Breathing Fear

Breathing Fear

52 ratings
Breathing Fear - Getting all Endings
By Adelion
Breathing Fear isn't a particularly challenging game, but the lack of a saving option means you have to repeat your actions upon failing leading to frustration. To alleviate this, I've put together a step-by-step guide to provide the necessary information to get all the endings.
   
Award
Favorite
Favorited
Unfavorite
1. Introduction
Breathing Fear is nice exploration game with not to much story. For the most part it is rather easy but there are some "tricky" parts needed to complete it. Some basic information can be found in the forum and video walkthroughs can be found on Youtube. I still wanted to make a simple guide for those who just wanted a short help if they encounter a problem.

I will start with a map of the house and the following outside area and will then explain step by step what you have to do. The map hereby is the basis of my explanations (see the numbers) so that we are on the same page as what rooms I mean.

As by the nature of this guide it is obviously full of spoilers. This begins with the maps already since they alter slightly during the game showing later secrets already present in them.
2. The Maps
The layout of the house and its surroundings is relatively simple, though the close-up view can sometimes make navigation a bit cumbersome. However, the primary purpose of these maps is to establish a common reference for room locations, which will be essential for the step-by-step section. They can also help identify the placement of candles throughout the house. Additionally, I've marked every item or action (that I know of) capable of decreasing your heart rate with green rectangles. The number in green indicates the amount by which it reduces your heart rate. Keep in mind that some of these may require certain conditions to be met, such as lighting needed in the bathroom. Since the maps are quite large, you may need to open them in a new browser tab or download them to to view them in a suitable size.

A. The House - Front Side
Here we can find: the treehouse (1), the garage entry (2), the attic (3), upstairs left (4), the ladder to the attic (5), the cross room (6), upstairs right (7), the bathroom (8), the hallway (9), the radio room (10), the entry hall (11), the piano room (12), the exit room on the right (13), the furnace room (14), the generator room (15) and the hatch to the cellar (16)


B. The House - Back Side
Here we can find: the bed room (17), the clock room (18), the computer room (19), the child room (20), the garage upper floor (21), the garage lower floor (22), the dining and TV room (23), the kitchen (24), downstairs left (25), the aquarium room (26), the surveillance room (27), the laboratory (28) and the "prison" cellar (29)


C. The Outside Area
Rather large but mostly empty: the shed (30), the well (31), the boat house (32), the boat (33), the barn (34), the fuelled car (35) and Rosetta's grave (36)

3. Starting the exploration - Step by Step (1)
Some actions, such as reading notes or using items to decrease your heart rate, can be done in any order you prefer. I'll simply list them in the order I did them. Additionally, the effectiveness of items/actions that lower your heart rate should be adjusted according to your current heart rate value, which may vary depending on the number of scares you've experienced and your current heart rate. However, the game's story sequence must be followed precisely in order, or it won't work. With that in mind, let's begin:


Part 1 - Getting the Videotape

The game starts at the left side of the map near the treehouse (1). First, head to the entry hall (11). Here, you can change into casual clothing if you don't like your beautiful orange prison suit, though it doesn't seem to affect the game. Take the door to the back of the house and enter the aquarium room (26). Watch the fish and open the wardrobe on the right to find a key. Proceed upstairs to the kitchen (24), read the note on the fridge, and retrieve matches from the left cupboard. These matches can be used to light candles, which provide a place to rest while quickly recharging your batteries; their only other use is for an achievement.

Move through the door in the TV room (23) to reach the front side and head right to the radio room (10). Read the note on the shelf and take the batteries from the radio. Head upstairs to the cross room (6) and use the door to access the back side, the computer room (19). Check the picture in the commode of the clock room (18), which reveals the location of a hidden safe. Read the diary in the bedroom (17). Return to the back side and use the ladder (5) to enter the attic (3). Take a quick look at the gramophone on the left, then attempt to open the chest on the right (which prompts that you need a tool) and take the batteries from the pile of stuff.

Leave the house through the right (13). Do NOT open the hatch (16) yet. Head to the shed (30) where you'll find a tool. Continue to the boathouse (32) and retrieve the record from the left shelf. Proceed right until a cat crosses your path. Return to the attic (3), use the record on the gramophone, and then open the chest on the right with the tool you found. Inside, you'll find a video tape.


Part 2 - Solving the computer password

Now that you have the video tape, it's time to watch it. But before that, open the hatch (16) to go down to the cellar. Read the note on the right side of the room. In the generator room (15), you'll find an empty canister behind the right device, but only if you read the note on the fridge earlier. Check the fuel gauge on the generator to confirm it's empty. Proceed to the furnace room (14) and inspect the furnace, noting the missing firewood.

Cross the lake using the boat (33) and explore the barn (34). On the upper floor left shelf, you'll find a recorder for your video tape. And on the lower floor, collect firewood for the furnace. Continue right to the car (35) and transfer fuel from it to the empty canister. Finally, check Rosetta's grave (36) to discover her birth year; note it down or remember it. With the full canister, start the generator (15), proceed to the piano room (12), switch on the light, and examine the sofa to find a note (only visible when the light is on). Then head to the TV and dining room (23).

