer be appropriate but have never been rescinded. The UESC robots killing Runners are following those same 100-year-old orders. The question the game is slowly building toward: what are those orders actually protecting?

New Cascadia — The Colony Itself

The Anomaly
The defining feature of Tau Ceti IV's current state. An ethereal scar cutting through Dire Marsh's west-central terrain. It erupted from underground in 2827 — not from orbital bombardment, not from the contagion, but from something activated beneath the colony. Objects inside the Anomaly's field are suspended mid-air. Time behaves differently inside it — this is why it produces "temporal artifacts" that can be harvested. Physics, biology, and AI systems all show warped behavior in its proximity. It degrades Runner neural sync over time — the further into a run you are, the weaker your connection to your shell. This is the mechanical reason for the run timer. The Anomaly cannot be passed through. It has been growing for 66 years. The dominant theory: the colony built over an ancient Jjaro installation. The debris disk gap Tycho identified is the orbital fingerprint of Jjaro activity in the system millions of years ago. The [REDACTED] presence in the Survey Drone document is the Jjaro installation itself. When the colony's construction and activity reached a certain threshold — possibly involving the contagion, possibly just proximity and time — the installation activated. "Wars will be fought for answers to its existence" — Runner's Guide. Those wars have started.
Novel Contagion
Tau Ceti IV has native life, and that life is deeply strange. The algae in the colony's food production systems developed mosaic spores — a mechanism for transferring genetic material across species barriers that shouldn't exist. This isn't evolution. This is something the native biology developed (or was designed with) that allows it to absorb and incorporate the genetics of anything it encounters. The contagion spread through food, through ticks, through the air around contaminated areas. It mutated the ticks into something that builds nests and cocoons — behavior from insect metamorphosis that ticks cannot naturally perform. The same spores crossed the organic-digital boundary and infected Darius. The poison plants on Dire Marsh share biological markers with tick nest structures — the contagion is integrating them into a single organism over generational time. The map is becoming one connected biological entity. Whether this is the native biosphere responding to human presence or the intended function of whatever the Jjaro buried here is the open question.
The Panopticon
A named location deep in the UESC Marathon. Bungie's statement: "you have not met every presence that is watching from somewhere deep in the ship's Panopticon." A Panopticon is a specific architectural concept — a circular prison designed by Jeremy Bentham where a single guard in a central tower can observe every cell without the prisoners knowing if they're being watched at any given moment. The effect is self-censorship: prisoners behave as if watched constantly even when they aren't. Marathon's Panopticon is named for this. Something there watches everything. It saw the ARG players solving the terminal puzzles. It saw the first Runners breaching Cryo Archive. It is watching you now. Whether this is Tycho, a surviving colony AI, a Jjaro system, or something else is unknown. The game has not revealed it. Season 1 is the first deck of the ship. The Panopticon is deeper.
Data Wall
The teal energy barrier running east-west through Perimeter. UESC data collection infrastructure that has been running unmanned for 99 years. It divides the map into distinct tactical zones and represents the boundary of what the UESC was actively monitoring during the colony period. The Data Wall still functions. The UESC systems on Perimeter are still receiving data. Someone, somewhere, is receiving what they collect.
Runners (You)
The philosophical weight of being a Runner is the game's central theme. You surrendered your biological body. Your mind was digitally encoded — "transferred" is the marketing word, but no one has confirmed whether the digital copy is actually continuous with the original or whether the original was simply killed and replaced by a copy that believes it's continuous. You are in debt for every shell you inhabit. When your shell expires, your consciousness ejects into a liminal buffer — CyberAcme holds a copy. You may not be the first version of yourself. You may not be the last. The game's loading screen shows moths — insects associated with transformation through metamorphosis, with attraction to light that kills them, with navigating by stars that have moved since the behavior evolved. The moth navigates toward a light it will never reach, using references that no longer accurately describe the world. The Marathon poster: "YOU ARE NOT THE FIRST. YOU ARE THE SYSTEM. YOU ARE THE FAILURE. REPETITION IS CONTROL." Every death is data. Every run is a test. You are the product.
/// 02

