Medal of Honor Frontline

Medal Of Honor Frontline Nav secrets enemies goodies basics intro

Developer: 2015
Publisher: Electronic Arts
Game Rating: T (Teen)
[Violence]
Release Date: November 12, 2002
$19.99 / $5.00: GameStop - Citrus Heights: July 30, 2006
Players: 1 - 4
480p Support

Introduction

SUPREME HEADQUARTERS
ALLIED EXPEDITIONARY FORCE

Soldiers, Sailors, and Airmen of the Allied Expeditionary Force!

You are about to embark on the Great Crusade, toward which we have striven these past few months. The eyes of the world are upon you. The hopes and prayers of liberty-loving people everywhere march with you. In company with our brave Allies and brothers-in-arms on other Fronts, you will bring about the destruction of the German war machine, the elimination of Nazi tyranny over the oppressed peoples of Europe, and security for ourselves in a free world.

Your task will not be an easy one. Your enemy is well trained, well equipped and battle-hardened. He will fight savagely.

But this is the year 1944! Much has happened since the Nazi triumphs of 1940-41. The United Nations have inflicted upon the Germans great defeats, in open battle, man-to-man. Our air offensive has seriously reduced their strength in the air and their capacity to wage war on the ground. Out home fronts have given us an overwhelming superiority in weapons and munitions of war, and placed at our disposal great reserves of fighting men. The tide has turned! The free men of the world are marching together in Victory!

I have full confidence in your courage, devotion to duty and skill in combat. We will accept nothing less than full Victory!

Good luck! And let us all beseech the blessing of Almighty God upon this great and noble undertaking.

Dwight D. Eisenhower

From the distant past, Medal of Honor: Frontline revisits a time when almost every nation was engulfed in a globe spanning war. You are pulled from the bloody beachheads of Normandy to embark on one of the most harrowing and dangerous experiences of the war on the European Continent. As Lieutenant James J. Patterson, you have been selected by the Office of Strategic Service (O.S.S.) for top-secret operations behind enemy lines. The game unfolds in a series of six missions, each with a number of grouped stages, for a total of 19 “in-your-face” levels. The game is played through the eyes of Lieutenant “Jimmy” Patterson, and you will get a very strong impression to what it would be like in combat. Grab your helmet (not the Jerry one, unless you aim to keep it as a souvenir) and get ready to push your face into the dirt — for this is your finest hour.

So how does Frontline compare to other well known first person shooters? Very well in terms of graphics and sounds, although Medal of Honor: Allied Assault for the PC does have an edge up on its console brother. Although Frontline does not have the innovative weapons and outlandish tactics of Rare's Perfect Dark, it still offers some provocative eye candy and game settings. Beset by the Wermacht's arsenal on the beaches of Normandy, you get the feeling that Electronic Arts held nothing back when they were working on the game. From the dark, realistic uniforms of the Schutzstaffel (S.S.) to the rosy haze of smoking city blocks, Frontline puts you straight into what was termed, “The Last Just War.”

You will notice that the game focuses more on steady advance and marksmanship rather than good old fashioned strafe and fire. Fast reflexes are still highly regarded in Frontline (and it will save your butt in many cases), but it will be something of an adjustment for some veterans of first-person-shooters. Unlike Volition's Red Faction where players can basically run up to and blast any baddie to bits and recover all their life with the next health pick-up, in Frontline you will be quick to notice that enemies can rip you up pretty fast whether the game is on easy or hard; the only saving grace is that on easy, the enemies do not have such a fine aim and you are allowed the luxury of being sloppy — but given enough of an error, and James Patterson will have most of him smeared across a piece of concrete before he can go back home and marry his girl (a Bettie Mae Page, no doubt).

All in all though, Frontline is a top notch single-player game, even with its quirks. The only thing that stops it from being a fantastic game is the lack of any sort of multiplayer competitive or cooperative modes. Without the ability to fork around with the game's weapons except during the campaign game, the game loses a lot of its lustre in terms of replay, and most importantly, with firearms historians.

