In this gaming guide, we will cover all the achievements and post-game confidence in Tactical Breach Wizards. This guide is a work in progress, but we will provide you with all the necessary information to achieve a 100% completion rate. Let’s dive in and become tactical wizards!
Foreword
This guide is not supposed to be a walkthrough for the main story; instead, it will assume that you have already finished it and are in post-game now. That means all characters are unlocked and at max level.
Confidence goals will all be done on hard difficulty. Other achievements might be done on other difficulties.
Achievement List
The following achievements are obtained implicitly by finishing the main story:
The following achievements are obtained by finishing all Confidence Goals:
The following achievements are obtained by finishing all Confidence Goals, I think, but I have to double check again because I’m not 100% sure:
The following achievements are obtained by finishing the dream missions:
The following achievements are additional challenges:
Individual Achievement Guides (1)
Can be obtained easily on Mission 3-4: The B Team. Play Level 1 and pick Banks and Dall.
Use Transference with Banks from the topmost enemy to any other unit. Then lign up with that enemy from the opposite side of the room with Dall and charge at them. This will transfer 13 knockback.
Not a difficult achievement, but annoying. You have to play the first mission (“The Asset”) and in the final level, use 3 Bolt Burst with Zan to attack the hostage.
Warning!
You cannot replay the mission normally from your campaign screen. At this current moment, the only way to play “The Asset” is to start a new game or use Mission Select from the main menu, both of which override your campaign progress.
Hopefully this will be fixed in the future but currently, I would advise you to back up your entire save directory to restore it afterwards.
Can be obtained on Mission 2-6: The Pyromancer. Play Level 1 and pick a team including Banks. Her “Death’s Floor” perk from the anxiety dream makes this achievement easy to obtain.
Use the two other characters than Banks to get rid of the Neutraliser enemy. Then set a Death’s Door on the opposite wall of Steve Clark, next to a tile that is being targeted by his attack. Use Death’s Floor to teleport Bori to that tile and move to the Foresee phase.
Start any mission (like 2-1: Achievable Dreams) and open the menu to set the difficulty to “Custom”. Finish the level.
Easy to obtain on Mission 2-1: Achievable Dreams. Let Jen pick up the mana and use chain bolt on two enemies and finally on herself.
Can be obtained on lots of missions, for example Mission 2-1: Achievable Dreams. Run to the window to the left with Jen. Use Gale Grenade to push herself out.
Can be obtained on Mission 2-3: The Necromedic. In Level 1, enter the room with Banks and the other character. Pick up the mana with Banks and use Resurrect on the other character.
Easy to obtain on Mission 1-2: Rushwater Reunion.
In Level 1, play with Jen and Banks. Give Banks the perks Lightheaded and Overreaction. Use Sedative Cocktail centered on some enemy and Transference to that enemy as well. The enemy should have 3 Unstable now and can be knocked back by Static Blast.
Alternatively, see the guide for “Unstoppably Force”.
Easy on Mission 3-1: Basic Training.
In Level 2, pick Jen. Broom Breach to the leftmost window and walk to the green zone. Static Blast the Air Canister next to you, Take Cover, and you’re done.
Can be done on Mission 3-2: Lockdown.
In Level 2, pick Banks with the “Big Head” perk. Walk up to the right reachable mana, pick it up and bouncing back from the top wall, you are able to hit six enemies at once.
Can be obtained in Mission 3-4: The B Team, Level 5.
Breach the left door with Dall and the right door with Banks. For Banks, you want the perks Death’s Floor, Lightheaded, and Overreaction. For Dall, you want the perk Momentum.
With Banks, collect the mana right in front of the door and use Death’s Floor to teleport the Chapel Shepherd enemy to the top wall opposite of Dall. Use Sedative Cocktail and Transference to give him 3 Unstable. Charge them with Dall.
Pick any level with a team size of at most 4, for example Level 1 of Mission 1-2. Use any members other than the default selection (the same character can be picked multiple times) and start.
Mission 1-3: Out For Blood, Level 1.
Bring both characters into cover behind the low blocks right in front of the door and end the turn. A fourth tracker enemy will spawn. Now Take Cover with one character again and run forward with the other. They should be targeted by all four Tracker enemies now.
Can be obtained in Mission 2-5: Exit Strategy, Level 2.
Move Banks to the mana to the left and pick it up. From that position, you can hit the second from the left Heavy Gunner with a Spectral Skull two times (the third from the right will not work as the enemy needs to be at least one tile away from a wall). Roughly aim at the right end of the red door behind them.
Somewhat annoying but not too difficult on Easy difficulty.
The general plan is to use Dall’s charge to deal massive damage and overcome the high armor of the Siege Cleric. The “Momentum” perk helps here. You also want all perks for Swap to make the positioning easier.
