Tactical Breach Wizards

Tactical Breach Wizards

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All Confidence Goals on First Playthrough [Hard Mode] (WIP: Act 2 Complete)
By Jinxin
How to achieve every confidence goal on hard mode without needing to revisit levels later on.
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Introduction
This is a guide on how to achieve every confidence objective during your first playthrough of the game. It does not include dream sequences. Skip to the mission you're stuck on, or follow along the entire thing. I don't know why you'd want to do that though.

For the purposes of this guide;
North = the top left of the screen. You can figure out the other cardinal directions.
Directly = within one tile

General Tips
  • Use Gale Grenades on yourself for extra movement, allowing you to reach interactable tiles or cover that's just out of range.
  • Choose your upgrades based on consistency: you want upgrades that will have value every time, rather than in specific scenarios.
  • Choose who breaches the door wisely: the breacher will immediately have line of sight into the room to and can act before moving, but everyone else will have to move before taking action.

Upgrade Order
These are the abilities I upgraded at each stage.
  • 1.2: Rushwater Reunion - +1 target for Chain Bolt
  • 1.4: The Traffic Warlock - +1 damage for 3 Bolt Burst
  • 2.2: The Blacksite - Useful Fiction for False Prophet and +1 Use Per Encounter for Gale Grenade
  • 2.3: The Necromedic - Intercept for Death's Door
  • 2.4: The Meet - Persistent Delusion for False Prophet and Refreshing Jolt for Static Blast
  • 2.6: The Pyromancer - Lightheaded for Sedative Cocktail
Act 1: The Break
1.1: The Asset
This is the tutorial, there are no confidence goals here.

1.2: Rushwater Reunion
There are also no confidence goals here, but make sure to take the +1 target upgrade to Chain Bolt

1.3: Out For Blood
Zone 1
Move Jen directly north of the filing cabinets. Throw your Gale Grenade at the two enemies by the south window, and Static Blast the closest tracker into the wall.
Move Zan directly east to the desk, shoot the tracker to your south in the first room, and take cover.
Next turn Zan can seal the door and you can finish off the last two enemies by knocking them into walls.
Zone 2
Breach the southwest door with Zan, and the southeast door with Jen.
Move Zan to the tile east of the central intel box, shoot the nearby grenadier, and Time Boost Jen.
Move Jen to one of the further tiles at the eastern box, Chain Bolt the 3 standing trackers into walls (starting with the one directly west), and then shoot the hiding grenadier.
Move to seal the doors, the 1-turn objective is already complete.
Zone 3
Turn 1
Breach with Zan first and immediately shoot the overwatching sharpshooter.
Predictive Bolt north towards the door, then breach with Jen and use the laptop to open Zan's door. This should instantly kill the enforcer, allowing Zan to run through the door.

Turn 2
Move Jen to her door and breach it. Move Zan to his door, but do not breach this turn. Instead, cast Predictive Bolt east to cover Jen's Enforcer.

Turn 3
Breach Zan's door and move him as far northwest as possible. He should be standing next to the window. Shoot the enforcer in the middle of the corridor, to push him towards the eastern windows.
Move Jen to her door, breach, and Chain Bolt the 3 trackers counter clockwise. Then, throw your Gale Grenade inbetween the two enforcers on Zan's bridge, knocking them both out of the windows. Make sure not to hit Zan.
The confidence objectives are now complete, finish the mission at your own pace.

1.4: The Traffic Warlock
Turn 1
Move Jen west of the western intel. Grab it, and shoot the Traffic Warlock northeast towards the burning mana.
Move Zan to the eastern wall, directly east of Jen. Shoot the warlock north, and predictive bolt to catch the reinforcements coming through the eastern door.

Turn 2
Move Jen east of the tracker reinforcement next to her, shoot him into the wall, and throw a gale grenade west of the Traffic Warlock. He should now be standing next to a window.
Move Zan up to the eastern reinforcement door, seal the door, grab the intel, and defenestrate Steve the Traffic Warlock.
The confidence objectives are now complete, finish at your own pace and make sure not to take any damage.
At the end of the mission, take the +1 damage upgrade to 3 Bolt Burst
Act 2: Extraction, Part I
2.1 Achievable Dreams
This one is very easy. Use Jen to grab the intel, chain bolt the eastern tracker, the traffic warden, and the grenadier, then gale grenade the eastern tracker to knock them out the window.
You can finish off the last tracker with Zan.

2.2: The Blacksite
Zone 1
Turn 1
Move Jen to the cover by the southern wall, and shoot the tracker out the window.
Move Zan to the cover by the intel and pick it up.

