
Game intel
John Carpenter's Toxic Commando
Take control of one of the commandos, team up with your friends and send the Sludge God and its horde of things-that-should-never-be back to the underworld. Ch…
After spending a couple of hours wiping on Deliver Us, I realized this mission isn’t hard because of any one fight-it’s hard because it chains different mechanics back-to-back: careful vehicle driving, a timed power outage defense, contamination routing, and then a hectic church stand. If you go in treating it like a simple “drive and shoot” section, it will chew you up.
This guide walks you through Deliver Us in John Carpenter’s Toxic Commando step by step, focusing on:
If I can turn this mission from a chaotic mess into a controlled run, you can too. Let’s set you up so you don’t repeat the mistakes I did.
Before Deliver Us starts, you’re locked into a fairly linear objective chain. You don’t get a lot of downtime mid-mission, so get your build right up front.
From my runs, this setup worked best:
In co-op, I strongly recommend you assign loose roles:
Solo, you’ll obviously multi-task, but keep those roles in mind so you don’t get distracted from the actual fail conditions (vehicles and doors) while chasing kills.
You spawn near the first truck, already loaded with anti-sludge equipment. This truck is the heart of Gallagher’s plan, and the game basically tells you “don’t wreck this.” I learned the hard way that trying to plow through hordes at full speed is the number one way to fail this section.
Before you even touch the truck:
Don’t make my initial mistake of assuming the direct line is fastest. A slightly longer but clearer road is way safer and usually faster overall.
Once you’re rolling:
When you reach the marked spot, park precisely on the marker. The mission can be touchy about where the truck is stopped. Give it a second until you see the objective update before moving away.

After the first delivery, you’ll move on to Gallagher’s church area. To get the ambulance, you need to open the garage via a control panel. This is where the mission first ramps up.
Interact with the nearby control panel to start opening the garage. The twist: this triggers a power outage and a 2-minute defense timer. The system resets, and your job becomes defending the control room area until power is restored.
What worked well for me:
The good news is this is a fixed 2-minute hold. Once the timer ends, power comes back, the garage door opens, and you’re onto the next stage.
With the garage open, you now have access to the ambulance. On paper, this sounds easy: drive to the church. In practice, the contamination mechanic is what can silently kill your run.
With the garage open, you now have access to the ambulance. On paper, this sounds easy: drive to the church. In practice, the contamination mechanic is what can silently kill your run.
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The road ahead is heavily contaminated. As you move through it, your contamination buildup increases and can eventually down you. The only way to safely manage this is by using the blue safe zones on the map.

The ambulance isn’t just a taxi; it’s a rolling medical hub:
Common mistakes I made (that you should avoid):
Once you reach the church in one piece, you’re into the mission’s final and most intense sequence.
This is where Gallagher’s concern about “getting caught in the crossfire” comes true. You’ll grab the fuel, trigger a massive zombie response, and have to keep the survivors alive long enough for Leon to arrive.
After picking up the fuel, move to the Church Gates. You get about one minute of prep time before the real onslaught:
The first objective here is simple: kill everything and survive for 1 minute and 40 seconds. A couple of pointers from my successful run:
Once this timer ends, zombies will break through and push into the church itself, moving you into the balcony phase.
Now you fall back inside and up to the balcony overlooking the church interior. The new objective: defend the doors leading to the survivors for another 1 minute and 40 seconds while Leon gets into position.
What finally worked for me here:
Near the last 20 seconds the game throws a ridiculous number of zombies at you, and the doors will look like they’re about to give out. This is intentional. My first time, I thought I’d failed because of how desperate it looked, but as long as you’ve survived to that point, a scripted sequence will take over.

Once the defense completes, you’ll see a cutscene showing your squad and the survivors having wiped out most of the horde—but in the process, they’ve finally drawn the attention of the big one: the Sludge God.
The Sludge God pins down the crew with its tentacles, while they desperately try to protect the fuel you’ve just secured. Leon arrives in the God Killer Truck and triggers all the nearby EMP towers, sending a huge charge through the sludge. It doesn’t kill the Sludge God, but it staggers it and enrages it further, setting the stage for the upcoming showdown in the next mission.
You don’t have gameplay input during this sequence, but from a prep perspective, Deliver Us is effectively your rehearsal for the final confrontation:
Those same skills will carry directly into the Sludge God mission. When I first reached that fight after fumbling Deliver Us, I felt completely overwhelmed. Once I went back, nailed this mission with a clean run, and then retried the Sludge God, everything clicked way better.
Deliver Us is one of those missions that feels unfair until you understand what it’s testing: patience with vehicles, discipline around objectives, and smart routing through hazards. Once you:
the whole mission becomes manageable and surprisingly fun instead of a slog. Use this run as your warm-up for the Sludge God—because once you’ve delivered the fuel and survived the church, you’re ready to finally take that thing on and end the nightmare in the next mission.
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