Official Lockheed Martin QUEST® Competition Rules

Code Quest® and Lockheed Martin CYBERQUEST®

Last Updated September 2, 2026

Table of Contents

General Rules

  • Participation Requirements
  • Team Eligibility
  • Registration
  • Team Name Requirements
  • Waitlists
  • Coaches
  • Attending In-Person Events

Code Quest®

  • Overview
  • Technical Information
  • Competition Rules / Guidelines
  • Scoring

Lockheed Martin CYBERQUEST®

  • Overview
  • Technical Information
  • What to Expect

General Rules - Participation Requirements

  • Lockheed Martin Quest is open to students of high school age (grades 9-12). Specifically:
    • Students ages 13 & under may not participate.
    • Students ages 19 & older may be permitted on a case-by-case basis if a high school student.
  • Each team consists of 2-3 students for Code Quest® and 3-5 students for Lockheed Martin CYBERQUEST®, plus one coach.
  • Some Code Quest® locations may permit participation of middle school teams (grades 6-8); at these locations, the minimum age noted above is waived, however Lockheed Martin must receive verifiable consent from a parent or legal guardian before a coach can complete registration for any students under age 13. For more information, please see our Parental Consent Process.

General Rules - Team Eligibility

  • Team members must be from the same school or registered STEM program and represent that group.
  • Recognized STEM programs may form teams, including students from different schools if their schools cannot form teams.
  • Teams that are disqualified from a competition are removed from official rankings for that competition and will not receive participant badges or certificates, but will still be able to participate in other activities during that event (e.g. facility tours, etc.). However, members of teams may become ineligible to apply for Quest-sponsored internships or apprenticeships with Lockheed Martin, and may be unable to participate in further Quest competitions held that year.

General Rules - Registration

  • Space is limited for both virtual and in-person events. Registration will be on a first-come, first-served basis.
  • Coaches exclusively hold the responsibility for creating registration profiles and registering teams; students are not permitted to perform these tasks. This ensures coach awareness and an accurate registration process, contributing to a streamlined competition experience.
  • Registration will remain open at each contest site until that contest site reaches capacity or the scheduled registration end date is reached.
  • Teams should be affiliated with and represent the high school under which they are registering. Before registering as a school team, please make sure you have permission from your school to participate under the school's name. If you do not have permission, you may be able to register instead as an unaffiliated STEM club.
  • Important: Coaches that are attending in-person cannot attend the virtual competition. There will be activities that coaches will participate in during the competition period and no cell phones are allowed at the in-person events.
  • Schools may not register for multiple virtual events for the same competition.
  • Alternate students may only attend if they are replacing registered students on that team. Similarly, alternate coaches may only attend if they are replacing the primary coach or if school policies require an additional chaperone. In either case, please contact the competition site's registration lead as soon as possible to inform them that an alternate needs to attend.

General Rules - Team Name Requirements

Have fun and be creative, but please keep team names appropriate for a school and workplace environment. Team names may not include any of the following:

  • Profanity, vulgar language, or inappropriate abbreviations
  • Sexual, violent, or drug-related references
  • References to race, ethnicity, religion, disability, or any other protected characteristic
  • Hate speech, discriminatory language, or offensive stereotypes
  • Harassment, bullying, or references targeting an individual or group
  • References to illegal activities
  • Impersonation of a team, school, company, or organization
  • Content that could reasonably be considered inappropriate by students, parents, teachers, or volunteers

Additionally, for technical reasons, certain special characters may not be permitted within team names.

Lockheed Martin Quest reserves the right to reject or require changes to any team name that does not meet these guidelines. When in doubt, choose another name.

General Rules - Waitlist

  • Up to four (4) teams per school may register for in-person events (subject to site limitations; some sites may have lower limits). Up to four teams per school are allowed at the virtual event.
  • Additional teams may be registered but may be added to a site's waitlist. Teams may be automatically placed on a waitlist when a site reaches capacity.
  • Waitlisted teams are not actively registered and may not attend the event unless and until moved off of the waitlist.
  • Teams on the waitlist may be moved off as space becomes available, subject to the limitations set above and the discretion of the site.

