Phantom Doctrine – Tricks, Strategies,Guide, Cheats, Tips and Secrets
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Type Novel
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Phantom Doctrine – Tricks, Strategies,Guide, Cheats, Tips and Secrets

Synopsis Phantom Doctrine – Tricks, Strategies,Guide, Cheats, Tips and Secrets

Phantom Doctrine

Cheat Codes:
Submitted by: David K.

Beginner’s Tips & Tricks:
* Make sure you take weapons with you that your agents are trained in as this

  can be very useful if you get into
a firefight. Also specialising in pistols
  and revolvers allows you to mod
them with a silencer (a pretty common pickup
  from loot stashes in

* Try and train a few agents with the Paramedic ability. It is very useful
  trying to escape with unconcious
enemy agents.

* If you are going into a room try and make sure you only use one movement
  Make sure you have peeked through a
doorway or ordered a spotter to check the
  room first to make sure it is
empty. If need be you can find a hiding space to
  wait out the next turn. This is
especially important with rooms that have windows
  and patrolling guards

* Talking of guards. You can get away with knocking out ONE guard (make
sure you
  hide the body). Any more that that
and the enemy WILL get suspicious.
  Radio protocol is a thing
* Make full use of the infiltration phase. Split your team up and do a
  sweep of the grounds so you can
spot loot caches and most importantly CCTV controls.
  Preperation is everything. Later on
make sure to spread your agents around the
  globe. It is VERY handy if you have
had time to do a tactical recon and can
  place spotters.
* If you do get into a firefight try and put your team in high positions
and flank
  the enemy. Use the different modes
like supression and headshots to tip things
  in your favour. Never leave home
without some Frag grenades and Flashbangs !

* When you are fairly sure that you are three or four moves away from
  the mission order your exfil. Nobody
wants to be standing about for three turns
  once things go sideways as it is
pretty much guaranteed to turn into a `Fish
  in Barrel` situation. Sure there is
a chance your EVAC will be compromised,
  but it beats getting shot to

* Ladders are your friends. Who needs the silly ol’ stairs when you can
scoot up
  onto a balcony and recon the higher

* Watch your route marker ! You wouldn’t want to accidentally crash through
a window
  in front of a guard, stumble into a
restricted zone and back out to a safe zone now
  would you.

* Rotate your strike teams compostion. Keeping everyone levelled up is way
  than having a handful of Super
Agents who then end up hospitalized!

Enemy Operations – Tips:
* Have your Agents travel in groups of 2-3. Grouped Agents complete
missions faster,
  while lone Agents are at risk of
attack. Further, if there is an enemy operation
  occurring, you’ll have Agents
already on site to deal with it.
* Send out Agents to investigate suspicious activity as soon as possible.
  Operations progresses at its own
pace, so by the time you get there, you might
  not have time to interrupt the op
or conduct a tactical recon.
* As your Agents reveal Perks, you find that some are better at certain
jobs than
  others. Send Agents on their
favored missions when possible.
* Suspicious Activity can appear on the other side of the world. Try to
keep a few
  Agents in more remote locations so
they’re nearby and ready to investigate these

Useful Tips:
* Right click on opponents directly or on their icon to see their passive
  status effects, and Perks; you can
also do the same to your allies. This is a good
  way to avoid your enemies’
advantages (such as a Pain Stimulus ability) or take
  advantage of your own (such as the
Empath ability).

* Enemies with high Awareness shrug off much of your damage, and like your
  recover Awareness after their turn.
Focusing your Agents’ attacks on one enemy
  ensures you get past their
Awareness and deal real damage before they recover their
  defenses. Full Auto shots are also
a great way to strip an enemy of their Awareness.

* Balancing Awareness is crucial to survival. Headshots can deal a huge
amount of
  damage, but their high cost to
Awareness leaves your Agents extremely vulnerable.
  If you’re in a tight spot, keeping
your Agents’ Awareness high is vital.

* Don’t be afraid to use a turn to recover your Agent’s Awareness with
Focus instead
  of attacking. Your Agent’s attack
might not be worth becoming vulnerable to an
  oncoming attack.
* Breach is a safe way to enter a room with potential or known enemies; not
  will you take out the enemies in
the room, you also retain your Action Points.
* Reloading is done manually. Monitor your ammo and reload when it’s safe
to do
  so. Reloading may require Action or
Fire Points— sometimes all three points
  simultaneously, depending on the

* Use Overwatch when you’re defending a position or if you have a spare
  Point. This ensures that if an
enemy moves within range that you can preemptively

* Pay attention to your coverage and position. The farther you are from an
  the less damage they’ll deal, but
the same goes for you. Moving to stand against
  walls provides a boost to armor,
but you could be moving into an enemy’s line of

* Only call an Evacuation when you are near the evac point. It takes a few
  for the evac to arrive, and then
you only have a few more turns to reach it before
  the evac is Compromised. If you
don’t reach it before the Evac Compromised timer
  reaches 0, you incur Danger.
Evacuations cannot be compromised in Infiltration mode.