Basics

Professional soldiers are predictable; but the world is full of dangerous amateurs.

Medal of Honor: Frontline is a first-person-shooter. For those not familiar with the genre, it basically places the player into the eyes of the in-game character and from there, the player can interact with the game environment via your game's controller. That said, let's get down to what you need to survive. The first step is to adjust your options and more importantly, your controls. It is highly advised that you work with a scheme that allows you to engage in a tactic that can be called, “move to a spot, aim, fire.” Although moving while firing is important in other games (and occasionally in Medal of Honor), it is not altogether too important unless you want to push up the daisies — and fast.

What you want to do is to have a set-up that will allow you to move, then fine aim and fire; you also want to move and fire if you need to, but remember the focus is on accurate, long range sniping in the tradition of the American Rifleman rather than the stick-and-move of a contemporary Deathmatch. For this, I advise that you undertake mastering the control scheme for “MOH Sharpshooter” (on the Xbox, not any other platform). Although similar to the Turok controls (or '1.2 Solitaire' from Goldeneye) Frontline's “MOH Sharpshooter” has the movement and turn/aim controls reversed, among other things. Okay, enough comparisons. If you want comparisons, you should read the introduction. The first thing to know is what you can do in the world of Medal of Honor.

  1. Invert the Y-Axis unless you are used to the standard "up is up, down is down" scheme of some games.
  2. Turn on the crosshair, unless you think you don't need it because you're Superman.
  3. Turn on Grenade Cook. It's an extra option when using grenades (use the reload button).
  4. Leave the vibration on. You'll feel the jolt of combat faster than you realize.
  5. Subtitles, you can leave on or off. I don't speak German, but you also don't really care what those guys are saying before you end their part in the Thousand Year Reich.
  6. Difficulty doesn't matter, you can unlock all your bonuses on any difficulty but the difficulty determines how you play the game. The guide was done on Normal, but if you are new to console f.p.s. titles or haven't played the Medal of Honor series before, leave it on Easy.
Visual

Your view from Patterson's eyes will have several important features on the bottom of the screen, a health bar, a compass, and his ammunition counters for the current selected weapon. The ammunition is almost self-explanatory, the clip and reserve amounts are kept separate (care to guess which is which?) and will give you an idea of how much bang you have left for your buck with a quick glance. The health bar is the green, yellow, or red ring around the compass' edge. Why three colours? If your health dips lower and lower, the colour of the health bar changes from green to yellow, then to red (Green Patterson is about to die. Beep-Beep. Beep-Beep. Beep-Beep). Try to keep it in the green if you want that gold rating for completing your missions.

What's also important is the compass. If you are taking fire from a source Jimmy can see or hear, the compass not only gives you the cardinal North, South, East, West directions, but also displays a flashing red cone from the quadrant where Jimmy percieves the fire is coming from -- note that if you turn around, the flashing red cone does not turn with the compass, so be sure where the attacks is coming from before you run off chasing ghosts.

Movement, or hauling your ass outta the fire:

Jimmy moves where you want through the combination of the two analog sticks, hopefully the Right and Left sticks. If you stick with the schema I just reccommended ('MOH Sharpshooter'), the Left stick should move Jimmy forward and backward as well as from side to side; you turn with the Right stick, as well as look up and down with the right stick. It takes some getting used to, so find a spot after you hit the beach (a good place would be second stage of the first set of missions) and give yourself a twirl -- you'll need to get used to how you move in the game or you will be sniper bait. You can quickly center your view by pressing in the Left stick, but you'll learn to keep your aim slightly below the waist to adjust for recoil. Lastly, you can adjust your speed of moving by how much you depress the joystick from its center. You should know that if you run, you can be heard by enemy soldiers further away.

