You've woken up in a biomata Runner Shell: essentially a rented robot body: on a planet that managed to catastrophically fail at being a colony. The UESC (United Earth Space Council, your primary bullet sponge) has flooded the ruins with combat drones and humanoid robots. Six megacorporations are very interested in the wreckage. None of them are interested in your survival specifically, but they'll tolerate you as long as you keep completing their to-do lists.
Those to-do lists are called contracts. They are obtained through faction agents: mysterious representatives of each corporation who somehow have time to assign you quests from what appears to be a corporate org chart drawn in crayon. Completing contracts earns you faction reputation, credits, and assorted loot: which you will desperately need the next time you sprint into a firefight you could have avoided.
PRO TIP: Unlike most of your gear, faction progress does not reset between seasons. So unlike your dignity after dying to the same UESC patrol three times, your reputation is permanent. Invest wisely.
There are two flavors of contracts: Priority Contracts, which gate your entire story and faction progression behind them, and Standard Contracts, which are the game's way of asking you to do something dangerous for a modest amount of reputation points. Both reward you with loot, and both will send you directly into situations where other players will also be trying to claim that loot. Welcome to the extraction shooter experience.
Priority Contracts are the narrative spine of Marathon's progression system. They don't just reward you with loot: they unlock your ability to access other factions entirely. Think of them as mandatory corporate onboarding. Technically voluntary. Functionally compulsory.
The first two you'll encounter are the Welcome to Tau Ceti contracts for CyberAcme. Completing both of these opens the floodgates for a wave of Liaison Contracts: one for each of the five other factions. Every Liaison Contract is prefixed with "Introducing:" and serves as a faction job interview you cannot decline.
Priority Contracts are not just "better bounties." Skipping them means you cannot push faction ranks further. Repeating Standard jobs will earn you reputation at a glacial pace, but it won't substitute for Priority progression. Do the Priority Contracts. That's not a suggestion.
Liaison Contracts are a special sub-category of Priority Contracts that serve one purpose: unlocking a new faction. Each one involves doing something thematically appropriate for that faction: sabotaging UESC comms for MIDA, injecting a suspicious Necrotic Sample for Sekiguchi, or getting shot at for the enjoyment of Arachne. Once completed, the faction opens its doors and you can start accumulating reputation with them.
Standard Contracts are the workhorse content. Tasks like delivering Salvage to DCON, using your Prime ability a certain number of times, or defeating a quota of UESC enemies. They repeat. They respawn. They are the gaming equivalent of corporate email. Do them anyway: consistent completion is how you push reputation caps between Priority milestones.
Six factions operate on Tau Ceti IV, each with its own agenda, its own contract style, and its own unique way of making your runs more interesting or significantly more fatal. You start with CyberAcme unlocked. The rest require completing Liaison Contracts: because the corporations of the future still gatekeep their vendor loot behind bureaucratic onboarding.
|
Faction |
Agent |
Focus |
Key Rewards |
Unlock |
|
CyberAcme |
ONI |
Heat · Vault · Looting |
Ammo, Backpacks, Torso Implants |
DEFAULT |
|
NuCaloric |
GAIUS |
Shields · Agility · Scouting |
Patch Kits, Shield Chargers, Implants |
Introducing: NuCaloric |
|
Traxus |
UNNAMED |
Loot · Salvage · Guns |
Weapon Chip Mods, Sniper Rifles, Traxus Salvage |
Introducing: Traxus |
|
MIDA |
GANTRY |
Sabotage · Explosives · Chaos |
Equipment, Leg Implants, Grenades, MIDA Salvage |
Introducing: MIDA |
|
Arachne |
CHARTER |
PvP · Melee · Kill Streaks |
LMGs, Shotguns, Railgun, Weapon Mods |
Introducing: Arachne |
|
Sekiguchi |
NONA |
Shell Biology · Abilities · Cores |
Cores, Implants, Ability Cooldown Upgrades |
Introducing: Sekiguchi |
RECOMMENDED ORDER: Start CyberAcme → push NuCaloric for shields (survival = everything at low TTK) → then Sekiguchi for ability cooldowns on your Shell → Arachne for melee/weapons → Traxus or MIDA based on your playstyle. Faction upgrades don't reset seasonally, so patience has genuine compound value.