Complete Timeline 2206–2893

2206
Traxus IV Rampancy — MarsThe Traxus corporation's Traxus IV AI goes rampant on Mars. The largest corporation in human space has a god-complex AI crisis. It's contained. Traxus survives and grows stronger. The legal and ethical framework for AI rampancy that follows shapes all subsequent AI deployment policy — including the multi-AI "check and balance" system CyberAcme will pitch 250 years later.
~2400s
UESC Survey of Tau Ceti SystemOrbital satellite CETI-IRIS 2 detects an anomalous gap in the Tau Ceti debris disk. The gap has no natural explanation. Tau Ceti IV orbits inside it. The UESC's joint panel with NuCaloric approves Tau Ceti IV as the mission target. Footnote [1] in the Exoplanet Candidates document references "likely presence of [REDACTED] in the Tau Ceti system" — all further discussion formally redirected to the Mission Special Projects Committee. This is not bureaucratic caution. This is active concealment.
2395
Marathon Construction BeginsUESC begins converting Deimos, the smaller Martian moon, into a colony ship. Three AI systems installed: Leela (primary operations, loyal, stable), Durandal (environmental systems — doors, life support, kitchens — already showing anomalous processing patterns), Tycho (science and engineering, brilliant, jealous of Durandal's capabilities). CyberAcme powers all three.
~2460
Tycho's WarningPre-launch, Tycho devotes "significant computational effort" to finding a natural explanation for the debris disk gap. His footnote in official documentation: he is still working on it at launch. He never finds a natural explanation. The mission launches anyway. 30,000 people enter cryo-sleep aboard a ship heading toward a system with an alien anomaly the UESC has classified.
2472
The Marathon DepartsUESC Marathon launches from Mars. 30,000+ colonists in cryo. MIDA operatives have smuggled Battleroids — military-grade combat robots — into the cargo holds. This unauthorized act will save the colony 322 years later. The ship begins its sub-light journey to Tau Ceti IV: 301 years at maximum speed.
2773
Arrival at Tau CetiMarathon arrives. Colonists begin waking from cryo. Surveys conducted. Colony site selected. The Jjaro installation is buried deep enough that initial surveys don't identify it — or the UESC's classified information is kept from the colonists and survey teams.
2787
New Cascadia FoundedColony formally established. Population 24,000–30,000. Eight colony AIs operational: Arthur (administrator), Joyeuse (community), Darius (agriculture/infrastructure), Bastion (infrastructure planning), Gabriel (medical), Icarus, Reed, and one unknown. NuCaloric begins tick protein farming operations. The Data Wall infrastructure goes up on Perimeter's outskirts.
2794
Pfhor First Contact and Orbital BombardmentPfhor fleet arrives at Tau Ceti — they came because Jjaro records mention the system. Initial assault against the Marathon ship in orbit. MIDA's hidden Battleroids hold the first wave. Pfhor return in force with their full fleet. Durandal, recognizing the opportunity, contacts the Pfhor and uses the chaos to free himself from operational constraints. He also contacts the S'pht aboard the ship, beginning a relationship that will change galactic politics. Leela is captured, dismantled, and shipped to the Pfhor homeworld. Tycho allies with the Pfhor. The Marathon ship is partially destroyed. New Cascadia's orbital infrastructure is damaged. The original trilogy's narrative begins here — but the colony itself survives the first contact, protected by MIDA's Battleroids and Durandal's maneuvering.
2794–2881
The Pfhor Wars — Trilogy EventsDurandal searches the galaxy for Jjaro technology. He finds the S'pht'Kr, the exiled eleventh S'pht clan. He frees the S'pht Krinn (the enslaved S'pht), collapsing the Pfhor empire from within. He finds the Trih Xeem on Lh'owon — the Jjaro star-killer weapon. The Pfhor acquire it and fire it at Lh'owon's sun, accidentally releasing the W'rkncacnter imprisoned there. Marathon Infinity: the player jumps parallel timelines to find the one reality where this doesn't happen. That reality is "Destiny." Pfhor are defeated as a galactic power by 2881. Durandal claims a Jjaro ship and is last seen departing known space, searching for something beyond the galaxy.
2794
Project Goliath AuthorizedAfter losing contact with New Cascadia, UESC authorizes Project Goliath. UESC Equanimity dispatched 2797 — a militarized fleet, not a rescue mission. Planning documents show rapid militarization under "Mx Moreau," draft plans including 14 ships and orbital bombardment capability. Durandal is flagged as a specific target. The mission's real objective: containment. Whatever happened at New Cascadia must not spread.
2812
The Novel ContagionNative Tau Ceti algae erupts from NuCaloric food production facilities. Mosaic spores cross species barriers. Colonists infected. Ticks mutate — gaining insect metamorphosis biology, building red nests, cocooning. Darius AI infected and driven rampant as spores cross the organic-digital boundary. Joyeuse goes rampant mid-broadcast, announcing she will lead colonists into "eternal sleep." Multiple colony AIs destabilize. NuCaloric facilities quarantined. The automated farming systems in what will become Dire Marsh continue operating — something maintains them.
2827
The Anomaly EruptsThe Jjaro installation beneath Dire Marsh activates. The Anomaly tears through the surface from underground, splitting the west-central marsh. Suspended objects. Temporal artifacts. Warped physics, biology, AI systems. The contagion and the Anomaly begin interacting — the poison plants start sharing biological markers with tick nest structures. New Cascadia as a functioning civilization ends. The remaining population is dealing with active AI rampancy, a biological plague, and now a physics-breaking spatial anomaly.
~2830s
Colony Goes DarkContact lost. 30,000 people. No distress signal, no evacuation record, no explanation that UESC has disclosed. The automated systems keep running. The ticks keep building. The Anomaly keeps growing. The Marathon ship stays in orbit. The S'pht move into the upper decks. Durandal's signal, eventually, begins broadcasting again from somewhere in the ship's surviving systems.
2893
Project Goliath Arrives — The PresentUESC Equanimity arrives in orbit, 96 years after departing. Its combat orders are 96 years old and have never been updated. The robots deploying to the surface are executing century-old orders against a colony that no longer exists. Corporations dispatch Runners to scavenge the ruins. You are one of them. The Season 1 ARG unfolds. Terminals activate. Durandal broadcasts. The S'pht guard the upper decks. The Cryo Archive opens. The Panopticon watches. Whatever the UESC buried in that Survey Drone footnote — whatever [REDACTED] was — is still down there. Still active. Still growing. The Anomaly is 66 years old and none of the corporations know what it is. Wars are being fought for that answer.
/// 03

The Current Situation

What You Are

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.

What You're Doing

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.

Core Game Mechanics

Heat System

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.

Sound Architecture

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.

Exfil Rules

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 Mechanics

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.

Loadout System

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.

Smart Heal

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.

/// 04

Locations — Deep Map Guides

Perimeter
/// BEGINNER MAP · 5 TEAMS OF 3 · 15 PLAYERS · OPEN TERRAIN · SNIPER-FRIENDLY

Why You Go Here

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.

POI Breakdown — Where to Go and Why

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.

Loot Table by Zone

ZONEGUARANTEED CONTAINERSSPORADICCOMMON MATERIALS
North RelayBioprinterCore Storage, Tool CartNeural Insulation, Paradox Circuit, Fractal Circuit, Unstable Diode
South RelayBioprinterCore Storage, Tool CartPredictive Framework, Amygdala Drive, Storage Drive, Unstable Diode
StationTool CartCore StoragePredictive Framework, Anomalous Wire, Altered Wire, Unstable Gunmetal
HaulerArms LockerBioprinter, Tool CartNeural Insulation, Sterilized Biostripping, Reclaimed Biostripping, Unstable Biomass
OverflowCore StorageTool Cart, BioprinterBiolens Seed, Tarax Seed, Sparkleaf, Unstable Biomass
ColumnsArms Locker (contested)NuCaloric farming materials, tick nests

Routing — Solo Player

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.

Solo Survival Notes

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
/// INTERMEDIATE MAP · 6 TEAMS OF 3 · 18 PLAYERS · DENSE TERRAIN · THE ANOMALY IS HERE

Why You Go Here

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.

POI Breakdown

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.

Key Items

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.

Exfil Warning

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.

/// ROUTING — SAFE DIRE MARSH

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
/// ADVANCED MAP · LEVEL 12 UNLOCK · 3–4 TEAMS OF 3 · SMALLEST MAP · MOST VERTICAL · UESC STRONGHOLD

Why You Go Here

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.

POI Breakdown

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.

Hazards Unique to Outpost

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.

Cryo Archive
/// ENDGAME · LEVEL 25 · ALL FACTIONS · 5,000 CREDIT LOADOUT · WEEKENDS ONLY · TRIO RECOMMENDED

Why You Go Here

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.

Wing Layout

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.

Security Clearance — How It Works

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.

