text:
Final Fantasy/Enemies/Ghoul

Ghouls are undead monsters that have been raised to serve evil sorcerors. They are ravenous, drooling creatures that hunger for the flesh of the living. They attack with their bare hands and the touch of a Ghoul is cold enough to paralyze all but the strongest of heroes. The Ghoul does have the standard undead weaknesses to Fire and  Harm and immunities to mental attacks and  Ice.

Ghouls are found in the Temple of Fiends.

An exceptionally powerful variant of the Ghoul is called a Geist.

title: Final Fantasy/Enemies/Ghoul


text:
Final Fantasy/Enemies/Asp

The Asp is a form of snake common to the Pravoka and  Elfland regions. Asps are poisonous, using their bite to afflict foes with a deadly venom. However, these creatures are easily killed, so it becomes imperative for adventurers to spot Asps and destroy the monsters before the snakes have a chance to bite.

Final Fantasy Origins: Cobra

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Final Fantasy/Enemies/Asp


text:
Final Fantasy/Enemies/Bone

A Bone is a menacing undead warrior that wields a sword made from a thigh bone. They appear as nothing more than animated skeletons with no skin, muscle, or flesh. The magic that animates Bones is relatively weak, and the Bone can be destroyed by even minor physical attacks. It is also weak to Fire and  Harm spells, though like all other undead it is immune to many mind-damaging spells and to Ice attacks.

Bones are typically found guarding low-level dungeons, such as the Temple of Fiends. Occasionally they wander outside into the surrounding areas.

Final Fantasy Origins: Skeleton

title: Final Fantasy/Enemies/Bone


text:
Final Fantasy/Enemies/Gray Imp

The Gray Imp is a tougher cousin of the common Imp. Gray Imps are thought to be either mutated or intentionally bred Imps, but regardless of their origins the Gray Imps have proven to be much more dangerous than their progenitors. They typically are found leading groups of their weaker relatives, though some Gray Imps are brave enough to venture out into the forests on their own in search of defenseless humans to rob. Like the Imp, Gray Imps are usually found in the forests of Coneria, the  Temple of the Fiends,  Pravoka and nearby areas.

Final Fantasy Origins: Goblin Guard

title: Final Fantasy/Enemies/Gray Imp


text:
Final Fantasy/Enemies/Zombie

The Zombie is a fearsome undead creature. They are created by reviving recently slain bodies, resulting in a shambling monstrosity often still covered in dirt from its grave. Even bodies in perfect condition can be distinguished as undead rather than truly alive by the red glow of the eyes. Zombies can be found in the Temple of Fiends and on the southern continent near  Pravoka.

title: Final Fantasy/Enemies/Zombie


text:
Final Fantasy/Enemies/Gray Wolf

The Gray Wolf is a larger and stronger variant of the common Wolf. Like the smaller Wolves, Gray Wolves are quick and agile. They attack with teeth and claws, and pose a threat to civilians and even lightly armed parties. Sometimes found hunting in packs and commonly with lesser Wolves, these animals inhabit the Temple of Fiends as well as the forests near  Pravoka. Some have suggested that the lycanthropic Werewolf is created from Gray Wolf stock rather than standard Wolves.

Final Fantasy Origins: Warg Wolf

title: Final Fantasy/Enemies/Gray Wolf


text:
Final Fantasy/Enemies/Wolf

Wolves are dangerous canines that live in the forests of Coneria and  Pravoka and inside the  Temple of Fiends and attack hapless wanderers. They are quick and deadly in attacking, but armed warriors can defeat wolves with relative ease. Wolves are often found in large packs, occasionally joined by Gray Wolves, their larger relatives. Lycanthropic relatives, known as Werewolves, are known to exist.

title: Final Fantasy/Enemies/Wolf


text:
Final Fantasy/Enemies/Werewolf

The Werewolf is a lycanthrope. Similar to the Wolf and  Gray Wolf, the Werewolf is a quick canine with dangerous claws. Unlike its cousins, however, the Werewolf's bite is poisonous. Werewolves live in the forests of Pravoka, attacking helpless citizens. They are rumored to have regenerative abilities far beyond those normally found in nature.

title: Final Fantasy/Enemies/Werewolf


text:
Final Fantasy/Enemies/Creep

The Creep is a strange creature that lives on the southern continent near Pravoka. Genetic freak or created monster, Creeps have an extremely unnatural appearance dominated by the oversized mouth ringed by a set of eight tentacles. These tentacles are used by the Creep to paralyze their prey and then stuff the immobilized morsel into the Creep's mouth. Creeps are tough to kill even if a warrior can penetrate through the tentacles to strike the body of the creature.

Final Fantasy Origins: Gigas Worm

title: Final Fantasy/Enemies/Creep


text:
Final Fantasy/Enemies/Iguana

Iguanas are giant lizards with six legs. Their long tongues are used as tactile sensory organs, searching for prey by feeling vibrations in the air. When an Iguana determines that a creature is to be dinner, the lizard's speed becomes evident. The six legs allow an Iguana to close with its intended meal quickly, and the bite of an Iguana is often enough to kill small mammals before they realize that they are under attack. Well-prepared adventurers, however, have little to fear from these lizards. They are found near Pravoka.

Final Fantasy Origins: Lizard

title: Final Fantasy/Enemies/Iguana


text:
Final Fantasy/Enemies/Kyzoku

The Kyzoku are bands of ruthless corsairs, pirates, and privateers. They sail the seas looking for rich merchant ships to plunder, and often attack even fairly well-defended vessels. They use wicked curved swords known as Scimitars. However, even as rough as these men are, they are still mere men and possess no magical abilities, giving them a severe disadvantage in a world filled with mystical beasts.

Final Fantasy Origins: Privateer

title: Final Fantasy/Enemies/Kyzoku


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Final Fantasy/Enemies/Mad Pony

The Mad Pony is a dangerous equine creature that attacks travelers with its single horn or its front hooves. These creatures are considered by scholars to be the basis of legends of unicorns, but tales of benevolent unicorns do not reflect the hostility that Mad Ponies bear towards anyone foolish enough to come close. Despite rumors of mystical powers said to be found in the horns of these animals, the horns are actually no more mystical than the average short sword and are used for much the same purpose. Mad Ponies can be found near Coneria and  Pravoka.

Final Fantasy Origins: Crazy Horse

title: Final Fantasy/Enemies/Mad Pony


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Final Fantasy/Enemies/Odd Eye

The Odd Eye is an aquatic monstrosity that comprises a pair of floating eyes. Odd Eyes are extremely fragile and easy to destroy, but have the ability to paralyze their foes with a Gaze attack. This paralyzing attack is essential to the Odd Eye, as the creature is not physically powerful and can take a long time to devour a human. Like most aquatic creatures, Odd Eyes are weak to Lightning spells but are immune to  Quake.

Final Fantasy Origins: Goggler

title: Final Fantasy/Enemies/Odd Eye


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Final Fantasy/Enemies/Red Sahagin

Red Sahagin are warriors and captains in the watery Sahagin society. These blood-red colored creatures are similar to their lesser cousins, except bigger and stronger. Red Sahagin are commonly a match for two or three Sahagin, and more than a match for most merchants. Their claws rend foes that Red Sahagin confront aboard any ship that comes within their swimming range. Like all aquatic monsters, Red Sahagin are weak to Lightning but resistant to  Fire as well as immune to  Quake.

Final Fantasy Origins: Sahagin Chief

title: Final Fantasy/Enemies/Red Sahagin


text:
Final Fantasy/Enemies/Sahagin

Sahagin are vicious crossbreeds that are said to be the result of mixing between Sharks and either men or elves. Their true place in nature or magic is nearly impossible to determine, as nobody has been able to penetrate to the secret hideouts of the Sahagin. Regardless of their origins, Sahagin are deadly creatures that live underwater and attack any ship that comes close. They attack with wicked claws, attempting to tear their foes to pieces. They do have a weakness to Lightning but are restistant to  Fire and immune to  Quake due to their aquatic nature. Sahagin are often found with their tougher relatives, Red Sahagin.

title: Final Fantasy/Enemies/Sahagin


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Final Fantasy/Enemies/Scorpion

Scorpions are deadly, giant arachnids found primarily in the deserts and other warm places of the world. Scorpions have poisonous stingers that strike with blinding speed, often twice in rapid succession. Their exoskeletons are hard and difficult to puncture, making the Scorpion a much-dreaded foe. They live primarily near Elfland, though some have been spotted closer to  Pravoka.

title: Final Fantasy/Enemies/Scorpion


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Final Fantasy/Enemies/Shark

The Shark is a large fish with deadly jaws. Sharks inhabit the oceans of the world and often attack passing ships, attempting to make a meal of the crew and passengers. They are extremely tough and, unlike most fish, not generally used for human consumption. Rumors abound of unnatural experiments that crossed Sharks with men or elves to create the brutal Sahagin. The truth or falsehood of these rumors is impossible to ascertain, as the origins of the Sahagin are hidden by the depths.

Sharks, like all aquatic creatures, have an immunity to Quake and a resistance to  Fire but a weakness to  Lightning.

title: Final Fantasy/Enemies/Shark


text:
Final Fantasy/Weapons/Hand Axe

The Hand Axe is the smallest and lightest of the axes. It is a relatively simple weapon, converted from the tool known as a hatchet and can often be used for similar purposes when not in combat. The Hand Axe is a medium-sized axe blade attached to a short wooden rod, wielded with one hand.

The Hand Axe may be used by:

 * Fighter / Knight
 * Ninja

Final Fantasy Origins: Battle Axe

title: Final Fantasy/Weapons/Hand Axe


text:
Final Fantasy/Enemies/Four Fiends

The Four Fiends are four powerful monsters who served under the command of Chaos (who is actually Garland).

 * Lich
 * Kary
 * Kraken
 * Tiamat

title: Final Fantasy/Enemies/Four Fiends


text: File:Zubat RB.jpg

title: File:Zubat RB.jpg


text:
Final Fantasy/Key Items/Key

The Mystic Key opens the doors to the Treasury of Coneria as well as a number of other locked doors throughout the world, including two doors in the Temple of Fiends and the door to the treasury of  Elfland. It was given to the Prince of Elfland for safekeeping when the Four Fiends reappeared and the artifacts of Coneria were sealed in the Treasury.

title: Final Fantasy/Key Items/Key


text:
Final Fantasy/Weapons/Thor's Hammer

Thor's Hammer is the most powerful hammer in the game. It has the added effect of casting Lit2 if you use it as an item during combat.

title: Final Fantasy/Weapons/Thor's Hammer


text:
Final Fantasy/Weapons/Iron Nunchaku

The Iron Nunchaku is a weapon consisting of two iron rods attached to each other by a short chain. The wielder holds one of the rods and attacks by swinging the other rod at his foes. Like the Wooden Nunchaku, the other type of Nunchaku, the Iron Nunchaku is a difficult weapon to learn to use properly, and so its use is limited to a small number of martial artists.