If you haven't already, drink the wine. Connect the recorder to the TV and watch the video. The hidden wall closet shown in the video is located in the entry hallway (11). Inside, you'll find a plan of the house. Upon closer inspection you may notice that there is a door marked not found so far. Go to this location which would be upstairs right (7) and inspect the wall. With this new information, head to the barn (34) on the other side of the map to pick up the Sledge Hammer. Return to break down the wall in the entry hallway. Enter the child's room (20) and check the shelf on the right for a picture of Rosetta with her date of birth. Combine this with the year from her gravestone to form the password for the computer (19), which is our next destination. Enter the password and read the email left there.
4. Getting to the end - Step by Step (2)
Part 3 - Opening the safe

Because running around is fun, you'll need to cross to the opposite side of the map again to Rosetta's Grave (36). Search the area to find the cellphone and read the message. Search the area a second time to find the case and inspect it to learn it uses a fingerprint scan. Next, head to the treehouse (1). There, you'll find some glasses on the left (assuming you read the necessary note earlier) and batteries in the teddy bear (assuming you read the necessary note). Afterwards, check the garbage bin (2) to now discover the key. Open the garage and enter. Proceed to the closet on the upper floor (21), open it, and take the camera. If you haven't opened the hatch too early, you can now pat the still-alive cat. Take the camera to the computer to see what's on it. Depending on how much time has passed, you may need to restart the generator. Use either the canister in the garage or the shed. But only pick up one, and only do so if necessary since your inventory is limited.

After watching the video on the camera, head to the well (31) and check it to notice that it's too deep. In the upper floor right side of the barn (34), you'll find a rope. Take it and return to the well. If you haven't already, you can now drink the beer in the boat house (32). Climb down the rope and examine the body of the deceased woman to find a key. This key can be used on the van in the garage (22) to move it outside. This van can also be used to leave the house, thus achieving the first ending of the game. The hitbox to trigger this is on the left side of the van. If you stand in the middle or right, you will enter the garage instead due to a slightly misplaced hitbox.

If you decide not to leave the house, check the large metal door that is now visible. Now, return to the radio room (10) and read the note there a second time. With the glasses, you'll see a hidden message (x left, y right, z left). These numbers indicate the number of turns in each direction you need to open the safe. The safe itself is located behind the right picture in the TV and dining room (23) (only findable if you found the picture in the clock room). Use the combination from before to open the safe and retrieve the key card.


Part 4 - Towards the end

Now, head down to the cellar "prison" room (29). On the left shelf, you'll find some tonic to reduce your heart rate. Go upstairs to the surveillance room (27) and check the monitors twice. You need to see the video with the secret entrance. After this, use the ladder to return to the garage and proceed to the furnace room (14). Reveal the secret door and start the furnace if you haven't done so already to decrease your heart rate by 20 points, which you will need in a few moments.

Enter the laboratory (28) and examine the body of the deceased scientist. Read his diary entry and try to leave the room. You'll experience a hallucination, causing your heart rate to increase continuously. Move quickly to the kitchen (24) and take the cleaver from the right cupboard. Return to the laboratory (28) and use the cleaver to chop off one of the scientist's fingers. With this in your inventory, proceed to Rosetta's Grave (36) and open the case. Drink the unknown liquid. From this point on, you are safe from heart attacks. You can even run around without the flashlight. From here, you have some minimal decisions to make leading up to the other three endings.

Return to the hatch (16) and notice the K.I.M. car parked there. If you attempt to enter the house (13), you will be tasered and caught, resulting in the third ending of the game. If you refuse to be caught, go down the hatch to the laboratory (28), open the left door, and proceed to the garage. Outside, you can still use the van. Doing this after the K.I.M. arrives at the scene will trigger the second ending of the game, with the K.I.M. chasing after you.

All that remains is the last ending. For this, you need to reach the safe a second time. If you enter the house from the left, you should reach it undetected. Take out the gun. Now armed, approach the K.I.M. researcher and kill them. Pick up the car key and the pass from their body and leave the house with the K.I.M. car. With this, you have unlocked the fourth ending of the game.
5. Final remarks
Congratulations! You've now experienced every ending available in the game. Now, you can consider which ending resonates best with you. We're never told why the protagonist is a prisoner in the first place, and in the fourth ending, they commit numerous acts of violence without remorse, making it debatable if this is the best outcome. On the other hand, it appears the researchers' methods were questionable at best. So .... whatever.

If you discover any mistakes or have questions, feel free to leave a comment, and I'll address them as soon as I can.

Other than that:
Thanks for reading

23 Comments
Adelion  [author] 18 Jun @ 2:06pm 
Not sure how many combinations there are. But yea, the computer password is basically randomized at the beginning of the game. So, no radnom guessing.

There is also a bit the issue that the protagonist can do certain things only after having read/seen certain pieces of information. Therefore, you need to piece the password each game anew.

