SEASON 2: NIGHTFALL · UPDATED JUNE 2026 · TIERLISTHQ
Night Marsh is Dire Marsh after dark — the same map geography with fundamentally different rules. Season 2: Nightfall introduces this zone as Marathon's second playable environment, accessible alongside the standard daytime Marsh. Everything you know about the map still applies. How you play it changes completely.
Night Marsh reduces visibility significantly across the entire zone. Exterior wayfinding lights are dimmed. Multiple areas feature pitch darkness where unaided navigation becomes dangerous. The darkness is not uniform — some corridors and interior spaces retain partial lighting, creating distinct safe and unsafe movement paths.
Using your flashlight while scoping Prey Tracker (Sentinel's directional scan ability) broadcasts your position to every squad watching. This applies to any shell using Sentinel's Prey Tracker. In Night Marsh: use your flashlight or use Prey Tracker. Never simultaneously. Experienced squads exploit this actively.
New anomaly enemies appear in Night Marsh as the anomaly grows more active after dark. These enemies have not been fully documented by the community as of Week 1 of Season 2. Drop tables and behaviour patterns are being mapped. Check back as data accumulates across the first weeks of Nightfall.
Unknown drop tables. Night Marsh anomaly enemies are newly introduced — expect community documentation to develop over the first few weeks. Do not assume they share drop tables with daytime Marsh enemies.
S TIER Recon — information advantage is amplified by darkness.
S TIER Sentinel — mines are harder to see, kit designed for this environment.
A TIER Assassin — smoke and invisibility gain practical value in low visibility.
A TIER Thief — movement routes harder to track.
B TIER Destroyer / Vandal — aggression is riskier without information advantage.