Turn 2
Time Boost Jen, then move her to the square southwest of the first turret and throw a Gale Grenade directly to her west to push her next to the turret. Shoot the nearby tracker from the reinforcement door twice, deactivate the turret, and take cover.
Move Zan up to the box in the middle of the room. Shoot the tracker to the east, and take cover.

Turn 3
Move Zan to seal the reinforcement door and shoot the nearby tracker into the wall to kill him.
Move Jen to the second turret, deactivate it, and finish off the last tracker.

Zone 2
This is also pretty easy, it's basically a tutorial on Zan's new False Prophet ability.
Just run both your characters forwards, block the turret with a false prophet, and shoot the other guy.

Zone 3
Turn 1
Move Zan to the tile east of the western intel (in the corridor), shoot the heavy gunner, and summon a False Prophet between them.
Move Jen to breach the interior door and shoot the tracker into the electrified wall behind him.

Turn 2
Move Zan north to hug the west side of the central wall, and kill the reinforcing tracker either by shooting him or an air canister. Turn around and Predictive Bolt facing south.
Move Jen directly west of the heavy gunner, and shoot him into Zan's predictive bolt.

Turn 3
Move Zan to seal the reinforcement door, and shoot the tracker into the wall to kill him.
Move Jen to hack the terminal.
The turret should kill the final sniper.

Zone 4
Turn 1
Move Zan directly infront of the door and cast Predictive Bolt.
Move Jen directly south of the nearby intel and shoot the tracker into the Predictive Bolt.

Turn 2
Bounce a Chain Bolt off of the reinforcing tracker and the heavy gunner to knock the sniper out of the window. Then, Gale grenade directly to Jen's west to push her further into the room, giving her just enough movement to hack the turret on turn 2.
Shoot the heavy gunner with Zan to make sure the turret kills him. Zan may die on this turn, and it's better to sacrifice him than to let Jen die.

Turn 3
Chain bolt the two reinforcements to the west near Zan, and then the air canister to the east near the turret. If you then shoot the air canister with Zan, it should bounce the last tracker between two canisters like a tennis ball. If not, the turret will kill him after the round anyways.
Move Jen as close to the last reinforcement door as possible.

Turn 4
Seal the last reinforcement door. Don't worry about killing the last enemy, the turret should take care of it.

Take the upgrades:Useful Fiction for False Prophet and +1 Use Per Encounter for Gale Grenade.

2.3: The Necromedic
This is a pretty simple mission. We just got Banks, so we're learning how her abilities work and how to use her.
Zone 1
Not necessary, but redeploy Jen to breach the door to avoid some damage.
Move Banks as far northeast as possible, summon Death's door on the wall behind the gunner, and throw a sedative cocktail in the middle of the three enemies.
Throw a Gale Grenade in the middle of the three enemies to knock them all away. Move directly east of the central intel, then chain bolt the north tracker, south tracker, and air canister. This should push the explosive barrel and explode the sniper.
From this position you should be able to reach both objectives next turn.

Zone 2
Very simple. Kill Jen on the proximity mine, grab either intel with Banks, and Resurrect Jen.
Throw a Gale Grenade south of the neutraliser to shove him into Chain Bolt line of sight, then Chain Bolt both enemies.
From this position you should be able to reach both objectives next turn.

Zone 3
Redeploy Banks to the breaching position. Throw a Sedative Cocktail at the heavy gunner, and cast Death's Door in the northeast corner of the room. Move Banks to seal the reinforcement door.
Move Jen to the nearby window and shoot the heavy gunner. This should shove him into Death's Door. Broom Breach to the second reinforcement door and Gale Grenade the two enemies out of the window.
Take the upgrade Intercept for Death's Door.

2.4: The Meet
Our first 3-person mission.
Zone 1
Move Banks west of the intel. You should be able to line up Spectral Skull to hit the two nearby trackers and bounce to hit a third in the northeast corner by the electrified wall. Place a Death's Door south of the heavy gunner.
Move Zan to the northeast tile directly inbetween the two trackers.
Move Jen to the western window and Gale Grenade the tracker south of Zan. This should shove him into the corner. Broom breach into the other room and Gale Grenade the stun barrel. This should kill the north-eastern tracker. Shoot the heavy gunner into the Death's Door, and Broom Breach back to safety.
Shoot the nearby tracker with Zan, and take cover with all 3.
Finish off the last tracker next turn.

Zone 2
Move Banks directly west of the western intel. You should be able to line up a triple Spectral Skull.
Redeploy Jen to the southern door, and move her directly south of the eastern intel. Chain bolt the north officer by the fan, the east officer by the window, and south officer by the doors.