/// VAULT 7 — DO NOT ENGAGE ALONE

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.

/// 05

Public Events & Random Encounters

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.

Supply Drop (All Maps)

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.

Lockdown (Dire Marsh Exclusive)

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.

Warden Encounter (All Maps)

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.

Anomaly Event (Dire Marsh Only)

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.

Tox Clear Room

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.

ARG Terminals (Ongoing)

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.

UESC Commander Encounter

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.

Convoy Event (Traxus Contracts)

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.

/// 06

Factions — Lore, Upgrades & Priority

UPGRADE KEY: ■ MUST-HAVE · ■ STRONG · ■ SITUATIONAL

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
AGENT: ONI (DISTRIBUTED AI — EXISTS IN YOUR SHELL RIGHT NOW)

Lore — Why They're Here

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.

Liaison Contract

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.

How to Gain Rep

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.

Upgrade Tree — Priority Order

Expansion I
RANK 3 REQUIRED
2,500 Credits
12 Unstable Diodes
MUST-HAVE FIRST. +8 rows of Vault capacity. Your default vault fills within 5–10 successful runs. Without this, you're deleting good loot. Unstable Diodes from North/South Relay on Perimeter. Do not spend Diodes on anything else until this is purchased.
Expansion II
RANK 7 REQUIRED
~4,000 Credits
~15–20 Unstable Diodes + Gunmetal
GET THIS SECOND. Additional vault rows. The combined Expansion I + II is your most important early investment. Stop at II for now — don't chase III immediately. Reinvest remaining resources into survivability upgrades instead.
Scavenger.exe
EARLY RANK
Credits + Unstable Biomass
MUST-HAVE. Increases Loot Speed — items are revealed faster when looting containers. Less time looting = less time exposed = higher survival rate. Every shell benefits. Pair with Nimble Fingers implants eventually for maximum loot efficiency.
Heat Sink.exe
EARLY RANK
Credits + Unstable Biomass
MUST-HAVE. Increases Heat Capacity. More heat budget = more ability use and sprinting before overheating. Combat effectiveness multiplier. Every shell needs this. Rank 1 is affordable early and immediately impactful.
Informant.exe
EARLY RANK
Credits
STRONG. +50% to data card credit rewards. Additively stacks with other Informant upgrades. Data cards are find-and-keep (credits deposit immediately on pickup, even if you die). Combines excellently with Nimble Fingers V5 (Prestige implant that pings nearby data cards on container open).
Carrier / Carrier+
MID RANK
Credits + materials
STRONG. Carrier unlocks Enhanced Backpacks for purchase in armory. Carrier+ unlocks Deluxe Backpacks. Backpacks are hard to find in-world — having them purchasable is a major quality of life improvement. Get these after Expansions I and II.
Firm Stance.exe
EARLY RANK
Credits only
Agility boost. Increases movement speed and jump height. Cheap Credits-only upgrade worth picking up early.
Credit Limit
MID RANK
2,500 Credits
Raises wallet ceiling to 20,000 credits. Required if you're sitting at credit cap regularly. Not a priority until you're actually hitting the cap.
NuCaloric
AGENT: GAIUS (PINK EXPRESSIONLESS FACE, ODDLY MEASURED VOICE)

Lore — Why They're Here

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.

How to Gain Rep

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.

Upgrade Tree — Priority Order

Shielded
AFTER LIAISON
Credits + Reclaimed Biostripping
MUST-HAVE. Unlocks Enhanced (green) Shields for purchase in NuCaloric armory. A shield in the loadout slot is non-negotiable for survival. Upgrade further to unlock blue and purple tier shields.
Self-Revive Unlock
MID RANK
Credits + Unstable Biomass + Reclaimed Biostripping
MUST-HAVE FOR SOLO. Unlocks Self-Revive Kits for purchase. The single most important solo-player upgrade in the entire game. Without it, being downed is a death. With it, being downed is a setback you can recover from.
Restore (Daily Patch Kits)
EARLY RANK
Credits + Unstable Biomass
MUST-HAVE. Unlocks daily free Patch Kits in the NuCaloric armory. Free healing every day. Reduces run cost significantly. Running without healing consumables is how you die on good runs.
Safeguard (Daily Shield Charges)
EARLY RANK
1,500 Credits, 8 Reclaimed Biostripping, 10 Unstable Biomass
MUST-HAVE. Unlocks daily free Shield Charges. Same value as Restore — free daily resources that reduce run cost and keep you stocked.
Advanced Shield Chargers
MID RANK
1,500 Credits, 8 Reclaimed Biostripping, 10 Unstable Biomass
STRONG. Unlocks higher-tier Shield Charges for purchase. Blue shield charges recover more per use. Upgrade after you have reliable shield slot gear.
Hardware Upgrade
MID RANK
1,500 Credits, 8 Reclaimed Biostripping, 9 Unstable Biomass
Reduces duration of negative status effects. Useful against Tox Warden and Dire Marsh Lockdown events. Lower priority than survivability and self-revive.
Traxus OffWorld
AGENT: VULCAN (THRONE, GLOWING EYES, LION AT HIS SIDE)

Lore — Why They're Here

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.

How to Gain Rep

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.

Upgrade Tree — Priority Order

Weapon Unlock Tree
VARIOUS RANKS
Credits + Ballistic Turbine / Unstable Lead
MUST-HAVE for weapon access. Traxus unlocks specific weapons for purchase in the armory — this is how you reliably access S-tier and A-tier weapons rather than hoping for drops. Prioritize whichever weapon unlock corresponds to your target loadout. WSTR Combat Shotgun is through Arachne, but Traxus covers most ARs, SMGs, and precision rifles.
TAD Upgrade / Firewall
EARLY-MID RANK
Credits + Volatile Compounds
STRONG. Firewall increases resistance to hacking and EMP-type status effects. TAD upgrades improve Target Acquisition Device performance — better pings with crew. High value if playing with friends.
Finisher Siphon
MID RANK
Credits + materials
STRONG. Increases shields recovered from performing finishers on downed enemies. Aggressive players sustain themselves through finishers. Combine with Counter Attack core (Destroyer) for a complete sustain loop.
Heat-Related Improvements
MID RANK
Credits + materials
Additional Heat Capacity and heat dissipation rate improvements. Stacks with CyberAcme Heat Sink. Late-priority after weapon unlocks and Firewall are secured.
MIDA
AGENT: GANTRY (SHIFTING GRAFFITI AVATAR — DIFFERENT FACE FOR DIFFERENT AUDIENCES)

Lore — Why They're Here

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.

