Base Upgrades in Phantom Doctrine game Phantom Doctrine Guide and Walkthrough
Last update: 24 September 2018
This chapter contains detailed information about base upgrades - new rooms that enhance your capabilities in Phantom Doctrine. Here, you will get to know all the benefits of these additional improvements.
Forger
This room is mainly your additional source of income - at first you can earn $20 per hour, and this limit can be increased by buying extra seats in the room (locked slots in the screen next to the Oracle agent) or by increasing your earnings per agent in the Workshop. Here you can also change the identity of the agent, which is useful when he/she gets compromised.
Analytics
This room is used to analyze evidence and materials. Some of the information you can see in the Investigation Board doesn't have keywords, so you cannot combine them with other evidence. By assigning an agent to this room, you can decode these materials. A very useful room, as long as it is required for completion of the main plot. The combination of materials brings additional benefits in the form of agents for hire, new weapons and further evidence. In this room you can also order the transfer of your base (which sometimes costs a lot of money, but is needed).
Body engineering facility
In this room you can create additional items in the form of stimulants and boosters for your agents. Rather moderately useful especially at the beginning of the game. It's rather rare that they will reduce any stats - it's worth improving your agents, especially when a few improvements may provide more health points required to overpower enemy agents.
List of strengthening compounds
Name | Description |
AMPEA | Total Cost: 50$, Duration of the process: 2 hours, Requirements: none, Block: Calusterone. |
BMA | Total Cost: 50$, Duration of the process: 2 hours, Requirements: none, Block: Danazol, AMPK. |
DXAMPEA | Total Cost: 50$, Duration of the process: 2 hours, Requirements: none, Block: XENOXY, Albumin. |
TST | Total Cost: 50$, Duration of the process: 2 hours, Requirements: none, Block: Gonadorelin. |
DHEA | Total Cost: 50$, Duration of the process: 2 hours, Requirements: BMA, Block: Formebolone. |
THG | Total Cost: 50$, Duration of the process: 2 hours, Requirements: none, Block: ARGOXY, Raloxifene. |
Anadrol | Total Cost: 50$, Duration of the process: 2 hours, Requirements: TST, Block: Mannitol. |
EPO | Total Cost: 50$, Duration of the process: 3 hours, Requirements: AMPEA, Block: THG. |
ARGOXY | Total Cost: 50$, Duration of the process: 3 hours, Requirements: EPO, Block: Formebolone. |
XENOXY | Total Cost: 50$, Duration of the process: 3 hours, Requirements: ARGOXY, Block: TST, Formoterol. |
Bolasterone | Total Cost: 50$, Duration of the process: 3 hours, Requirements: none, Block: Stanazolol, Formoterol. |
Bolandiol | Total Cost: 50$, Duration of the process: 3 hours, Requirements: Bolasterone, Block: FGF. |
Danazol | Total Cost: 50$, Duration of the process: 3 hours, Requirements: DXAMPEA, Block: FGF. |
Formebolone | Total Cost: 50$, Duration of the process: 3 hours, Requirements: Danazol, Block: DHEA. |
Stanazolol | Total Cost: 50$, Duration of the process: 3 hours, Requirements: Formebolone, Block: Albumin. |
Gonadorelin | Total Cost: 50$, Duration of the process: 3 hours, Requirements: none, Block: Anadrol. |
FGF | Total Cost: 50$, Duration of the process: 3 hours, Requirements: Gonadorelin, Block: Stanazolol, Raloxifene. |
Formoterol | Total Cost: 50$, Duration of the process: 3 hours, Requirements: FGF, Block: AMPK. |
Cyclofenil | Total Cost: 50$, Duration of the process: 3 hours, Requirements: Bolandiol, Block: Anadrol. |
AMPK | Total Cost: 50$, Duration of the process: 3 hours, Requirements: Raloxifene, Block: BMA. |
Albumin | Total Cost: 50$, Duration of the process: 3 hours, Requirements: AMPK, Block: TST. |
IGF-1 | Total Cost: 50$, Duration of the process: 3 hours, Requirements: Albumin, Block: Formoterol. |
Deleting everything | Total Cost: 500$, Duration of the process: 1 day - cleans the agent of any improvements. |
Statistics of strengthening compounds
Name | Circulatory | Sensory | Respiratory | Motoric | Total |
AMPEA | 14 | 7 | 5 | 8 | 44 |
BMA | 9 | 15 | 10 | 16 | 50 |
DXAMPEA | 8 | 7 | 11 | 11 | 37 |
TST | 7 | 13 | 15 | 9 | 44 |
THG | 17 | 17 | 14 | 8 | 56 |
EPO | 13 | 0 | 0 | -2 | 11 |
ARGOXY | 10 | -1 | 0 | 0 | 9 |
Bolasterone | -1 | 11 | 0 | -1 | 9 |
Bolandiol | -2 | 8 | 1 | -3 | 4 |
Danazol | -2 | 0 | 15 | 2 | 15 |
Formebolone | -1 | 2 | 10 | 3 | 14 |
Gonadorelin | 2 | 1 | -4 | 16 | 15 |
FGF | -5 | 1 | 3 | 8 | 7 |
Raloxifene | 0 | 19 | -15 | -10 | -6 |
Cyclofenil | 18 | -19 | 29 | 20 | 48 |
AMPK | 22 | 0 | -10 | 32 | 44 |
DHEA | 13 | 12 | 9 | 19 | 53 |
Albumin | -10 | 24 | 30 | 6 | 50 |
XENOXY | 17 | 0 | 0 | -4 | 13 |
Stanazolol | 0 | 0 | 9 | 5 | 14 |
Anadrol | 17 | 14 | 11 | 14 | 56 |
Formoterol | 2 | 0 | 2 | 14 | 18 |
How do I get 2 shot points and 4 action points?
The requirement to get 2 shot points and 4 action points is that your agent basically has 65 Circulatory. You should apply the following measures on the agent:
Bolasterone -> Bolandiol -> Cyclofenil = +15
DXAMPEA + AMPEA + BMA + THG + EPO = +61
Gonadorelin + TST + DHEA= +22
Or use this order: THG -> AMPEA -> EPO -> DXAMPEA -> Danazol -> TST -> Anadrol -> BMA -> DHEA ->Bolasterone -> Bolandiol -> Cyclofenil
You may notice that you will use some of the resources only to worsen a few of the statistics. This process is required to use other resources. It may also happen that your agent will generally have a smaller movement range per 1 action point - you can compensate this by assigning a Sprinter perk. You will be able to apply these compounds at the end of chapter five. In order to get 2 shot points, you need 150 proficiency (you can even turn up to 200 and have 3 points, but this is only possible at the expense of agent's mobility).
MK ultra
MK Ultra is a room where you can influence your agents. There are a total of 9 possible actions to be taken:
- Brainwashing - erases the agent's past, but there is a risk of losing his talents,
- Interrogation - listen and ask agent for confidential information,
- Locator Beacon - install the locator in the agent's body to detect hostile activities,
- Control Phrase - placing a control phrase allows you to control the agent during a tactical mission - available after a main plot mission in Chapter III
- Mason Gambit - force the agent to join you,
- Saboteur - sweep the brain of the agent so he/she destroys the first enemy he/she encounters in hostile activity,
- Conversion - convert the agent to your side,
- Execution - dispose of your agent forever,
- Release - release the Beholder agent.
Comms
Comms is a communication room that allows you to collect data to the investigation board. Thanks to this and the informants, you won't have to collect this data during tactical missions. Place a one agent there and he will be collecting data all the time.