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Welcome to Tau Ceti [1/2]Priority
Your corporate onboarding document. Head to Perimeter: the game's training wheels zone: shoot some robots, scan a tower. Rewards 180 faction reputation. Do not skip this. Every faction unlock chains from here. Treat it as the handshake you can't not shake.
Welcome to Tau Ceti [2/2]Priority
Still in Perimeter. Find North or South Relay: the major contested POIs on the map's edges: and sabotage a comms antenna to unblock faster-than-light communications with Sol. You're performing IT support for an interstellar corporation. 90 reputation. Completing this alongside Part 1 unlocks all Liaison Contracts simultaneously.
Introducing: TraxusLiaison
Your introduction to Dire Marsh: the game's action-focused swamp nightmare zone. Hack a terminal, the UESC sends a Commander to kill you, kill the Commander instead, take their manifest, then race to scan a shipping container before a drone carries it away. Time pressure, elite enemy, race mechanic: all in one contract. 270 reputation. Traxus respects efficiency.
Introducing: MIDALiaison
The anarchist faction's job interview is: shoot robots and break windows across the entire planet. Rewards include 2 Deluxe Chem Grenades, 2 Deluxe EMP Grenades, 2 Enhanced Flechette Grenades, 2 Enhanced Grenades, 3 Unstable Lead, and 1,000 Credits. This is the most on-brand corporate onboarding in human history. MIDA wants you to cause property damage. You will comply. 180 reputation.
Introducing: SekiguchiLiaison
Inject a biohazardous sample into a UESC facility, then scan the body that just injected it. This is Sekiguchi Genetics' idea of a welcome packet. Takes place in Outpost: the smallest, most vertical, most UESC-saturated map in the game. Worth the trip: unlocking Sekiguchi opens Shell ability cooldown upgrades that fundamentally change how your runs feel.
Prime TimeStandard
Use your Shell's ultimate ability. Kill five enemies. The "++" notation means Runners count double: so hunting other players is the efficient path. CyberAcme politely reminds you that murdering your colleagues is an approved contract completion strategy.
Deconstructed IStandard
Collect Salvage and deposit it at a DCON (Deconstruction Node): an unmarked crate on the map that extracts materials without requiring you to physically exfil. Eight pieces in a single run. DCON transmats your materials automatically; check the map for their icons. This is the standard extraction loop distilled to its purest form. Loot. Deposit. Repeat.

Marathon refers to its maps as zones, because calling them maps would be too honest about the fact that you're about to wander into a contested area and get shot. Three zones are available at launch; a fourth: Cryo Archive: arrives in Season 1 as a raid-like endgame event aboard the UESC Marathon vessel itself, which has been orbiting the planet this whole time judging you.
Colony outskirts. Flat terrain, long sightlines, spread-out POIs. Five squads max. The gentlest introduction to dying. Key POIs: North Relay, South Relay, Hauler, Overflow, Station. Most CyberAcme and NuCaloric contracts start here. TADs spawn throughout and reveal nearby enemies when activated.
Former farming sector, now ground zero of the Anomaly: a suspended field of floating rocks and storage containers with zero explanation. Six squads. Underground tunnels connect buildings, guaranteeing surprise encounters. This is where Traxus sends you. Action-focused, visibility-compromised, constantly dangerous.
A functioning UESC base with scan drones, tripwires, and weather hazards. Smallest map, maximum verticality. Built around The Pinwheel: a corkscrew building described by Bungie as a "clusterf*ck when you're fighting." Best loot in the game. Nowhere to hide. You will be heard. Sekiguchi sends you here for your first contract.
