Breathedge 2 Guide
Breathedge 2 key art: the spaceship drifting past a planet, engines burning

Quests & Walkthrough

Breathedge 2 Quests & Walkthrough: The Chapter 1 Story, Every Main & Side Quest, and the 39 Achievements

Breathedge 2 pushes its story forward through a tight loop of "repair the thing, gather the materials, move on" — and every quest you finish is a reason to upgrade your kit. This page covers the quest system, the complete Chapter 1 main questline, every side quest confirmed so far, and all 39 achievements with the stat bonuses they grant. The game is in Early Access, so this covers Chapter 1 and the story is not finished. Quick reference: the Chapter 1 main quest runs Feed the Chicken → Help Babe (phone booth, power, pantograph, train, interphone) → the Three Antennas. There are ten documented side quests — including Repair the Ticket Booth (materials, knob puzzle, permanent turret disable) and the full Chuck's Taxi chain — each with its steps and rewards below. All 39 achievements with their stat bonuses are at the end.

8–12h
Chapter 1 playthrough
5
side quests confirmed
39
achievements with bonus traits

Journal-driven

How Quests Work

The quest system is simple and driven by a journal:

  • Objectives come through your journal

    and a white guide line points at the current target, with a distance readout as you get close.

  • Quest goals are mostly practical

    find a part, repair a machine, assemble something, or reach a place. There's no dialogue tree or branching to worry about.

  • Side quests

    are picked up by exploring — walk into an area and the objective triggers.

  • Achievements

    are earned by completing main story tasks, side quests, or random encounters, and every achievement in the game grants a bonus trait — a permanent stat boost (faster walk, slower hunger drain, extra oxygen, and so on). They're listed under the Achievements tab in-game.

One habit pays off: check the Achievements list early. Because achievements give real stat bonuses, a handful of them (oxygen, cold protection, carry weight) are effectively free upgrades if you go grab them.

Two parts, Mary's storyline

The Main Questline — Chapter 1

The first chapter is split into two parts and centers on the character Mary's storyline, with Babe as your main quest-giving companion. Here's the full path through it.

PART 01

Feed the Chicken

The game starts with a simple job: feed the chicken. First, get dressed — your spacesuit and helmet are on the benches just left of where Babe and Sui are standing. Grab the Chicken Feed off the bench behind the suit pieces. Open your inventory (TAB), equip both suit pieces, then walk through the door to the right and feed the chicken in its cage (M1). That triggers the intro cutscene and docks you at a train station platform.

PART 02

Help Babe

  1. Unlock the phone booth.

    You'll need a Scrap tool, crafted in the crafting menu (C) from Metal x2. Find the first metal in the two chests behind the train platform. Craft the tool, approach the lock on the phone booth, and break it off (M2).

  2. Restore power.

    Fly to the top of the train platform and find the power generator. Directly behind it is a battery frozen in ice — break it free with the Scrap tool, then slot it into the front of the generator.

  3. Raise the pantograph.

    Find the pantograph control on the roof of the train, just below the glass awning.

  4. Repair the train.

    Walk through the train and fix everything damaged in the crash:

    • Kettle BobbyAluminum x3, Wires x2, Electronics x2, Plastic x1
    • Nutri-Pack-O-MatAluminum x3, Wires x2, Electronics x3, Plastic x1
    • LampPlastic x1, Metal x2, Glass x2
    • WindowCardboard or Foam
  5. Repair the interphone.

    Collect Electronics x5 (pull open red panels on platforms and ships, or break floating TVs and washing machines with the Scrap tool), then gather Metal x5, Wires x2, Aluminum x4, and Duct Tape x2. Repair the wiring on the train platform floor in front of the interphone.

PART 03

The Three Antennas

With the interphone fixed, Babe points you at three broken antennas in the area.

  1. 1

    Antenna 1.

    Behind the train cart, break the ice on the large pod with the Scrap tool, then rotate the starter (M1) to start it. Follow the pod and repair its electronics (Metal x4, Wires x3, Electronics x4) and the antenna itself (Aluminum x3, Duct Tape x2, Plastic x2).