The Iron Nunchaku is the most powerful weapon (short of Masamune) available to Black Belts and Masters, but they are typically more adept at unarmed combat by the time you can obtain it.

The Iron Nunchaku may be used by:

 * Ninja
 * Black Belt / Master

title: Final Fantasy/Weapons/Iron Nunchaku


text:
Final Fantasy/Weapons/Wooden Nunchaku

The wooden nunchaku is the most powerful weapon available from the smiths in Coneria. It consists of two wooden rods connected by a short chain, wihth one rod being held and the other swung by means of the chain. Unfortunately, it is an extremely difficult weapon to wield and requires years of practice to master. Accordingly, very few are able to make use of the nunchaku in combat without severely damaging themselves. The Black Belts are often seen armed with nunchaku.

The wooden nunchaku may be used by:

 * Ninja
 * Black Belt / Master

Final Fantasy Origins: Nunchaku

title: Final Fantasy/Weapons/Wooden Nunchaku


text:
Final Fantasy/Weapons/Iron Staff

An Iron Staff is a large bludgeoning weapon similar to the Wooden Staff but made of solid iron rather than wood. Iron Staves are quite heavy, and only strong characters are able to wield them properly. This disqualifies many of the usual users of staves, and leads to the Iron Staff being one of the most uncommon weapons in the world.

The Iron Staff may be used by:

 * Fighter / Knight
 * Ninja
 * Black Belt / Master

Final Fantasy Origins: Crosier

title: Final Fantasy/Weapons/Iron Staff


text:
Final Fantasy/Weapons/Wooden Staff

Wooden Staves are extremely simple bludgeoning weapons that are often carried as symbols by apprentice mages. As weapons, they leave much to be desired. They are basically large sticks that are used to strike foes. These staves are about five feet long and four inches in diameter.

There are rumors of certain staves having magical powers, but if these potent weapons exist, they are certainly not held by the apprentices who make use of the wooden staff.

The Wooden Staff is a good starting weapon for the White Mage, though the Iron Hammer is decidedly better.

The Wooden Staff may be used by:

 * Fighter / Knight
 * Ninja
 * Black Belt / Master
 * Red Mage / Red Wizard
 * White Mage / White Wizard
 * Black Mage / Black Wizard

Final Fantasy Origins: Staff

title: Final Fantasy/Weapons/Wooden Staff


text:
Final Fantasy/Weapons/Rapier

The Rapier is the most basic sword. The Rapier is a fairly simple and cheap weapon, accessible to many warriors. It is two-edged although the primary use of the Rapier is for thrusting attacks. The use of the Rapier is widespread among the local Conerian guardsmen, as it is the most advanced weapon that the smiths have knowledge of.

The Rapier is an excellent starting weapon for the Fighter, Red Mage, and Thief.

The Rapier may be used by:

 * Fighter / Knight
 * Thief / Ninja
 * Red Mage / Red Wizard

title: Final Fantasy/Weapons/Rapier


text:
Final Fantasy/Weapons/Sabre

Sabres are vicious curved weapons related to the Scimitar. The Sabre is longer with a less pronounced curve. As a result, the Sabre is slightly less accurate but more powerful. Sabres are usually wielded by those who desire a balance between accuracy and damage.

The Sabre may be used by:

 * Fighter / Knight
 * Thief / Ninja
 * Red Mage / Red Wizard

Final Fantasy Origins: Saber

title: Final Fantasy/Weapons/Sabre


text:
Final Fantasy/Weapons/Scimitar

The Scimitar is a curved weapon popular with those who travel by sea. Merchants often carry Scimitars to protect themselves from pirates, whose weapon of choice is the Scimitar as well. The curvature of the blade makes the Scimitar more accurate and slightly more damaging than a straight blade, such as a Rapier, once a warrior gains the skill to use the Scimitar properly.

The Scimitar may be used by:

 * Fighter / Knight
 * Thief / Ninja
 * Red Mage / Red Wizard

title: Final Fantasy/Weapons/Scimitar


text:
Final Fantasy/Weapons/Short Sword

Short Swords are short but heavy blades. They are the smallest sword used for open warfare as opposed to city or ship protection. Short Swords are nearly always carried in conjunction with shields and fights are commonly determined by skill in finding an opening to stab rather than sheer strength. The point of the Short Sword is extremely sharp as opposed to most other swords, which are primarily slashing weapons.

The Short Sword may be used by:

 * Fighter / Knight
 * Ninja
 * Red Mage / Red Wizard

Final Fantasy Origins: Broadsword

title: Final Fantasy/Weapons/Short Sword


text:
Final Fantasy/Weapons/Silver Sword

The Silver Sword is a powerful slashing weapon designed from mystical mythril silver by the elves of Elfland. The mythril material makes the Silver Sword extremely light, quick, and strong. It also gives the sword a distinctive silver gleam. It is the strongest sword sold by weaponsmiths to the general public.

The Silver Sword may be used by:

 * Fighter / Knight
 * Ninja
 * Red Mage / Red Wizard

Final Fantasy Origins: Mythril Sword

title: Final Fantasy/Weapons/Silver Sword


text:
Final Fantasy/Key Items/Crystal

The Crystal Eye is a magical item that the blind witch Matoya needs to be able to see. It has been stolen from her by persons unknown.

title: Final Fantasy/Key Items/Crystal


text:
Final Fantasy/Key Items/Herb

The Herb is the key ingredient of a magical potion that is the only remedy for the sleeping curse cast upon the Prince of Elfland by the dark elf  Astos. It is said that the blind witch Matoya is the only person capable of creating this potion.

title: Final Fantasy/Key Items/Herb


text: Category:Book:Star Fox: Assault

title: Category:Book:Star Fox: Assault


text: Category:Book:Halo

title: Category:Book:Halo


text: Category:Book:Halo 2

title: Category:Book:Halo 2


text:
Halo 2/Midship/Rotary Tactic

This tactic is made for team slayer, and it worked quite well for me in the past. Split your team into two smaller groups that run around the outer ring of the map opposite from each other but in the same direction. It often gives the enemy very little chance to recover when respawning, but makes it easier for lost players of your team to join back in the fray. Often works well with one short range player (shotgun or sword) and one long range player (BR or carbine, plus PP) per team. It is possible that this could also work on a map like Warlock, if you keep to the upper levels, or on Foundation, with maybe three or four groups. However, it has not been tried out on these two maps to any knowledge of mine.

title: Halo 2/Midship/Rotary Tactic


text:
Halo/AR

MA5B Assault Rifle

The MA5B is a bullpup configured, gas operated assault rifle. It fires advanced 7.62x51mm ammunition, normally using FMJ-AP(black copper jacket, tungsten core) bullets. It feeds from a four column, 60 round detachable box magazine. The MA5B is highly inaccurate, and only useful at short ranges(less than 25m)when fired in long automatic bursts due to vibration and barrel heating, but can be effective out to ~60m on point targets, and ~150m on area targets when fired in short bursts of 2-3 rounds at a time. The MA5B uses an integrated computer which displays the amount of ammunition left in the magazine, as well as the relative direction of designated reference points (such as the gas giant, Threshold). This computer also determines point of aim and relays this information to the users smart-link system (the MA5B has no open or optical type sighting equipment). An onboard 12v, 15000mah NIMH battery cell powers this computer, as well as the tactical combat light when needed. Battery will drain much faster when the light is used, and if it is depleted, it will recharge itself using a small portion of the users shield energy.

title: Halo/AR


text:
Halo 2/Battle Rifle

Model: BR-55

Common Name: Battle Rifle

Zoom Capabilities: 2x

Rate Of Fire: 3-round bursts

Magazine Size: 36 rounds, or twelve bursts

The BR-55 is the favorite weapon of the Halo 2 veteran. Often considered the "new pistol", this weapon is highly effective at most ranges. Although a great weapon, able to kill in four bursts to the head, it's effectiveness is doubled when coupled with the plasma pistol, dropping shields with an overcharge of the weapon and then proceeding to fire one burst in the head. This technique is often called the "noob-combo", because many players consider it too easy a tactic and therefore, cheap or "noobish".

title: Halo 2/Battle Rifle


text:
Halo 2/Magnum

Model: M6C

Common Name: Magnum

Zoom Capabilities: None

Rate Of Fire: Semi-automatic

Magazine Size: 12 rounds

The M6C magnum is the more common, stripped down version of the M6D pistol that was commonly seen in the first Halo. Though it may be a powerful weapon, it lacks the scope of its predecessor. Against the stronger shields of the new Mark VI armor, it's less effective in combat than the first weapon was. However, it is still a useful weapon, and can be coupled with another weapon to really make it a threat.

Dual-wielding combos

 * With Plasma Pistol: This combo works quite well, overcharging the plasma pistol, and then proceeding to fire a bullet from the magnum into the head. This is the less popular iteration of the infamous "noob-combo." Veteran players will use this variation, as it allows them to headshot without the delay of switching to the BR. With good aim, the magnum combo will win a showdown against the BR combo(a good thing, since if you use it too much, angry players will come after you with the more common combo).

 * With Plasma Rifle: Combining these two weapons works well, but requires a bit more attention, as one trigger merely needs to be pressed, while the other must be pulled again and again to fire. If you can master this, it is in some respects better than the aforementioned combo, as it's a constant stream of plasma, so if a shot misses, it doesn't cause a large problem like if the overcharge shot does.

 * With another magnum: This combo looks aesthetically better and works pretty well, although not as great as the previous two. You can still kill someone by pumping them full of shots with two of these weapons. And, as always, headshots are best. -this combo is basically useless outside of a Pistols-Only game, since by default you will have an SMG, and the SMG/Magnum combo works Much better than dual Mags. Plus you don't look silly doing it.
 * With SMG: Works well for combat in close to medium ranges as a variation of the “noob-combo”, by using the SMG to unload into another player and strip their shields and then finishing them off with a few magnum shots to the head.

title: Halo 2/Magnum


text:
Halo/Backpack Reload

An easy and yet invaluable technique for any Halo player, the backpack reload glitch allows a player to reload his weapon with the other weapon out. This glitch works as follows:

 * Have the weapon that needs reloading out. (This commonly happens when you were attacking with the weapon and the clip is spent.)

 * Hit the reload button twice, and then bring out your other weapon.

 * The reload animation will continue for the 3rd person view, and you will still hear the reload sound effects. However, you can fire and everything else as normal.

 * When the animation/sounds are finished, your weapon is done reloading, and will be reloaded when you bring out the original weapon.

Using this technique, you can cycle through two different weapons without ever having to pause to reload, which is what makes it such an essential skill.

title: Halo/Backpack Reload


text:
Halo/Vs. Scorpions

There are a couple of good ways to combat an enemy in a scorpion tank.