Climbing, Jumping, Crouching, and other things

Jimmy can press one button to jump, and another to duck. You naturally cannot do both at once, unless you're a circus freak. Crouching is toggled by the crouch button. Once Jimmy is crouching, you no longer need to fool with the crouch button unless you want Jimmy to stand. Note that he moves slower when prone than when standing straight up. Being prone makes Jimmy harder to hit with gunfire, so when you hear the crack of a firearm, hit the deck to be safe. Some actions require Jimmy to be ducking prior to executing whatever he needs to do, like going into ventilation shafts and emptying motor oil.

Climbing is used less than jumping but is rather more complicated, so I'll explain climbing first. Climbing is done by moving Jimmy against a ladder. It doesn't matter if he faces the ladder properly or not. So long as he "touches" the ladder, he can climb the whole thing butt first. He must then face upwards and keep moving in that direction (towards the ladder) to finish the climb. Descending involves looking down, backing up until you get the feel that Jimmy grips the ladder before you can move him forward again to go down the rungs. This is unrealistic, but makes for great manueverability in terms of gameplay; you can climb a ladder while firing your weapons. Falling from great heights incurs damage, so be sure to focus on climbing when you're really, really, really high up there. In an emergency, you can disengage from a ladder by pressing jump—just make sure you have a soft spot to land on.

Jumping is not used too much, except in emergencies when you find Jimmy has stumbled into an ambush and needs to move over broken ground quickly. Since Jimmy can't jump very high with all that gear on him (a B.A.R. weighs 19 lbs. empty; now imagine carrying not just the weapon, but 200 rounds broken up into ten 20 round magazines and running across the Brooklyn Bridge firing at badguys). Given those realistic limitations, Jimmy can jump pretty darn well for a real-life soldier, but in game terms, he sucks. Still, you can hop low obstacles and allow him to peer over fences to get a glimpse of what is on the other side before rushing in. Jumping also allows him to toss grenades a little further than possible.

Interaction is done with the action button and is used primarily to open doors and to achieve objectives. The game tells you when you can use this button, so it cannot get any easier than this. If you fail to find the object and there is a message on your screen, then you are in the vicinity of the item in question, but you probably need to walk around to find it. The only time I've had this problem was at Nijmegen Bridge, but I've learned my lesson and I'll pass it along to you.

Firing weapons

Firing weapons is one of the easier parts of the game. However, firing accurately is a difficult thing to master, especially when you keep getting shot at. Pressing the fire button will fire the current weapon in Jimmy's hand once. Holding down the button will cause him to either fire the weapon repeatedly, or to engage fully automatic fire with the weapon. Don't bother looking for secondary modes on your weapons, they are designed to do one thing and one thing only: shoot. So no threat detectors, laptop sentry mode, under-barrel grenade launchers, or fancy-schmancy high tech crap; just do what all soldiers do — shoot to kill.

You can reload most weapons (except the Garand and all other heavy ordnance) with the reload button. Keep in mind that if you have Jimmy change weapons or engage the hand-to-hand attack with the weapon before it is reloaded, the gun will remain empty although no ammunition will be lost. Also remember that Jimmy doesn't automatically reload a weapon if he switches to another weapon (unlike Perfect Dark) so be sure to keep your weapons at least half-full — it can just save your life.

Grenades are thrown quite unlike any other f.p.s. out there (Perfect Dark, Goldeneye, Agent Under Fire, Aliens Versus Predator 2). You have the option to throw the grenade, adjusting the length of the toss by the amount of time you hold down the fire button, but Frontline also allows you to "cook" the grenade by releasing the pin and burning part of the time-delay fuse prior to throwing the grenade. Use the reload button to do this, but be sure to throw the grenade with the fire button. Similar to the time-delay grenades in Goldeneye, you should avoid "over-cooking" a grenade and having it explode next to you. In such cases, you will have problems more serious than mere heart-burn. If you have problems aiming your grenades, switch to a weapon with a crosshair (usually the handgun), aim the cross hair, then switch back to the grenades.