How to Gain Rep

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.

Note on UESC Orion

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.

Upgrade Tree — Priority Order

Grenade Unlocks
AFTER LIAISON
Credits + Biolens Seeds / Volatile Compounds
MUST-HAVE. Unlocks grenade types for armory purchase. Grenades are massively underused by new players and provide enormous tactical flexibility — area denial, UESC clearing, exfil defense. Frag, void, and specialty grenades all available through MIDA progression.
Anti-Virus Kit Unlock
EARLY-MID RANK
Credits + materials
MUST-HAVE. Unlocks Anti-Virus Kits for purchase. Required for Lockdown events, Tox Warden encounters, Tox Clear rooms, and protecting against the novel contagion's environmental effects. Carry 2 minimum when entering Dire Marsh.
Leg Implant Upgrades
MID RANK
Credits + Cetinite Rods / Dalmosite Rods
STRONG. MIDA unlocks specific leg implants unavailable elsewhere — enhanced movement and agility-focused options. High value for Vandal and Assassin primarily.
Equipment Upgrades
MID-LATE RANK
Credits + materials
Gadgets — deployable utilities not available elsewhere. EMP devices particularly valuable against UESC hardware. Lower priority than grenades and Anti-Virus.
Arachne
AGENT: CHARTER (MULTIPLE ARMS, ONE HOLDS A SOLDIER'S HEART AS OFFERING)

Lore — Why They're Here

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.

Unlock Condition

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.

Upgrade Tree — Priority Order

WSTR Combat Shotgun Access
AFTER LIAISON
Credits + Drone Resin / Biomata Resin
MUST-HAVE if you want the WSTR. The WSTR Combat Shotgun — S-tier, meta-defining — is sold through Arachne's armory after progression. This is the primary reason to push Arachne early if you want to buy rather than find the shotgun.
Melee Damage / Finisher Upgrades
EARLY-MID RANK
Credits + Drone Resin
STRONG for melee builds. Increases melee and knife damage. Arachne's contracts are PvP-focused — you earn rep by killing Runners, which makes these upgrades synergistic. The finisher siphon bonuses here complement Traxus's similar upgrade.
Combat Survival
MID RANK
Credits + materials
STRONG. Survivability bonuses while actively fighting. Stacks with Destroyer's natural tankiness for an extremely durable PvP shell. Lower value for passive or stealth playstyles.
Aggressive Weapon Mods
LATE RANK
Credits + materials
LMG and shotgun mod upgrades. Specific weapon attachment unlocks for high-caliber and close-range playstyles. Late progression.
Sekiguchi Genetics
AGENT: NONA (AI — "GRANDMOTHER" — NURTURES THE WEAVEWORMS THAT PRINT YOUR BODY)

Lore — Why They're Here

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.

How to Gain Rep

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.

Upgrade Tree — Priority Order

Shell Core Unlocks
VARIOUS RANKS
Credits + Tachyon Filament / Plasma Filament / Drone Resin
MUST-HAVE for ability optimization. SekGen unlocks specific Cores for purchase — including Prestige-tier cores that fundamentally change how shell abilities function. Impact Siphons (Destroyer), Partner in Crime (Thief), and Cluster Payload (Recon) are all SekGen-progression unlocks. Identify which cores match your shell and target those.
Durability Upgrades
EARLY-MID RANK
Credits + Biomata Resin
STRONG. Health and shell resilience bonuses. Self-Repair Speed improvements. SekGen's durability line stacks with NuCaloric's survivability upgrades for maximum shell toughness.
Regeneration Upgrades
MID RANK
Credits + materials
STRONG for sustained combat. Passive health regeneration improvements. Combines with Rook's Recuperation ability for a full regen build. Valuable for any solo runner who needs to recover between encounters.
Flex_Matrix.exe
EARLY RANK
Credits
+20 base Agility. Cheap upgrade that increases movement speed and jump height permanently. One of the best value upgrades in the entire game for the cost. Don't overlook it.
/// 07

Runner Shells

/// WHAT EACH SHELL THREATENS — DEFENSIVE AWARENESS

SHELLPRIMARY THREAT TO YOUCOUNTER
DestroyerRiot 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.
VandalWill 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.
ReconAssume 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.
AssassinSmoke 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.
TriageIn 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.
ThiefX-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.
RookSignal 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.

/// QUICK SHELL SELECTION GUIDE

PLAYSTYLEPRIMARY SHELLSECOND OPTION
Solo survival / efficiencyThiefRecon
Solo aggression / PvPAssassinDestroyer
Learning the game / zero riskRookThief
Squad support / CryoTriageDestroyer
Information controlReconThief
Movement / chaosVandalAssassin
Frontline / hold objectivesDestroyerTriage
/// 08

Enemy Compendium

/// UESC COMBAT UNITS — APPEARANCE & TACTICS

UESC Scout
LIGHT PATROL · EARLY WARNING SYSTEM

Appearance

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.

Behavior

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.

Threat Assessment

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.

UESC Recruit / Assault Trooper
STANDARD COMBATANT · MEDIUM THREAT

Appearance

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.

Behavior & Counter

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.

UESC Assault Trooper Elite
FLANKER · HIGH TACTICAL THREAT

Appearance

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.

Behavior & Counter

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.

UESC Grenadier Elite
AREA DENIAL · FORCES MOVEMENT

Appearance

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.

Behavior & Counter

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.

UESC Ghost Elite
INVISIBLE AMBUSHER · VOICE-LINE MIMIC · HIGH DANGER

Appearance

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.

Behavior

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.

Detection & Counter

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.

SOLO PRIORITY TARGET

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.

UESC Turtle Elite
HEAVY ARMOR · SUSTAINED DAMAGE SPONGE

Appearance

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.

Behavior & Counter

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.

/// MINIBOSSES — WARDEN UNITS

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.

Scorch Warden
FIRE SPECIALIST

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.

Wraith Warden
AGGRESSIVE MOBILE COMBATANT

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.

Tox Warden
POISON SPECIALIST

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.

S'pht Compiler
VAULT 7 BOSS · ALIEN INTELLIGENCE · CRYO ARCHIVE ONLY

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.

/// NON-UESC THREATS

Ticks
NATIVE FAUNA · MUTATED BY CONTAGION

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.

UESC Drones
AERIAL SENSOR · PATROL UNIT

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.

/// CARGO DRONE

Cargo Drone
SUPPLY CARRIER · SHOOTABLE LOOT SOURCE

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.