More details will be difficult. It has been years since i played this. Cant remember having that many issues with the bpm though. Might be tough luck or a matter of sequence of picking the helping items up. Would probably skip the one in the bathroom as there is a good chance of a jumpscare making that one redundant.
wicckim 18 Jun @ 1:57pm 
Is the computer password randomly generated every game? Because I followed this walkthrough multiple times and couldn’t keep below 70bpm. I’m avoiding what I can but it seems like I’m still getting random jumpscare events. If I can avoid at least some running around then maybe I have a chance lol
RezidentSeagull 14 Feb @ 1:13am 
Years later, here's some extra tips I wanna add:

- Avoid the cross next to the Icon picture (front-middle 3rd floor) or the two pictures near the front-middle 2nd floor. These can be avoided using the various front/back connecting doors, and it makes it much easier to be in the 20-30bpm range when entering the lab.
- You can safely pray to the Icon, just don't go further left than you have to.

- In the prison, do not read the book on the shelf (to the right of the cameras). It's entirely pointless and is only there to scare you.

- For the 4th Ending, there are TWO K.I.M researchers that need to be killed with the gun (one on the front-side 1st floor, another on far-left of the map past the treehouse). One has the K.I.M pass, the other has the K.I.M car keys.

I also haven't been able to get the bathroom or prison sedatives very reliably (if at all), but so far I haven't needed them. Props to the writer of this guide, it definitely helped as I went hunting for achievements.
Adelion  [author] 23 Apr, 2020 @ 2:16pm 
I'm relying on my memory from three years ago here. For the bathroom medicine i am halfway sure though you can only see it if you switch on the light. So you need to start the generator before.

For the sedative (in the prison cellar (29?) I have no answer right now. Possible that you may need to read a specific note before?
Griffen 23 Apr, 2020 @ 2:01pm 
Any ideas about the sedative not spawning in the jail? I have the same problem with the bathroom medicine.
Adelion  [author] 23 Apr, 2020 @ 1:57pm 
Fuuuu, it has been some very long time since I played the game so I fear I can't help you in depth. However, what I can say right of the bat is that the amount of calming effects is about 120 (although you should avoid the bathroom iirc). The calming effects are marked in the images with green rectangles.

In general, yes the spooks can be out of proportion. Although it depends also on luck. So far I havent found a sure trigger for the vase for example. Other spooks like the hanging man in the bathroom can be completely avoided. If it helps copy the map and mark all the spooks you come across, I think by choosing a better route there are parts to be avoided. Also, Im not sure if you need a value as low as 20 before you cut the finger.
Griffen 23 Apr, 2020 @ 1:42pm 
Part 1

Disclaimer: this might be all wrong

I'm never calm enough to get past the lab. Before I get the hallucination I'm already at 40bpm. I've managed to find out these ways to calm down; Drinking the wine -10bpm, watching the fish -10bpm turning on the furnace and generator both give -5bpm, Drinking the beer -10bpm, Pat the cat -5bpm?, playing the record -10bpm, praying to the icon -15bpm, and lastly the sedative***. This adds to -75(ish)bmp

Half time the sedative doesn't even spawn? I go down the ladder and there is a shelf with medicine, but I'm often NOT given an option to sedate myself. Very weird.
Griffen 23 Apr, 2020 @ 1:41pm 
Part 2

All the spooks I remember coming across; Bat +5bmp, Cat +5bmp, Lady behind tree +10bmp (x2), Fish in water +10bmp?, security footage +10bmp?, man in the prison +10bmp?, Lady behind the door +10bmp, "DEAD" on the wall +10bmp (easily avoidable) Thing in the attic +10bmp?, Cross backflip +10bmp, picture falls off wall +5bmp, Vase falls over +5bpm (somewhat avoidable) Dead girl in the garage +10bmp, Mirror reflection +10bmp?, hallucination +A shit ton of bmp (and +1bpm every couple seconds), Lady sprinting through the hallway +10bmp. I'm sure there's more than that, and that's only until you chop the finger. So if you get all of those its at least +140bmp (some can be avoided but others seem to be luck?)

If I need a "minimum of 20bpm" to start the lab section then my bpm displacment untill then must be 0. If I use all of the previously mentioned items I can get, give or take, -85bpm (includes turning on generator 3 times) with sedative*** -100bpm.
Griffen 23 Apr, 2020 @ 1:41pm 
Part 3

20 +140 -100 ≠ 20bm Is this more than enough? Or am I doing this completely wrong? It feels like the proportion of spooks to calming actions is out of proportion?

If I'm missing any calming items or actions please let me know. I can't get past the cutting the guys finger off so I've no clue how I'm supposed to get any of the other 3 endings

***Half time the sedative doesn't even spawn? I go down the ladder and there is a shelf with medicine, but I'm often NOT given an option to sedate myself. Very weird.

Note: I'm an idiot so I'm sorry if this is trash
Sicily 19 Oct, 2018 @ 4:06pm 
For those having issues with the Cleaver, when you are at the graveyard to get the cellphone, then get the case. After you do "get case" it is on the floor to the right of the grave, you have to examine it to get the message about the finger prints that lets the Cleaver spawn.