Marathon Events Guide
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Marathon Events Guide

5 min read12 March 202623722

Marathon Events Guide

So you've been wandering around Marathon, staring at a giant red box like a confused tourist at an airport, wondering why the game isn't just giving you the loot. Cute. This guide exists because apparently "look at the glowing thing and shoot it" isn't enough instruction for most people.

Marathon currently has three maps — Perimeter (the beginner one, bless your heart), Dire Marsh (mid-tier, you'll die a lot), and Outpost (the chaotic fan-favorite). Each map has events that, if you can actually complete them without getting fragged by a more competent team, will reward you with some of the best loot in the game. Including those spicy Marathon Key Cards everyone keeps screaming about on Reddit.

Map Name

Difficulty

Teams

Max Players

Events

Hotspots

Notes

Perimeter

Beginner

5 teams

15 + Rooks

Intercept, Wraith Warden

Holler, Overflow, Station

Vibe: Chaotic beginner lobby energy

Dire Marsh

Intermediate

6 teams

18 + Rooks

Lockdown, Scorch Warden

Algae Ponds, Maintenance, Complex

Spawns: 13 total spawn points

Outpost

Expert Pain

4 teams

12 + Rooks

Convoy, Tox Warden, Pinwheel

Pinwheel (obviously)

Special Note: Pinwheel locked at start

  • Holler (Perimeter)Tight corridors, quest magnet, intercept endpoint. You will not enjoy this place.
  • Overflow (Perimeter)Boss spawns here. Good loot. Every other team is also coming here. Enjoy.
  • Station (Perimeter)Quests, flare rooms, supply drops. A nightmare wrapped in loot.
  • Algae Ponds (Dire Marsh)Boss here. Entire server rotates to this location. Treat it like a hurricane.
  • Maintenance (Dire Marsh)Rod quest sends everyone here. Two spawn points nearby. Fast fights guaranteed.
  • Pinwheel (Outpost)Locked. Everyone fights to get in. Best loot in the game. Obviously contested.

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Event Walkthroughs

Every event, explained in detail. Do these in order. Don't forget to also watch your back while doing them.

The Intercept

Triggered by: "Profit Opportunity Available" Perimeter

You'll hear "profit opportunity available" and think you're about to become rich. You might. Or you'll get domed in the face halfway through. Anyway, here's how it works:

  • Find the panel with three numbers. Memorize them or check your upper-right HUD — the game actually keeps track, unlike your short-term memory.
  • Multiple panels will be highlighted on your map. Hunt down the one with matching numbers and activate it.
  • A key card drops. Pick it up. The objective updates to your next destination.
  • Insert the key card into the terminal at the marked location. Wait. Try not to die during this part.
  • Three UESC dropships spawn. One carries a bright yellow supply crate. Shoot that crate down immediately. It will not wait for you.

If you miss the yellow crate before the dropships leave, you get nothing. Absolutely nothing. The event mocks you and moves on. Don't miss it.

Wraith Warden Boss

Always spawns in: Overflow Perimeter

Red coloring. Gold shield. Goes invisible. Creates decoys of itself. Whoever designed this clearly hates you personally.

  • Spot it by its red coloration and gold shield. You'll know it when you see it — or rather, when it's shooting you.
  • Use the ping system constantly. The Wraith goes invisible and spawns decoys. Ping it to keep track of the real one.
  • Fight from higher ground — second floor of Overflow or the rooftop. Stop fighting bosses at ground level.
  • Bring EMP grenades. They speed up the process significantly. Do not arrive empty-handed.
  • Kill it fast. Every gun sound attracts other teams. Speed is survival.

Station someone on the rooftop as a lookout. Your team is occupied killing a bullet sponge — you need eyes on rotation before another squad flanks you mid-fight.

The Lockdown

Visible as: massive ship covering a POI in a red data wall Dire Marsh

You'll see it immediately — a massive ship covering an entire POI in a red data wall that damages you if you enter unprepared. This event is harder than the Intercept, which makes sense because Dire Marsh has "dire" in the name.

  • Acquire an Anti-Virus Pack before entering. Pro tip: bring Triage and run Shareware.exe to avoid needing the full kit.
  • Once inside, locate the blue beam shooting into the sky. That's your activation box.
  • Find the key card near the box on the ground. Grab it and also grab the override key to disable the data wall effects.
  • Activate the box. Three waves of enemies spawn. Do not celebrate yet — the box stays closed until you defeat the Commander (white enemy, purple shield).
  • Loot the box. The event moves to a second location. Repeat. Then repeat again at a third location.

The loot improves with each stage. Completing all three gives you the best rewards — including a possible Cryo Archive Key Card. Yes, that's worth the suffering.

