Sir, We Have an Orc Problem speedrun: Setup Guide - Levels

Sir, We Have an Orc Problem speedrun: Setup Guide

Learn a reliable Sir, We Have an Orc Problem speedrun setup with choke points, tower priorities, upgrade routes, and wave control tips.

2026-07-29
Sir, We Have an Orc Problem Wiki Team
Quick Guide
  • Sir, We Have an Orc Problem speedrun routes prioritize wave control over early damage.
  • Gunner towers provide dependable sustained fire at the first major choke point.
  • Mortar towers perform best where enemies cluster, but can push stragglers outward.
  • Cannon towers become valuable when enemy armor, density, and lane pressure increase.
  • Missiles and strafing runs should cover leaks instead of replacing your core defense.

Sir, We Have an Orc Problem Speedrun Route

For a consistent Sir, We Have an Orc Problem speedrun, build around enemy movement rather than the location where enemies first appear. Orcs usually become most vulnerable when paths narrow, turn, or merge. Those areas let a small number of towers attack a large portion of each wave.

Your first objective is to identify the main traffic pattern. Watch one early wave without spending every resource immediately. Mark the point where enemies slow down, stack together, or split into secondary lanes. That location should become the center of your defense.

Route ElementSpeedrun PriorityWhy It Matters
Main choke pointVery highMaximizes shots against grouped enemies
Secondary laneHighPrevents side leaks during dense waves
Spawn entranceMediumUseful after core damage is established
Base approachVery highKeeps emergency abilities effective
Resource upgradeHighAccelerates later tower and damage thresholds

Gunner Core

  • Fast sustained fire
  • Strong at narrow corridors
  • Benefits from range and shots-per-second upgrades
  • Best used in overlapping firing lanes

Mortar Support

  • Area damage
  • Punishes dense enemy groups
  • Effective near turns and wave clogs
  • Requires care because explosions can spread survivors

Cannon Anchor

  • Heavy projectile pressure
  • Useful against thick late waves
  • Strong near predictable approach lanes
  • Improves when penetration and fire rate are upgraded
Route Planning

Do not build a maze simply because it looks clever. A compact firing line is often easier to upgrade, aim, and protect during a timed run.

The safest opening is a compact gunner arrangement covering the first reliable choke. Place towers so their firing zones overlap without wasting shots into walls or empty ground. If enemies consistently hug one side of a corridor, angle the towers toward that wall rather than placing them symmetrically.

A speedrun route should also reduce decision time. Use the same opening pattern whenever the map allows it, then adjust only after confirming that a lane is leaking. Rebuilding every tower between waves costs attention and can create more problems than it solves.

Step-by-Step Speedrun Setup

The opening minutes determine whether later waves become manageable or overwhelming. Follow this sequence to create a stable defense before spending heavily on specialized upgrades.

1

Scout the First Wave

Let the first enemy movement reveal the main route. Look for the first corner, corridor, or merge point where several groups occupy the same space. Avoid placing every tower before you understand the path.

2

Place the First Gunner

Put the first gunner where it can fire for the longest possible distance. Favor a position that covers the choke and remains useful if enemies shift toward the nearest wall.

3

Add Overlapping Fire

Add a second gunner only after the first has a clear firing lane. Overlap their coverage at the most crowded section instead of spreading them across unrelated entrances.

4

Introduce Area Damage

Add a mortar when enemy groups begin forming faster than direct fire can clear them. Aim at the center of the cluster, but check whether explosions push survivors into an uncovered lane.

5

Reserve Emergency Tools

Keep missiles or an air-support ability ready for leaks. Spend them on groups that bypass the main kill zone, not on enemies already inside a strong gunner crossfire.

Upgrade TypeEarly ValueMid-Run ValueBest Use
Shots per secondHighVery highReliable single-target and crowd pressure
Gunner rangeHighHighExtends the time enemies remain under fire
Gunner damageMediumVery highHelps break dense or durable waves
Mortar damageMediumHighImproves clearing at major clusters
Explosion radiusMediumHighCovers groups without excessive repositioning
Resource gainLow initiallyVery highSpeeds up later tower and ability purchases
Avoid Premature Expansion

Buying several tower types too early can leave every defense underpowered. Secure one strong damage lane before adding coverage for secondary routes.