 * The, hopefully, obvious way is to use a rocket launcher (or FRG, if you are playing on PC) against an enemy scorpion. Keep in mind however, that although tanks may drive slowly, you will still need to lead your shot to some extent, especially when firing from a long distance. One direct hit should kill under normal slayer rules.

 * If you can't get your hands on a rocket launcher, then probably an equally, if not better way, is to use a sniper rifle. There are gaps in the rollcage for the scorpion, and so you should be able to hit the driver, if not score a headshot. Remember that experienced players will know better than to drive straight at you though, and will try to keep only their turret faced towards you, with the actual chassis of the tank facing the opposite direction.

 * If you wind up close to an enemy tank, try to use plasma grenades to destroy it, if you have them. You should only require two if you make direct latches, and if you don't have plasma grenades, throwing frag grenades under the tank will also do a fair amount of damage, but not as much as stickies would.

 * Another good way to take out an enemy tank is to use a ghost vehicle. Because of the vehicle's stunning effect, the driver won't be able to turn as fast as he'd like, and so is rendered helpless as long as you don't overstrafe back into his turret's way. Also, even if that happens, it is considerably harder to kill a ghost than another vehicle because of the fact that it hovers above the ground.

 * PC Only Should you wind up very close to an enemy scorpion, then it is quite easy to just roast him with the flamethrower, provided you watch your step.

 * PC Only Also, you may use a banshee to attack an enemy scorpion in a fashion similar to that of the ghost. However, keep in mind that you have a fuel rod cannon, which you can cause a large amount of damage with, but also, you have to fly out of the way, for the banshee cannot strafe.

These aren't the only ways you can go about taking down an enemy tank, but rather, they are just tried-and-true methods for combatting these massive vehicles.

title: Halo/Vs. Scorpions


text: Category:Book:Metroid Prime

title: Category:Book:Metroid Prime


text: Category:Book:Metroid Prime: Hunters

title: Category:Book:Metroid Prime: Hunters


text: Category:Book:Sonic R

title: Category:Book:Sonic R


text: Category:Book:Medal of Honor: Frontline

title: Category:Book:Medal of Honor: Frontline


text:
Medal of Honor: Frontline/Weapons

The following are statistically and general information on each gun as well as a preferred range. They are in an A-Z fashion. Also there is a short general guide to weapon usage in the game.

Weapon Guide/Rule Book
The following are just a few points to keep in mind to make the best use of your arsenal:

 * Aim for the head and the heart for maximum power and fatality likelihood.
 * For maximum entertainment, try hitting a person - with a weak gun like the Colt .45 - in any of the following; groin, hand, foot (a classic), or knee. This will provoke a most humorous reaction.
 * Use your sniper rifle to maximum effect by taking out people ahead of you in all levels. (this clears the path, making it easier to progress).
 * Give yourself space when using any explosives. If you're too close, you will also lose health.
 * Try to take people by surprise, for example by approaching from behind.
 * It is highly advisable to always make sure you have reloaded your weapon when entering another conflict zone (especially in Arnham Knights) even if you have 31/32 (just example) bullets. If you have to reload while under fire, you will lose precious time, and will quite likely be injured.
 * If you are shooting an enemy who has yet to spot you, for your own sake take your time! Aim at the fatality points because if you miss he will react and retaliate before you have reloaded - and at least knock a bit off your health.

Bazooka

 * Type: Heavy Weapon
 * Accuracy: 1
 * Rate of Fire: 20 per/min
 * Damage: 1-100
 * Magazine Capacity: 1
 * Preferred Range: Medium to far, 20-100+ meters.
 * Side: Allied
 * Information: A powerful, single shot, rocket-firing Anti-Tank weapon.

Browning Automatic Rifle (BAR)

 * Type: Rifle (Automatic)
 * Accuracy: 3
 * Rate of Fire: 300/650 per/min
 * Damage: 10
 * Magazine Capacity: 20
 * Preferred Range: 0-4 meters
 * Side: Allied
 * Information: A powerful automatic weapon that is used to support advancing troops. Its primary draw-back is its low magazine capacity.

Colt .45

 * Type: Pistol
 * Accuracy: 3
 * Rate of Fire: 20 per/min
 * Damage: 84
 * Magazine Capacity: 7
 * Preferred Range: Close up, behind.
 * Side: Allied
 * Information: The M1911 Colt .45 pistol is a useful side-arm with great stopping power. Mainly carried by officers and senior NCOs (Any rank above corporal)

Gewehr 43

 * Type: Rifle
 * Accuracy: 1
 * Rate of Fire: 50 per/min
 * Damage: 16
 * Magazine Capacity: 10
 * Preferred Range: Distant, a good sniping spot is essential.
 * Side: German
 * Information: A German reply to the US M1 Garand and Soviet SVT 40. This accurate rifle was only used by experts and features a detachable 10-round box magazine.

Mark II Frag Grenade

 * Type: Grenade
 * Preferred Range: Medium, 20-40 meters.
 * Side: Allied
 * Information: A miniature explosive device that will explode after a for 4 second fuse. The Mk II grenade was designed to unleash a spray of shrapnel (pieces of jagged metal) once the grenade went off. Good for clearing rooms.

M1 Garand

 * Type: Rifle
 * Accuracy: 2
 * Rate of Fire: 80 per/min
 * Damage: 12
 * Magazine capacity: 8
 * Preferred Range: Any!
 * Side: Allied
 * Information: The 8-round 306 cal. semi-automatic rifle was standard issue for all US soldiers from 1942 until the end of the Korean War. Its primary draw-back is that it cannot be reloaded in the middle of a clip. Remaining rounds should be spent in order to insert a fresh clip and to keep attacking.

MP 40

 * Type: Sub-Machine Gun
 * Accuracy: 3
 * Rate of Fire: 256 per/min
 * Damage: 6
 * Magazine Capacity: 32
 * Preferred Range: Close, 0-3 meters.
 * Side: Germans
 * Information: A superb gun, worthy of any soldier, it has a great rate of fire and is great at close range.

Panzerschreck

 * Type: Heavy Weapon
 * Accuracy: 1
 * Rate of Fire: 20 per/min
 * Damage: 1-100
 * Magazine Capacity: 1
 * Preferred Range: Medium to far, 20-100+ meters.
 * Side: Germans
 * Information: If you have ever played Medal of Honor: Underground you will remember the wonderful Panzerfaust, well the Panzerschreck is a rocket launcher, based on the Bazooka with a greater caliber and a longer range that the Panzefaust, which was used with great effect in close quarters.

Shotgun

 * Type: Heavy Weapon
 * Accuracy: N/A
 * Rate of Fire: 48 per/min
 * Damage: 5-75
 * Magazine Capacity: 8
 * Preferred Range: Short, due to its high dispersion pattern.
 * Side: Allied
 * Information: A great weapon, will injure targets even if it isn't properly aimed

Springfield '03

 * Type: Rifle (Sniper Rifle)
 * Accuracy: 1
 * Rate of Fire: 25 per/min
 * Damage: 16
 * Magazine Capacity: 5
 * Preferred Range: Distant, sniping.
 * Side: Allied
 * Information: Unbelievably slow to reload and with such a short magazine, its even slower, but its also very powerful.

STG 44

 * Type: Rifle (the first assault rifle in the world, externally similar to the Russian AK-47)
 * Accuracy: 3
 * Rate of Fire: 500 per/min
 * Damage: 5
 * Magazine: 30
 * Preferred Range: Close and medium, 1-10/150-200 meters.
 * Side: German
 * Information: A quick and versatile weapon, very useful in clearing rooms.

Stielhandgrante

 * Type: Grenade
 * Preferred Range: Medium 25-50 meters
 * Side: German
 * Information: A light weight grenade made with a wooden stick and metal top, it is a handy grenade for long distance throwing.

Thompson SMG

 * Type: Sub-Machine Gun
 * Accuracy: 3
 * Rate of Fire: 600 per/min
 * Damage: 6
 * Magazine: 20
 * Preferred Range: Close, 0-5 meters.
 * Side: Allied
 * Information: A good gun overall, but not the best automatic weapon, the STG 44 is far better.

Walther P38

 * Type: Pistol
 * Accuracy: 3
 * Rate of Fire: 70 per/min
 * Damage: 9
 * Magazine Capacity: 8
 * Preferred Range: Close up, behind.
 * Side: German
 * Information: A fast gun, but you don't get to use it much in the game especially in earlier levels.

Webley and Scott Silenced Pistol

 * Type: Pistol
 * Accuracy: 3
 * Rate of Fire: 56 per/min
 * Damage: 10
 * Magazine Capacity: 7
 * Preferred Range: Near-by, 1-4 meters, out of sight.
 * Side: Allied
 * Information: Very handy for any level, great for surprise, but a bit weak, so aim for head/heart.

Return to Medal of Honor: Frontline table of contents.

title: Medal of Honor: Frontline/Weapons


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Medal of Honor: Frontline/Strategies and Tips

 * Always destroy boxes/crates, they will often contain ammo or health, especially in the long levels like Eye of the Storm or Nijmegen Bridge.

 * Never ever miss the opportunities created by a sniper rifle, you can zoom to incredible lengths with great accuracy.

 * When you start gathering explosives like grenades, use them to lure enemies around corners, they will always bounce off walls at U-Turn corners, so use them when needed.

 * If you don't need health, don't take it you will eventually need it and you will therefore know were to look, and you understand yourself that using a Field Surgeons Pack to heal you 10% back to health is wasteful.

 * To speed up blowing up a grenade, (e.g. if an enemy is about to kick it away,) simply shoot it, it usually works fine.

 * When you are not in a conflict zone, always reload your weapons, yes weapons - cycle through all you weapons and reload.


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Medal of Honor: Frontline/Medals and Stars

There are 9 different medals to collect. To earn a medal, you must get gold stars in all of a campaign's individual levels. The medals are as follows going by each campaign.

 * D-Day (prologue): Army Distinguished Service Medal
 * Campaign 1: Army Commendation Medal
 * Campaign 2: Soldier's Medal
 * Campaign 3: Dutch WWII Commemorative Cross
 * Campaign 4: Legion of Merit
 * Campaign 5: Distinguished Flying Service Cross, Silver Star, EA Los Angeles Medal of Valor, Bronze Star, Distinguished Service Cross.

The star requirements for each level are as follows:

 * Bronze Star Requirements - Complete the level
 * Silver Star Requirements - Complete the level & 95% of enemies neutralized.
 * Gold Star Requirements - Complete the level, 95% of enemies neutralized & 75% health left.

For a rough guide to getting gold stars, see the following section: Getting a Gold Star - Level by Level.


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Medal of Honor: Frontline/Difficulty Levels

There are three different difficulty settings for the game they are as follows (as per game):

Easy - Player is a skilled marksman and can heal fully between missions. Enemies are new recruits.