General Rules - Coaches

  • Coaches must be adults (18 years or older).
  • Teams representing a school should be coached by a teacher or school employee and must register using a school email address.
  • If the coach is not a teacher or school employee (for example, a parent or STEM program leader), the team must register as a STEM program or homeschool rather than representing the school.
  • LM Employees can be coaches for teams, but will be forbidden to participate in challenge development and may not provide internal information to teams.
  • No technical knowledge is required for coaches.
  • Only one coach per team is allowed. A second coach may be allowed if specifically required by school policies; if this applies, please contact your site's registration lead as soon as possible to make arrangements.
  • COACHES MUST ATTEND THE EVENT.

General Rules - Attending In-Person Events

  • Breakfast and lunch will be provided, but we regret that we may be unable to accommodate food allergies and other dietary needs. Attendees with limitations are encouraged to bring their own breakfast and lunch.
  • Family members, and other spectators, and unregistered participants cannot be accommodated.
  • Attendance at in-person events is contingent on all participants for a team (coaches and students) submitting signed legal documents prior to the event. Generally, this includes liability and photo waivers, but the specific list of documents may vary by location; see the document list for more details. All documents must be signed by hand in blue or black ink; electronically signed documents will be rejected and must be re-submitted. Documents for a child under age 18 must be signed by a parent or legal guardian.
  • Lockheed Martin is a national defense contractor and is required to review and approve all visitors to Lockheed Martin locations. As part of this process, additional information may be required to complete registrations for persons who are not citizens of the country where the event is being hosted; see our Privacy Policy for more details. While we will make every effort to ensure that all members of a team are able to attend, security procedures vary from site to site and it is possible that not all members of a team may be approved through our Security office. If this occurs, we will communicate this to the registered coach as soon as possible, and may be able to accomodate the team at a virtual location.
  • UNDER NO CIRCUMSTANCES may ANY cell phones, smart watches/glasses/other wearables, broadband network cards/adapters, recording devices, or removable storage devices be allowed inside Lockheed Martin facilities. All such devices MUST be left in vehicles. We will provide a phone number that family and friends can reach in case of emergency. If a person is found in possession of any such device, the device may be confiscated by Lockheed Martin security, their team may be subject to immediate disqualification, and/or they may be asked to leave the premises.
  • Rules may vary by site depending on security and capacity limitations. Please review the Site List for site-specific details. Major points will also be communicated in status update emails from this website.

Code Quest® - Overview

Each year, Lockheed Martin hosts Code Quest®, an annual computer programming competition where teams of two to three high school students work together to solve problems by using JAVA, Python, C#, and/or C++ programming to complete the "quest". The problem set consists of 20 to 30 challenging problems created by Lockheed Martin engineers and computer programmers.

Generic Schedules

U.S. In-Person Code Quest® Events (Local Time)

7:00 A.M.
Team Registration, Set-up Work Stations and Light Breakfast
9:00 A.M.
Welcome - Introduction, Videos and Kick-off
9:30 A.M.
Competition Begins
Coaches Corner - Program of activities and presentations for the coaches during the competition
12:00 P.M.
Competition Ends, Lunch Begins.
12:30 P.M.
Lockheed Martin Facility Tour or Other Activities
1:30 P.M.
Awards
2:00 P.M.
Departure

U.S. Virtual Code Quest® Events

There are three separate U.S. Virtual Code Quest® events, aligned to the Central, Mountain, and Pacific time zones (observing U.S. Daylight Savings Time). Each of these events will follow the schedule below for its designated time zone. Teams need not register for the time zone in which they reside.
8:30-9:30 A.M.
Students Verify/Resolve Access to Competition Systems
Registration Check-In
9:30-10:00 A.M.
Event Kick-Off
10:00-10:30 A.M.
Breakout Room Transition & Break
Coaches Corner - Program of activities and presentations for the coaches during the competition
10:30 A.M. - 1:00 P.M.
Competition Begins for Students
Coaches Corner Continues
1:00-1:15 P.M.
Competition Ends, Break
Competition Standings Tallied
1:15-1:30 P.M.
Wrap-Up & Awards Ceremony
1:30 P.M.
Event Ends

Mielec, Poland Code Quest® Event (Local Time)

10:00
Registration, photos, and refreshments
11:00
Event kick-off / opening ceremonies
11:30
Competition Begins for Students
Coaches Corner - Program of activities and presentations for the coaches during the competition
14:00
Lunch & Surveys
14:30
Competition wrap-up
15:00
Award Ceremony & Photos
15:30
Event Conclusion

Ampthill and Havant UK Code Quest® Event (Local Time)

