Orc Problem 6.2: The Damageless Run Explained
There is no achievement for clearing 6.2 without taking damage. Steam's achievement list for this game has eleven entries and the highest progression one is survive 6 — nothing rewards a damageless finish. The challenge exists because players invented it, and it has quietly become the most-searched thing about the game's final level.
That matters before you start, because a lot of the frustration around 6.2 comes from people grinding a run they believe the game is asking for. It is not. If you clear 6.2 at all, you are already past the point Steam measures.
What the numbers actually say about level 6
**27.3% of players have the survive 6 achievement** as of 12 August 2026. Roughly three in four people who launch this game never finish the sixth level in any form, damage or no damage.
Compare that with 87.6% for surviving level 3 and 97.0% for level 1. The drop between three and six is the steepest gap in the whole list, and it is much larger than the gap between any two constraint challenges.
So the honest framing is: reaching 6.2 puts you in the top quarter. A damageless 6.2 is a cosmetic flex on top of that, not a completion requirement.
The most-read guide on this game is a single image
The top-rated guide for Sir, We Have an Orc Problem is "6.2 Complete without damage scheme" by TheMiroy, posted 29 July 2026 — one day after launch. It has 5,065 unique visitors and 59 ratings, which makes it more read than the general achievement guide that covers all eleven challenges.
It is worth knowing what you are clicking through to: the guide is a layout diagram with essentially no written explanation. TheMiroy filed it under both Achievements and Walkthroughs, and the value is entirely in the picture of where the turrets go.
We are not reproducing that image here — it is his work, and a redrawn version would lose the placement precision that makes it useful. If you want the scheme, open the guide. What we can add is the part the image cannot tell you.
The comments contain the missing instruction
Four separate players confirmed in the comments that the layout works, and two of them said the same specific thing: a small number of orcs still get through, and you kill them with a missile.
One reported "less than 5" leakers. Another said he needed to kill exactly seven with his missile. Neither treated this as the scheme failing — they treated it as the expected finish.
That is the piece a screenshot cannot convey. The layout is not designed to be airtight; it is designed to reduce the leak to a number one ability can absorb. If you follow a 6.2 scheme and see a handful of orcs walking past your line, that is not a sign you built it wrong.
Budget the missile before the wave, not during it
The practical consequence is that a damageless 6.2 needs an ability held in reserve from the start. If you have already spent your missile earlier in the run for damage, you have nothing left for the leak, and a single orc reaching the end voids the whole attempt.
This is also why the run is more of an upgrade check than a placement check. The scheme assumes your turrets are levelled enough to hold their share of the lanes; if they are not, the leak grows past what one missile can clean up and no amount of re-placing fixes it.
Our abilities page has the per-ability numbers and use counts if you need to work out what your budget actually is.
Why grenades keep coming up
Most published 6.2 and 6.1 schemes assume you have the slow-down branch. The grenade launcher applies a 60% slow and makes slowed orcs take 30% extra damage, per the player-measured stat sheet we cite throughout this site — that combination is doing a lot of quiet work in layouts that look like they are winning on turret damage alone.
If you have not unlocked it, expect published schemes to underperform for you. This is the same problem the 6.1 four-turret achievement has, where one player wrote an entire alternative guide specifically because every walkthrough he found required grenades he did not have.
Before blaming your placement, check which branch the guide's author was working from.
What we have not documented
We have not verified TheMiroy's layout ourselves, and we do not know whether it still holds after update 2026.08.02.13.35, which shipped a week after the guide was posted. Balance has changed at least once since launch.
We also cannot confirm that 6.2 is the final level from any official source. Mumpitz Games has not published a level list; 6.2 is simply the highest number that appears in community guides and in what players search for. If a later level exists, we have not found evidence of it.
- Steam ISteamUserStats/GetGlobalAchievementPercentagesForApp for appid 4594150, retrieved 12 Aug 2026 — the full 11-achievement list, ACH_SURVIVE_6 at 27.3%
- Steam community guide '6.2 Complete without damage scheme' by TheMiroy, posted 29 Jul 2026, 5,065 unique visitors / 59 ratings / 11 favourites, filed under Achievements + Walkthroughs (https://steamcommunity.com/sharedfiles/filedetails/?id=3773894898)
- Comment thread on that guide, read 12 Aug 2026 — four independent confirmations, two reporting leaked orcs
- Steam community guide 'general strategy and achievement guide (1.0 release, includes 6.2 damageless)' (https://steamcommunity.com/sharedfiles/filedetails/?id=3774189167)
- Steam community guide 'Weapon' by Mrlazy, stat sheet self-dated 31 July 2026 — turret figures quoted (https://steamcommunity.com/sharedfiles/filedetails/?id=3775009648)