Your first step should be to close all Reinforcement Doors and get rid of all other enemies, just to make everything less stressful.
Then you want to bring the Siege Cleric on one of the long free hallways, marked by the red lines in the screenshot below.
Most likely, the Siege Cleric will not be compliant by themselves, as they tend to move towards tight corners. So letting Dall collect some mana and use Swap potentially multiple times in one turn is key here. Playing on Easy let’s you mostly ignore the mines instead of heaving to defuse them first, which makes the task a bit less daunting.
Can be completed together with “Someone Go Get Her” on Easy difficulty, so see that section of the guide.
Individual Achievement Guides (2)
Can be obtained on Mission 2-4: The Meet, Level 1.
Pick two Zans and Jen for your team. Give Zan all perks for Predictive Bolt and no other. Jen needs to have the “+1 Use Per Encounter” for Gale Grenade.
Start by positioning the three characters as in the screenshot below.
Place a False Prophet in front of the left Zan and right next to the window. Use a Gale Grenade to move enemy 4 (from the screenshot) up. Now both Zans can use their Predictive Bolt toward the top right.
Use Jen’s Chain Bolt on: the False Prophet; enemy 1; the Air Canister next to enemy 3. This will trigger both Predictive Bolts and kill both enemy 1 and 3.
Finally, use Predictive Bolt again with the right Zan. Use the remaining Gale Grenade with Jen to knock enemy 2 into the line of fire.
Easy to obtain in Mission 3-4: The B Team, Level 5.
Give Zan the Time Bomb perk and pick up the mana in front of the doors with him. Group the three other characters close together and use Time Boost with Zan to hit all three.
Can be obtained in Mission 3-4: The B Team, Level 5.
This seems a bit janky to me, as the perk descriptions required don’t quite match the reality.
Pick a team with Zan and give him “Supportive Fire”, “Supportive Fire II”, and “Hurtful Lie”. Collect the mana and place a False Prophet next to the Chapel Shepherd enemy that does not block your line of fire.
Spawning the False Prophet should attack the enemy twice. Now use 3 Bolt Burst with the real Zan on that enemy. The False Prophet should attack it again too. This should trigger the achievement.
This can be done together with “What Did I Miss?” on Easy difficulty. I will not provide a turn-by-turn breakdown but rather a description of the general plan.
Pick Zan as your only character. You pretty much want all perks for 3 Bolt Burst and Predictive Bolt but none for False Prophet, especially not “Hurtful Lie”. Round 1 is just about surviving. From Round 2 on, Jen will be there and you can kill one clone per turn with the two of them.
The general idea is: Move Zan to be in a line with Liv. Place a False Prophet between the two as close as possible to Liv. Use Predictive Bolt in the direction of the False Prophet and Liv. Now when Jen uses Static Bolt on Liv, she will swap with the False Prophet, causing the Predictive Bolt to trigger.
This will instantly kill the first and second clone. The third clone will survive with one HP. My preferred way of killing the final clone is to use Chain Bolt, although that might require some retries if the positioning is bad. If you Chain Bolt both Liv and her swap target (marked by the purple circle), she will be hit. Your goal is to deal one point of damage to her with the knockback.
Finally, to kill her real self. This has to be done by Banks and Dall. If you want to do the two achievements separately, you can simply use Transference on some enemy and Liv and use Dall to deal massive damage for “What Did I Miss”, and in another attempt use the extra time you have to get better positioning and follow the strategy below.
The key to knock Liv’s real self off the map is Transference. It transfers both Damage and Knockback (retaining direction), so you have to have some luck with the positioning of all enemies. Use Transference on either and enemy or one of your characters other than Dall and target Liv. Then use Dall’s charge on the protectee to knock Liv off.
An example of my board is in the screenshot below. From there, I can use Dall’s Swap with Banks to get in a position to charge a protected Zan and knock Liv off the map.
Check out the Confidence guide for the mission. This is basically covered by obtaining all five Confidence goals in one go. Considering the length of this mission, at least on hard difficulty, this shouldn’t be much more of a challenge than doing the goals individually. So I will count this as “Mostly covered by the Confidence achievements”.
Confidence: Act I
If you want to help by contributing, I’d be glad to add it!
Confidence: Act II
If you want to help by contributing, I’d be glad to add it!
Confidence: Act III
If you want to help by contributing, I’d be glad to add it!
Confidence: Act IV
If you want to help by contributing, I’d be glad to add it!
Confidence: Dream Training
If you want to help by contributing, I’d be glad to add it!
Proving Grounds
If you want to help by contributing, I’d be glad to add it!
And that wraps up our share on Tactical Breach Wizards: 100% Complete Achievements. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Wurstinator, who deserves all the credit. Happy gaming!