8:30
Team Registration, Set-Up Work Stations, and Light Breakfast
9:30
Welcome - Introduction, Videos and Kick-off
10:00
Competition Begins
Coaches Corner - Program of activities and presentations for the coaches during the competition
12:30
Competition Ends, Lunch Begins
13:30
Awards Ceremony
14:00
Departure

Australia/Singapore (APAC) Virtual Code Quest® Event (AEDT)

10:30
Team Registration & Set-Up Work Stations
11:15
Welcome - Introductions by Executive Sponsor, Videos, and Kick-Off
12:00
Competition Begins
Coaches Corner - Program of activities and presentations for the coaches during the competition
14:30
Competition Ends
15:00
Awards Ceremony
15:30
Event Conclusion and Departure

Please note that all rules and schedules are subject to change at any time without notice. Please refer to this page frequently for the latest updates.

For specific event dates, please see our Site List, as dates may vary by location.

We look forward to your participation this year. If you have any questions or concerns, please contact us by email using the contact form below.

Code Quest® - Technical Information

  • For in-person events:
    • Due to space limitations, laptop allowances differ by site. Teams may bring either one (1) laptop per team or one (1) per team member, as specified by the host site. Teams may bring one mouse, monitor, and keyboard per laptop. Desktop computers typically cannot be accommodated. Some sites may impose restrictions on specific laptop brands for security reasons. Refer to individual site rules for specific allowances.
    • Very large monitors are discouraged due to space limitations and power consumption issues. See site-specific rules for more details.
    • Computers must be capable of connecting to an 802.11x wireless network. If using a school-issued computer, verify that it is able to connect to unrecognized networks prior to attending the event.
  • For virtual events:
    • Each student may utilize their own computer.
  • Teams may not use virtual machines or streaming services such as TeamPlayer, Discord, Twitch, etc. Doing so is grounds for immediate disqualification.
  • Supported programming languages include:
    • Java OpenJDK 21.0.9
    • Python 3.11.11
    • C# 14.0 / dotnet 10.0.101
    • C++ 17 / g++ 14.2.0
  • For each of the supported languages listed above, only libraries provided with a basic installation are supported. Third-party libraries or non-standard extensions to languages are not installed on our judging system, and their use will result in compilation or run-time errors.
  • Students may work in the IDE of their choice, including online IDEs. AI-powered features within these IDEs should not be used, and should be disabled if possible.
  • Students may not use any pre-written code. Students may bring textbooks and an unlimited number of pages of notes (either handwritten or typed and printed) that contain code snippets and algorithms; such code may then be manually re-typed during the competition. E-readers (e.g. Amazon Kindle) are not permitted.
  • Internet access is available, however students are not permitted to utilize generative content services such as ChatGPT, technical help sites or forums such as Reddit or Stack Overflow, or code storage sites such as Github. Use of such sites is grounds for immediate disqualification.
  • Students are encouraged to refer to official documentation for their language of choice, as well as tutorial sites such as W3Schools that do not provide user- or AI-generated answers to specific questions.
  • Chromebooks are not supported due to compatibility issues with the competition's environment and will not work to connect to the competition environment.

Code Quest® - Competition Rules / Guidelines

  • The judges' rulings are final.
  • All solutions must programmatically determine the correct output. Your solution may not print out a hard-coded response that was determined by hand; any such solution will fail. All solutions are judged using the provided sample input/output set, as well as a much larger official I/O set that covers a much broader range of test cases.
  • File naming conventions for solutions must be followed. Uploaded solutions must have a valid file extension for a source code file in the desired language (.java, .py, .cpp, .cs, etc.). Java files including public classes must share their name with the public class (e.g. a file with 'public class Prob01' must be named 'Prob01.java').
  • Your team will have a number of programming tasks from which to choose. You likely will not be able to solve all of them, so are advised to study them and choose your problems wisely.
  • There is no limit to the number of attempts you may make for each problem, however the number of incorrect responses is one of our tiebreaking methods.
  • Verify that your problem works against the sample input/output before submitting.
  • It is recommended that 'Novice' teams consist of students who each have less than one year of programming experience. If a student on a team has more than one year's experience in programming, the team should be registered as Advanced.
  • Both Novice and Advanced teams are provided with the same problem set and are judged equally, however have separate leaderboards.
  • Teams have the ability to solve problems using either Java, Python, C#, or C++. Language selection is done per problem submission, meaning that teams can switch freely between the languages during the competition. Teams do not have to pick one language and stick with it for the whole competition, or even for a particular problem.