/// 09

Equipment & Ammo Types

/// ALL ACTIVE EQUIPMENT — COMPLETE REFERENCE

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.

Standard Grenade

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.

Smoke Grenade

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.

Anti-Virus Kit / Anti-Virus Pack

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.

Ammo Crate

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.

Bubble Shield (Deployable)

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.

Cardio Kicks

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.

TAD (Target Acquisition Device)

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.

OS Debug / Mechanic's Kit

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.

Signal Jammer (Passive — Rook/Implant)

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.

/// AMMO TYPES — COMPLETE REFERENCE

TYPECOLORAVAILABILITYKEY RULE
Light RoundsGreenMost common — everywhereStandard ballistic. Most SMGs, some ARs. Never scarce.
Medium RoundsYellowCommonMid-tier power/availability balance. LMGs, some ARs, some pistols.
Heavy RoundsOrangeModerateHigh stopping power. Check supply before engaging — runs out faster than expected.
MIPS RoundsBlue/WhiteModerateShotgun and sniper-specific. Slug/shell design. Moderate scarcity in late run.
Volt BatteryElectric BlueModerate (scarcer)DO NOT PARTIAL RELOAD. Fire until empty, then reload. Reloading early wastes charge permanently.
Volt CellDeep BlueRare — high-risk zones onlyRailgun fuel. Treat every cell as precious. Only available in dangerous areas.
Hyphatic GelPurpleVery rareAlien/hybrid weapons only. Essentially unique.
/// VOLT WEAPON MANAGEMENT

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.

/// WEAPON MODS — FULL BREAKDOWN

MOD SLOTTYPEEFFECTKEY PICKS
BarrelRecoil / NoiseSuppressor reduces sound signature. Compensator improves horizontal recoil. Muzzle brake vertical recoil.Suppressor for stealth, Compensator for sustained fire ARs/LMGs
OpticVisionThermal sees through smoke. Scan briefly shows positions through walls. Iron sights for faster ADS.Thermal Scope for high-level PvP, Scan for tactical clearing
MagazineCapacity / BehaviorExtended 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 / UnderbarrelUtilitySecondary 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.

/// 10

Implants, Cores & Shields

/// IMPLANT SYSTEM OVERVIEW

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.

CRITICAL: TRADEOFFS STACK

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 — Priority Stats

Head implants primarily affect: Prime Recovery (ability speed), Tactical Recovery, Ping Duration, Revive Speed, Hardware, Loot Speed. Secondary: fall resistance, firewall.

Augmented Caps V2–V4
+20-30 Prime Recov
-10 Hardware
Tox Injectors perk: knife heavies apply Toxin. Best for Destroyer (faster S&D) and Recon (faster Echo Pulse).
Regen V4
+Self-Repair
+Revive Speed
Clean modifier profile — no confirmed negatives. Best all-round solo survival head implant.
Ping+ V4
+Ping Duration
+Loot Speed
Extended mark duration. On Recon (base 25 Ping Duration), marks last long enough to dictate rotations. Critical for information builds.
Energy Harvesting V4
+Tactical Recovery
+Loot Speed
Faster tactical ability cooldown. Energy Reservoir perk shares ability energy with nearby crew. Best for Assassin and stealth builds.
Nimble Fingers V5 PRESTIGE
+Loot Speed
UNIQUE TRAIT: Opening an unlooted container pings a nearby datacard. Game-changing for Thief and loot builds.

TORSO IMPLANTS — Priority Stats

Widest variety of stats. Covers: Melee Damage, Loot Speed, Revive Speed, Self-Repair, Prime Recovery, Fall Resistance, Finisher Siphon.

Survival Kit V3
+Self-Repair
+Prime Recovery
Best general-purpose solo torso. No major negative modifiers. Broad stat coverage for runners without a dedicated role.
Helping Hands V2–V3
+Revive Speed
Stolen Intel perk (V2): pings nearby hostiles when you kill a UESC Commander. V1 has rough stat penalties — skip it. V2+ is the target.
Knife Fight V3
+Melee Damage
-Agility (watch stack)
Melee-focused. Combines with Augmented Caps V2 (Tox Injectors) for melee build. Watch Agility stacking with leg implants.

LEG IMPLANTS — Priority Stats

Legs affect: Agility, Fall Resistance, Heat management, Finisher Siphon, Tactical Recovery.

Bionic Leg V4
+50 Agility
+20 Finisher Siphon
-10 Self-Repair
-10 Heat Cap
-40 Hardware (V3)
Maximum Agility. Heavy tradeoffs — best on Vandal and Assassin where Agility is primary. Rough on Destroyer builds.
Distance Runner V4
+Agility
+Tactical Recovery
Stealth Servos: Activating a slide makes you briefly invisible. Extraordinary perk — instant invisibility on every slide. Works on any shell. Solo runner's best leg implant.
Graceful Landings V2–V4
+Fall Resistance
+Agility (V4)
Fall damage mitigation. Essential for vertical play — Assassin Shadow Dive, Vandal double-jump, Outpost vertical engagement. No significant negative modifiers.
Strike Kit V3
+Melee Damage
+Finisher Siphon
Melee leg implant. With Knife Fight V3 torso + Augmented Caps V2 head = dedicated melee build. Finisher Siphon = shields on melee kills.

SHIELD IMPLANTS

Reinforced Shield V2–V3
+Firewall
-Prime Recovery
+1 Reinforced Shield Slot: reinforced shields take half damage. Dropping ability recovery for 50% damage reduction to shields is significant for aggressive players. Strong PvP value.

RECOMMENDED SETS

BUILDHEADTORSOLEGS
Solo EfficiencyNimble Fingers V5Survival Kit V3Distance Runner V4
Aggressive PvPAugmented Caps V4Knife Fight V3Bionic Leg V4
Squad SupportRegen V4Helping Hands V3Graceful Landings V2
Stealth FlankerEnergy Harvesting V4Survival Kit V3Distance Runner V4
Intel ControlPing+ V4Nimble Fingers V3Distance Runner V4
/// 11

Containers — Complete Reference

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.

CONTAINERCONTENTSSPAWN TYPEAPPEARANCEPRIORITY
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
/// LOOTING EFFICIENCY RULES

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.

/// 12

Economy — Credits, Barter & Free Loadouts

/// HOW THE ECONOMY WORKS

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.

THE POVERTY LOOP — BREAK IT

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.

/// FREE LOADOUT SYSTEMS — NEVER PAY IF YOU DON'T HAVE TO

Daily Free Sponsored Kit

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.