Normal - Players and enemies are evenly matched and some healing occurs between missions.

Hard - Your enemies are truly dangerous and no healing occurs between levels.


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Medal of Honor: Frontline/Enemy Bios

The following are the different enemies and their description, also included is a rating of how dangerous an enemy may be. This information was sourced from the official website.

Ambushed Officer

 * German officers do not like when you steal their uniforms as a disguise, so kill them before they discover. The only other place you will find an Ambushed Officer is on the levels were you find a soldier sleeping in bed, e.g. on the U-Boat or War Train.
 * They are dressed in white robes.
 * Danger: 2/10

Gestapo Officer

 * Extremely dangerous, with a real officer look, will try ruthlessly to kill you by any means, even if it means his own death.
 * Wears a grey uniform, with a real officers hat straight from Hollywood, and has a very pointy nose.
 * Danger: 10/10

Krieg Dockguard

 * The shipping cargos and the U-Boat fleet are protected from harm by the Krieg Dockguards. They commonly attempt to kill you from a distance, sniping usually, but will come up to you and knock you out if called for.
 * Wearing a normal army outfit, with a navy colored uniform, with slight bits of orange and a real army hat.
 * Danger: 6/10

Kreig Motorcycle Trooper

 * Armed heavily with a MP-40, they ride a motorcycles.
 * Wears goggles, and dark Green uniform, they ride motorcycles and wear the standard army hat.
 * Danger: 9/10

Luftwaffe Mechanics

 * Surprisingly dangerous, but still not that much of a threat to your average MOH player.
 * Wears grey overalls covered in oil.
 * Danger: 4/10

Luftwaffe Soldier

 * To get to the HO-IX, you must defeat the Luft soldiers from the German Luft Corps, they are heavily armed.
 * They wear a grey uniform (with lovely little orange collars!) They also have those tiny Air Corp hats!
 * Danger: 7/10

Panzer Grenadier

 * Heavily armed and capable, despite being few they are nasty.
 * Wears camouflaged uniform.
 * Danger: 8/10

Rudolf Von Sturmgeist

 * The big guy, the whole game revolves around him, he is the commander in charge of the HO-IX Project.
 * Black overcoat, with fur edges like a pilots, a pointed hat, and the swastika symbol on the arm.
 * Danger: 10/10

Scientist

 * Scientists are tall thin men with goggles over their heads to put it bluntly, its not too hard to kill them but they are annoying.
 * Wear white coats, goggles, and a Nazi symbol around their necks.
 * Danger: 3/10

SS NCO

 * A well trained soldier, who are probably the most dangerous of their rank.
 * Looks very like any normal battlefield soldier, dark green uniforms, and brown trousers.
 * Danger: 8/10

SS Schutzen

 * Very like SS NCO.
 * Same as SS NCO, except for uniform color is darker, and they wear a air corps hat.
 * Danger: 8/10

SS Officer

 * A short fat officer - who is actually quite dangerous.
 * Wears an officers uniform, medals, and an officers hat.
 * Danger: 7/10

Strumgeist's Elite Guard

 * A set of top ranking soldier's who work exclusively for Rudolf Von, Strumgeist, they are extremely dangerous.
 * Navy/Black/Purple overcoat, with orange shirt and red tie underneath.
 * Danger: 9/10

Tank Commander

 * A form of ruthless officer who will do anything to eliminate the enemy threat (you!)
 * Wears head-phones, and a black suit with red bits.
 * Danger: 10/10

Malevolent Chef

 * Armed solely with a knife, the chef will continuously throw knives at you, he appears in several levels in the kitchen, and is quite easy to spot as well as hit.
 * The Chef is overweight wearing a white apron, black trousers and a nice red chefs hat.
 * Danger: 8/10

U-Boat Captain

 * Not really that dangerous, just a normal captain with a pistol.
 * White captains hat, and light mustard uniform, very obvious.
 * Danger: 2/10

Wehrmacht Engineer

 * A plane engineer, not that dangerous.
 * Jet-Black trousers, a white T-shirt! And grey top.
 * Danger: 2/10

Wehrmacht Field Officer

 * These officers carry both Walther pistols and machine guns, they are quite dangerous.
 * Wears a weird form of a hat, and a light green uniform.
 * Danger: 9/10

Wehrmacht Grenadier

 * A normal soldier.
 * Wears a chain of machine gun bullets around neck, as well as a standard green uniform.
 * Danger: 8/10

Wehrmacht Soldier

 * A very resourceful type of soldier.
 * Wears an officers hat despite being a soldier, and wears baggy pants.
 * Danger: 8/10

title: Medal of Honor: Frontline/Enemy Bios


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Medal of Honor: Frontline/Getting a Gold Star - Level by Level

I have heard a lot of people ask "How to get a gold star?" or: "Can I get it at all?", or, "Is there a gold star for this level?" The answer obviously is yes - but it's not easy, the following lists a few common mistakes for each level needed to help get a star - the main cause is generally not killing all enemies. Please note some of the easy levels are excluded.

Mission 2: Into the Breach

 * After you man the machine gun, more Nazis come running down towards you.

Mission 1: Seaside Stowaway

 * When you man the machine gun near the start more enemies are triggered to appear from the sides.
 * When you man the machine gun in the church more enemies are triggered to appear near the tank.
 * Near the end make sure to search the area as it is easy to miss several enemies.

Mission 2: Special Cargo

 * When passing doors that are closed - open them, they often contain more Nazis, usually on the toilet.
 * When heading back to the control room (the level end) more Nazis are triggered to appear.

Mission 3: Eye of The Storm

 * Look out for the many snipers you encounter in the game, they total about 5-6.
 * Retrace your steps if you feel you have missed something.
 * There is an unlimited supply of Nazis in the U-Boat Pen 2, they are triggered when you man the machine gun.
 * Near the end, make sure to go around all the buildings, it is easy to miss a hiding enemy.

Mission 4: A Chance Meeting

 * Again watch out for snipers, there's 1 or 2.
 * When you find the first train, circle it a few times and shoot the Nazi on top of it.
 * When you man the triggered machine gun on the train car, don't miss any of the Nazis attacking.
 * Retrace your steps when you get as far as were the Nazis were using a mounted machine gun, there are huge chances you missed a few Nazis.
 * When you get as far as the construction rooms (the place after you acquire the blueprints) make sure not to miss any of the enemies working on top of the scaffolding.
 * Take your time when going through the 2 U-Boat rooms they are full of extra enemies.
 * When at the end near the Fuel Depot, don't miss the enemy on top of the depot.

Rough Landing

 * Take your time in this level, it is extremely easy to miss whole squadrons of Nazis.
 * When you are in some of the large areas, circle them a few times as not to miss anyone.
 * When you get as far as the windmill with the sniper - climb it and get your gun ready, a whole bunch of 7 or 8 Germans will start running towards the area you just left.

The Golden Lion

 * Snipers!!! Kill them all, they really are plenty.
 * Don't worry about killing the Germans you pass in the truck, they are not figured into the 95% you must kill.
 * Don't shoot out the alarms with your sniper rifle until after the enemy has turned it on. The alarm triggers enemies you need to get the 95%

Operation Repunzel

 * This is a tough level to get a gold, but not impossible, just don't miss any enemies.
 * At the grand hall where you find a German talking to himself, you HAVE to let him shoot the panzerschreck at you to trigger more enemy soldiers.
 * At the end there are two Germans on the roof - don't miss them.
 * When going through the bedrooms (through the bookcase) don't forget the first doorway because there's 3 or 4 more Germans behind it.

Njmegen Bridge

 * This is by far the hardest level to get a gold, you must not miss any snipers, there's 4 on the top of the bridge that you can only hit from the ground, and 5 when you go up the ladder.
 * Use the mounted machine guns to trigger more enemies, because they are easy to miss.

Yard by Yard

 * Don't skip any of the back streets or houses, there are so many other enemies you can easily miss.
 * At the "Sniper's Alley", turn into the first courtyard on the right, go on the ladder to trigger more Germans snipers at the far end building. Five or six would pop up from no where.

Arnhem Knights

 * Relatively easy - Use the machine guns to trigger more enemies.

On Track

 * Take your time and kill all the guards.
 * Don't worry about when your undercover - it doesn't affect the total.

Derailed!
Don't forget the one above the second fuel depot
 * Snipers - yet again they are all over the place.

Enemy Mine

 * Just kill as many as you can - it is really hard, just keep on repeating it until you are successful.

Under the Radar

 * Use your sniper rifle to get distance enemies
 * Use the mounted machine gun to trigger more Germans.


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Medal of Honor: Frontline/Prologue: D-Day

Objectives

 * 1: Meet the Captain on Shore.
 * 2: Rescue Four Pinned Down Squad Members.
 * 3: Rejoin Squad at Shingle Embankment.
 * 4: Rescue Engineer at End of Embankment.
 * 5: Rendezvous with Captain at Base of Bunker.
 * 6: Cross the Minefield and Man Machine Gun.
 * 7. Destroy MG Nests on Ridge.
 * 8. Eliminate Enemy Soldiers in Trench.

Walkthrough
At the start of the level you will be unable to move because you're in a boat, so while your waiting, use R3 to take a look at the wonderful scenery that was one of the bloodiest parts of the worst war ever. When you have gotten off the boat and made your way to shore look for a damaged boat, you will find your captain seeking shelter there (Objective 1). After he has talked to you, go up to the extreme top right hand corner of the beach, you should find a Thompson or "Tommie-Gun," this is a Sub-Machine gun and is far better than your other gun the M1 Garand. Once you have done this go back to the beach and look for soldiers hiding behind the big wooden "X's," go over to them and they will ask for cover, when they do you should turn facing the cliff edge and shoot at the machine gunning Germans, after you have four of these soldiers rescued (Objective 2), go and search the beach for health items.

When you have this done, go to the fence and talk to your captain who is at around half way down the fence line (Objective 3.) He will tell you that there's an engineer pinned down at the far end (near were you found the Thompson). You must go to were he is and give him cover fire as he runs to were your captain is (Objective 4.) Follow him back and he will blow a hole in the wire/sea wall, make sure neither you or him gets hurt. When the explosion is over, use the distraction to make a run for the captain, who has moved to the front of the German building (Objective 5,) here you will find a field field Surgeon Pack. He will ask you to dash across a mine field - do it! Once you have dashed across the mine field (try not to get killed by moving quickly and in a zig-zag pattern,) kill the two Germans (one to your right and one to the left ahead of you,) once that's done, go up the ladder (face upwards and hold R3 Upwards,) and man the machine gun (Objective 6.) Use your new fire power to take out the two German Machine Gun nests on the cliff edge (Objective 7,) after you have eliminated the enemy soldiers in the trench (Objective 8.)

You can now climb down the ladder and meet up with your captain who comes running across the mine field. He will start talking to you and then the level is over.

