Field Notes · Afraid to touch it

Nobody starts a video game at the final boss!

By Johann Furmann, CTA·1 min read·First shared on LinkedIn, 02 Jul 2026

You start in the tutorial zone. You fight the weak enemies, collect easy loot, level up. By the time you face the real challenge, you have the gear, the skills, and the confidence to win.

Org cleanup works exactly the same way. And yet almost everyone does it backwards.

They open the Org, find the scariest thing in it, that 4,000 line Apex class nobody has touched since 2019, and decide the cleanup starts there. Three weeks later the project is dead and everyone agrees the Org is "too complex to clean up."

I never start with the hard parts. I start with the easy ones.

Unused Fields. Deactivated Flows still cluttering the list. Reports nobody has opened in two years. Page Layouts for teams that no longer exist. Each one is a small win. None of them can break anything.

But here is what those easy wins actually buy you. You learn how the Org really works. You build trust with the team. You create momentum that management can see. And you shrink the surface area, so when you finally face the boss, that monster class, the tangled Trigger logic, the Role hierarchy from hell, it is smaller and you are stronger.

The hard parts of an Org are not hard because they are complex. They are hard because you attacked them at level 1.

Grind the easy XP first. The boss fight will take care of itself.

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