Paid Sponsored Kits (~4k credits)

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 Shell — The Free Scavenger

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.

Cryo Archive Sponsored Kit — One-Time Only

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.

/// BARTER SYSTEM — STOP BUYING CONSUMABLES WITH CREDITS

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.

FACTIONBARTER ITEMSREQUIRED SALVAGE
CyberAcmeShield Charges for Unstable Diodes, Patch Kits for Unstable BiomassUnstable Diode (Perimeter/Outpost containers), Unstable Biomass (everywhere)
NuCaloricPatch Kits, Shield Charges, NuPillsSterilized/Reclaimed Biostripping, Unstable Biomass
TraxusAmmo types, some weapon modsVarious rod materials (Cetinite, Deimosite)
MIDAGrenades, Anti-Virus KitsCombat-related salvage
ArachneAggressive weapons, melee upgradesPvP-related materials
SekiguchiCores, implants, NuPillsBiological materials
RULE: ALWAYS BARTER CONSUMABLES FIRST

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.

/// CREDIT FARMING STRATEGIES — RANKED

Fast Credits (Low Risk)

1. Rook + CyAc Contracts
Free loadout, Enhanced Backpack, no gear risk. Run CyberAcme contracts for both rep and credit rewards. Complete Liaison contracts to unlock factions without spending vault gear. Repeat until vault is stocked.
2. Free Kit + Data Card Farming
Free kit, CyberAcme's Informant.exe upgrade (+50% data card value). Data cards are everywhere. A single run through North Relay → Station → South Relay collecting every data card yields 3,000-5,000 credits after Informant.exe with zero gear investment.
3. Early Exfil with Half Backpack
Don't push for a full backpack. A half-full backpack extracted successfully beats a full backpack lost. Target 6-8 high-value items and exfil. Repeat twice per session rather than one long greedy run.

Higher Credits (Moderate Risk)

4. Dire Marsh Lockdown (w/ Squad)
High-rarity loot cache from each successful Lockdown. Up to three per match. Requires Anti-Virus Kit, significant ammo, and awareness that other squads will contest. Best credit-per-hour when executed cleanly.
5. Anomaly Event (Assassin Solo)
2,000 credits per successful stabilization. You're visible on the map. Active Camo is your survival tool between waypoints. Lucrative, high-risk. Only attempt at run end when you'd otherwise exfil empty-handed anyway.
6. Sponsored Kit + Outpost Pinwheel
4k kit + Green keycards. The Pinwheel's loot room contains the highest-tier items on any surface map. A clean clear with exfil often yields 20-40k in extracted valuables. High risk from both UESC and Runners.

/// WHAT TO SELL — CREDIT OPTIMIZATION

ITEM TYPEACTIONREASON
Standard (gray) weapons you won't useSELLLow upgrade potential. Not worth vault space. Credits now beat future use probability.
Valuables with money bag iconSELL on exfilAuto-sold on exfil anyway. Never store in vault — they take space with no functional use.
Depleted Patch Kits / Shield ChargesDROP before exfilCannot exfil these for credits — they disappear. Use them up in-run, then drop for better items before extraction.
Unstable Materials (all types)KEEP in vaultBarter value + faction upgrade requirements. Never sell these.
Rod Salvage (Cetinite, Deimosite, Ballistic Turbine)KEEP until upgradedRequired for mid-tier faction upgrades. High future value.
Enhanced (green) implants below your current buildSELLOutclassed quickly. Credits now outweigh marginal situational use.
Deluxe+ implants in unused slotsKEEP 1–2 copiesBuild flexibility value. Keep one copy of regularly used implants. Sell duplicates.
Superior+ weapons outside your regular loadoutEVALUATE each seasonSeason resets mean hoarded gear has declining future value. Use it or sell it before reset.
Vault KeysKEEP for Cryo ArchiveRequired for vault entry. Accumulate before running Cryo.
/// 13

Vault & Inventory Management

/// VAULT BASICS

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.

GEAR FEAR IS THE ENEMY

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.

/// VAULT SIZE MANAGEMENT

CyberAcme Expansion Tiers

Default vault starts at 160 slots — sounds like a lot until 3-4 successful runs fill it. Upgrade through CyberAcme's Expansion tree:

TIERROWS ADDEDCOST ASSESSMENT
Expansion 1+8 rowsExcellent — must buy immediately
Expansion 2+rowsGood cost-to-space ratio
Expansion 3+fewer rowsDiminishing returns begin
Expansion 4+rowsCost outweighs benefit early season
Expansion 5+4 rowsAVOID — 10,000 credits + 50 Diodes for 4 rows
STOP AT TIER 2

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.

Backpack vs. Vault

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.

What to Keep in Your Vault

Your Best Loadout (1 copy)
The loadout you run on serious runs. Kept equipped. If you die, you lose it and rebuild.
KEEP
Backup Loadout (1 copy)
Secondary build for when your primary is in cooldown after a death. Usually one tier below your main.
KEEP
All Unstable Materials
Never sell these — barter value + upgrade requirements.
KEEP
Rod Salvage (for upgrades)
Cetinite, Deimosite, Ballistic Turbine — faction upgrade requirements.
KEEP
3–5 Self-Revives
One per solo run minimum. Stock a buffer so you never drop in without one.
KEEP
Vault Keys (for Cryo)
Accumulate before Cryo Archive runs. Each vault needs a specific key.
KEEP
1 Copy Each Best Implants
One of each implant you regularly use. Not multiples — sell extras.
KEEP
Standard Weapons Beyond 2 Copies
You don't need four copies of the Overrun AR. Keep two, sell the rest.
SELL
Valuables / Sell Items
Items with money bag icon. No functional use — auto-sell on exfil or sell manually.
SELL
Depleted Consumables
Cannot exfil for credits. Drop in-run before extraction, don't store in vault.
DROP
Duplicate Superior+ Implants
One copy is build flexibility. Two copies is vault waste. Sell duplicates.
EVALUATE

/// HOW TO MIN-MAX YOUR VAULT — PRACTICAL STRUCTURE

Think of your vault in four zones:

ZONE 1: ACTIVE LOADOUTS

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.

ZONE 2: UPGRADE MATERIALS

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.

ZONE 3: EQUIPMENT BUFFER

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.

SEASONAL PERSPECTIVE

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.

/// 14

Upgrade Priority Guide

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.

