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Phantom Doctrine Game Guide by gamepressure.com

Phantom Doctrine Game Guide

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Breach mechanic in Phantom Doctrine game Phantom Doctrine Guide and Walkthrough

Last update: 14 August 2018

This chapter is dedicated to breach mechanic used in Phantom Doctrine. It allows you to clear whole rooms fast (you can even kill hostile agents).

Breach mechanic allows you to clear rooms from enemies fast and easy. This attack can even be used when you are sneaking provided that you have a weapon with a silencer. You need at least two agents to be able to use it (they can use the same entrance). The game assigns all nearby agents (this is done by default). You can remove agents from this maneuver by clicking on the Remove button above their portraits (see the picture). Here, you can also decide which weapon they will use during this move. Select which room you want to attack (left mouse button). You can also assign which enemies they have to shoot (click on enemies with right mouse button). The video above shows the entire process. Notice a hostile agent inside the room - this enemy can't be neutralized and is a huge threat to the mission's success. This move allows the player to kill that enemy fast and easy. Agents with no assigned targets will search for enemies by themselves.

This mechanics works on any number of enemies in the room - your agents will search for new ones even after neutralizing the selected targets - Breach mechanic in Phantom Doctrine game - Basics - Phantom Doctrine Game Guide

This mechanics works on any number of enemies in the room - your agents will search for new ones even after neutralizing the selected targets. Civil targets may also be set, but this is highly inadvisable as the threat to the base may increase. The video shows a breach process with three enemies inside, and only one of them is targeted to kill (an enemy agent). You can also see how to switch to another weapon before performing this operation (in this case it is switching to a gun with silencer). Note that nobody has even raised the alarm. This method is especially suitable for situations where you have no intention of playing with your opponents' incapacitation and do not care about your hostile agent.

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