Breathedge 2 Map
You do not start with a map. The Service Routes map is a quest item you have to go and take, and it is guarded. Until then you navigate the Outskirts by landmark, which is what most of this page is: the landmarks worth learning, in the order you meet them.
The starting region is far bigger than anything in the first game, so knowing where the oxygen is counts for more than knowing the terrain.
Getting the Service Routes map
The map becomes available after the three antennas are repaired, when Sui needs the Service Routes data. It sits at the ticket booth, watched by an automated turret.
The turret reacts to movement, not to line of sight. Get close and the game tells you to freeze — and it means it. Move while it is watching and it opens fire. The way through is to alternate: stand perfectly still while it scans, work in the gaps, freeze again. Players who read only "cut the cables" and start swimming across the open ground get shot.
The disable sequence itself:
- Knock out the control panel on the ceiling
- Pull the batteries
- Cut the yellow cables with the Cutter — there are two places to cut
Do it properly and the turret shuts down for good, which also makes the ticket booth area safe to harvest afterwards. Then repair the terminal inside the ticket clerk's office and head back to the train's phone booth so Sui can finish reprogramming.
VGTimes lists exact figures for the battery count and terminal material costs. The repair prompt in game shows the same requirement directly, so the precise numbers are left for you to read there.
While you are there, the booth has its own knob puzzle worth solving.
Landmarks in the Outskirts
| Landmark | Why it matters |
|---|---|
| Outskirts station | The train's resting place and your first base |
| The train carriage | Phone booth, the lamp beside the closet, and the Nutri-Pack-O-Mat food processor |
| The phone booth | Story hub — Sui does the reprogramming here |
| Police station | Above and to the right of the first antenna; holds the first antenna part |
| The glacier | Behind the platform, with a spacecraft embedded in it — the glacier antenna is here |
| Ticket booth and clerk's office | Turret plus the Service Routes map |
| "Dive Into Summer" billboard | Above the first antenna; a battery floats opposite it |
| PornHubble orbital station | Buried under a large block of ice and has to be shut down deliberately |
| The 10G antenna | A later main-story objective; a battery sits near the billboard behind the platform |
| Yellow heat pipes | Jammers one and two are here, and the pipes can be entered and traversed |
| Abandoned station | Shelter: sleep, workbench, water, food, oxygen, suit upgrades |
| Air Station (blue platform) | Oxygen refill; the first is near Babe by the carriage entrance, and you can build your own later |
| Oxyworm nests | Odd growths on asteroids that refill oxygen; they run dry and recover |
| The asteroid belt | Iron, titanium and aluminium, if you have drilling gear |
Navigating without a map
- Oxygen points are your real map. Learn where the Air Stations and Oxyworm nests are before you learn the geometry; running out of air two minutes from a refill is what kills new players.
- Use silhouettes, not distances. The ring-shaped wreck and antenna masts read clearly against the planet, and the Cosmostation terminal is a white industrial module in blue gel and rock.
- The shuttle station is the reliable waypoint. Orange shuttle pods and charging posts, easy to spot, and it refills tool batteries for free.
- A camp with string lights in the debris field marks a human-scale rest point — a useful anchor when everything else is wreckage.
The Silent Zone and the three jammers
Once communications get jammed, the route moves into the Silent Zone, patrolled by police robots. You need three strong readings before anything can be located:
- The first is near where you repair the heaters
- The second is straight on from the first
- The third triggers the message that the reverse interference vectors converge here
With all three, the triangulation points at the tower at Central Depot — the building the interference is coming from. The walkthrough picks the story up there.
Relative to the yellow pipe network: two of the jammers sit along it, one inside the yellow duct at the far end of a right turn, and one on the white rim of the huge arc-filled pipe above the second.
A note on this page
Landmarks below are things you can confirm in game; exact quantities are given only where a named source states them, and are otherwise left out rather than guessed.
Oxygen is the map you actually navigate by
Because the region is so much larger than the first game's, distance is measured in air rather than metres. Three supply types:
| Source | Behaviour |
|---|---|
| Air Stations (blue platforms) | Fixed refills; the first is near Babe by the carriage entrance, and you can build your own later |
| Oxyworm nests | Growths on asteroids; refill you, run dry, then recover over time |
| Free-flying Oxyworms | Collected on the move; a repaired loudspeaker draws them to one spot |
Plan routes between those, not between landmarks. Most early deaths are a return trip misjudged by one refill.
Shelter and the abandoned station
The abandoned station is the one place that does everything: sleep, workbench, water, food, oxygen and suit upgrades. Repairing its control panel converts it into a proper base, which is also the prerequisite for the Spraytron recipe (titanium covers the cost).
Fatigue is a real mechanic, and it becomes a problem in the jammer facility section — so knowing where you can sleep is part of knowing the map.
More in Guide
Walkthrough
Where the main story goes and what to do next.
Read guide →Demo Walkthrough
The demo is gone — what still applies to the full game.
Read guide →