Zone 3
Move Banks west of the eastern intel and Sedative Cocktail the eastern heavy gunner near the explosive barrel.
Redeploy Jen to Zan's spot at the southern door. Move her as close to the laptop as possible, then Gale grenade directly in-between her and Banks to push her onto the laptop tile to hack the turret. Shoot the explosive barrel next to the heavy gunner.
Move Zan north of the western intel and cast Predictive Bolt east.
Use Transference on Zan and the heavy gunner targeting him.
You should be able to easily barricade the 3 doors and kill the 3 reinforcements on your second turn, with the help of the turret.

Take the upgrades Persistent Delusion for False Prophet and Refreshing Jolt for Static Blast.
Act 2: Extraction, Part II
2.5: Exit Strategy
Zone 1
Redeploy Jen to Zan's position at the north door.
Move Banks anywhere she can see the wall west of the heavy gunner, place Death's Door on the wall, and Sedative Cocktail the two trackers.
Move Jen directly north of the northern intel and chain bolt the heavy gunner and two trackers in order of north to south.
Move Zan directly north of the southern intel, cast False prophet on the laptop tile, and predictive bolt facing west. The officer will die in foresee phase.

Zone 2
Turn 1
Cast Transference on Jen and the easternmost heavy gunner (next to the sniper and the reinforcement door). Move Jen directly north of the intel but don't pick it up.
Move Banks directly to Jen's west and throw a sedative cocktail at the three heavy gunners.
Throw a Gale Grenade to kill all three, shoot the sniper to refresh Jen's move, and move to seal the reinforcement door.
Move Zan to Jen's previous position east of Banks and pick up the intel.

Turn 2
Throw a Sedative Cocktail at the two eastern enemies.
Move Jen to a window and shoot the eastern gunner into the sniper's overwatch Broom breach across the gap, and seal the door.
Shoot the sniper with Zan and move south of the intel. Cast Time Boost twice on Banks.
Throw two Sedative cocktails at the last gunner. You can either shove him into a Death's Door or a grenade. Pick your poison.

Zone 3
Move Banks as close to the eastern reinforcement door as possible and throw a sedative cocktail at the two enemies.
Move Jen into the room, shoot the neutraliser into the crate, move again to seal the northern reinforcement door, and throw two Gale Grenades at Banks to push her next to the eastern reinforcement door.
Seal the door then cast Transference on Banks and the heavy gunner.
Send Zan to pick up coffee for the team.

Zone 4
Cast Predictive Bolt on the door. Breach with Jen and move her to a window.
Move Zan to the central intel, shoot the tracker to push him backwards, and cast False Prophet on the nearest northern reinforcement door.
Move Banks directly north of Zan and throw a Sedative Cocktail at the two enemies.
Throw a Gale Grenade to defenestrate them both.
You have already completed both objectives at this point, but you can use Broom Breach and a Gale Grenade to let Jen seal an extra door this turn.

2.6: The Pyromancer
Boss fight time.
Turn 1
Redeploy Zan to the eastern door and breach both immediately. Move Zan east of the eastern intel, shoot the neutraliser, and summon a False Prophet at the nearby reinforcement door. Cast Predictive Bolt for fun (and for Zan's objective).
Move Banks to the western intel and cast Death's Door on the wall east of the Traffic Warden. Make sure to BM the Pyromancer by throwing a useless cocktail and spamming Take Cover.
Move Jen to the western window, revive her, then shoot the Traffic Warden into Death's Door. Broom Breach to the eastern window and move to hack the turret.
All confidence objectives are now complete.

Turn 2
Cast Transference on Banks and the Pyromancer, then throw a Sedative Cocktail at the two enemies.
Move Zan to the central intel and cast time boost on Jen.
Throw two Gale Grenades: One west of Zan and one at the crate in the center of the room which is directly south of an explosive barrel. Zan should now be south of the explosive barrel, which in turn is directly west of the turret.
Cast Predictive Bolt facing north, then Chain Bolt the explosive barrel, the Pyromancer, and the gunner.
Move Jen to the window, broom breach to the northern window, shoot the Pyromancer, and move again to seal the northern reinforcement door.
You can finish off the Pyromancer with Zan or let the turret kill him.

Take the upgrade Lightheaded for Sedative Cocktail.

2.6: Jen's Anxiety Dream
Zone 1
Turn 1
Move Jen 1 to a window, Broom Breach to behind the sniper, shoot him, and then move to hack the turret.
Move Jen 2 north of the cabinets and take cover.

