Tactical Breach Wizards is generous with rewinds, but it is not a game you beat by guessing. The cleanest clears come from understanding what the room is asking for: which door will spawn reinforcements, which enemy must be moved instead of damaged, which spell refunds an action, and which optional Confidence Goal is better left for a later replay.
This guide is a practical campaign walkthrough and cleanup plan. It covers the mission order, the tactical rules that matter most, perk priorities, Dreams, Proving Grounds, confidence goals, and the achievements that are easiest to overlook. It is spoiler-light on story beats but not spoiler-free for mission names, recruit timing, or mechanics.

Quick Route
The campaign is best played in two passes. On the first pass, finish missions, learn new wizards, and take Confidence Goals only when they fit your current perks. On the cleanup pass, use Mission Select, max-level characters, different team compositions, and the rewind system to chase one-turn clears, Dreams, Proving Grounds, and the trickier achievements.
| Run Type | What To Prioritize | What To Delay |
|---|---|---|
| First campaign clear | Finish rooms, learn each new wizard, seal reinforcement doors, use windows and traps, and spend perks on reliable movement/action economy. | Perfect Confidence Goals that clearly ask for perks or wizards you do not have yet. |
| Confidence cleanup | Replay missions with maxed perks, bring specialists for the exact objective, and use clones/alternate squads where Mission Select allows it. | Story pacing. Cleanup is puzzle-solving, not a fresh blind run. |
| Achievement cleanup | Use Mission Select and rewind to trigger unusual actions, then leave or replay as needed. | Worrying about permanent missables. The readable references support flexible cleanup through replay. |
Core Mechanics You Should Master Early
Tactical Breach Wizards looks like a tactics game, but it often plays like a controlled physics puzzle. You are not just trading damage. You are redirecting attacks, throwing enemies through windows, using doors and objects, abusing movement refreshes, and checking the future before committing.
| Mechanic | How It Works | Practical Rule |
|---|---|---|
| Breach doors | Some rooms let you choose which entrance each wizard uses. Once the breach starts, the setup is locked. | Put pushers near windows and put mobile characters near reinforcement doors or switches. |
| Rewind | You can rewind freely before the turn is locked in, and some achievement triggers can be tested safely. | Try the loud plan first. If it fails, rewind and keep the information. |
| Foresee phase | The game shows planned enemy attacks before the enemy turn fully resolves. | Do not end the turn until you have checked who is actually being shot. |
| Enemy turn | After the enemy turn starts, you cannot rewind to your previous action phase. | Use Foresee to confirm cover, clone bait, and Transference links before advancing. |
| Knockback | Push effects can deal damage through collisions, windows, portals, traffic, and hazards. | When an enemy has too much health, move them instead of trying to out-damage them. |
| Reinforcement doors | Visible door shadows warn that enemies will enter later. | Closing a door is often better than killing one more enemy this turn. |
| Mana and action costs | Many powerful skills cost mana, limited uses, or positioning rather than the basic action. | Spend zero-action spells before basic attacks if they create a better shot. |
| Friendly fire | Your own squad can be pushed, damaged, or used as part of a combo. | Friendly fire is a tool during cleanup, but a liability during a first clear. |
Campaign Walkthrough Order
The campaign route below combines the readable mission walkthroughs into a single progression map. The exact room-by-room answer is less important than knowing what each act teaches and which tools become available.
| Act | Main Missions | New Tools And Risks | Walkthrough Focus |
|---|---|---|---|
| Act I: The Break | The Asset, Rushwater Reunion, Out for Blood, Traffic Warlock | Zan and Jen define the early game: predictive shots, push attacks, Chain Bolt, windows, and traffic boss patterns. | Learn door setup, defenestration, Supportive Fire timing, and how to solve rooms through positioning instead of raw damage. |
| Act II: Extraction | Achievable Dreams, The Blacksite, The Necromedic, The Meet, Exit Strategy, Pyromancer | Banks joins as the Necromedic. Death’s Door, Spectral Skull, Resurrect, and Transference turn enemy attacks into resources. | Practice portal kills, skull lines, revived bodies, and objective routing across multi-room missions. |
| Act III: Resistance | Basic Training, Lockdown, The Recording, The B Team, The Siege Cleric, Kennedy Calls, Cornered, Death’s Door | Dall enters with Charge, Swap, and Riot Block. Later rooms introduce heavier armor, shield support, and Rion’s anti-armor utility. | Use long run-ups, object swaps, shield disruption, and controlled damage intake for Confidence Goals. |
| Act IV: Counterheist | Advanced Training, Anxiety Dreams, Fort Osprey, Villa Medil, Counterheist: The Vault, The Mines, The Roof | The full team is available. Unique dream perks and late-game enemies push you toward advanced combos. | Finish the campaign, then return for difficult Confidence Goals with maxed characters and tailored squads. |

Act I Walkthrough: The Break
Act I teaches the whole grammar of the game. The Asset introduces basic room reading, hostage pressure, and the value of trying a questionable action, rewinding, and then solving normally. Rushwater Reunion adds Jen as a playable wizard and shifts the focus toward push angles and windows. Out for Blood is where the campaign stops feeling like a tutorial: the Confidence Goals start expecting you to clear quickly and line up knockback chains. The Traffic Warlock boss tests whether you can move a dangerous target into a hazard instead of treating him like a normal enemy.
