FULL CLEARANCE // 100% RUN

100% Completion: What Finishing Everything Actually Takes

The game has no official completion percentage, so this page defines one honestly: survive Level 6.2, unlock all 11 achievements, and buy the full upgrade tree. Here is what that run contains and where to see others finish it.

A packed battle with many tower types firing into the horde
STATUS COMMUNITY GUIDE UPDATED 2026-08-06 BUILD STEAM RELEASE

The checklist: reach the final checkpoint (Level 6.2), clear the restricted-tower achievements, deal 666k damage with one Nuke, and buy every upgrade for Fully Loaded. Those are the only conditions the official achievement list defines.

The three components of a full clear

  1. Campaign progression. Steam achievements confirm checkpoints through Level 6.2. Surviving 6.2 (Against All Odds) is the furthest published progression marker, and the 6.2 route is documented on this site.
  2. All 11 achievements. The restrictions are official: single-tower and no-tower clears, one/three/four tower-type runs on specific levels, the Elemental Carnage trio and the 666k Nuke. Open routes for each live in the achievement tracker.
  3. Fully Loaded. The achievement text requires buying every upgrade. That makes resource farming after the final level part of a true 100% run, not an optional extra.

What is deliberately not claimed

There is no official "100%" counter, no published total playtime for a full completion, and no official list of every level beyond the achievement checkpoints. The 4–6 hour official estimate describes the campaign target, not a completionist run. This page does not invent a completion hour figure.

Watch full completion runs

Several creators have recorded finishing the game at 100%. These are third-party videos — useful for pacing and order-of-operations, not authoritative on mechanics. Each player loads the YouTube embed only after clicking.

THIRD-PARTY VIDEO // CLICK TO LOAD Video thumbnail: Sir, We Have An Orc Problem - 100% Completion Playthrough by KillrobPlays
KillrobPlays' labeled 100% completion playthrough. Good reference for the order the restrictions can be folded into a single campaign. Watch on YouTube: Sir, We Have An Orc Problem - 100% Completion Playthrough — KillrobPlays ↗
THIRD-PARTY VIDEO // CLICK TO LOAD Video thumbnail: I Played 100% of Sir, We Have an Orc Problem! by Sifd
Sifd's full-game run in one sitting. Compare how long the achievement re-runs take relative to the first clear. Watch on YouTube: I Played 100% of Sir, We Have an Orc Problem! — Sifd ↗

Ordering the run efficiently

The community evidence supports a few sequencing principles; none of them are official rules:

  • Do restricted runs when the level is fresh. Specialist on 3.1 and Triple Threat on 5.1 are tied to the same maps the campaign asks you to survive anyway; the achievement routes on this site show legal rosters for each.
  • Leave Overkill for a prepared crowd. The 666k condition is about one Nuke hitting a packed group — the crowd-control setups in the Overkill guide are what the community reports working.
  • Fully Loaded comes last. Buying the whole tree is cheaper to finish once you know which branches the late levels and achievements actually required.