Tactical Breach Wizards: All Confidence Goals on First Playthrough [Hard Mode]

How to achieve every confidence goal on hard mode without needing to revisit levels later on. (WIP: Act 2 Complete)

 

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.

I did write the guide for Jen’s Anxiety Dream, but it didn’t save. FML.
Will update soon.

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