Last reviewed: 10 September 2026 · Newest game update reflected: 2026.08.18.12.05 (18 August 2026). If turrets at the start of 4.2 aren't holding and turrets at the end aren't catching everything either, the fix isn't more turrets — it's where you kill. Players who cleared this level agree on one thing: shoot inside or just after the chokepoints, not before them, and put a tesla coil behind each one to mop up.

The question everyone asks first
A player named CJBrenn opened the discussion for this level with exactly the dilemma most people hit: "did you put your turrets at the beginning and try to kill the orcs there or at the end and hope to catch everything? I am trying both but neither is working well." That thread is now the most complete public record of how 4.2 gets solved, and it's worth reading in full if you want the back-and-forth — Any suggestions for 4.2?.
The answer that got the most agreement, from a player called Xandor, wasn't specific to 4.2 at all: "The strategy for every map: kill the orcs that goes through chokepoints and use teslas at the end. That is how I beat that map (and every other map)." His reasoning is mechanical, not a preference — more orcs spawn than a chokepoint can physically pass through at once, so killing them before they reach the bottleneck doesn't reduce how many arrive at your base per second. Killing them in or right after the choke does, because that's the only place the wave is already being throttled by the map geometry rather than by your turrets. Our orc flow mechanic page covers why this holds true across the whole game, not just here.
What 4.2 specifically needs
4.2 has eight chokepoints, and a second player, Broseidon, described them as unusually tight — tight enough that each one only needs a small squad rather than a wall of turrets. His loadout per choke: one flamethrower at the entrance, one bouncing laser, one gunner (he called it a "machine gun"), and one tesla coil set back at the exit. He added a caveat worth keeping: he had spare gunners on some chokepoints that weren't actually doing anything, which suggests 4.2 rewards precision over volume once the core four-turret pattern is in place.
That four-turret pattern per choke maps directly onto the role split covered on our turret roles page: the flamethrower and its burn duration soften and mark the wave, the laser's bounce (15 bounces, 550 range per the community stat sheet) punishes anything still bunched in the corridor, the gunner cleans up what's left in front, and the tesla coil — which fires in a full 360° and chains across 12 targets — catches whatever slips through without needing to face any particular direction. See the full numbers on the all turrets page if you want to plan levels beyond the loadout.
A gunners-only clear exists
A third player, Exebri, replied to the same thread with a screenshot claiming the level can be cleared using nothing but gunners: "You can technically do this level with just Gunners," linking a screenshot of the layout posted 5 August 2026. We haven't verified the layout ourselves and the linked item is an image rather than a written guide, so treat it as evidence that the chokepoints are forgiving about turret variety rather than as a step-by-step method. If gunners alone are holding a choke, it likely means the gunner's fast rate and its penetration of 3 (per Mrlazy's stat sheet, referenced on the all turrets page) is enough for that specific corridor width — which won't necessarily transfer to a wider chokepoint elsewhere on the map.
Not everyone gets the same result from the same advice
Nearly a month after the thread was answered, a player called Kharnath tried Xandor's exact strategy and reported it not working: "they just walk straight through it though. i can do 4.1 without a single orc getting through but i last about 3 seconds on 4.2." That's a genuinely useful data point, not a contradiction to dismiss. The most likely explanation, consistent with what other level pages on this site find repeatedly, is an upgrade-tree gap rather than a placement mistake — our 3.2 difficulty spike page documents the same pattern one level earlier, where a linear turret build (more cannons, more gunners) stops scaling and only a laser-and-grenade build keeps up. If chokepoint kills aren't holding on 4.2, check whether your laser bounce and grenade slow branches are actually upgraded, not just unlocked.
A practical build order for this level
- Identify all eight chokepoints first, before placing anything. 4.2's layout is denser with bottlenecks than most levels this early, and a turret placed on open ground contributes far less than the same turret on a choke.
- One flamethrower and one laser per choke, angled so the laser's bounce stays inside the corridor rather than escaping into open space — a mistake called out generally on the all turrets page, where "many slanted surfaces have flat sections" that waste a badly aimed bounce.
- One gunner per choke for raw uptime against anything the laser and flamethrower don't finish.
- A tesla coil behind, not in, each choke. It doesn't need to face the fight — it needs to exist behind it.
- If you're still leaking after that, the fix is almost certainly the grenade slow branch, not another turret. A slowed orc spends longer inside your kill zone, which is the actual lever the chokepoint gives you.
What we have not confirmed
We have not played this level ourselves and cannot verify Exebri's gunners-only screenshot beyond what's visible in the linked thread. We also don't know whether 4.2 corresponds to any measurable Steam achievement — the game's achievement list (covered on our achievement tracker) ties its milestones to levels 1, 3 and 6 specifically, so there's no global unlock-rate data that tells us how hard 4.2 is relative to the rest of the campaign. If Mumpitz Games or a future stat sheet publishes per-level completion data, we'll add it here.
- Steam discussion "Any suggestions for 4.2?" by CJBrenn, posted 5 August 2026, replies from Xandor, Broseidon, Exebri and Kharnath (https://steamcommunity.com/app/4594150/discussions/0/589560061703018359/)
- Screenshot "4.2 gunners-only layout" by Exebri, posted 5 August 2026, 131 unique visitors (https://steamcommunity.com/sharedfiles/filedetails/?id=3778198589)
- Steam community guide 'Weapon' by Mrlazy, stat sheet self-dated 31 July 2026 — turret figures quoted (https://steamcommunity.com/sharedfiles/filedetails/?id=3775009648)
- Steam community guide 'general strategy and achievement guide (1.0 release, includes 6.2 damageless)' by plant4 (https://steamcommunity.com/sharedfiles/filedetails/?id=3774189167)