Sir We Have an Orc Problem Level 1 and 2 Walkthrough
Opening campaign stages, achievement 1.1 and 2.1, and habits before the 3.2 wall.
What Level 1 and 2 teach
The opening band of Sir, We Have an Orc Problem introduces the full incremental loop on manageable orc counts - often hundreds on the first map and low thousands by the second band. Steam community achievement guides describe sub-stages 1.1 and 2.1 as straightforward checks: near-maxed missiles plus any fully upgraded Power tower usually clear without exotic layouts. 2.1 often falls to ability micro rather than a dedicated guide - time your starter missile on merge clumps instead of opening trickles.
This walkthrough bridges Early Levels Walkthrough and Level 3 Walkthrough so you enter the mid band with economy nodes, choke habits, and achievement progress already banked.
Before stage 1.1
Complete Getting Started and skim How to Play for build versus battle phases. Confirm you understand:
- Drag Gunner lines along the trench; right-click removes segments.
- R recalls towers for rebuilds between attempts.
- Space starts the wave only when placement is ready.
- Meta currency spends after every run - win or lose.
Open Controls once for hotkeys. Early mistakes are almost always placement or spending discipline, not missing late-game unlocks.
Stage 1.1 layout
Community posts title threads “How to easily beat level 1.1” with simple advice:
- Scout once with minimal towers to see the true stream path.
- Place Gunners where paths pinch - one overlapping cone beats three sparse lines.
- Upgrade missile damage or radius if clumps survive the opening seconds.
- Spend all meta currency before retrying.
You do not need Flamethrowers, Lasers, or bombing runs for 1.1. Treat it as a Power + Cleanup check: Gunners handle trickle leaks; missiles delete the first dense pack. Track achievement progress on Steam - Achievements Guide lists how 1.1 fits the eleven-achievement set.
Stage 2.1 and ability micro
2.1 raises orc counts and expects you to fire missiles on timing, not autopilot. Forum guides note 2.1 is “beaten with good micro on the abilities” and rarely needs a long writeup - the skill check is watching where the stream thickens and saving burst for that second.
Practical script:
- Build phase: Gunner choke at the bend; one forward segment is enough.
- Battle: hold missile until orcs stack mid-path, not on the first ten units.
- After the run: buy Gunner fire rate or economy payout before pushing 2.1 again.
If leaks are speed-based rather than timing-based, you are likely under-spending between attempts. Farm 1.1 once more per Meta Farming Runs.
Tower archetypes on early maps
Launch-week guides classify early towers into Power, Support, and Cleanup roles. On 1.x and 2.x maps you mostly run:
- Cleanup / Power: Gunners on the choke.
- Power spike: manual missiles.
- Support: not required until Flamethrower unlock before Level 3.
Read Tower Archetypes Guide before mid-campaign so you know why Flamethrowers move to the front later.
Economy milestones before Level 3
Before leaving the 1-2 band, aim for:
- At least one economy payout node from Economy Upgrades.
- Gunner cap increased once.
- Comfortable finish-on-end-screen etiquette if you own flat Bonus Resources - surrender skips the flat payout per June demo rules.
Use Upgrade Priority and the Upgrade Planner if spending feels random.
Orc counts and level select
June demo patches added enemy counts and icons on level select. Use them when choosing farm routes - higher counts mean more currency per minute once your layout survives. Campaign Maps explains world.stage numbering (1.1, 2.1, 3.2) for later walls.
Common early-band mistakes
- Starting the wave with Space before scouting the real path once.
- Spreading Gunners evenly instead of overlapping at the pinch.
- Hoarding meta currency waiting for a perfect clear.
- Skipping Choke Points theory because early counts feel easy - habits carry to 3.2.
When to move on
Transition to Level 3 Walkthrough when Flamethrower unlock appears in the tree and orc speed on the next map outpaces Gunner-only lines. If 3.x leaks early, read Laser and farm 2.x before treating 3.2 as a placement-only problem.
Related pages
- Early Levels Walkthrough - broader opening band habits
- Achievements Guide - 1.1, 2.1, and nuke challenge routing
- Tower Archetypes Guide - Power, Support, Cleanup framework
- Walkthrough Hub - full stage list
- Price and Value - launch discount through August 11, 2026
Frequently Asked Questions
Quick answers to the most common questions.
Is stage 1.1 hard?
Community guides treat 1.1 as one of the easiest achievement checks - Gunner choke plus missile timing on clumps is usually enough.
Do I need Flamethrowers for Level 2?
Not for 2.1 achievement clears. Unlock and front-line Flamethrowers before the Level 3 band and the 3.2 wall.
How many orcs are on the first map?
Launch coverage cites roughly 400 orcs on the opening stage and about 2,000 on the second - always confirm on level select icons.
What comes after Level 2?
Level 3 introduces Flamethrower pivots and higher speed. Open Level 3 Walkthrough when the tree offers burn towers.