MAP PROGRESSION LOGIC Perimeter → Dire Marsh → Outpost mirrors faction difficulty. Unlock CyberAcme/NuCaloric on Perimeter, push Traxus/MIDA in Dire Marsh, complete Sekiguchi/Arachne in Outpost. The zones escalate in UESC density, squad count, and loot quality simultaneously.
TADs are scattered across all maps and, when activated, reveal nearby enemies on your minimap. They also contribute to CyberAcme reputation. Find them. Activate them. Know what's about to shoot you before it shoots you. This is the highest-ROI action available in low-intensity map exploration, and it costs you nothing but the time to walk to a box.
DCON terminals are unmarked crates on each map that allow you to deposit contract materials without exfiling. Drag the required item into the DCON inventory and the delivery registers automatically. Critical for any contract requiring material delivery: you don't have to survive to the extract point for these objectives. The game is being kind. It won't last.
Heat is your stamina gauge. Spent on movement abilities and Shell skills. Overheating limits your options and can result in rapid death. CyberAcme's upgrade tree directly addresses Heat Capacity and Heat Sink mechanics: another reason to invest in them first. Managing Heat is the difference between a Runner and a cooling corpse.
Successfully exfiling: reaching an extraction point and leaving the zone alive: confirms your contract progress, salvage, and credits. Dying without exfiling means you lose your gear. The game has no sympathy. The factions have no sympathy. DCON helps you lock in material deliveries mid-run, but for everything else: get out alive or start over. Fun!
Beyond completing contracts, most factions also reward reputation for: successful exfils, activating TADs, looting faction-specific valuables, participating in Intercept events, and completing secured resource objectives. Crewmates share reputation when objectives resolve: even if they don't have the same contract active. Team play has mechanical incentives. Use them.
You can absolutely just loot things. You'll fall behind on faction reputation, miss vendor unlocks, never access better gear tiers, and watch other players run around with superior implants and weapon mods. But technically: no, contracts are not mandatory. They just make everything else in the game dramatically easier. So yes, do them.
CyberAcme first: mandatory, since it unlocks everything else. Then NuCaloric for shields and healing, because Marathon's time-to-kill is brutally low and survivability changes the math on every run. After that, prioritize the faction that matches your playstyle: Traxus for loot/guns, Arachne for PvP, MIDA for chaos, Sekiguchi for ability-focused builds. Sekiguchi gates high-tier stuff behind specific biological materials, so pace yourself there.
No. Unlike your Vault contents and gear, faction rank progress is permanent across seasons. This makes early investment in the right faction trees one of the highest-value decisions in the game. Build deliberately. The season resets around you; your faction standing does not.
Most contract objectives that require a "single run" completion are voided if you die or exfil before finishing all objectives in that run. However, many standard objectives (like material deliveries via DCON) register mid-run and don't require you to survive. Check which category your contract falls into before deciding how recklessly to pursue the objectives.
Contracts are completable solo, but several objectives: particularly in Outpost and Dire Marsh: are significantly more dangerous alone. Notably, crewmates benefit from your contract completions even if they don't have the same contract active (shared reputation when objectives resolve). If you're playing with a squad, communicate your active contracts. Everyone gets something for the price of one person doing the work.
Yes. Consistently described across all available sources as a death cult focused on the "thermodynamics of violence." Their agent Charter would very much like you to kill your fellow Runners. Their faction bonuses include melee damage, faster revive speed, and health-on-knife-kill. This is the official lore. Bungie made this faction for people who were going to do PvP anyway and wanted to get paid for it.
Cryo Archive is the fourth map: set aboard the UESC Marathon spaceship itself, which has been orbiting Tau Ceti IV the entire game. It launches in Season 1 as a raid-like endgame activity. High enemy density, high risk, high reward. The seventh vault inside is reportedly guarded by an entity the UESC itself fears. Probably fine.
MIDA is an anti-establishment anarchist movement from Mars that views the UESC and corporate colonialism as oppressive systems. Smashing glass in UESC buildings is ideologically consistent with their mission statement. The fact that it's also a contract objective worth 180 reputation and a pile of grenades is simply efficient synergy between personal conviction and professional development.