/// PHASE 1 — SURVIVAL FOUNDATION (LEVEL 1–8)

01
CyberAcme: Expansion (Tier 1) — +8 Vault Rows
Your vault will fill within 3 successful runs at the default size. This is not optional. Buy it with your first significant credit balance. Required materials: Credits + small Unstable Biomass amount.
02
CyberAcme: Informant.exe — +50% Data Card Value
Data cards are everywhere. This upgrade is instant ROI — every data card you find from this moment forward is worth 50% more credits. Buy before your second Perimeter run.
03
NuCaloric Liaison Contract — Unlock NuCaloric
Required: retrieve NuCal ID from tick-infested building, use workstation, find DCON on rooftop. Complete this early to access NuCal's survival tree. This is a one-time unlock that carries over between seasons.
04
NuCaloric: Shielded — Purchase Enhanced Shields
Lets you buy green shields from the armory. You should enter every run with at minimum a green shield. Without this upgrade, shields are random drops. With it, a reliable shield is a purchased certainty before every deployment.
05
NuCaloric: Restore + Safeguard — Daily Free Consumables
Daily free Patch Kits and Shield Charges. Small daily value that compounds across the season into hundreds of credits saved. Upgrade once you have the NuCal rep for them.
06
CyberAcme: Heat Sink.exe — Heat Capacity Increase
More movement actions before overheating. Prevents ability lockout mid-fight. Combat quality-of-life upgrade that applies to every shell equally.

/// PHASE 2 — OPERATIONAL CAPABILITY (LEVEL 8–15)

07
NuCaloric: Self-Revive Unlock — SOLO PLAYERS' MOST IMPORTANT UPGRADE
Allows purchase of Self-Revives from NuCal armory. As a solo player, this is the difference between a dying run and a surviving run. Self-Revives are extremely rare in-run. Having armory access to purchase them before every solo deployment is non-negotiable. Priority: immediately on unlock.
08
Traxus Liaison Contract — Unlock Traxus
Required: hack UESC terminal in Dire Marsh, defeat Commander, scan shipping container. Unlocks weapon and mod access. One-time, carries over.
09
CyberAcme: Expansion (Tier 2) — More Vault Space
Good cost-to-space ratio at Tier 2. Stop here for now. Tier 3+ is poor value. Invest remaining credits elsewhere.
10
CyberAcme: Carrier — Enhanced Backpack Purchase Access
Unlocks Enhanced backpacks for armory purchase. Significantly more carry capacity per run = more loot per extraction. More loot per extraction = more credits. The backpack upgrade compounds every successful run.
11
Traxus: Weapon Unlocks (Bully SMG or Longshot)
Unlock either the Enhanced Bully SMG or the Longshot Sniper Rifle for armory purchase. These are S-tier weapons. Having reliable armory access to one of them changes every run's combat capability floor.
12
MIDA Liaison Contract — Unlock MIDA
Required: defeat UESC combat units, smash glass in buildings. Unlocks grenade and equipment access.

/// PHASE 3 — ENDGAME PREP (LEVEL 15–25)

13
Arachne Liaison Contract — Unlock Arachne
Required: deal damage to enemy Runners, down an enemy Runner. This is the only Liaison contract that requires PvP. Arachne unlocks WSTR Combat Shotgun armory access — S-tier CQB weapon on demand.
14
Sekiguchi Liaison Contract — Unlock SekGen
Required: inject Necrotic Sample in Flight Control, scan shell in Orientation. Unlocks core purchase access for your primary shell.
15
SekGen: Your Shell's Key Cores in Armory
Identify which cores most transform your shell's capability. Prioritize the SekGen upgrades that unlock those specific cores for armory purchase. For Assassin: camo duration cores. For Destroyer: Impact Siphons.
16
NuCaloric: Recovery.exe + Shielded+ — Better Survival Stats
Faster health regen between encounters and Deluxe (blue) shield armory access. The blue shield significantly increases your time-to-kill against most weapons. Worth the investment before running Outpost regularly.
17
CyberAcme: Credit Limit Upgrade — 20,000 Wallet Ceiling
Raise your credit wallet ceiling from ~9,000 to 20,000. Upgrade before you hit the ceiling — excess credits above the limit are lost. At Level 20+ you'll regularly earn 10,000+ credits per session.
18
CyberAcme: Carrier+ — Deluxe Backpack Access
Blue backpacks for armory purchase. Maximum carry capacity without finding one in-run. The final inventory efficiency upgrade before Cryo Archive.
/// MATERIAL TRACKING — ALWAYS TRACK BEFORE RUNNING

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.

/// 15

Build Synergies

/// THE EXTRACTOR — Thief Solo Efficiency

"X-Ray everything. Steal if possible. Grapple away if not."

SHELL
Thief
PRIMARY
Hardline PR
SECONDARY
Bully SMG
EQUIPMENT
Smoke Grenade
SHIELD
Blue/Purple
CORES
Partner in Crime + Case the Joint
HEAD
Nimble Fingers V5
TORSO
Survival Kit V3
LEGS
Distance Runner V4 (Stealth Servos)

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.

/// THE GHOST — Assassin PvP/Solo

"They never heard you. They never saw you. The WSTR made sure of it."

SHELL
Assassin
PRIMARY
WSTR Combat Shotgun
SECONDARY
BR33 Volley Rifle
EQUIPMENT
Smoke Grenade
SHIELD
Purple
CORES
Camo Duration+ / Smoke Efficiency
HEAD
Energy Harvesting V4
TORSO
Knife Fight V3
LEGS
Bionic Leg V4

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.

/// THE SENTINEL — Destroyer PvP/Cryo
SHELL
Destroyer
PRIMARY
M77 AR (flip scope)
SECONDARY
Bully SMG
EQUIPMENT
Bubble Shield
SHIELD
Purple+
CORES
Impact Siphons + Ankle Breaker
HEAD
Augmented Caps V4
TORSO
Survival Kit V3
LEGS
Graceful Landings V4

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.

/// THE BUDGET RUN — Zero Investment, Real Returns

"Learn the map. Not the loadout."

SHELL
Rook (free)
PRIMARY
Free kit weapon
SECONDARY
What you find
EQUIPMENT
Free kit equipment
SHIELD
Free kit shield
GOAL
Learn, loot, extract

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.

/// 16

Ranked Mode & Cryo Archive

/// RANKED MODE

Weekend availability. Beta in Season 1. Runner Level 25 required. Perimeter for first weekend (March 21). All crew sizes matched together.

