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Marathon
Marathon Recompiled is an unofficial PC port of the Xbox 360 version of Sonic the Hedgehog (2006) created through the process of static recompilation. The port…
There are two ways to loot a Tox Clear room. The clean one: find the bright red laptop just outside the gas room — its screen shows a symbol matching the extraction devices inside — and spend a Hazard Override Card on it. That vents the gas for a short window, widely reported at around 30 seconds, then it refills. The dirty one: pop a Mechanic’s Kit for its brief toxin immunity, run the room hot, and heal through the damage-over-time, ideally with a Triage Med-Drone covering the doorway. Either way, sort your bag before you go in, take the deepest trunk first, and leave earlier than feels necessary — Toxin keeps ticking after you exit and makes your heals less effective while it does.
Marathon is on Season 2: Nightfall, live since 2 June 2026 and running to 22 September 2026, 17:00 UTC. The current build is Update 1.1.5, released 21 July 2026 alongside the limited-time Vault Breaker PvE mode in Cryo Archive (21 July – 4 August).
On Tox Clear specifically: no Season 2 patch note we could find changes Toxin damage-over-time values, the vent window length, or Hazard Override Card behaviour. The mechanics below are the current understood behaviour, but be aware that the exact 30-second figure comes from community testing and third-party guides rather than official Bungie documentation — Bungie has never published a number for it. Treat it as a working estimate and give yourself margin.
Two Season 2 changes are still worth knowing before you commit to a room:
A small sealed area flooded with toxic gas, marked by warning signage and hissing vents, usually with multiple trunks visible through the doorway or window. When it is active, the whole room is Toxin. Walking in unprepared:
These are optional. No contract fails because you ignored one. That framing matters: you should only commit when you have a card, or when you are deliberately kitted to tank Toxin. Everything else is a greedy death waiting to happen.
An Enhanced-rarity key item, visually similar to a Lockbox Key, used exclusively for Tox Clear events. It does not permanently unlock the room — it buys you a short, timed window with no gas.
Where they come from:
They can be vaulted between runs, which is the right call: extract with one, store it, and only bring it into a raid where you are willing to build the run around hitting a Tox Clear.
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Viable, but only if you respect how nasty Toxin is. The DoT stacks, keeps ticking after you exit, and the healing debuff means your meds do less than you expect exactly when you need them most.
In squads, rotate one player in at a time while the others watch angles and call out HP.
I only run hot when all of these are true: no card on me, at least one Mechanic’s Kit plus real healing, the room is visibly stacked with large trunks, and I am not already carrying loot I would be sick to lose. Late in a raid with a good bag, walking away is almost always the higher-EV play.
Bag space is the quiet failure point here: a full backpack turns a 30-second window into a 30-second sorting exercise. If you keep hitting that wall, our inventory space guide covers how Vault Expansion and Armory backpacks actually work in Season 2. For staying alive between events, six survival tips for longer raids is the companion read, and the Marathon hub collects our patch and map coverage.
Community testing and third-party guides cluster around 30 seconds, with some reports of a longer gap before the gas returns. Bungie has not published an official figure, so plan for the shorter number.
Randomly from containers, shelves, storage areas and side rooms, off dead players, and as loose world drops. They are Enhanced rarity and can be stored in your Vault between runs.
Yes, but you want a Mechanic’s Kit for its toxin cleanse and brief immunity, plenty of healing, and ideally a Triage Med-Drone covering the doorway. Expect to keep taking damage after you leave.
No Season 2 or Update 1.1.5 patch note we could find adjusts Toxin DoT values, the vent duration, or Hazard Override Card behaviour. An earlier April update made Tox Warden encounters and Tox plants more reactive, but that is a separate encounter, not Tox Clear rooms.