Code Quest® - Scoring

  • Points are awarded to teams for correctly solving problems. A solution is judged to be correct when its output matches the expected output exactly. Whitespace, punctuation, rounding accuracy/precision, and other formatting are all significant and are all common grounds for judging a solution as incorrect.
  • Problems are worth a number of points based on the difficulty of the problem.
  • Final placement in each division (Novice and Advanced) is based on the number of points earned during the course of the competition.
  • In the event of a tie between one or more teams, ties are broken in the following order:
    1. Number of problems solved (fewest wins)
    2. Number of incorrect solutions across all problems (fewest wins)
    3. Timestamp of last correct solution (earliest wins)
  • If, after breaking ties, a team in the Novice division would have ranked in third place or higher in the Advanced division, that team shall be automatically promoted to the Advanced division at the conclusion of the competition, then all ranks in both divisions recalculated accordingly.
    • For example: The top three Advanced teams score 100, 90, and 80 points respectively. The top four Novice teams scored 85, 75, 65, and 55 points respectively. The Novice team earning 85 points would be promoted to the Advanced division, earning third place in that division. The Advanced team earning 80 points would be demoted to fourth place. The remaining top Novice teams (scoring 75, 65, and 55 points) would earn first, second, and third in the Novice division.
  • Trophies will be awarded to the top three (3) teams in each division. For in-person events, students on these teams will also receive individual medals.

Lockheed Martin CYBERQUEST® - Overview

Lockheed Martin CYBERQUEST® is Lockheed Martin's annual high school cyber competition held across numerous sites. The goal of the competition is to encourage high school students to pursue careers in cybersecurity.

During the 3-hour competition, teams of students work together to solve cybersecurity challenges. Lockheed Martin CYBERQUEST® is a cloud-based competition that includes problems created by Lockheed Martin cybersecurity engineers. The Capture the Flag (CTF) format includes reverse engineering, web exploits, full OS hacks, forensics, open-source intelligence, cryptography, and cybersecurity awareness.

Generic Schedules

U.S. In-Person Lockheed Martin CYBERQUEST® Events (Local Time)

8:00 A.M.
Team Arrivals & Registration
8:30 A.M.
Workstation Set-Up & Light Breakfast
9:30 A.M.
Welcome - Introduction and Kick-Off
Competition Begins
10:00 A.M.
Coaches Corner - Program of activities and presentations for the coaches during the competition
1:00 P.M.
Competition Ends - Lunch, Speakers, Other Activities
1:45 P.M.
Awards Ceremony
2:00 P.M.
Event Conclusion and Departure

U.S. Virtual Lockheed Martin CYBERQUEST® Event (Mountain Standard Time)

8:30 A.M. (MST)
Team Registration & Computer Set-Up
9:30 A.M. (MST)
Welcome - Introduction and Kick-Off
Competition Begins
10:30 A.M. (MST)
Coaches Corner - Program of activities and presentations for the coaches during the competition
1:30 P.M. (MST)
Competition Ends, Break
1:45 P.M. (MST)
Awards Ceremony
2:00 P.M. (MST)
Event Conclusion and Departure

Mielec, Poland Lockheed Martin CYBERQUEST® Event (Local Time)

10:00 A.M.
Team Arrivals & Registration
10:30 A.M.
Workstation Set-Up & Light Breakfast
11:00 A.M.
Welcome - Introduction and Kick-Off
Competition Begins
11:30 A.M.
Coaches Corner - Program of activities and presentations for the coaches during the competition
2:30 P.M.
Competition Ends - Lunch, Speakers, Other Activities
3:15 P.M.
Awards Ceremony
3:30 P.M.
Event Conclusion

Lockheed Martin CYBERQUEST® Australia Hybrid Event (Australian Central Daylight Time)

8:15 A.M.
Team Registration
8:30 A.M.
Computer Set-Up
9:30 A.M.
Welcome - Introduction and Kick-Off
10:00 A.M.
Competition Begins
Coaches Corner - Program of activities and presentations for the coaches during the competition
1:00 P.M.
Competition ends - Break, Speakers, Other Activities
1:45 P.M.
Awards Ceremony
2:15 P.M.
Event Conclusion

Please note that all rules and schedules are subject to change at any time without notice. Please refer to this page frequently for the latest updates.