Turn 2
With Jen 2, broom breach to the door control terminal, move south of the heavy gunner, and shoot him out of the window.
Move Jen 1 back to the window she entered through and Gale Grenade west then north of the sniper to push both enemies out of the window.
Broom breach to the final room, shoot the turret, then move into the green zone.

Zone 2
I can't give you direct instructions for this one; It's simply too long and has too much variance to be possible. I'll give you as much advice as possible so hopefully you can complete it on your own.
  • At the two outer doors, you can stand on the opposite side of the door to the window. This will force the enemy to spawn next to the window and you can instantly kill them.

  • Be conservative with your Gale Grenades and Broom Breaches; only use them if you can get an extra kill this turn, or if you have no other way to survive.
  • Remember to utilise the extra move you get when you shoot. If you need to run a long distance, try moving as far as you can while still keeping an enemy within line of sight.

Zone 3
This one sucks.

Turn 1
Move Jen 1 as far forwards as possible. Shoot the officer to your north, and move to breach the western door.
Move Jen 2 also as far forwards as possible, throw 4 Gale Grenades behind you (this should kill the first officer) and shoot the one north to finish him off. Move to hack the turret.

Turn 2
Move Jen 1 to the northern cover, shoot the heavy gunner, and take cover.
Move Jen 2 out of the turret control room, shoot the closest officer (this should push him into the other officer), and move to breach the eastern door.
Sometimes, the heavy gunner will target the turret. If this happens, you must restart. I haven't been able to find a way to guarantee he targets you.

Turn 3
Move Jen 2 to the window, Broom Breach to the further north window on the other side, shoot the officer, and move directly south of him.
Move Jen 1 to the intel between the turret and the gunner. Chain bolt the northern then southern officer. They should both die and the turret should kill the turret.

Zone 3
Turn 1
Move Jen 1 as far east as possible, shoot the tracker out of the window, move to the window and Broom Breach to the northeastern window.
Move Jen 2 forwards, shoot the traffic warden, move to the window and Broom Breach to the southeastern window. Gale grenade the sharpshooter out of the window.

Turn 2
Seal both doors on this turn. There is a bit of variance on where the Traffic Wardens will move, but there's no turn limit so just stay safe and try and get one to shoot the other.
15 Comments
a_noobypro 1 Jan @ 11:55am 
3.2 - Lockdown

Zone 3 - Going To Ground

Comment 2

Turn 2

Given the reinforcing priest moves to the tile south of the pit, and the cleanser moves 1 tile west from the door:

Move Zan to any piece of intel, but not a tile directly west of the priest. Move Dall to a tile directly west of the priest, as far away as she can go. Move Dall 1 tile north of Dall, cast death’s door behind the priest, and charge him into it. Move Jen to the tile west of the cleanser, shoot him so that he’s 1 tile east of the reinforcement door.

Swap Dall and Jen (Dall got the mana from the charge, and move Jen to seal the east reinforcement door. Have Zan grab intel and time boost Dall. Charge the cleanser such that Dall ends up at the door to seal it. Stink bomb the cleanser to finish.
a_noobypro 1 Jan @ 11:54am 
3.2 - Lockdown

Zone 3 - Going To Ground

Comment 1

Turn 1
Cast transference on Banks against the north shepherd, move Zan southeast to the square barricade (a chess knight’s move away from Dall), then cast a predictive northward. Cast transference on Banks against the northern shepherd. Stink bomb the both of them. The shepherd should be knocked back by his buddy into the predictive, and Banks survives with 2 health.

Have Dall throw a riot block behind the east shepherd and charge him. All the knockback he takes becomes slam damage, fulfilling Dall’s goal.

Move Jen 1 tile northeast, shoot the remaining shepherd into the barricade, killing him. Move to seal the north reinforcement door. Zan’s goal is complete.

3 bolt burst the remaining tracker. Move Banks to the north of the 2-tile barricade where the shepherds stood.
a_noobypro 1 Jan @ 11:50am 
3.2 - Lockdown

Zone 2 - Curfew

Comment 2

Turn 2 & Beyond
With 5 priests their possible positions are too many to give exact instructions (hell even Dall doesn’t spawn consistently).
I suggest not trying to squeeze out damage and kills every turn, so that there are enough opportunities for Dall to do the 10 knockback for her goal. Try making use of the long stretch of empty tiles east of the westmost barricade (the one closest to your starting tiles).
Make use of Jen’s additional move to move her to the 2 barricades east of the manhole, and put a riot block between those two barricades to protect her against priests (if the priests in your playthrough moved to spots that allow for this).
Take note that the extra knockback granted by stink bomb doesn’t count towards Dall’s goal. (Very dissatisfying.)
a_noobypro 1 Jan @ 11:50am 
3.2 - Lockdown