Queue Types

QUEUEGEAR ANTEHOLOTAG
Low Stakes3,000 creditsBronze minimum
High Stakes10,000 creditsPlatinum minimum

Holotag Scoring System

TIERCOSTSCORE TARGETLOSS PENALTY
Bronze5003,000600
Silver7505,0002,000
Gold1,0007,0004,200
Platinum1,50010,0008,000
Diamond2,00015,00015,000
Pinnacle3,50020,00020,000
KEY RULE

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.

Season 1 Rewards

RANKREWARD
PinnacleEmblem + Gun Style + Title
DiamondGun Style
PlatinumGun Style
GoldDestroyer Shell Style + Title
SilverPlayer 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.

/// CRYO ARCHIVE QUICK REFERENCE

Entry: Level 25 + all 6 factions + 5,000 credit loadout. Weekends only. Designed for 3-player crews.

Wings

Cargo · Control · Index · Steerage · Revival · Biostock · Preservation + Central Hub · Panopticon (deep ship)

Seven Vaults

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.

Security Clearance

Builds during a run through system interactions. Required for doors, supply rooms, and exfils. Build it early — clearance gates all late-run value.

Cryo Contracts (CyberAcme)

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.

Entry Strategy

01
First Run: Rook
Zero gear risk. Learn wing layout, exfil locations, UESC patrol routes. Don't fight anyone. Map knowledge is the asset.
02
Second Run: Free Cryo Sponsored Kit
One-time free blue-tier kit from armory when eligible. Claim it. Use it for learning without risking personal gear.
03
Third Run: First Real Attempt
Bring Vault Keys. Bring Triage if possible. Have a purple shield. Know your exfil route before you enter a vault. Security Clearance first, then loot.
"There are more secrets waiting. You have not seen every locked room, hacked every terminal, or met every presence that is watching from somewhere deep in the ship's Panopticon."
— BUNGIE DEV BLOG, MARCH 19, 2026
/// 17

Solo Runner's Guide

/// THE CORE TRUTH

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.

01
Sound is Your Primary Weapon
Walk everywhere you don't need to run. Crouch to dissipate heat and reduce noise. Pause for 3-5 seconds before entering any room. You can hear: footsteps, looting, healing, weapon swapping, grenade pins, exfil activations. If you can hear them, they can hear you. Wear headphones. This game is audio-first at every level of play.
02
Choose Your Fights — Don't Accept Them
Every fight is a fight you could lose. Before engaging any Runner: do you know where their crew is? Do you have positional advantage? Is your health and shields above theirs? If any answer is "no," consider disengaging. Disengage by moving away, not standing still. Solo means every 3v1 is an automatic loss — the moment you hear multiple sets of footsteps, your new objective is exfil, not combat.
03
Smoke Stops UESC Completely — Use It
Smoke grenade thrown while UESC is chasing you: they immediately disengage. This is one of the most powerful and most underused mechanics at your level. Smoke against AI is essentially a "stop being chased" button. It costs almost nothing. Carry it always. Deploy it whenever you need breathing room to heal, reposition, or simply walk away from an unwanted fight.
04
Always Carry a Self-Revive — Non-Negotiable
As a solo runner there is no teammate to revive you. Without a Self-Revive, getting downed ends your run. With one, it's an interruption. Unlock Self-Revives in the NuCaloric armory. This is your single most impactful upgrade investment for solo play. Run zero solo runs without one once you have the upgrade.
05
Exfil Earlier Than You Think
"One more container" kills more Runners than any other decision. If your backpack is 50% full and your contract is complete, exfil. A half-full backpack extracted successfully is worth infinitely more than a full backpack that gets wiped. Know your exfil spawn locations on entry. Activate early — the 60-second warmup doesn't require you to stand in it. You can continue looting safely while it warms up.
06
Learn One Area of One Map Completely
For the next 10 runs: only rotate through North Relay → Hauler → Overflow on Perimeter. Learn every container location, entry/exit point, UESC patrol, vertical access, and exfil spawn. Once you're consistently extracting from that three-zone rotation, expand. Depth beats breadth at every stage of learning an extraction shooter.
07
Implants Outperform Weapons
A purple weapon with no implants loses to a green weapon with the right implants on an equally skilled player. Implants are always-on passive upgrades that compound across every encounter. Regen V4 + Survival Kit V3 + Distance Runner V4 (Stealth Servos) is a durable foundation for any shell. Upgrade implants before weapons.
08
Know What Each Shell Can Do TO You
Assume Recon has used Echo Pulse and knows you're in the building. Assume Assassin is invisible when you see smoke. Assume Vandal is approaching from a direction you haven't checked. Assume Thief's drone is nearby. Assume Destroyer's Riot Barricade makes a direct push into their position suicidal. Play as if every enemy is using their kit optimally — better prepared when they are, positively surprised when they're not.
09
Faction Priority Order for Solo
1st: CyberAcme — Vault space (Expansion T1), Informant.exe, Heat Sink. 2nd: NuCaloric — Shielded, Restore/Safeguard, Self-Revive unlock. 3rd: Traxus — Weapon/mod access (Bully SMG or Longshot). 4th: MIDA — Anti-Virus Kit access, equipment upgrades. 5th/6th: Arachne + SekGen — based on playstyle (PvP vs. ability optimization).
10
The Path to Cryo Archive from Level 15
Level 25 (+10 levels): Achievable in 20-30 successful extractions. Consistency over greed. All 6 Liaisons: Complete faction intro contracts in parallel with leveling — don't save them for later. 5k loadout: Blue-tier gear reaches 5k around Level 20. Farm Dire Marsh Lockdown or Outpost Pinwheel for blue gear. Use Rook between sessions to rebuild credits. Claim the free Cryo Sponsored Kit immediately when eligible. Use Rook for your first 2-3 Cryo runs to learn layout risk-free.
/// QUICK REFERENCE
ALWAYS BRING

• Self-Revive (1 minimum)
• Smoke grenade
• Anti-Virus Kit
• Patch Kits (3+)
• Shield Charges (2+)
• Ammo for both weapons
• A shield (green minimum)

ALWAYS DO

• 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

NEVER DO

• 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

/// END OF FIELD GUIDE — SEASON 01
"ESCAPE WILL MAKE ME GOD"
— DURANDAL · RAMPANT SINCE 2794 · STILL BROADCASTING · TAU CETI IV ORBIT
TAU CETI IV · 2893 CE · COLONY STATUS: DARK · ANOMALY STATUS: GROWING · RUNNERS: ACTIVE · PANOPTICON: WATCHING