For specific event dates, please see our Site List, as dates may vary by location.

We look forward to your participation this year. If you have any questions or concerns, please contact us by email using the contact form below.

Lockheed Martin CYBERQUEST® - Technical Information

  • For in-person events:
    • Each team may bring up to three (3) laptop computers. We recommend bringing the full three laptops because some challenges require multiple users operating simultaneously and/or need connections to several systems that are difficult to switch between. Teams may also bring one mouse, one monitor, and one keyboard for each laptop, unless a specific site states otherwise.
    • Teams are prohibited from using virtual machines not provided by Lockheed Martin.
    • Teams are prohibited from live streaming the competition on any platform (e.g. YouTube, Twitch, Kick, TikTok, etc.)
    • Very large monitors are discouraged due to space limitations and power consumption issues. See site-specific rules for more details.
    • Computers must be capable of connecting to an 802.11x wireless network. If using a school-issued computer, verify that it is able to connect to unrecognized networks prior to attending the event.
  • For virtual events:
    • Each student may utilize their own computer.
    • Teams are prohibited from using virtual machines not provided by Lockheed Martin.
    • Teams are prohibited from live streaming the competition on any platform (e.g. YouTube, Twitch, Kick, TikTok, etc.)
    • Virtual teams will be provided a virtual meeting communication method during the competition.
  • Tools and software required to complete the competition will be provided on the systems within the challenge environment.
  • ChatGPT and similar AI platforms are not prohibited from use during the competition. However, students and teams are prohibited from entering Lockheed Martin CYBERQUEST® challenge questions from the competition into any AI platform, including ChatGPT, and doing so may lead to disqualification.

Lockheed Martin CYBERQUEST® - Hardware/Software Requirements

Computers used for the competition must meet the following requirements to ensure that students are able to fully participate all challenges.

Chromebooks are not supported due to compatibility issues with the competition's environment and will not work to connect to the competition environment.

  • If using Microsoft Windows:
    • 64-bit Windows 10 or higher
    • x64 processor
    • .NET Framework 4.7.2 or higher
    • Access to Microsoft Remote Desktop Connection
    • SSH Client (PuTTY is recommended, but any SSH client should work)
  • If using macOS:
    • 64-bit macOS Ventura (13.7), Sonoma (14.7), Sequoia (15.5)
    • Access to Windows App for Mac (previously named Microsoft Remote Desktop)
    • Access to terminal and built-in SSH client
  • If using Linux:
    • AMD64 Ubuntu 22.04 LTS (Jammy Jellyfish) or Ubuntu 24.04 LTS (Noble Numbat)
    • Remote Desktop Client (Remmina is recommended)
    • Access to terminal with an installed SSH client
  • Must have an up-to-date version (updated within 1 month of the competition) of Google Chrome or Mozilla Firefox
  • Must be able to install and run a VPN client to connect to the competition environment

Lockheed Martin CYBERQUEST® - What to Expect

Click here to download the Challenges & Skills Overview.

Challenges may include:

  • Reverse Engineering - Analyze compiled programs to uncover how they work and where they're hiding their secrets
  • Web - Investigate websites for flaws in how they handle input, access, and user data
  • PWN - Exploit vulnerabilities in running programs or systems to gain unauthorized access
  • Education & Awareness - Learn key cybersecurity concepts through trivia and challenges
  • Forensics - Examine files, images, and data for hidden clues, artifacts, and digital evidence
  • Open Source Intelligence (OSINT) - Use publicly available online information to track digital footprints and uncover real-world intelligence
  • Crypto - Solve puzzles involving encryption, encoding, and blockchain transactions to reveal hidden messages

You might want to be familiar with the following concepts or tools:

  • Kali Linux
  • Bash Command Line
  • Python
  • Secure Shell (SSH) & Remote Desktop Protocol (RDP)
  • Port Scanning (Nmap)
  • Common Ports & Services
  • Network Traffic Analysis (Wireshark)
  • OWASP Top 10 vulnerabilities
  • Directory/Sub Domain Enumeration (Gobuster/dirb)
  • Metasploit Framework
  • Linux Privilege Escalation
  • Google Dorking
  • Static & Dynamic Code Analysis
  • Steganography
  • Hashing & Encryption

Please contact us if you'd like to join our mailing lists or have any questions!

Email Lockheed Martin CYBERQUEST® General Support
Email Code Quest® General Support