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Sir, We Have an Orc Problem Levels and Achievements

All 11 achievements with Steam's own global unlock rates, and the level each challenge is usually attempted on.

Sir, We Have an Orc Problem Achievement Tracker: All 11

A free Sir, We Have an Orc Problem achievement tracker: tick off all 11 Steam achievements, see your percentage, and learn which is statistically easiest next.

All 11 Achievements With Steam Unlock Rates

Every Sir, We Have an Orc Problem achievement with its real global unlock rate from Steam, and which level players usually clear each challenge on.

Orc Problem 1.1: Two Achievements on the Easiest Level

Level 1.1 carries both the game's easiest achievement at 97.4% and a one-turret challenge at 25.6%. Which single turret to place, and why the gap is that wide.

Orc Problem 3.1: The One

88.7% of players survive level 3.1, and 22.5% clear it with flamethrowers alone. It is the last calm level before the game's sharpest difficulty drop.

Orc Problem 3.2: Why Difficulty Suddenly Spikes

3.2 is where most players hit a wall. The cause is which upgrade branches you took, not how you place turrets, and it is fixable before you get there.

Orc Problem 4.1: The Elemental Carnage Loadout

The only achievement in Orc Problem that names its exact loadout: two turrets and one ability on level 4.1, cleared by 18.5% of players. What each piece is for.

Orc Problem 4.2: Why Chokepoints Beat Frontline Turrets

Sir, We Have an Orc Problem 4.2 has eight tight chokepoints. Real player setups, why killing early doesn't work, and a gunners-only clear worth checking.

Orc Problem 5.1: Triple Threat and the Rear

Three turret types and no abilities on 5.1 — cleared by 17.2% of players, yet one guide calls it pretty easy. Why the rear matters more than the front.

Orc Problem 5.2: The Lips, Explained by Three Players

Sir, We Have an Orc Problem 5.2 breaks at the center lane. Three player setups for the two lips, why the center is the failure point, and what to build.

Orc Problem 6.1: The Four

Only 10.8% of players clear a level with four turret types and no abilities. Three player-written 6.1 layouts, including one without slow grenades.

Orc Problem 6.2: The Damageless Run Explained

6.2 is the last level, and the damageless clear is not an achievement — it is a community challenge. What the most-read guide on the game actually contains.

The No

20.1% of players have cleared a level without placing a turret. What the four abilities do, and why this achievement is really an upgrade check.

Where to Start: A Reading Order for This Guide

This site has no single walkthrough. Here is the order to read it in, from a brand-new player through to achievement hunting, with a why at every step.

Levels are numbered, and the numbers matter

Levels use an X.Y format — 1.1, 2.1, 3.1 and so on up through 6.2. That numbering is what players search for, and it is how the community organises its layouts: a guide titled "6.1 4-Tower only" is telling you both the level and the constraint.

The game has 11 achievements — with official names like Four-tified and Fine, I'll Do It Myself — and Steam publishes the global unlock rate for each one. That rate is the most honest difficulty curve available, because it is measured rather than opinion. Three of the eleven are progression markers; the other eight are self-imposed constraints.

The difficulty curve, measured

Surviving the first level sits at 97.2% — effectively everyone who launches the game. Surviving the third is at 88.4%. Then it falls off a cliff: surviving the sixth is at 29.8%.

The constraint achievements sit lower still. Clearing a level with only four turret types is the rarest in the game at 12.1%, below even the three-type version at 17.1% (rates re-read from Steam on 1 September 2026). That inversion is worth pausing on — using more turret types is harder, because the achievement forbids abilities and forces you to hold every lane with turret placement alone.

Which level each challenge is done on

A guide by the Steam user itsuno, posted 29 July 2026 and read by roughly 4,900 people, maps each constraint achievement to the level they cleared it on: single turret on 1.1, no turrets at all on 2.1, one turret type on 3.1, the flamethrower/tesla/cryo combination on 4.1, three types on 5.1 and four types on 6.1.

We are repeating that as where one player did it, not as a requirement the game states. Whether the achievement is level-locked or simply easiest there is not documented anywhere we can point at.

The two hardest ones have published layouts

Level 6.1 with only four turret types has at least three player-written layouts, and they disagree in an instructive way. One build leans on slow-down grenades; another player, Григорий, explicitly wrote his because every walkthrough he found required grenades he had not unlocked, and solved it with freeze-beam discipline and constant pausing instead.

If you are stuck on a layout, the useful question is usually which upgrade branch it silently assumes you have.

What is not here

No wave-by-wave enemy tables and no complete level list past 6.2. Neither exists in any source we can verify. We also do not reproduce the save-file editing method some guides describe — it works, but a corrupted save costs more than the grind it skips.