Objectives

 * 1: Clear Machine Gun Bunker.
 * 2: Destroy Radio Link to Upper Gun Deck.
 * 3: Find Smoke Grenades.
 * 4: Clear Both Gun Decks.

Walkthrough
At the start of the mission - which is really just a follow on from the last mission - you will be listening to your captain, listen to his advice and then wait until a fellow soldier runs out past the corner, he will be shot with a mounted machine gun, while the enemy is distracted by this, you should make your way around the corner.

You will now be facing the mounted gun, shoot the explosive barrels straight in front of you, this will kill the gunner behind the mounted machine gun. Continue around the corner, and shoot the enemy to your left as you turn round the corner. Shoot the barrels as you go along, this will kill most of the remaining Germans, as you enter the room with the machine gun, kill the remaining gunners (Objective 1,) and take over the gun. Use it to kill the Germans that charge down the slope. To your right is a Field Surgeon Pack, use it if necessary, but leave it if you still have over 60% health, you can come back for it at a later stage if you are injured badly. Also you will have noticed one when you turned the second corner after shooting the barrels, leave that also if you can. Now continue upstairs, shoot the guard on the 3rd set of steps, and continue until you come out the stairs entrance, to your right is a short corridor, at the end is a German using the radio, kill him and destroy the radio (Objective 2.) After doing that, continue on until you have gone around 2 corners and another short corridor. You can now see several boxes in front of you, with a German behind one of them, kill him, and the other two in the room. After this you will find a ladder, go up it by facing upwards and pressing R3 upwards.

At the top of the stairs, you will encounter one German in front of you to your right, behind him is a Field Surgeons Pack - leave it unless you really need it, you shouldn't need it, but... Anyways when you've gotten rid of the next guard, and the one after him in the following room, you will see an underground passage, with raw earth and wooden supports. Straight ahead are the Smoke Grenades, don't get them until you have "neutralized" the enemy to the right, then get your Smoke Grenades (Objective 3.)

Continue on into a small room full of boxes, kill the three Germans behind the boxes, and proceed into another tunnel. There's only one guard patrolling it and chances are you killed him while spraying bullets through the boxes, if not kill him now and continue on into another small box filled room. There are two more guards behind the boxes, shoot the barrel beside them and move down the tunnel, after getting the Field Surgeons Pack if needed.

At the end of the tunnel, use your Thompson to take out the five Germans scattered throughout the room, when you have that done, get the next Field Surgeons Pack, if needed as usual. You will see another ladder at the end, use it as directed before and kill the guard in the next room and destroy the upper-radio-link, which he is using or was using...

You can now go through the door to the left and kill all of the five soldiers in the tower, they will not hear you as long as the mounted machine guns are being used (Objective 4.) After that spray bullets over at the other tower until they are all dead, when that's done plant the smoke bombs by pressing square at the red areas in the tower. Then make your way quickly out and walk outside - kill the very last German and start a nice long chat with your captain.


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Medal of Honor: Frontline/Campaign 1: A Storm in the Port

Objectives

 * 1: Collect Resistance Drop at Insertion Point
 * 2: Man Machine Gun in Church Tower
 * 3: Secure Submarine Fuelling Roaster
 * 4: Breach Wall to Docks
 * 5: Locate Submarine Fueling Dock
 * 6: Stow Away in Crago Crate

Walkthrough
You have been dropped into the woods just outside of town. There is a crate in front of you slightly to your right. Search behind the crates to find the resistance drop (Objective 1.) After that, go down the short path to the road, a car full of soldiers will go by followed by a bomber plane which destroys the vehicle. Go to were it crashes and use the mounted Machine Gun to kill the oncoming Germans.

After you have cleared the area of enemies and collected all the ammo etc., continue on up the street and shoot the barrels to kill the Germans near by, if they don't all die, use your pistol to neutralize the remaining Germans. Collect the Medical Canteens, there's three (Two at the end of a small gap and one behind a car.) After that continue on down a small alley, you will encounter one or two Germans, depending on how many you killed from the explosion. At the end, past the corner you will find another medical canteen, and a small gap, crawl under it.

You will emerge in a battle zone, go a few paces forward and then turn right, behind the building to your right hand are a few allies, ammo and health. After you have got what you need, go across the bridge as fast as you can without getting hit, and go straight into the first building ahead of you (the church.) In there is a radio and allies, go past them and up the ladder (to your right.) Up there is a mounted machine gun (objective 2,) use it to destroy the tank and any other enemies you can see.

After leaving the tower search the area for heath and ammo. Once you have this done move down the street, and around the corner at the end of this street is a medical canteen if needed, if not you can continue through the big door/arch. From here you can shoot the people in the courtyard area through the boarded up door. When you think all the enemies are dead, go under the hole in the wall and get the two canteens to your left. Dash out into the courtyard and kill anything you missed. There's a field surgeon pack on the far side - near the barrels.

Make your way into the street with the beaten up tank, and go down to your left, at the end of the street behind a crate. Continue on until you have reached a room with a German Officer interrogating an allie, kill the officer and get the fuelling roaster (Objective 3,) hanging on the far wall. Kill the three Germans in the street and go to the barrels, you can light the rag or shoot the barrels, either way you will blow a hole in the wall (Objective 4.)

continue down the path and kill everything in site, go the right at the fork in the road. Kill all Germans in sight and search the area for the large amounts of health it contains, continue down the road until you see the U-Boat dock (Objective 5.) All you have left to do is go over to the crates behind the truck (Objective 6.)

Objectives

 * 1: Sabotage U-Boat Engines
 * 2: Set Explosives in Aft Torpedo Room
 * 3: Disable Radio Communication
 * 4: Set Explosives in Fore Torpedo Room
 * 5: Find Enigma Code Book
 * 6: Escape Through the Exit Hatch

Walkthrough
This is a very short level, its also very entertaining (I like it because it was easy to make a map for!) Anyways you start off in a crate in the storage room in the sub, kill the two Nazis in the room and search the room for a nice MP40, and a lot of ammo (go out of the crate and do a U-Turn while crawling.) Continue on through the door, get the health if needed, but if not... you know what I'm goin a say - leave it.

Progress up until you have reached the canteen, kill the enemies and get the medical canteen. The next room has a knife throwing chef, kill him first and then kill the other Nazis. Search the shelves for medical canteens.

Continue on to the end of the sub, and sabotage the engines (Objective 1,) by planting explosives - stand back when they go off. A hole will have appeared in the wall, crawl through it and follow the tunnel to the end. Next climb the ladder and kill the Nazis. Plant the explosives on the torpedos (Objective 2,) and move on.

In the next room are two medical canteens and four enemies, kill them and move into the next room, remember this room because you will have to exit the ship from here, it is the control room. Anyways move into the next room and kill the enemy manning the radio, destroy it while your are there (Objective 3.) Around the corner is a medical canteen, and a few Nazis in the distance. Continue on to the very end of the ship and set the explosives on the torpedos (Objective 4.)

After this head back until you see the captain emerge from his small cabin, kill him and search the cabin, inside you will find the code book (Objective 5.) All you have to do now is exit through the hatch in the control room (Objective 6.) That's it, like I said a short level.

Objectives

 * 1: Find Resistance Weapons Cache
 * 2: Find Rooftop Hatch Near U-Boat Pen 2
 * 3: Destroy Supply Trucks
 * 4: Acquire Deployment Roster
 * 5: Infiltrate Wet Docks Facility

Walkthrough
Now to be honest I really hate this level - the first time I played it, it took me two and a half hours to clear! I couldn't find the hatch. Anyways since then I have learned the ins and outs of the level but I still find it long - too long.

Anyways you have just emerged from the U-Boat hatch and are now on a platform between the U-Boat and the dock. Straight ahead at the boxes are a few grenades, get these and move on. To your left will be two enemy soldiers, kill them and get their ammo.

Before you continue look up at the top of the tower in front of you, on it is a sniper. Continue on and kill the Nazi beside the truck to the left of the tower, after doing so, search the area for health.

When you are satisfied, move on up the metallic ladder/steps past the truck. Once on top of the roof, kill the two guards on it and collect the weapons cache (Objective 1) on the far roof. On your way back - watch out for the two enemies on the roof to your left, you can't really kill them due to the angle, but try.

Make your way back down the ladder and use your sniper rifle to take out all visible Nazis. Behind the boxes near the stairs there is a Field Surgeons Pack, don't get it unless you REALLY need it, it will be very important in a few moments.

Search the skies for snipers then move nearer to the boat, kill the three Nazis that man the mounted machine gun, they are extremely dangerous. Once you are satisfied that your safe, move on and kill the two enemies at the end of the path. Search for the Medical Kit if needed, if you have less than 55% health, leave it and get the Field Surgeons Pack.

Again if you think the area is secure, move on there are three Nazis in total along this path (two beside the truck, and one nearer... unless you kill them earlier...)

Move on and kill any remaining Germans, when you get as far as the steps (the ones you go down,) start to crawl and snipe, do so until you emerge the far side. When you get that far do a U-Turn and go back the upper path for the health and ammo.

Once you ready move into the large open space and make your way to the right and then the left to the end of the right. You will have to kill several Germans on your way, but you can use your Springfield 03'.

The entire area is too big and complicated to cover in a guide so when you are satisfied with the area, move on behind the train and up the ladder to the left. Kill the Nazis on the roof and go to the last roof. There is a hatch you can climb down (Objective 2,) don't go down the ladder fully as you can use your sniper rifle to take out the inhabitants of the building.

Collect the ammo and health in that building (if you go to the far end, to the right of were you entered, there is a ladder that brings you up to several items of health and ammo.) Anyways when you have finished, leave by the side door, and use your sniper rifle to kill enemies in the distance, preferably while crawling. Before you continue on past the large bunches of crates - go to your right and around the corner to find a medical kit.

When you do go down the path with the crates, continue crawling and sniping even after you emerge behind the warehouse. Take your time and kill all the Germans, after securing the area move on onto the road and go to your right. Kill the guards near the trucks and then blow up the trucks. After killing any remaining enemies go inside and down the corridor and into the office. In there you kill the Nazi commandeer and get the deployment roster (Objective 4.)

When you have made it back to the yard with the trucks, destroy the last truck which has just arrived (Objective 3,) when done, jump up the crates and onto the beam that feel when you blow up the truck. Make your way onto the roof and enter the Wet Docks Facility (Objective 5.)

Objectives

 * 1: Sabotage Engines in Research Facility
 * 2: Acquire Engine Blueprints
 * 3: Infiltrate U-Boat Bunker
 * 4: Destroy all U-Boats
 * 5: Blow up Fuel Depot
 * 6: Find Dock Gates

Walkthrough
This is the last level in "A Storm in the Port," it also is probably the last boring level! In my opinion only, of course. Anyways you will start at were you finished the last time, kill the nearby Germans and move around the corner to the left, hide there and snipe any approaching guards as well as snipers. When think the area is safe, move on.

