Leveling up in John Carpenter's Toxic Commando can feel painfully slow when you're just playing through missions at random. The secret isn't grinding harder, it's grinding smarter by picking the right missions, the right difficulty, and staying active during combat events. Two missions in Act 3 completely change the pace of progression, and a separate early-mission trick makes weapon leveling almost trivially fast.

Deliver Us enemy wave event
What Is the Fastest XP Farm in Toxic Commando?
The single fastest method for class XP is running Deliver Us in Act 3 on Hard difficulty. Dense enemy clusters, elite infected spawns, and back-to-back combat events combine to deliver roughly 20,000 to 30,000 class XP per run, depending on how actively you use abilities and how cleanly your squad clears each wave.
The mission kicks off near Goddard's Church, where you pick up the truck and push toward the main objective. Right from the start, enemies funnel into tight spaces, which means every kill and ability activation stacks XP quickly. The final event at Goddard's Church is the real highlight: supply crates are already open when you arrive, so you can drop turrets and combat gear immediately before the heaviest waves begin pouring through the doorway.
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Place turrets at the chokepoint entrance as soon as the final Goddard's Church event begins. The incoming wave is dense enough that a well-positioned turret will generate a significant portion of your run's total XP on its own.
Why Is Hard Difficulty Better Than Very Hard?
It might seem like Very Hard would reward more XP, and technically it does offer slightly higher per-kill rewards. The problem is enemy health scaling. On Very Hard, enemies absorb more damage and missions take noticeably longer to complete. When you calculate total XP earned per hour rather than per run, Hard difficulty consistently outperforms Very Hard because you can finish runs faster and restart more frequently.
If your squad is exceptionally well-coordinated and can clear Very Hard quickly, it's worth testing. For most groups, Hard is the sweet spot.
The Pit: A Strong Alternative Farm
The Pit, also in Act 3, is a reliable backup option when you want variety or when Deliver Us starts feeling repetitive. Runs take slightly longer, but the XP output is still excellent.
The key section is the drilling site area, where three major enemy events fire off in rapid succession. Each event floods the area with infected, giving every class plenty of targets to work through. There's also a vehicle section where the driver can run over enemies for additional kills and XP. It's not the most efficient section, but it adds up.

The Pit drilling site events
How Should Each Class Farm XP?
Every class in Toxic Commando earns XP primarily by doing what it's designed to do. Staying passive or off-role during combat events is the biggest mistake players make when farming.
The Medic class deserves special mention here. Healing generates a surprisingly large amount of XP, which means a Medic who stays active during heavy waves can rival Strike in total XP earned per run. Don't just stand back and throw occasional heals, keep your teammates topped up constantly.
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Ability usage is a major XP multiplier across all classes. Cooldown management matters. Use abilities as soon as they're available rather than saving them for emergencies.
What Is the Best Weapon for XP Farming?
The ACW-20 assault rifle is the top pick for XP farming runs. Its explosive rounds deal area damage, which means a single shot can hit multiple enemies simultaneously. Against the dense waves in Deliver Us and The Pit, this translates directly into faster kill counts and more XP per second of combat.
Any weapon with area-of-effect or multi-target capability works well for farming. Single-target weapons are fine for regular play but slow down your XP rate during heavy waves.

ACW-20 loadout selection
How Do You Farm Weapon XP Fast?
Class XP and weapon XP use different farming strategies. For weapons, the fastest method involves a much earlier mission.
Load The Drop on Story difficulty. Near the start of the mission, there's a section where enemies spawn repeatedly in a confined area. Position yourself near the spawn point and eliminate enemies continuously using both your primary and secondary weapons.
Here's the critical detail: each mission has a weapon XP cap of approximately 3,000 per run. Once you hit that cap, weapon XP stops accumulating for that session. At that point, exit the mission and restart it immediately. The cap resets on each new run, so you can chain these back-to-back to prestige weapons quickly.
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Don't continue playing after hitting the 3,000 weapon XP cap. Any kills beyond that point earn zero weapon XP, so restarting immediately is always the right call.
Story difficulty is the correct choice here because enemies die fast, which keeps your kill rate high and lets you hit the cap as quickly as possible before restarting.
XP Farming Method Comparison
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These methods can be combined in a single session. Run Deliver Us for class XP, then switch to The Drop on Story difficulty to push weapon levels toward prestige before logging off.
Quick Tips to Maximize Every Run
- Stay near combat events. XP bonuses are tied to event participation, not just kills anywhere on the map.
- Use the ACW-20 or another area-damage weapon to clear clusters faster.
- Medic players should heal constantly, not conservatively, during farming runs.
- Restart The Drop immediately after hitting the 3,000 weapon XP cap.
- Hard difficulty is the correct setting for class XP farming in Act 3 missions.
- Turrets and combat gear at Goddard's Church pay off heavily during the final event.
With these strategies locked in, leveling classes and pushing weapons toward prestige becomes a focused, repeatable process rather than a slow grind through random missions.