| Mission | What To Learn | Cleanup Note |
|---|---|---|
| The Asset | Read the room, test actions with rewind, and use windows when damage is not enough. | Outside The Box is tied to trying a dangerous hostage action here; rewind afterward. |
| Rushwater Reunion | Jen’s pushes are not just damage. Static Blast, Chain Bolt, and Gale Grenade reshape the map. | Do not spend all movement before checking whether a reinforcement door can be closed. |
| Out for Blood | Use enemy positions against each other. One-turn goals usually need better perk timing later. | One Turn Wonder is tied to the Two Pillars room and is easier as a planned replay. |
| Traffic Warlock | Push the boss into traffic/window lines and use Foresee to avoid wasting actions. | Back On The Streets and related Traffic Warlock achievements are best cleaned up from Mission Select. |
Act II Walkthrough: Extraction
Act II expands the game from push puzzles into rescue, support, and portal routing. Achievable Dreams teaches the Dream format. The Blacksite introduces Banks, whose kit rewards patient setup: Sedative Cocktail makes enemies easier to move, Spectral Skull rewards clean lines, Transference changes who takes a hit, and Death’s Door can remove a target without dealing traditional damage. The Pyromancer fight then asks you to combine that support kit with Jen’s knockback and Zan’s action economy.
- When Banks joins: stop thinking only in terms of kills. An enemy can be sedated, redirected, revived, turned against another target, or removed through a portal.
- When Spectral Skull appears: look for angles that hit multiple enemies. The Big Head and damage upgrades make later skull goals far less painful.
- When Death’s Door appears: place the portal first, then spend Jen, Dall, or knockback tools to send targets through it.
- Against the Pyromancer: treat the boss arena as a hazard puzzle. Your goal is to make the boss suffer from the arena’s own rules.
Act III Walkthrough: Resistance
Act III is where the campaign starts punishing passive play. New Chapel-style enemies protect each other, heavier armor resists simple pushes, and Dall’s toolkit gives you a direct answer: Charge, Swap, and Riot Block. Long run-ups matter. Object placement matters. A Riot Block is not just cover; it can be a swap target, a charge target, and an achievement tool.
The Recording and The B Team are especially good places to practice swaps and object abuse. The Siege Cleric chain pushes you toward Rion and brittle-style support, because some enemies need their defenses broken before Banks and Jen can move them efficiently. Death’s Door as Banks’ Anxiety Dream is also a major cleanup point because it grants a unique perk route and reinforces portal thinking.
| Problem | Best Response |
|---|---|
| Armored target will not move far enough | Use brittle, unsteady, longer Charge lines, or slam damage instead of a weak direct attack. |
| Shield support protects priority enemies | Target the support first, redirect attacks, or separate the shielded enemy with Swap. |
| A door is too far away | Use Jen’s movement refresh, Dall’s Swap, Zan’s Time Boost, or a portal route. |
| A Confidence Goal asks for no damage except Dall | Let Dall be the visible target, hide or redirect everyone else, and confirm in Foresee. |
Act IV Walkthrough: Counterheist
Act IV is the full-team exam. Advanced Training and the character Anxiety Dreams reward you with unique perk routes, Fort Osprey and Villa Medil test split-team control, and the Counterheist finale divides the team before converging into the roof sequence. If you skipped many Confidence Goals earlier, this is the point where you should stop chasing every side objective during blind play and finish the story first.
After credits, use Mission Select to return with stronger perks. Late-game cleanup is much easier when you can bring the right wizard for the exact job: Jen for speed and doors, Zan for extra actions and Predictive Bolt chains, Banks for Death’s Door and skull lines, Dall for massive Charge setups, and Rion for brittle/spore solutions.