Use your sniper rifle to kill all the guards around the train carriages, there's a Medical Kit the the left of were you entered the area. When you have killed all the guards and gotten the carriages contents, pull the lever at the side of the track - this will cause the last carriage (with a mounted machine gun on top) to move down the line to were the crates are, you can climb up on the crates and jump onto the train, this will let you use the mounted machine gun to kill a large portion of the enemies in the next area.

When you have killed all visible Nazis, move into the yard and kill the rest, watch out for the mounted machine gunner at the end near the back of the second truck. Once you feel safe search the area for ammo and health - make sure to raid the first truck, its full of stuff.

When you are ready head on around the corner and go on killing Germans until you reach A room, kill the occupants (from a distance with your Springfield 03' and go inside. Move slowly down the corridor, listening for footsteps, if you hear any, shoot the owner.

When you reach the next room, kill everyone and raid it for ammo and health (2 x Field Surgeon Pack), it is probably best to leave the health unless needed but not really essential in this level as health is quite abundant (as are Germans!) Anyways while your in there blow up the engines, (Objective 1,) there are three.

Anyways move on down the corridor, again moving slowly and killing anything that walks. The next room has six Nazis - so get ready (as in reload your guns.) to kill them. When they are effectively put out of action, get the Blueprints (Objective 2,) on the table.

Again move on (this time don't bother slowing etc., there's only one German,) When you enter the room kill all six Germans, there's 2 on top of the scaffolding. When finished there is a Medical Kit, and Field Surgeons Pack on the far side of the large frame (its the middle frame of a U-Boat... just for you information,) if you need them.

When finished continue on, you will hopefully emerge in the a control room, kill the German and get the Medical Canteen if needed. Go back the way you came and find your way into the next room (by crawling,) it contains several Nazis, who are very easy to miss. Once you are satisfied with your great aim (that's a joke,) move around to the far side of the room and make your way down the corridor, before entering the U-Boat room go to the bunker (Objective 3,) kill the three occupants and use the controls to drop a torpedo on the first U-Boat, (1/2 Objective 4.)

Enter the room housing the U-Boat and kill any remaining guards (and get the health) Move on up the steps (on the far side) and go through the corridor killing enemies as you go along.

When you reach the next area, kill the enemies in view and head straight to onto the U-Boat, there is a huge turret on it, you can man this by pressing Square at it. Use it the eliminate the enemies who run through the doors, then use it to blow up the two huge crates (under the green netting.) Finally use it to blow up the fuel depot (Objective 5) in the yard ahead of the doors.

Satisfied of your safety, leave the gun and go to the far end of the ship to set the explosive charges (Objective 4,) and then search the upper and lower parts of the room for two Field Surgeon Packs.

Finally head outside and go towards the large dock gate (Objective 6.)


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Medal of Honor: Frontline/Campaign 2: Needle in a Haystack

Objectives

 * 1: Protect Corporal Barnes as he destroys tanks
 * 2: Find Kerosene
 * 3: Create distraction to open city gates

Walkthrough
Ok, this is a very easy level, so I will skip most of the usual basic stuff and tell you how to get from start to finish and noting else.

My first word of advice is to completely ignore Corporal Barnes, I have played this level dozens of times and he never has died, even when I completely ignored him (Objective 1!)

You start the level in front of Corporal Barnes - you have just dropped into Holland under operation Market Garden (for those who didn't watch the intro.) The first thing to do is run ahead to the small house and kill the German inside (you can't actually enter the house, so do it from the door,) once done move on killing Germans on the road, it is advised that you crouch while doing so and use the sniper rifle.

Before I continue may I just state that you cannot save the allied soldier hanging from the mill. Anyways once you have reached the end of the road, you can use your sniper rifle again to pick off any more Germans in the field. Move quickly past the tank and shoot the kerosene bottle at the bottom of it, this is your distraction for Barnes - but like I said before, it isn't necessary.

Search the area for supplies (there are several items under the two wooden hut things beside the road.) Move on over the bridge, again crawling and using the sniper rifle to pick out distant Germans - also don't forget the Corporal Barnes and the American soldier you find standing there. When you reach the next bridge - don't cross it, you can kill with your sniper rifle from a safer range on that side. Once you have cleared the area of Germans you can move on past the tank, keep moving to allow Corporal Barnes time to blow up the tank - but don't run off on him altogether!

Again search the area well and you might just find two medical kits! Again move on across yet another bridge; killing the Nazis as you progress. When you reach the next area, ignore the tank in front of you and head right, across the bridge, you will find a camp, kill the Nazis around it and get the Kerosene (Objective 2.) Search the hut thing to the right for a medical canteen.

Now this can cause confusion so listen - after entering from the bridge, you should progress via the left not backwards as it may seem. You may have missed the gap before due to its smallness. Anyways continue on until you are beside the tank, you can kill the nearby Germans and then get the Field Surgeons Pack beside the tank (don't bother leaving it behind for later like in other levels, you won't need it as badly.)

Anyways continue on for a while, as always killing Nazis as you go, until you reach a huge opening. You have plenty of time to explore this area as Barnes takes out the tank in the large building, I won't divulge any more details as the area is too big for detail.

So when you get back onto your small path, continue on as far as the lake, from the edge, use your sniper rifle to kill all the Germans in sight. When satisfied move on to the artillery gun (Nebelwerfer) near the two main buildings, use it to take out the tank on the far side of the lake.

After that, move on down the path until you come into the motar field, quickly make your way to the end and kill the two enemy soldiers shooting mortars at you, after that you can take your time to explore this huge area, like before its too big for detail, so just try not to miss the tank and also don't miss the field surgeons pack.

When you have made your way out of this large area, onto the main road again, you will part ways with Corporal Barnes and the American. Not exactly the saddest moment of your life; anyways move on as far as the last windmill, set the haystack on fire beside it to cause a distraction (Objective 3,) and get ready to kill the guards that rush out after 1 minute. That's it, like I said an easy level.

Objectives

 * 1: Locate tools and sabotage vehicles
 * 2: Sabotage motor pool to prevent pursuit
 * 3: Meet Operative at Garage
 * 4: Get an officer's uniform
 * 5: Meet contact in golden lion bar

Walkthrough
This level is good fun unless your trying to get gold, but none the less its generally fun. You start off in a corner not far from the town gates, there is a medical kit beside you, but don't get it, you'll need it in a minute.

Head to the left until you reach a mounted machine gun, use it to take out any attackers and then return to were you started, go out up the on to the main road and kill the rest of the Germans. After you are satisfied that the area is safe, collect all the ammo. Continue down the street until you come to a turn, instead of going right, go left into the small garden, kill the two Germans there and move on the other way. Use your sniper rifle to kill the 4 Germans and one sniper on the far side of the river, after that's done move on and collect there ammo.

After crossing the bridge you should turn left not right as it seems. Make your way through the passage through the wall. You will eventually emerge at the end of a short road were there are a few vehicles, kill the three Germans guarding the area and move through the door in the wall to the left, in there you will find the tools (Objective 1) on a workbench. Go back to the vehicles and sabotage them (Objective 2), you will also find medical kits under the hoods if you open them.

Once finished, move back down as far as the bridge and go the other way that I said skip earlier. Continue through the streets until you reach the operative (Objective 3) in the truck, he will ask you to clear the area of vehicles, so go ahead and sabotage the vehicles in the area (you can kill the 9 Nazis spraying bullets at you while your there!)

Once you've got back to the operative, he will tell you to get in the back of the truck, do so. You will them be brought for a little drive to a cathedral, (well it is straight in front of you,) kill the guards in the area and again sabotage all the trucks, when you've collected all the ammo and health in the area, hop back in the truck, and proceed to the next area, you will be driven through a large open area with trees and benches (and a Nazi here and there,) when he stops this time you are required to open a gate, when done you can pick off the dozen or so Nazis in the area and then get back in the truck.

In the next area (will this ever end?) you must not only kill a half dozen Germans, sabotage a couple trucks but also steal the officers uniform (Objective 4) from the back of a truck. After that get back into the operatives truck.

In the next area the truck will crash on a bridge and you must move quickly, there's a panzerserker shooting from across the river, so move quick and kill the 6 total enemies in the area. You can then head on down the street and into the Golden Lion bar.

Once in you must distract the guards, to do this ask the piano player to play an old song, the guards will lighten up and walk off, you can then run up the stairs and into the beer garden. There are three pints of beer on the wall, so go if there was three bottles of beer on the wall and if one was to accidently fall, there would be two bottles of beer left on the wall, and if one was to accidently fall, there would be one bottles of beer left on the wall and if it was to fall, two Germans soldiers would start a fight! Head down the stairs and watch the fight for a minute, then say hi! to your contact (Objective 5!)

Objectives

 * 1: Find kitchen key set
 * 2: Search the paintings to find map
 * 3: Destroy clocks to find documents
 * 4: Find keys to cell door
 * 5: Locate Gerritt

Walkthrough
Now before you set off, let me warn you - this is definitely one of the harder levels, so be careful! You start in the front garden of a nice big "mansion," and this particular mansion is not packed with playboy "bunnies," its packed to the brim with Nazi Generals! So to start head to the left of the building and use the side door, don't lose your disguise, until the door is firmly shut. Once it is closed, kill the Nazi behind the desk and search the room for a shotgun (the Nazi will have also dropped a few bullets for the shotgun.)

Slowly head up the corridor, eliminating any enemies in the different rooms. Once your at the end, make a right turn up the stairs, and eliminate all the Germans inside. The keys for the kitchen (Objective 1), are in the far end of the room. Use your new set of keys to open the door back downstairs.

Work your way on down the corridor once you've read the two Nazis there last rights - until you reach a turn left and a straight ahead, take the left. As you can see on the map later, it won't make a huge difference. Anyways clear the area of the four Germans and move on to the kitchen. In the kitchen you will again encounter the knife throwing chef, kill him first and then eliminapuedo editar ?? urgeon kits you (hopefully) left behind for later. Instead you can try some of the lovely pieces of bread in the kitchen, each piece will give you 5% more health.

Once you've finally sorted all that out, move to the next room - the cafeteria. In there are five deadly Germans, kill them with that nice shotgun of yours and get the grenades on the stage. In the next room you catythe grenades to kill the enemies en masse. Continue on to the next room and kill the four Germans (one of which is drunk!) Then search the bar for health.

The next piece is my favorite! Go out into the garden and do a U-Turn, aim up about 60º and use your grenades to kill the endless number of Germans. Once the ringing has left your ears, head up, there to claim a horde or ammunition. Again move down the corridor into the huge room and head to the lower level. At the very far end is a German playing with a panzersurck. Beside him is a STG44!