The most important upgrade question is not “Which upgrade is strongest?” It is “Which upgrade removes the next failure point?” If enemies reach the base because they survive the choke, choose damage or fire rate. If they survive because they move outside your coverage, choose range or reposition a tower. If you cannot afford the next critical purchase, improve resource generation after the current wave is stable.

This approach keeps the run efficient. Every upgrade should either increase the number of enemies defeated, reduce the number of leaks, or shorten the time required to stabilize the next wave.

Tower Placement and Wave Control

Tower placement becomes more important as enemy counts rise. The goal is to create several layers of pressure without scattering your strongest upgrades across the map.

A gunner line should normally sit beside the lane rather than directly in front of it. Side placement gives the tower a longer angle through the corridor and reduces the chance that walls block shots. When two gunners cover the same path, aim them from different angles to create practical crossfire.

Mortars work differently. They should target locations where enemies remain grouped long enough for the blast to matter. A mortar placed too close to a bend may scatter the wave before your direct-fire towers finish the survivors. Test the impact zone during a manageable wave before committing more resources.

TowerPreferred PositionMain StrengthCommon Mistake
GunnerAlong a straight lane or wallContinuous fireShooting into terrain
MortarCenter of a stable clusterArea damagePushing enemies into side lanes
CannonDense entry or narrow approachHeavy penetrationUsing it where targets rarely group
Missile abilityLeak point or emergency laneInstant burstSpending it on already-controlled waves
Strafing runWide exposed routeRepeated lane clearingCalling it where enemies are too spread out
Reliable Kill-Zone Pattern

A strong setup usually combines direct fire at the front of the choke, area damage in the center, and an emergency ability at the exit.

When a wave splits into multiple directions, do not immediately divide your best towers evenly. First determine whether one branch carries most of the enemy volume. Concentrate damage on that branch and use abilities to soften the smaller route. This preserves the advantage of focused upgrades.

For large waves, think in terms of pressure timing:

  • Front of the route: slow or thin the wave before it reaches the main cluster.
  • Center of the route: use gunners and mortars where enemies overlap.
  • Back of the route: keep missiles or strafing runs available for overflow.
  • Base approach: maintain at least one emergency response option.

A cannon is particularly useful when a lane becomes too dense for ordinary fire to clear efficiently. Place it where its projectile can travel through multiple targets or strike a predictable group. Upgrade penetration when enemies begin surviving the first impact, then improve fire rate if the cannon is already hitting valuable targets consistently.

Upgrade Priorities for Faster Clears

A good speedrun build does not maximize every statistic equally. It creates a clear upgrade path that supports the current map and wave pattern.

Start with gunner fire rate or range when the first choke is stable. Fire rate is usually the better choice when enemies remain inside the firing zone, while range becomes more valuable when they move quickly through long lanes. Damage should follow once the wave begins surviving repeated volleys.

Run PhasePrimary UpgradeSecondary UpgradeHold Back On
OpeningGunner fire rateGunner rangeExtra tower types
First dense wavesGunner damageMortar damageUnneeded base upgrades
Multiple lanesAdditional gunner capacityAbility radiusScattered low-level towers
Heavy wavesCannon penetrationCannon fire rateCosmetic repositioning
Final pushAbility cooldownArea damageLong-term economy upgrades
Upgrade Rule

If an upgrade does not improve the next wave’s clear speed, survival chance, or resource threshold, delay it until the defense is stable.

Resource upgrades are strongest when they unlock a meaningful purchase sooner. Buying them while the base is under immediate pressure can create a short-term weakness. A practical sequence is:

  1. Stabilize the main kill zone.
  2. Upgrade the tower responsible for most kills.
  3. Add one answer to the next threat, such as area damage or penetration.
  4. Improve resource generation once the wave is no longer close to breaking through.
  5. Repeat the process after each major difficulty increase.

