Sir We Have an Orc Problem Sir, We Have an Orc Problem Walkthrough
Early placement drills, mid-game scaling, and late horde farming for the full Steam campaign.
What this walkthrough hub covers
Sir, We Have an Orc Problem is a short incremental tower defense campaign by Mumpitz Games. The full Steam release on July 28, 2026 targets roughly four to six hours of single-player play across maps that escalate orc counts and movement speed. This Walkthrough Hub splits that journey into three practical stages so you always know what to unlock next, where to place towers, and when to spend abilities.
The demo already proved the core tension: early levels teach Gunner placement and economy nodes, mid maps introduce faster streams that punish lazy choke points, and late stages dump tens of thousands of orcs into your trench until the screen looks like a fluid simulation. These walkthrough pages apply the systems explained in Getting Started, How to Play, and Choke Points to real map pacing.
Recommended walkthrough order
- Early Levels Walkthrough - first maps, starter Gunners, first meta purchases, and safe choke placement before speed ramps.
- Level 4 Walkthrough - first scaling wall, dual kill zones, Mortar timing.
- Level 5 Walkthrough - demo-famous pressure map, automation goals, and post-patch rebuild habits.
- Mid-Game Walkthrough - when orc velocity climbs, Flamethrower front lines matter, and Mortars unlock for lobbed area damage.
- Late-Game Walkthrough - massive waves, orbital lasers and nukes, final map clears, and farming currency for the full upgrade tree.
Read Upgrade Priority and use the Upgrade Planner between stages so your meta tree matches the map you are pushing. Pair turret advice with the Turret Tier List when you unlock new tower types mid-campaign.
How walkthroughs differ from guides
Guides teach reusable rules: economy percentage gains, ability cooldown discipline, and why failed runs still pay meta currency. Walkthrough pages answer map-specific questions: how many Gunners to place before the first battle, when to reposition towers after a loss, which ability clears a speed spike, and how many retries are normal before a full clear.
If you are stuck on mechanics rather than pacing, open Controls for mouse placement and keyboard shortcuts, or How to Beat Hard Levels for recovery plans when leaks happen late in a wave.
Demo veterans and new Steam players
Players who finished the demo already know that orc speed increases per level and that Flamethrowers soften entire streams when placed at the front. The full release adds more maps, towers, and upgrade nodes hinted in demo tooltips. Treat demo knowledge as a head start, not a complete route - late maps expect you to combine Cannons, Mortars, and active abilities instead of stat-checking with Gunners alone.
New players should still run the guide track first. Walkthroughs assume you understand build phase versus battle phase, that Space starts combat, and that meta currency persists after defeats. Without that foundation, you may over-invest in base HP while ignoring economy nodes that make the next attempt cheaper.
Systems every stage shares
Every walkthrough chapter references the same toolkit. Gunners provide steady single-target fire and respond well to fire-rate upgrades. Flamethrowers apply damage-over-time across every orc that passes, making them ideal front-line softeners when counts climb. Mortars and Cannons add burst and splash for clustered hordes. Active abilities - bombing runs, orbital lasers, and eventually nukes - erase temporary crises when a leak threatens your base.
Meta progression is the hidden fourth layer. Wins and losses both fund the upgrade tree, so a walkthrough “failure” that unlocks Mortars or a +5% end-of-battle payout is still forward progress. Link to Economy and Meta Progression whenever a map feels impossible with your current unlock set.
Platform and session expectations
The Steam release supports Windows and SteamOS Linux with Vulkan 1.3, four gigabytes of RAM, and about two hundred megabytes of storage. Sessions are short enough for one-map retries but long enough that keyboard shortcuts from Controls save real time across a four-to-six-hour clear. Single-player only - plan choke points for your own ability timing, not multiplayer roles.
When to leave this hub
After the late-game page, revisit How to Beat Hard Levels if you are farming leftover upgrade nodes, or read our Game Review if you want an honest take on loop length and who the campaign suits. Incremental fans who love planning spreadsheets should keep the Upgrade Planner open beside the Combat Upgrades and Economy Upgrades reference pages.
Quick reference by problem
- Orcs leak before your DPS spikes → Early Levels Walkthrough and Choke Points
- Demo-famous Level 4 and 5 walls → Level 4 Walkthrough and Level 5 Walkthrough
- Final waves exceed ten thousand units → Late-Game Walkthrough and Bombing Runs
- Unlocks feel slower than map difficulty → Upgrade Priority and Upgrade Planner
Frequently Asked Questions
Quick answers to the most common questions.
Should I read guides or walkthroughs first?
Read Getting Started and How to Play first. Walkthroughs assume you know the build and battle loop, then apply it map by map.
Do failed runs still help walkthrough progress?
Yes. Meta currency from losses funds upgrades that make the next attempt on the same map easier. Retries are intentional.
How long is the full campaign walkthrough path?
Expect four to six hours for a first clear on Steam, plus optional farming to buy every node in the upgrade tree.
Are these walkthroughs based on the demo or full release?
They cover the shared campaign structure from the demo through the July 2026 full release, including faster orcs on later maps.