Happily move upstairs and to the far end behind the picture in the middle is the map (Objective 2.) Please note that you must wait for the confirmation note on the screen or otherwise the objective may not have been completed. When your satisfied move on - through the clock rooms, and up the stairs. In the large room (the library,) there are 4 or 5 Germans, kill them and move into the next corridor. Don't enter the first room, move to the second, kill the old men and blow the clock to the far left end of the room to bits, then get the documents (Objective 3.) Go back to the other room (the sauna,) and move on. You will eventually end up in a room with a women talking to you. There is a grenade set in the room, plus a medical pack.

Continue up the stairs to the bedroom, behind the bookcase is a secret passage. Use it to move to the prisoners room (or at least near it.) There you will meet nine Nazis! Kindly greet them with a dozen bullets each (you can be generous!) Then find the keys to the door (Objective 4, the Nazis commandeer dropped them.)

Use these keys to open the door to Gerritt (Objective 5,) he will be slow to move (he's a bit nervous!) Slowly make your way outside and kill another nine Germans. Collect there ammo and kill the two snipers beside the clock. Finally make your way to the end and let Gerritt cut the railing (give him a bit of encouragement!) Now be extremely careful and jump into the hay truck below, not the ground!


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Medal of Honor: Frontline/Campaign 3: Several Bridges too Far

Objectives

 * 1: Defuse charges under bridge
 * 2: Destroy anti-aircraft gun
 * 3: Escape in medical supply truck

Walkthrough
This is another tough level, but one which can be fun. You start on the steps leading up to the bridge with a US 82nd Airborne Paratrooper talking to you. Slowly move up the steps and from a distance kill the two Nazis guards at the top, your pistol is good enough for the job. Quickly move up to the bodies, you will find that one of them had a Gewehr 43, take it and move on - slowly. You will soon encounter two more Germans, kill them and move on. Ahead of you is a small camp containing 3 Germans, kill them from a distance and collect the ammo. Also destroy the crates, some contain ammo or health.

After you're happy with the area move to the metal steps to the left. Go down them and clear the section of enemies, also defuse the charges in the four different places (Objective 1) After you have that done, slowly crawl up the steps to the next camp. Quietly shoot the five German guards and take their ammo.

You soon will be beside the main section of the bridge, there are several snipers up there, so be careful. Keep to the far right and very quickly move up near the Nazi camp. On one of the supports you will find a ladder, go up it, be careful not to fall off it, you will be climbing several hundred feet. Once on top kill the four snipers and then move into position. Crouch to get close to the edge and then stand up for a nice view, be careful not to fall.

Once you've got the hang of it, use your sniper rifle to eliminate the camps guards, give at least four minutes after because new guards may arrive. Once you have all the Germans on the ground killed, (cautiously) make your way back down the ladder.

You may not have killed all the Nazis, so be on the lookout as you descend. At the bottom, collect the ammo from the dead Germans and move on. At the end of this section you will encounter 3 more Nazis (and 2 Field Surgeon kits - if you're smart.) After this move down the metal steps again and defuse four more charges, be careful this time there are twice as many guards working down there.

Again when reappearing, snipe the camp occupants from a distance. When finished move to the end of the bridge, kill the three enemies standing there, and while you're at it, get the medical pack in the corner.

Next move onto the road and down to the crossroads. Once you arrive, kill the three guards. Then move on down the road to the anti-aircraft gun, go inside the small structure and kill the occupants. Upstairs set fire to the guns (Objective 2) and head back down to escape in the supply truck (Objective 3).

Objectives

 * 1: Clear enemy checkpoints from main road.
 * 2: Destroy radio.
 * 3: Find your way to central Arnhem.

Walkthrough
Now this is a very confusing level, so pay attention. You start off inside the city, go ahead and enter the building ahead of you, go upstairs and shoot down at the checkpoint, hit the orange gasoline cylinder to fully destroy the checkpoint (Objective 1). Head downstairs into the bakery, head outside and go to the end of the road and take a left down an alley.

You will eventually come to a dead end, so go into one of the houses and clear out the Germans, then head upstairs, go through the hole in the wall to get to the next house, and from the bedroom window, destroy the next checkpoint (Objective 1) again by blowing up the cylinder. If you are satisfied with your handy work, move back down stairs and head outside.

Continue on down the road just a little and head down another sidestep/alley to hopefully emerge in a back garden, head inside the house and upstairs and take control of the mounted machine gun, again use this nice weapon to destroy the checkpoint (Objective 1). Use the machine gun to destroy the light tank blocking the street. Shoot at the turret while the tank is going at the opposite direction. Avoid being hit by its cannon since it takes away quite a bit of your health with one shot.

When your happy with your work, go back outside and move down the alley to eventually get on to the long main road. To your left you will find yet another alley. Enter the garden and the house. As always take control of the house and head upstairs. Yet again head through the hole in the wall and make your way to the mounted machine gun. Destroy the last checkpoint (Objective 1) and move downstairs.

Make your way back into a garden and eventually the alley. Kill the Germans on the other side (grenades are the most effective) than advance toward the end. Watch out the bunch of Germans and the deadly light tank on the other side of the fence. Don't even try to take them on with the machine gun. Just make a sharp left turn and run through the brick arch into another alley. Head along killing Nazis here and there, as you pass several back gardens, raid them for ammo and health. In the final garden to the right, you will find the radio, destroy it (Objective 2).

Finally leave the house and regain your stroll along the peaceful alley! You will soon be in central Arhnem (Objective 3).

Objectives

 * 1: Destroy Panzer IV tanks.
 * 2: Neutralise Panzerschreck Squad
 * 3: Meet Jigs at customs house

Walkthrough
'Arnhem Knights' is by far the best level in the game in many people's opinions. You start the level exactly where you finished "Yard by Yard," so here's how to clear this level.

Head straight down as far as the British Platoon leader who will ask you for help. Ignore him, grab the BAR that is leaned against the wall (It will be the most helpful weapon in the level, if you can possibly keep yourself from running out of ammo), and head straight across the road and into the building. To your left are a few bits of ammo. Go upstairs and crawl up behind the enemy in the first room, kill him and stand up. Across from you in the big building are two snipers. They will cause chaos unless you kill them, so kill them before you do anything else. Now move into the next room and kill this little prick.

Don't go downstairs for awhile, because you have a great sniping point from the two rooms. However, when you've sniped maybe 3 or 4 Nazis, head across the road and Upstairs, where you will hopefully find a medical kit and some ammo. When you've done that, head downstairs and go straight into the chaos. Kill all the Germans on the street, and move half way down the street. Stop and aim straight ahead, and slowly look up through the scope at the top of the roofs, where you should be able to see one single sniper. Kill this huge threat; he can be a real problem for the rest of the GIs. When that sniper is dead, the area is fully secure, so walk around and pick up the half dozen medical canteens until your health is fully restored.

When you are happy with your health, move to the far end of the street and go up left around the pile of rubble, when you emerge the other side, keep close to the left wall and out of the tank's line of sight. Use your sniper rifle to kill as many enemies as you can. When you've killed 7 or 8 Nazis, run straight through the chaos into a small intact building to the left of the tank. Inside, kill the German and use your sniper rifle to kill all the Nazis that are still outside. When that's done, make a dash for the mounted machine gun. Use it to destroy the tank (Objective 1) aim for the top, it will disarm the turret quicker. A better way is to stay a few feet back from the tank and throw grenades under the chassis. Six or seven grenades should be good enough to disable it.

After you've combed the area for health and ammo, move down the road to the left of the tank, again going around a pile of rubble. When you come to the corner, just stop. Take a minute to reload all your weapons, then dash into the center of the wrecked street and kill anything that moves and doesn't speak English. You should manage this area pretty well, so when your finished, search for ammo and health in the buildings.

After a little while spent going around twists and turns, you will emerge in 'Hell'. First, hide behind something to get ready, and next make your way up the stairs to the top of a platform (where a house once stood). From there kill everything, use any weapon, just get that Pazerschreck squad killed (Objective 2), because they are extremely dangerous. When you are happy that the area is cleared, get as many Pazerschreck shells as you can.

Head on through a hole in the wall to get into an alley, when you emerge on the main street of Arnhem, use your sniper rifle to get rid of as many Nazis in the distance as possible; especially the ones who man the mounted machine gun.

You will often run out of health, so make dashes into the different buildings to search for health. When most of the Germans have been killed, use your new Panzerschreck to destroy the tank (Objective 1). It will take at least 6 well placed shots.

After the area in general has come under control, head upstairs in the large building to the right. At the top you will finally meet Jigs (Objective 3). "Gungradulations" on completing both "Arnhem Knights", and the "Several Bridges Too Far" campaign!


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Medal of Honor: Frontline/Campaign 4: Rolling Thunder

Objectives

 * 1: Steal officer's uniform
 * 2: Steal officer's ID papers
 * 3: Enter train station
 * 4: Destroy station controls
 * 5: Board Sturmgeist's train

Walkthrough
This is a relatively easy level from an easy campaign. You start by seeing general Sturmgeist prancing around with a few guards, when you gain movement of your body, leave the hotel room in favor of the corridor. Ahead to your left is another room, inside you will easily find the uniform (Objective 1,) on the bed and the ID papers (Objective 2,) on the small table.

Satisfied (do I use that word to much!) with your new uniform, head back into the corridor and downstairs, exit via the kitchen. Outside, you can walk right up to those Germans as long as you are in your uniform. When your finished bugging the poor Nazis, head inside the huge train station building (Objective 3.)

Once safely inside, blow your cover and cause havoc! Quickly escape the gun shots by heading further into the station. After you've gone past three stairs cases you will find the station controls; Destroy them (Objective 4.)

You will soon emerge in the first main station. There is noting much of interest in here other than a couple dozen Germans and two medical canteens, so quickly head for the right hand corner (on the far side of the station.) From there you can make your way down a set of corridors, you will eventually make your way to the second main station.

Again there's little of interest in this station, so again head to the right hand corner and go upstairs and down the corridor. You will hopefully emerge in an office, in here there's just three Germans, kill the lot of them.

Leave the office in favor of the warehouse, kill all visible guards and head downstairs, make sure to avoid the falling crate. When your down get a good spot to shoot incoming guards from outside.

Go outside and board the first carriage (Objective 5.) You know have yet another level completed!

Objectives

 * 1: Destroy radio
 * 2: Hunt down Strumgeist
 * 3: Steal Strumgeist's briefcase

Walkthrough
When I first played this level I had anticipated it would be quite easy; like prior levels, and especially because it appeared so like Special Cargo, which was very easy however I was wrong...

You start off on the easy end of the train, the first three carriages are completely empty (of Germans,) so head swiftly for the fourth. On the fourth you will meet the first two Germans, they don't do two much so kill them quickly. You can take control of a large gun if you head up the ladder just inside the entrance. When you reach the next carriage - freeze - take aim and destroy the two beds and there occupants.