Perk Priorities
Perks can be changed in the menu before a mission, so do not treat early choices as permanent identity decisions. The main restriction is that you cannot freely rebuild after a mission has started. For campaign progress, pick perks that increase movement, action economy, multi-target hits, and reliable setup. For cleanup, rebuild around the specific Confidence Goal.
| Wizard | Role | High-Value Perks | Why They Matter |
|---|---|---|---|
| Zan Vesker, Navy Seer | Action economy, predictive damage, clones, support fire. | Time Bomb, Persistent Delusion, Conviction, Validation, Supportive Fire upgrades. | He turns one good plan into multiple actions and can use clones to bait enemy shots or extend combos. |
| Jen Kellen, Freelance Witch | Movement, knockback, windows, door control. | Refreshing Jolt I/II, +1 Chain Bolt target, Second Wind, Forced Entry. | She solves speed goals, closes distant doors, and makes defenestration reliable. |
| Banks, Necromedic | Debuffs, revival, redirected attacks, portals. | Drowsy, Big Head, Intercept, Genius Grant, Death’s Door upgrades. | She converts enemy pressure into puzzle pieces and enables many skull, revive, and portal achievements. |
| Dall Sabin, Rebel Riot Priest | Charge damage, swaps, object control, tanking. | Rampage I/II, Swap with Objects, Recall, Momentum, Telephasing. | She turns long lines and objects into huge knockback, and many Act III/IV goals are built around her. |
| Rion, Druid Hitman | Brittle, spore damage, rabid enemies, late-game armor answers. | Intelligent, Corrosive, Quicksprout, Pressurized, brittle support. | He makes protected enemies manageable and creates large burst setups for late Confidence Goals. |
Confidence Goals, Dreams, and Proving Grounds
Confidence Goals are not always meant to be completed the first time you see them. Several goals become much easier after later perks, and some are clearly designed for replay. If a room asks for a specific spell count, a fast turn limit, a perfect-health finish, or a very large single-hit setup, ask whether your current build can actually support it. If not, finish the mission and come back.
| Mode | Purpose | Recommended Cleanup Plan |
|---|---|---|
| Campaign Confidence Goals | Optional objectives inside story missions. They award Confidence and often point toward achievements. | Do easy ones on first clear, then replay hard ones with max perks and better team picks. |
| Dream Training | Challenge missions that teach advanced wizard-specific or combo-specific lessons. | Use these to learn action refunds, movement chains, and unusual enemy manipulation. |
| Proving Grounds | Replayable survival-style challenges, often built around 10 turns of waves. | Go in with maxed characters, defensive positioning, and a plan for reinforcement control. |
| Outfit unlocks | Confidence points can be spent on cosmetics and related achievements. | Do not spend randomly if you are aiming for Confident, Own It, or Complete The Look. |
Achievement Cleanup Plan
The achievement list is large, but it is friendlier than it looks. Campaign-completion achievements come naturally. Dream and Confidence achievements are replay-based. Many odd achievements can be triggered, then rewound or cleaned through Mission Select.