* If you have the range and Awareness, Takedowns are a great way to take
out enemies
  quickly without using ammo.
Remember: in Medium/Hard difficulty, the target will
  need to have equal or less HP than
your Agent for Takedowns to work.

* Sticking together is good, but don’t position your Agents too close—your
  could take the opportunity to use a
grenade. Likewise, if enemies are grouped
  together, you can exploit that same

Basic Tips:
Written by Rufert

* You only need to send an agent to an informer to start him giving info,
agent does
  not have to stay after the timer
* Agents and items can freely teleport across the globe for assault
missions, UNLESS
  they are training, in travel or
undergoing drug treatment.
* The infirmary is useless. Bring agents on missions and use a health pack
on them,
  it’s faster.
* Exp seems to be static for missions, so there’s no reason not to bring a
full squad.
* A lot of perks are useless or borderline useless, extra exp seems to be a
static so
  the extra exp ones don’t give you
much at all. If a perk is being vague about what
  it does, save the game, pick it,
see the stat increase/decrease, load and try stuff
  so you can see the numbers which
are inexplicably hidden.
* Most useful perks are: Actor, hitpoints and increased speed. Hitpoints in
  if you’re on normal or above, as it
allows you to knock out enemy agents.
* Killing a guard or soldier(sometimes doesn’t work with regular law
enforcement) Will
  make any enemy agent on the map
eventually come and check. This is useful to lure
  them out and closer to EVAC.
They’ll beeline for where the guard died, and then stand
  there for 2-3 turns before going
* There is no rush, ever, take your time. (unless you need to flee and are
in combat)
* Mousing over an enemy or civilian will show you where they’ll go next turn,
if nothing
  shows up it means they’ll stay
where they are. (I’ve sometimes had this bug out and
  not show me)
* Always do tactical recon if you have the chance. It’ll let you disguise a
dude, as
  well as have full view of the
* Upgrades are locked behind progress in the game, if you find yourself
only getting
  “New agent for hire” on
completion of things, that means you’ll need to advance the
  story to get new stuff. It’s a good
idea to hold off finishing investigation board
  stuff until you’re sure it’ll
unlock new stuff.
* Having vision of a room you’re wanting to breach lets you select
* Point blank headshot cannot be dodged. Useful for taking out unaware
enemy agents
  if your stealther has too low
health to knock them out.
* Smoke grenades are good money, always be making and selling them, they
sell for 
  about 200 profit.
* Investigation just does the pinboard puzzles for you, it doesn’t add
anything beyond
  that, ít’s quicker and better to do
yourself, especially if you want to avoid auto
  completing stuff before it’ll give
you a better reward.
* Call EVAC as soon as possible, it won’t get compromised unless you enter
combat. Some
  story missions won’t let you do
this until certain stuff has been completed.
* In my 59 hours of play I was forced to do combat once, the times it had
been forced
  beyond that it was just a race to
evacuate, as such combat perks were not useful for
  me. And that one forced combat
could in all honestly have been beaten by a team of
  level 1 agents. The game isn’t
* There is a “best” way to do drugs, depending on what is available to
you. When
  something says it blocks something else
that means the blocked thing can’t be injected
  AFTER the one that blocks it,
meaning you are free to stick it in before. As such with
  some clever planning you can shove
more drugs into an agent than it appears at first
  glance. Drugs also seem to be the
only way to increase agent stats. Near the end with
  clever drug order I had agents with
2 fire points, 5-6 movement speed and 4 action
  points. Meaning they could run
halfway across the map, knock out and dispose of a
  corpse in one go. Basically a
superhuman. You can do this to most agents.
* Don’t be fooled by good stats on agents for hire, almost exclusively look
at their
  perks. Hires are usually full of
drugs skewing their stats, you’ll have to re-do them
* Don’t worry about sleeper agents, they only trigger if you start combat,
  missions lets you bring them at no
risk as long as you don’t break stealth.
* At one point in the game, the introduction of the move hideout mechanic,
you’ll be
  encouraged to move your hideout,
and get a new mission. Do the MISSION FIRST, as
  completing it will give you a huge
amount of danger. Following the guy’s advice and
  moving right away will transfer
that danger to your new place, forcing you to relocate
  again, wasting money.
* Relocating is instant, and teleports anyone in the HQ to the current
site, use this
  to your advantage.

Chapter Phantom Doctrine – Tricks, Strategies,Guide, Cheats, Tips and Secrets


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