The next carriage boosts three Nazis, kill them and move to the next, kill the last German. So far you will have past three medical kits go back and replenish your health fully, you won't be coming back any time soon!

Quickly make your way to the next carriage, and the one after that. In here you will find 2 Germans, a medical kit and a large gun. Kill the Germans, get the Medical kit and for Gods sake, use the large gun to disable the single carriage shooting at you from the next railway.

In the next carriage you get to say hello to just one short of a half dozen (6!) Nazis. Kill them and get the field surgeons kit. The next carriage contains just one enemy, he's using the radio, so while destroying it (Objective 1,) kill him. You will get past the next two carriages fine. However in the third you will have to negotiate with the two occupants.

After you've done all that's needing doing, run through the next four carriages, there's noting of interest. In the fifth carriage you get to meet Mr. Strumgeist in person! However he has an important appointment, so may need to leave abruptly (Objective 2!) While your there steal his briefcase (Objective 3.) Congrats, you're finished!

Objectives

 * 1: Infiltrate train yard
 * 2: Find the demolition charges
 * 3: Destroy fuel depot
 * 4: Find transportation to Gotha

Walkthrough
This is what I would term a fun but hard level. Its also a very interesting way of playing it, with a lot of hiding involved. You start on the railway just outside a major train yard...

Head up the track a few meters until you see a cut off trail, its very difficult to see, its in the bushes to the right. If you find it, follow it until you reach a ladder at the top of the ladder there is a machine gun nest, kill the occupants and man the machine gun. Once all immediate treats are eliminated outside, head outside and continue up the track.

You will soon come to a carriage, inside there are a few items of interest - but before you can have them, you must get rid of the 7 guards. As soon as that's done, head up the track to the gates (killing the two guards.) Enter the yard via the gates (Objective 1.)

Inside, quickly move to the right, shooting the two Nazis, and dropping behind the bunker. Use your sniper rifle to shoot the two snipers in the tower behind you and then all viable guards in the distance. Head up behind the large warehouse to your right (not the one on the other side of the track.) At the far end do a bit more sniping then head back to the bunker/sandbags.

Quickly make a dash across the track and behind the other warehouses. Yet again do a bit of sniping. When satisfied, head into the warehouse and at the back you will find the charges (Objective 2.) Again when done, head across the turntable into the tall controls building. Use your weapon to best effect as you head upstairs (in other words watch out for a few Nazis!) When you reach the top be very vigilant - don't go near the windows there's still panzerscherks waiting to kill you.

Use the levers to position the turntable with the track (look out the window to see.) When certain of a perfect track, head downstairs and hop on the little train engine.

This will bring you to the next area at medium speed. In the next area do a spot of sniping and then head straight for where your engine crashed. Enter the warehouse from the side (killing all four occupants,) and get the grenades and health to be found inside.

When done, head outside and go about killing all 6 remaining Germans (3 of them are snipers.) Search the area for health and move on down the trackway. You will find a rather imposing gate, set the demolition charges and watch it blow up!

Continue on down the track using your sniper rifle to best effect. Once you have made it past the long train platform, your ok, kill any Germans and set charges on first fuel depot (Objective 3.) Move on down to the next one and set more charges (Objective 3.)

Once done make your way down the long stretch of track until you reach the next station. Before approaching; use your sniper rifle to eliminate as many guards as possible; you should get roughly 9 out of 13, so when done move cautiously on up onto the platforms (at the sound of the first bullet brake to a sprint.)

You should have no problem with the rest of the station, so when you are comfortable, head up the track to find an awaiting carriage which will bring you to Gotha (Objective 4.)


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Medal of Honor: Frontline/Campaign 5: The Horten's Nest

Objectives

 * 1: Find the weapons stash
 * 2: Find the ammo room
 * 3: Find the spy room
 * 4: Photograph 5 blueprints
 * 5: Locate the plans for the HO-IX
 * 6: Find a way into the manufacturing plant
 * 7: Destroy the test engine
 * 8: Exit the Facility

Walkthrough
You have arrived in the manufacturing facility for the HO-IX, firstly head out into the main area where the two trucks are parked, and head into the office. Inside kill the German and pull the lever to open the doors.

Exit via the doors to a smaller depot, in here you will find two Nazis. After killing them, head up the steps and into the main building. firstly kill the two Germans in the first room, then take a right. In the next room you will find the weapons (Objective 1,) there's plenty; so don't miss any.

Leave the weapons room, into the corridor, and head inside the room to your right. Inside you will come across five guards, some asleep, some not. While your there search the room for the two medical canteens, there all you'll get for a long time. Also in the end of the room, you will find the spy camera (Objective 3.)

In a small room near where you the spy camera, you will find the ammo (Objective 2.) When you've got all you can find, head back through the chamber to enter the cafeteria. Inside you will find just two Germans, but that's not the problem; behind the counter - in the kitchen - you will find your old mate Mr. Chef and his three buddies, the Nazi triplets!

If you are successful in surviving the kitchen hazards, search it for bread, like I said health ain't handy here. Leave the kitchen via the backdoor and head down the corridor (killing the two German Guards patrolling it.) At the end you will enter a room with three Nazis, in front of you there is a wind tunnel, turn it on (after killing the three Nazis,) to destroy the test plane and the four Germans around it.

When you have made your way across the tunnel to the next room, take a minute to reload your weaponry, you'll need it soon. Then head down the long corridor until your reach a bunch of rooms (six in all.) Inside each you can photograph a total of five blueprints (Objective 4,) and in one you will find the plans for the HO-IX (Objective 5.) Now while your doing this, you will have to use your weaponry on 18 Germans - so was it worth reloading!

Now when your satisfied with the area, move on down the corridor, at the end you will find your way into the main manufacturing facility (Objective 6.) Again before entering this area, reload, you will have 16 Germans to shoot in the next two rooms! In the third room after killing the three occupants, head up the steps to destroy the test engine (Objective 7.)

When done, head down the numerous corridors, killing as you go, until you come to a massive area - it is the steel facility, complete with cauldron of red molten metal! It will take you a few minutes to work your way down using the ladders. When you do get to the bottom, dash quickly around the area, shooting anything that moves, if you stop for even a second, your dead.

At the end you will enter an area underground with all the features of a mine - it is in fact a mine. You are now out of the facility (Objective 8.)Robert wright

Objectives

 * 1: Ride minecart to secret radar installation.

Walkthrough
You start off exactly where you finished, just beside the minecart. Before you get in go to your left to get a heap of ammo and weaponry. When you do get to the minecart going, get ready for a rollercoaster ride. Make sure all ammo is loaded and that you have a good aim.

As you pass the first station platform, shoot the barrel, this will kill the two guards. Quickly recover your aim as your next shot ain't as easy. You soon enter a large open area, again aim for all barrels in sight. As you re-enter the enclosed space, kill any remaining visible Germans.

The next station, is a disaster zone, shoot all barrels, especially those near Germans, and any remaining Nazis. The next station is not quite as bad as the last, but be careful. Will will soon be in a water filled cavern, just shoot anything you can, noting in particular!

As you continue down the track, look overhead for snipers, there's a good few of them. Soon you will see a medical pack on the edge of the track, if you try you can reach it. The next open area contains another platform, kill the guards on it and pick up another Medical pack. After that there's just one more station, which is followed by an exit (Objective 1.)

Objectives

 * 1: Find the demolition charges
 * 2: Disable both radar stations
 * 3: Radio Allies your position
 * 4: Find entrance to HO-IX hanger

Walkthrough
Have a good look around the area your in, you'll find the demolition charges (Objective 1,) easily, just be careful of the mounted machine gun. Work your way to the first radar station and blow it up (Objective 2.) Quickly take a good stance on one of the railings to shoot everything in sight. After you have destroyed everything on ground, look up, a panserscerk may have shot at you after the blast of the radar station, send a couple shells back to the area the shot came from.

Quickly re-enter the radar station and head downstairs, when you enter the large yard, be careful, there is no way you could have killed everything from up on the cliff face. Have a good look round and kill any extra Germans. When done, head across the area, to find the path. If you make a left turn, you will be able to walk uphill. At the top you can find out weather or not you hit the panzerserck.

If all is well, head back downhill, and follow the path, kill all surprises, there's plenty of them. You will soon meet a fork in the road, take a right. At the end of this track you can see into a small camp, use your panzerserck to kill all occupants.

After collecting all ammo and health, head on down the track, you will come across a couple more Germans. The next area is best described as hell. You'll soon see why, get your panzerserck fixed on the mounted machine gun nests as quickly as possible, after a few shoots, switch to a standard rifle or machine gun, and don't stop looking at the nest for another 60 seconds, it is almost certain, the nest will be remained.

After that's done, head right up to the nest and get the medical pack just beside the concrete wall. Quickly dash back and make your way to the next area, the first thing you will notice is a large bridge/destroyed/structure thingy - well use it to hide behind and let the second machine gun nest, suffer the same fate as the first. When the nest is fully out of service, cross the concrete thingy, and have a good look to find one German and a field surgeons kit.

When this is done, make you way inside the large building that housed the two machine gun nests. Inside the two machine gun nest chambers you will find two medical kits. You can play with the guns for a minute if you want.

When your done head upstairs and set the demolition charges on the radar station (Objective 2,) and get yourself out of their! Your should be able to make your way to the next area without my advice, there's only 15 Germans to negotiate!

Anyways when you get to the next are head inside the first building to radio your allies (Objective 3,) and the second building to enter the hanger (Objective 4.)

Objectives

 * 1: Find and eliminate Sturmgeist
 * 2: Steal the HO-IX

Walkthrough
Well you've done it, you've made it to the last level! And before I give you the walkthrough, may I just say it is surprisingly easy to kill 55 Germans in less than seven minutes!

You start at the exit of a small building, firstly re-enter the building and get all the beautiful ammo and take note of where to find the six field surgeon kits - you'll need them!

Return to the exit, but stay about 2 meters clear of it, use your sniper to pick out any visible enemies, you should manage 15-20 Germans like that. However soon you must reload your guns and make a quick dash outside to the left, enter the building straight ahead (the one with a half dozen Germans streaming out!) And go straight to the back of it. Reload all weapons and start over with the sniper. You will get another dozen Germans like this, but soon will run out of them.

When the area is clear, head outside and collect all the ammo and health you can find (one must wonder how Patterson carries so much!) Anyways take your time and don't miss any. When you are entering the next building, stop at the entrance, a bomb will be dropped soon on the building causing the roof to cave in.

Because of this bomb dropping the room your in should be Nazi-Free, if it is, move into the hanger on the right. Inside you will see a nice little plane; and a not so nice bunch of Germans. After killing them, reload all guns and get your panzerserck out. In the next room you see a clip of Strumgeist saying your a brave boy, after its over, blow him to bits (Objective 1,) as well as his guards.

Finally steal the HO-IX (Objective 2,) and that's the game cleared!