  2. 2

    Antenna 2.

    Past the train platform and the two long yellow tunnels, slightly right, near the paradise billboard. Grab the Tuning Unit from the skeleton's hand on the bench below and install it at the top of the antenna. The antenna has a power generator behind it — grab a battery (the Tickets building is closest, or near the Anime Shuttle) and plug it in. Then repair the antenna (Metal x4, Duct Tape x2, Electronics x4, Aluminum x4).

  3. 3

    Antenna 3.

    Head to the Tickets building to the right of the train statue. A turret guards it — it fires unless you freeze when it turns red, so time your movement. On the platform: cut the yellow power cables with the Cutters tool at the frayed points, rip out the cooling unit's batteries, and break the power panel on the ceiling with the Scrap tool.

After all three antennas, return to the interphone on the train platform. Babe steps aside so you can interact with the phone panel — and that's where the walkthrough ends for now, with more of the chapter's main quests still being documented as Early Access develops.

Picked up by exploring

Side Quests

Ten side quests are documented so far, all picked up by exploring rather than the main quest. They don't advance the story, but they unlock achievements, collectibles, and useful rewards — and several are tied to the game's crafting recipes.

  • Repair the Antenna.

    Find the broken antenna left of the train platform, then collect its two missing parts — Antenna Debris 1 floats past the antenna to the left, and Antenna Debris 2 floats near an asteroid and a chunk of ice behind the train platform.

  • Assemble the Attendant.

    Find the attendant platform near the train station (it may be frozen until power is restored). The robot inside is missing her head, torso, and arm: the head floats near the oxygen station to the left, the torso sits under rocks below the platform, and the arm floats above the right one of the two yellow-and-white bridge structures to the right (the Hubble is behind it). Place the parts on the base to reassemble her.

    Reward: the "Every station needs an attendant" achievement, which grants Physical protection +2.

  • Repair the Public Oxygen Station.

    Left of the train platform across from the Attendant platform. Costs Metal x3, Electronics x2, Wires x1, and Electrical Tape x3. Once fixed, approach to refill oxygen — and like the train, you'll need to feed it ice to keep it stocked.

  • Repair the Ticket Booth.

    Left of the Tickets building. Repair the malfunctioning side (Metal x3, Electrical Tape x2, Electronics x1), then solve the knob puzzle — down, up, right — to drop a token. This unlocks vending machines on the main platform for ice, food, and water. You can also enter the office around the back, repair the console (Metal x4, Electrical Tape x1, Wires x2, Electronics x2), and disable the turret permanently.

  • The Playground.

    Near the Hubble screens, this spot has a slide and four lockers, and triggers a quest to hide four yellow kid mannequins. They're scattered around the playground — left of the lockers, near the slide, right at the platform edge, and above the lockers. Stash all four.

    Reward: the "What you don't see can't hurt you" achievement, which grants Radiation protection +10.

  • The Foreman.

    Halfway to the third antenna, you'll find a sparking robot — the Foreman. Approach and discharge the current (M2), then repair him with Metal x4 and Electronics x3. He then gives you a short test: the "correct" answers are the sarcastic ones (work done "fast and cheap as f*ck," a hard hat worn "when the g*dd*amn inspector shows up," meetings "every f*cking hour"). Pass it and he repairs the service warmer beside him.

  • The Snowman.

    On the way to the 10G antenna, near the Foreman, a snowman is missing five parts: the carrot and cigarette (past the yellow tunnel left, at the "take a drag, betray the flag" billboard — place the cigarette first, then the carrot), the hat (sharp left, circling back toward the Leader statue, at a lit-up billboard), the left arm (past the tunnel right), and the beard (fly forward to the Santa Claus corpse, take a left). Reassemble it for the achievement.

    Reward: the "Building one snowman..." achievement — Cold protection +5.

  • Oxygen Nests.

    While repairing service warmers or arriving at the 10G antenna, you'll find oxygen nests. Sui asks you to study them: approach and suck oxygen out of one, then repeat across five different nests. Completing it unlocks new crafting recipes, including a way to refill oxygen on the go.