Scorch Warden Boss

Always spawns in: Algae Ponds Dire Marsh

Algae Ponds. Entire server. All rotating to the same location. The Scorch Warden is the boss fight on Dire Marsh, and absolutely everyone knows it's there. You will fight the boss AND every other team simultaneously, which is Marathon's way of saying "you should have practiced more."

Nine times out of ten, if you're near Algae Ponds, there is already a fight happening. Approach with a plan, not optimism.

Event Walkthroughs
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The Convoy

Starts at: Airfield → travels to Orientation backside Outpost

A big blue box starts at Airfield and slowly makes its way across the map like it's got somewhere to be. It follows the same route every time — you'll see small glowing green boxes along the path marking where it stops.

  • Track the blue box from Airfield. It will periodically stop at glowing green markers along its route.
  • When it stops, it opens and reveals four small yellow targets — one on each side.
  • Shoot all four targets. This box is a bullet sponge. Bring ammo. Bring patience. Bring more ammo.
  • Destroy it before it reaches its final destination. If a UESC dropship takes it away, you get nothing.

This follows the same route every single match, so you can pre-position. Predictability is the only thing working in your favor here.

Tox Warden Boss

Spawns in: back of Dormitories Outpost

The Tox Warden lives in the back of Dormitories. You'll know it's home if you see toxic spores filling the room, or yellow bars across the doors. This applies to all bosses on all maps, by the way — yellow bars on buildings mean a boss is inside, waiting to ruin your day.

Every boss on every map will have yellow bars visible on their building entrances. Use this to identify boss locations from a distance before walking into something lethal.

Pinwheel — The Grand Prize

Not technically an event, but certainly an experience Outpost

Pinwheel is locked at match start. Everyone on Outpost wants in. The quickest method isn't through the key card doors — those spawn enemy waves and alert the entire map. Use the destroyed wing instead. You're welcome.

  • Head to the Destroyed Wing in front of Orientation. Four white targets appear at random set locations: inside the entrance, beneath it, or on its left and right sides.
  • Shoot all four targets. You can use Thief's Drone to destroy them remotely from safety. Highly recommended.
  • Before entering, grab two Master Key Cards (red ones) from the tops of: Flight Control building, Dormitories, or Processing. Pick any two of three.
  • Also grab one Orange Key Card — found in small lock boxes across POIs, or dropped randomly by Commanders.
  • Use the two red + one orange key cards on the strong box room in Pinwheel's center for the best loot in the game.
  • Activate panels in both Destroyed Wing and Drone Wing to unlock Command Wing. A purple-shielded Commander awaits, along with a guaranteed purple sellable worth 4,000.

The key card door entry method (through Flight Control or Dormitories) spawns enemy waves before you can enter and notifies every team on the map. Don't do it. Destroyed wing is the play.

Marathon Key Card Locations

There are 7 Marathon Key Cards. Six are known. The seventh is theorized to drop inside Cryo Archive itself, which means you'll need the other six to find out. Good luck with that. These cards open the Cryo Archive — the location everyone is saving their keys for. Data below is sourced from community tracking, not guaranteed gospel.

Key Card

Rarity

Primary Drop Source

Map

Confirmed?

CO1

Purple

UEC Convoy Event, Intercept Event, Pinwheel Strong Box

Outpost / Perimeter

✓ Confirmed (x2 Pinwheel)

CO2

Purple

Lockdown Event

Dire Marsh

✓ Confirmed

CO3

Yellow

Wraith Warden Boss

Perimeter

Community report

CO4

Yellow

Scorch Warden Boss

Dire Marsh

✓ Confirmed

55

Yellow

Tox Warden Boss

Outpost

Community report

CO6

Red

Lockdown Event (also reported: Wraith Warden)

Dire Marsh / Perimeter

Partially confirmed

CO7

Red ???

Unknown — theorized: inside Cryo Archive

Unknown

Unconfirmed

There's likely a chance to get any key card from any event — the above just reflects the highest-probability drop sources. The exact loot table isn't public. Treat it as guidance, not scripture.

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Marathon Events Guide FAQ

Why does a massive red wall keep damaging me on Dire Marsh?

That's the Lockdown event. You need an Anti-Virus Pack to enter safely. Walking in without one is a choice, just not a good one.

What's the fastest way into Pinwheel on Outpost?

Destroyed Wing entrance. Shoot four white targets, go in. Using key card doors alerts every team and spawns enemies — skip it entirely.

I missed the yellow crate during the Intercept. Is there a way to recover it?

No. The crate leaves permanently if you don't shoot it down in time. The game does not offer second chances. Neither do we.

How do I know if a boss is inside a building?

Yellow bars across the building's entrance doors indicate a boss inside. Toxic spores also signal the Tox Warden specifically on Outpost.

Are the Marathon Key Card drop locations guaranteed or just the highest probability?

Community-tracked, not officially confirmed. Drop sources appear consistent, but any event may have a chance at any key card. Treat it as probability, not certainty.

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