Zone 2 - Curfew

Comment 1

Turn 1
Move Banks to west of the north intel, grab and cast skull (should hit the tracker, a priest, bounce off the reinforcement door, then hit the 3 enemies in the south). Have Jen shoot the tracker, gale him into the manhole, then gale the tracker into the pit. Have Jen move to the south intel. Move Zan 1 tile southwest, 3 bolt burst the southwest priest, and predictive on the reinforcement door.
Move Banks to west of the north intel, grab and cast skull (should hit the tracker, a priest, bounce off the reinforcement door, then hit the 3 enemies in the south). Have Jen shoot the tracker, gale him into the manhole, then gale the tracker into the pit. Move Jen to the tile south of Banks. Move Zan to the tile south of Jen, 3 bolt burst the southwest priest, and predictive on the reinforcement door.
a_noobypro 1 Jan @ 11:49am 
3.2 - Lockdown

Zone 1 - Downtown
Turn 1
Move Jen south to the barricade with the intel. Gale the tile north of the cleanser. Move Banks west of the intel, pick it up, and skull all 3 enemies. Move Zan 1 tile south of Banks, 3 bolt burst the cleanser. Have Jen shoot the west tracker, gale the remaining tracker into the pit, then move to seal the north door. Predictive the remaining door.

Turn 2
Have Jen seal the remaining door.
a_noobypro 31 Dec, 2024 @ 8:00pm 
3.1 Basic Training

Zone 5 - The Riot Priest
Turn 1
Cast transference on banks against the explosive barrel. Throw a stink bomb at the shepherd. Cast death's door on the tile east of the tracker we just sedated, and 3 bolt burst him into it (intercept will suck him in). Have Zan grab intel and time boost Banks. Throw a stink bomb at the north tracker to defenestrate him. Move Banks northeast 1 tile, move Zan east 1 tile and cast predictive on the reinforcements.
Turn 2
Given the priest moves to 2 tiles west of the intel, throw a stink bomb at him, then throw 2 gales to defenestrate him (doesn't matter that Banks gets shoved). Have Jen shoot the remaining tracker out the window. Have Zan cast predictive on the reinforcement door.
Turn 3
Predictive on the doorway again.
Turn 4
Done
a_noobypro 31 Dec, 2024 @ 7:59pm 
3.1 Basic Training

Zone 4 - Terminal
Turn 1
Shoot the stun barrel next to the shepherd, gale the tile south of the north tracker to defenestrate him and push the shepherd, then gale the south tracker out his window. Move to a window, broom breach to the laptop, and open the exit door.
Turn 2
Broom breach to the northwestern most window, move 2 tiles west, shoot the stun barrel next to the reinforcing tracker, and move to exit. The shepherd shouldn't be able to shoot you.
a_noobypro 31 Dec, 2024 @ 7:59pm 
3.1 Basic Training

Zone 3 - The Shepherd
Turn 1
Cast transference on Banks against the shepherd. Throw stink bomb onto the shepherd. 3 bolt burst onto the easternmost air canister. This fulfills Bank's goal. Everyone take cover.
Turn 2
Given the reinforcing tracker goes to the tile west of Zan, throw a stink bomb at the eastern tracker. Move banks to the bit of wall extending north from the south side. 3 bolt burst the northern tracker out the window, move Zan north 1 tile, grab intel, and time boost Banks. Stink bomb the explosive barrel to kill the reinforcing tracker. Have Zan take cover.
Turn 3
3 bolt burst the reinforcing tracker (just kill him however you like, as long as Zan can) then cast predictive on the reinforcement doorway.

Turn 4
Done
a_noobypro 31 Dec, 2024 @ 7:59pm 
3.1 Basic Training
Train heads east.
Zone 1 - On Board
Turn 1
Redeploy and breach with Banks, move her west of the intel, pick it up, and cast the skull to hit all enemies. Move Zan east of the western tracker, put a predictive on the reinforcement door. Cast transference on Zan against the remaining tracker.
Turn 2
Cast predictive bolt on the doorway again, move Banks eastward by however much.
Turn 3
Move everyone to exit.

Zone 2 - Sappers
Broom breach to the tile east of the northern piece of intel, cast chain bolt on the 3 goons west to east. Gale the cleanser into the desk to kill him. Broom breach to any of the two westernmost windows and move to exit.
Icarsix 16 Dec, 2024 @ 10:52am 
This is a lifesaver, thank you so much. Hope classes go well and looking forward to the rest of the guide