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Phantom Doctrine Cheats

Phantom Doctrine

Cheat Codes:
Submitted by: David K.

Beginnerís 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 when 
  trying to escape with unconcious enemy agents.

* If you are going into a room try and make sure you only use one movement point. 
  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 outside.

* 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 people.
* Make full use of the infiltration phase. Split your team up and do a perimiter 
  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 finishing 
  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 peices.

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

* Watch your route marker ! You wouldnít 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 better 
  than having a handful of Super Agents who then end up hospitalized!

Enemy Operations Ė 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, youíll have Agents already on site to deal with it.
* Send out Agents to investigate suspicious activity as soon as possible. Enemy 
  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 theyíre nearby and ready to investigate these 

Useful Tips:
* Right click on opponents directly or on their icon to see their passive abilities, 
  status effects, and Perks; you can also do the same to your allies. This is a good 
  way to avoid your enemiesí 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 Agents, 
  recover Awareness after their turn. Focusing your Agentsí 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 youíre in a tight spot, keeping your Agentsí Awareness high is vital.

* Donít be afraid to use a turn to recover your Agentís Awareness with Focus instead 
  of attacking. Your Agentís 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 only 
  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 itís safe to do 
  so. Reloading may require Action or Fire Pointsó sometimes all three points 
  simultaneously, depending on the weapon.

* Use Overwatch when youíre defending a position or if you have a spare Action 
  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 opponent,
  the less damage theyíll deal, but the same goes for you. Moving to stand against 
  walls provides a boost to armor, but you could be moving into an enemyís line of 

* Only call an Evacuation when you are near the evac point. It takes a few turns 
  for the evac to arrive, and then you only have a few more turns to reach it before 
  the evac is Compromised. If you donít 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 donít position your Agents too closeóyour enemies 
  could take the opportunity to use a grenade. Likewise, if enemies are grouped 
  together, you can exploit that same opportunity.

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 starts.
* 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, 
  itís faster.
* Exp seems to be static for missions, so thereís 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 donít 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 particular 
  if youíre on normal or above, as it allows you to knock out enemy agents. 
* Killing a guard or soldier(sometimes doesnít 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. Theyíll beeline for where the guard died, and then stand 
  there for 2-3 turns before going back. 
* 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 theyíll go next turn, if nothing 
  shows up it means theyíll stay where they are. (Iíve sometimes had this bug out and 
  not show me)
* Always do tactical recon if you have the chance. Itíll let you disguise a dude, as 
  well as have full view of the map.
* Upgrades are locked behind progress in the game, if you find yourself only getting 
  "New agent for hireĒ on completion of things, that means youíll need to advance the 
  story to get new stuff. Itís a good idea to hold off finishing investigation board 
  stuff until youíre sure itíll unlock new stuff.
* Having vision of a room youíre wanting to breach lets you select targets.
* 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 doesnít add anything beyond 
  that, Ūtís quicker and better to do yourself, especially if you want to avoid auto 
  completing stuff before itíll give you a better reward.
* Call EVAC as soon as possible, it wonít get compromised unless you enter combat. Some 
  story missions wonít 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 isnít hard. 
* There is a "bestĒ way to do drugs, depending on what is available to you. When 
  something says it blocks something else that means the blocked thing canít 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.
* Donít be fooled by good stats on agents for hire, almost exclusively look at their 
  perks. Hires are usually full of drugs skewing their stats, youíll have to re-do them 
* Donít worry about sleeper agents, they only trigger if you start combat, regular 
  missions lets you bring them at no risk as long as you donít break stealth. 
* At one point in the game, the introduction of the move hideout mechanic, youíll 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 guyís 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.
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