Campaign And Character Completion
| Achievement Type | Achievements | Cleanup Advice |
|---|---|---|
| Act completion | The Break, Extraction, Resistance, Counterheist | Finish each act. Mission Select can speed repeat cleanup once the campaign is open. |
| Anxiety Dreams | Jen’s Who Needs Therapy? (Jen, Still), Banks’ Back From A Dark Place, Dall’s Shields Down, Rion’s Hair Of The Dog, and Zan’s Stop Hitting Yourself | Complete each character’s Anxiety Dream. These are also good practice for unique perks. |
| All Confidence Goals by character | Overseer, The Witchest, Doctorate, High Priest, Dogged | Work one character at a time and rebuild perks around that character’s goal. |
| Dream completion | Realistic Dreams, Wildest Dreams, Heat Signature, Proven | Finish Dream Training sets and at least one Proving Ground; save all-Proving-Ground-style cleanup for max level. |
Notable Mission-Specific Achievements
| Achievement | Where To Look | Core Idea |
|---|---|---|
| Outside The Box | The Asset | Test the hostage-related shot, then rewind and clear normally. |
| Back On The Streets | Traffic Warlock | Defenestrate Steve Clark rather than simply beating the fight. |
| Look Both Ways | Pyromancer / ghost traffic setup | Make the target suffer from the traffic hazard. |
| Improvised Window | Traffic Warlock or related dream setup | Use Death’s Door as the removal route. |
| The Broom Closet | The Necromedic, Broom Breach room | Clear the room in one turn with the required goals active. |
| Zero Day Delivery | Advanced Training | Get Moss to the bomb site in one turn. |
| One Turn Wonder | Out for Blood, Two Pillars | Defeat every enemy in one turn; replay with stronger movement and action perks. |
| The Needlessly Hard Way | The Siege Cleric | Win without using the easier resurrection path, then land the needed finish. |
| What Did I Miss? | Act IV roof finale | Beat Liv before the final teammate arrives. |
| Someone Go Get Her | Act IV roof finale | Knock Liv’s final clone off the roof. |
Combo And System Achievements
| Achievement | Best Tool | Tip |
|---|---|---|
| Force Feedback | Large knockback chain | Stack Unsteady, Charge, portals, or Riot Block setups until the knockback number is high enough. |
| Closed Loop | Jen’s Chain Bolt with Superchain | Build a chain where Jen herself is the final target. |
| Tactical Exit | Any friendly push into a window | Defenestrate a teammate, then rewind if you only wanted the achievement. |
| This Might Sting | Banks’ Resurrect | Use Resurrect on a living wizard. |
| Six Shooter | Spectral Skull | Big Head and good enemy lines make six hits much easier. |
| Window Cleaner | Jen/Dall/Rion window chains | Plan a room around five same-turn defenestrations. |
| Swiss Army Life | Full team, many zero-action skills | Use 10 different abilities in one turn; do this late with more characters unlocked. |
| Letting You Shine | Zan Time Boost chains | Feed one teammate enough extra actions to act five times in a turn. |
| Mushroom Cloud | Rion’s Spore Bomb | Use Intelligent and target-count scaling to raise one explosion’s total damage. |
| Back Yourself Up | Zan False Prophet plus Supportive Fire | Set up a clone so it fires support on a target the real Zan attacked. |

Beginner Mistakes To Avoid
- Trying to perfect every room immediately: some Confidence Goals are easier or only realistic after later perks.
- Ending the turn too quickly: Foresee exists so you can spot lethal plans before the enemy phase locks in.
- Killing instead of moving: windows, traffic, portals, and collisions often solve bulky enemies faster than damage.
- Ignoring reinforcement doors: sealing a door can prevent more damage than any single attack.
- Using Predictive Bolt too early: Zan can become locked into the prediction; use it when the turn shape is clear or when you can push a target into it.
- Leaving Jen underbuilt: Refreshing Jolt and movement perks make both campaign progress and speed goals dramatically easier.
- Forgetting perk respecs: rebuild before missions when a Confidence Goal demands a different answer.
- Underusing rewind: the game expects experimentation. Test a chain, inspect the outcome, rewind, and improve it.
Suggested First-Clear Perk Path
If you do not want to overthink every level-up, use this conservative priority list. It favors flexible movement and action economy over narrow puzzle tech.
- Give Jen Refreshing Jolt, then build toward stronger Chain Bolt and Gale Grenade support.
- Give Zan Time Bomb and mana/action refund tools so he can feed the team extra actions.
- When Banks joins, improve the tools that help you hit multiple enemies or remove targets through Death’s Door.
- When Dall joins, prioritize Rampage and Swap/object tools so Charge becomes a repeatable engine.
- When Rion joins, take Spore/Brittle support that helps with armored enemies and late burst goals.
- Before hard Confidence cleanup, rebuild around the exact requirement rather than sticking to your campaign build.
Cleanup Order After The Story
After you finish the campaign, use this order to keep cleanup sane:
- Replay campaign missions for missed Confidence Goals that are now easy with new perks.
- Finish each character’s Anxiety Dream.
- Clear Dream Training sets, then Proving Grounds.
- Buy outfit achievements once you know how many Confidence points you need.
- Clean mission-specific achievements from Act I and Act II because they are short and easy to reset.
- Do late combo achievements with maxed perks and custom teams.
- Finish player-made/custom difficulty achievements if you still need Unsanctioned Op or Tinker.

Sources And Credits
Official game metadata and screenshots were verified from the Steam store page for Tactical Breach Wizards and the developer site listed there. Mission order, mechanics, perks, Dreams, Confidence Goals, and achievement cleanup were cross-checked against readable community walkthrough and guide references. No inaccessible source was used as factual evidence.