  • The Strange Toilet.

    Near the 10G antenna/memorial and Chuck's Taxi station. Break the beams off the door with the Scrap tool, slot a battery in (one floats nearby), then fix the panel (Rubber x2, Techbits x2, Aluminum x4) and the wiring (Plastic x2, Refined Metal x2, Electronics x2). Open the door for a collectible off the seat, and press the red button for the achievement.

    Reward: the "Just another toilet" achievement — Cold protection +10.

  • Chuck's Taxi.

    Inspect the graffitied billboard of Chuck's face near the memorial to start the long repair chain at the taxi platform: break the ice on the pump, fix the generator and cable (battery + Aluminum x2, Wires x1, Electronics x4, Battery cell x2), the radiator (Refined Metal x2, Electrical Tape x2), and the solar panel hinge (Techbits x1, Titanium x2, Refined Metal x2), then search the taxi, place the three missing sign letters (C, R, L — all floating around the platform), and drink with the two robots (craft alcohol from Nutriworm x1 + Ice x1 for two more rounds). Finally, insert the device the robots give you into the center structure, activate the console, and fly in to meet Chuck.

    Reward: the Alphabet achievement (Thirst Drain Rate -5%), which comes from fixing the sign.

More side quests may exist beyond these ten; the list reflects what's documented for the current Early Access build.

Not trophies — free upgrades

Achievements & Bonus Traits

Completing main quests, side quests, and random encounters earns achievements — and every one of the 39 achievements grants a bonus trait: a permanent stat boost such as extra oxygen, faster flight, or slower hunger drain. They're not trophies; they're free upgrades, so it's worth checking the list early.

39 achievements, every one a permanent stat boost

Several achievements come naturally from the quests on this page — assembling the Attendant grants Physical Protection +2, and hiding the playground mannequins grants Radiation Protection +10 — while others require specific random acts (stealing the police donut, drinking 50 beers, unscrewing 10 light bulbs).

For every one of the 39 achievements with its exact unlock condition and reward, see the achievements page. A few descriptions are still being filled in as the Early Access guide develops.

Who's along for the ride

Companions & NPCs

  • Sui

    a companion you pick up automatically on the way out of the train. Sui's hand is even used for a specific action (yanking moles), so it's more than a background character.

  • Babe

    the main quest-giving NPC of Chapter 1. The "Help Babe" questline drives most of the early game. Who she is, where to find her, and the first-game difference: the Babe guide.

  • The AI

    the sarcastic AI that lives in your spacesuit, your running commentary and guide.

  • The chicken

    the immortal series mascot, and the game's very first objective.

  • The Attendant

    the robot you assemble through a side quest, who helps with base upkeep once built.

What this page reveals

Spoiler Levels

  • No spoilers

    game type, Early Access status, and the story premise (the Breathedge Corporation's war, the Man and his companions).

  • Light spoilers

    the Chapter 1 quest names and steps above.

  • Heavy spoilers

    the chapter's ending and plot twists — not covered here yet, and worth experiencing blind.

Three traps

Common Mistakes

  1. Assuming the white line is the whole answer.

    It points at the goal, not the route. You still have to find your way — past turrets, through sealed sections, and back with enough air.

  2. Skipping the achievements.

    They grant real stat bonuses. Grabbing the easy ones early (oxygen, cold protection, carry weight) is effectively free progression.

  3. Expecting a finished story.

    Chapter 1 only. The plot is a work in progress like the rest of the game.

Keep going

Related Guides

Quick answers

FAQ

I'm stuck on a quest. What's usually wrong?
A missing tool or material. Most quests are repair jobs that need a specific tool (Scrap, Cutters) or material (Electronics, Electrical Tape, Aluminum). Check the recipe against what you can gather.
How long is Chapter 1?
Roughly 8–12 hours for a full playthrough of the current content, depending on how much side content and achievement hunting you do.
Do achievements matter beyond bragging?
Yes — every one gives a permanent stat bonus. They're gameplay-relevant, not just trophies.
Will there be more quests?
Yes. Early Access means the story, quests, and achievements will keep growing through the 16–20 month window.