NIGHT MARSH
Night Marsh is Marathon's Season 2 survival-horror variant of Dire Marsh on Tau Ceti IV, transforming the daytime swamp into a tense, methodical, pitch-black environment. It shares Dire Marsh's core POIs and layout but adds night-specific systems and deadlier encounters. Rotates with daytime Dire Marsh (roughly every 90 minutes).
BOSS
The main night boss of Night Marsh, fought in the Upper Complex. Carries a gold shield and uses railgun attacks alongside waves of enemies; the encounter is triggered after activating it with the Observation Labs Key on the upper floors. Defeating it grants access to a prestige loot room.
ZONES (12)
The star of Night Marsh and its primary endgame objective: the upper floors of the Complex building, accessible only at night via an Observation Labs Key plus certs. Contains puzzle rooms, enemy waves, the Frost Warden boss, and multiple secret/prestige loot rooms.
Data and uplink infrastructure with hackable terminals useful for intel, keys, and events.
A swampy underpass-and-ponds area that serves as the Scorch Warden boss chokepoint, with surrounding loot.
A distortion-field area that spawns or moves dynamically; the site of the Anomaly credit event.
A specialized lab area gated behind a Tank Key (or similar) with high-value rare implants and gear.
Waterway paths used for rotations, with scattered crates along the banks.
A multi-level research/complex structure with contested interior and security areas. Daytime access is standard, with no night-specific upper-complex puzzles or boss.
Research-focused structure with plant hazards and strong mid-high loot; good for NuCaloric-related contracts.
A road/path crossing with minor caches; good for ambushes.
Industrial maintenance buildings with tunnel access and locked sections; a utility connector with mechanical salvage.
The map's best overall loot and a major contested central facility; a large secured building heavily fought over and often targeted for contracts.
Outer entry/exit points with lighter traffic; good for quick grabs and safer rotations.
EVENTS
A profit/credit event at a blue distortion field: collect an Anomalous Matter Sample (warps your screen), carry it while the map reveals your position and rifts spawn behind you, then deliver to a Purification Station for protect-the-box waves. Rewards a Temporal Artifact (~2,000 credits solo / ~6,000 trio).
The night-exclusive Warden event in the Upper Complex: red chests and enemy waves culminating in the Frost Warden, rewarding access to prestige loot rooms (guaranteed high-tier). Additional secret rooms open via red-button puzzles shot in ascending order with Darksight.
GAME MODES
The core Marathon mode: multiple crews infil with custom loadouts, complete contracts/objectives, fight UESC enemies and other Runners, manage heat/stamina, and extract with their gear via multiple exfils. Full PvPvE risk/reward; squad size varies by map.
An experimental PvP-lite queue on Night Marsh that forces a premade Sponsored Kit (no custom loadouts), creating a level, PvE-first looting and survival-horror experience. One crew starts alone with a long PvE grace period; solo scavenger Rooks backfill individually after a few minutes. An 18-minute timer ends in a single final exfil. Low personal risk (the kit is free), high potential for Night Marsh exclusives.
