Marathon: All DCON Locations and How to Use Them Efficiently

FinalBoss·6/1/2026·9 min read
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DCONs became important in Marathon the moment contracts started asking you to finish objectives during a run instead of simply extracting with the right loot. The key thing to understand is that a Marathon DCON is not a stash box and not a safe place to park items. It is an in-raid delivery terminal. You open it, transfer the required contract item into the terminal, and that item is consumed immediately. If you are searching for Marathon DCON locations because the map icon did not show up, that is a real problem some players have run into, so memorizing the terminal spots matters more than it should.

The short version: if your contract says to deliver through a DCON, you must physically reach one during the raid, open its inventory, move the required item over, and let the transfer finish. Only then does the turn-in count. If you get eliminated before completion, you can lose the item and the progress. That makes route planning just as important as gun skill.

What a DCON actually does in Marathon

A DCON exists to complete specific contract deliveries on the spot. The reward is the contract progress and whatever payout that contract lists in its panel. What you do not get is the item back. Once you transfer it, it is gone from your inventory and it does not return to your vault after the raid.

That sounds obvious, but it changes how you should value loot. If you are holding a contract item that must go into a DCON, you should think of it as an objective item, not as cargo you can safely extract with later. In practical terms, the best play is usually to hit the nearest low-risk DCON once you have the item instead of carrying it through two more fights and hoping the run stays clean.

  • DCONs only matter for contracts that specifically require in-raid delivery.
  • You must open the terminal and transfer the item into it.
  • The delivery counts after the transfer completes, not when you arrive.
  • The item is consumed and will not come back to your vault.
  • If the DCON map marker bugs out, location memory becomes your backup plan.

How to use DCON without wasting a run

The safest way to use a DCON is to treat it like a small extraction event. Clear the immediate area first, because opening a terminal inventory is one of the easiest ways to get jumped. Then use a simple sequence: reach DCON → open inventory → transfer required item → wait for confirmation → move immediately. Do not stand there organizing your whole bag afterward.

If you are running with teammates, one player should work the terminal while another holds the angle that covers the most obvious push route. If you are solo, approach from the side that gives you the fastest disengage path after the transfer. That matters more than shaving a few seconds off the route to the terminal itself.

Screenshot from Marathon Recompiled
Screenshot from Marathon Recompiled

Common mistakes that ruin DCON turn-ins

  • Assuming the DCON marker will always appear on the map.
  • Waiting until the end of the raid to deliver, when your route is already crowded and your inventory is full.
  • Opening the terminal before checking rooftops, corners, or approach lanes.
  • Bringing the wrong item because two contract objects have similar names.
  • Starting the transfer and then getting eliminated before it finishes.
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All Marathon DCON locations on Perimeter

Perimeter is the cleanest map to learn because the core pattern is consistent even when guide descriptions use slightly different landmark wording. There are four DCONs here, and all of them sit on outer lanes, rooftops, cliffs, or edge structures rather than deep inside the busiest central spaces.

  • North Relay: In the northwest corner on or near a small isolated building. Some descriptions call it a shelter roof northwest of North Relay, but the practical takeaway is the same: head for the outer northwest edge, not the middle of the POI.
  • Station: On a rooftop near the rock-wall or cliff side of Station. Current descriptions vary on whether you should think of it as the northern walkway side or the northeast edge, so scan high ground near the cliff-facing side of the area.
  • Overflow: On the western side near the cliffs, reached along an outer approach that can include a bridge connection away from the main structure. If you are too deep in central buildings, you have probably gone too far.
  • South Relay: Far to the south in a dead-end style approach, past the South Relay area and near the outer southern route. It is exposed, so do not walk in without checking long sightlines first.

On Perimeter, the best DCON habit is to rotate along the map edge instead of cutting through the middle to save time. The edge route is usually more readable, and DCONs on this map reward players who already think in terms of perimeter movement rather than pure shortest-path movement.

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All Marathon DCON locations on Dire Marsh

Dire Marsh is the messiest map for DCON callouts right now because published descriptions disagree more here than on the other maps. The reliable part is the general area of each terminal. Think in terms of adjacent landmarks and terrain, not perfect label matching.

  • Greenhouse: Near the Greenhouse sector, with some descriptions placing it around Bunker-5 on the northwest side and others placing it on the side of the building north of Greenhouse. If you are in that northwestern Greenhouse/Bunker cluster, you are in the right neighborhood.
  • Quarantine: On the western side of the map near Quarantine. One description ties it to Bunker-3 on the west edge, while another places it in the marsh south of Quarantine. The common thread is western marsh terrain rather than an interior room.
  • Complex / AI Uplink-side DCON: East of AI Uplink near the road out of Complex, or described from the other direction as south of Complex and east of AI Uplink. This is the Dire Marsh terminal most likely to confuse players because the naming shifts, but it is basically the Complex-side road approach terminal.

If you need a practical rule for Dire Marsh, use terrain first. Look for roads, bunker outskirts, marsh edges, and external approach points. If you are combing every room inside a major structure, you are usually searching too deep.

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All Marathon DCON locations on Outpost

Outpost is easier to parse than Dire Marsh because both current location sets line up closely. There are three DCONs, and all of them sit in very readable industrial spaces: a hangar or warehouse, a building gap between POIs, and a dock or container lane.

Cover art for Marathon Recompiled
Cover art for Marathon Recompiled
  • Airfield: In the western hangar or warehouse area on the ground floor. One of the clearest visual cues is the structure with a hole in the ceiling, so if you know that hangar you can usually find this DCON quickly.
  • Orientation: On ground level between Orientation and Dormitories, generally in the northeast corner area near the long white building. This is the easiest one to overshoot if you sprint straight through without checking the gap between the two named zones.
  • Processing: In the dock or container section south of the main building, near the loading bay and shipping containers. Think low ground, industrial cover, and container lines rather than rooftop access.

Outpost rewards clean pathing. If your contract route takes you through Airfield or Processing, plan the DCON stop as part of the same loop instead of doubling back. The map is structured well enough that backtracking usually creates more risk than it saves.

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Are DCON deliveries worth it?

Usually yes, but only when you judge them as contract objectives instead of automatic turn-ins. A DCON delivery is worth doing when the contract payout is meaningful, the required item is not more valuable for some other use, and the terminal is reasonably close to your current route. It is less attractive when the item eats scarce bag space and the nearest DCON forces you into a predictable fight.

  • Good time to deliver: you already have the item, the terminal is on your rotation, and finishing the contract unlocks the next step or payout.
  • Bad time to deliver: the area is hot, your squad is split, or the item is so costly that forcing the turn-in feels worse than resetting for a cleaner run.

The best way to remember Marathon DCON locations

Do not memorize them as isolated dots. Memorize them as route anchors. On Perimeter, think outer-edge rooftops and cliff lanes. On Dire Marsh, think bunker outskirts, marsh edges, and the road near Complex and AI Uplink. On Outpost, think hangar, building gap, and dock containers. That mental model survives minor naming differences much better than trying to recite every POI label exactly.

The decisive recommendation is simple: learn one safe DCON circuit per map and treat every required item as something you should deliver early, not carry greedily. The marker can bug, landmark wording can vary, and fights can interrupt the transfer. But once you know the ten terminal areas across Perimeter, Dire Marsh, and Outpost, DCON contracts stop feeling random and start feeling like route discipline.

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FinalBoss
Published 6/1/2026
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