Abilities should be upgraded with the same discipline. A wider strafing run can be more valuable than a small damage increase when enemies occupy a broad lane. Missile radius helps when groups arrive together, while cooldown reduction matters when the ability is ready too late to stop recurring leaks.

Do not judge a tower by its theoretical damage alone. A lower-damage tower that fires continuously into a crowded lane may outperform a stronger tower placed where targets are too dispersed.

Speedrun Checklist and Recovery Plan

A successful run is not always the run with the fastest first wave. It is the run that reaches later stages without wasting resources or losing control of the map. Use this checklist before committing to a serious attempt.

Pre-Run and Wave Goals:

  • Identify the main choke point before building a full tower layout
  • Place two overlapping gunners with clear firing lanes
  • Reserve one emergency missile or air-support use for leaks
  • Add mortar or cannon support only after the core lane is stable
  • Check every side route before starting the next major wave
ProblemLikely CauseImmediate FixFollow-Up
Orcs leak through the centerInsufficient sustained fireUpgrade fire rate or damageImprove overlapping coverage
Enemies move around the kill zonePoor angle or weak chokeReposition one gunnerAdd range or secondary fire
Mortars spread survivorsBlast point is too close to an exitMove the impact zone inwardAdd direct-fire coverage
Cannon feels ineffectiveTargets are too dispersedMove it to a narrow laneUpgrade penetration
Abilities run out too soonUsed on minor groupsSave them for overflowImprove cooldown or radius
Recovery During a Run

When a wave starts breaking through, stop buying broad upgrades. Fix the active leak first, then rebuild your economy after the immediate threat is contained.

If the center lane collapses, shift one gunner toward the exit rather than rebuilding the entire defense. This creates a second firing layer and buys time for missiles or strafing runs. If a side lane fails, cover it with an ability before moving a high-level tower away from the main choke.

For repeated attempts, record only three details after each failure:

  • Where the first leak occurred.
  • Which upgrade was missing at that moment.
  • Whether the wave split because of placement, enemy volume, or insufficient damage.

That information is more useful than simply restarting. Over several attempts, it reveals whether your route needs a different tower order or only a better resource timing.

Q: What is the best opening for a Sir, We Have an Orc Problem speedrun?

Begin with a compact gunner setup focused on the first reliable choke point. Add overlapping fire before purchasing several different tower types.

Q: Should I prioritize gunners, mortars, or cannons?

Gunners are the most dependable starting core, mortars help against stable clusters, and cannons become more valuable when lanes grow dense or enemies require penetration.

Q: When should I use missiles or strafing runs?

Use them to stop leaks, soften a secondary lane, or clear overflow near the base. Avoid spending emergency abilities on enemies already trapped inside your main kill zone.

Q: How can I recover after a wave begins breaking through?

Identify the active lane, reposition one tower or add focused fire there, and reserve an ability for the largest group. Delay economy purchases until the defense is stable again.

Final Speedrun Strategy

The strongest route combines simple placement with disciplined spending. Find the lane where enemies naturally gather, build a gunner core around it, and add area or penetration tools only when the wave demands them. This keeps the defense focused and makes each upgrade easier to evaluate.

Use the following priorities for a clean attempt:

  1. Read the path before committing.
  2. Build one reliable kill zone.
  3. Upgrade the tower that is already producing value.
  4. Cover leaks with abilities instead of panic-building.
  5. Add secondary lanes only after the main route is secure.
Final Tip

The fastest clear is usually built through fewer, stronger firing positions rather than a scattered defense that tries to cover every tile at once.

A strong speedrun setup remains flexible. If the map funnels enemies into one corridor, concentrate your towers and use abilities for exceptions. If the map divides the wave early, identify the dominant lane and assign the weaker route to emergency support. In both cases, watch enemy flow, protect your upgrade economy, and make every placement serve a clear purpose.