Scopes can be used easily with the game's aim function. Although you can aim any weapon with this function, with sniper scopes, the aim function can also adjust the magnification of the scope allowing you to enlarge potential targets and to see if there are dangers you need to get rid of. Unlike the crouch function, aiming requires the button to be held down; use the D-pad while aiming to adjust magnification. While aiming, you can side step out slightly to see around a corner by using the Left stick; be sure to release the stick to snap back behind cover if you come under fire.

Finally, you can attempt primitive hand-to-hand combat by butting with your current weapon. It's not very strong, but it knocks back one enemy and it may allow you squeeze off that one crucial shot that determines how you go home.

Medals, Honors, and large monentary rewards

When you complete a stage, you go onto the next stage, along with any weapons you may have as well as the life you had from the last stage (unless you are playing on Easy or Normal). You should save, since there is no penalty for doing so (unless you are re-playing the stage for a better medal, failed and you also came out with less resources to start the next stage). Once all the stages in a mission are completed, you go onto the next mission with its own stages.

After completing a stage, you may earn one of three awards: a bronze, silver, or gold rating. If you merely finished the stage, you receive a bronze rating. If you managed to do exceptionally well during the stage, you may earn a gold rating. Earning all gold ratings on all stages in a mission unlocks extra behind-the-scenes goodies in the game. Fascinating for history buffs and antiquarians, but I don't think it will appeal to the younger (or as I like to call them, 'sucker') crowd. You also receive a bright shiny medal in the decorations box on the title screen. Yes, these are real medals from the United States Armed Forces (except for that EA Los Angeles Award), but some have had their prerequisites changed since the forties.

You are not Superman; marines and fighter pilots take note.

Do not attempt to Rambo your way through this game. First off, the M60E3 has not been produced and issued yet. Secondly, only John Rambo (as played by Sylvester Stallone) can walk into a Vee-Cee village forty years after the United States hauled buns outta the country and attempt to rescue the six quadrillion P.O.W.s still plying the illegal opium fields of the local Vee-Cee commander who is also known as, “The Butcher of Bang-Phoung” or some other slitty eyed moniker crap without getting a scratch. Do that with Jimmy Patterson, and he'll be sans cojones if the parts of his body ever get returned to the States. Use your rifles to your advantage—they are designed to fire over long distances that have presented themselves in Desert Storm; even though Europe is not Iraq — the effectiveness of Russian long range sniping stopped the Germans short of completely killing everyone at Kiev — and it will stop every enemy from killing you in Medal of Honor: Frontline.

If the enemy is in range, so are you.

This is very important, although many people are numb about it. If an enemy is shooting at you, that means they can see you and they can shoot you. This also means that they are vulnerable if you choose to fire back. Some people panic when they get shot at. Don't worry, it's normal. Especially when you're new to the game of life and death. First thing to do is to find some cover (hopefully, it will be on the side where the bullets are coming from). Duck down and take a look around. Soldiers are human too, and they need spots to stand on to snipe at you, usually high ground. Conversely, if you can't see a soldier, you can't shoot him, nor can he shoot you. Sometimes it is not the case (the stage 'A Chance Meeting' comes to mind) but this is a gross rule of thumb.

Tracers work both ways.

Take a look at where the bullets are coming from by the flash of the muzzle. Modern flash suppresors haven't been in widespread use so you'll always be able to find the location of a sniper by virtue of the flash of his gun muzzle when he fires. Look for them when you come under fire, trace it to the point of origination and zoom in. Drill the source and you'll be on your way with one less problem.

When in doubt, empty your magazine.

Electronic Arts did a superb job covering all the animations of a dead and dying human being. So realistic are the animations, that as a gamer, you sometimes cannot really tell whether an enemy soldier is dead or not. Since the item that an enemy may drop is different from the weapon he used on you, you can be sure a soldier is dead when a brightly coloured item pops out near the freshly killed corpse. On the down side, many enemies, especially the respawned "reinforcements" from an alarm, do not drop items. Sometimes you will find that you are taking fire from a guy you thought was dead. Although you can tell if a soldier is still alive by attempting to walk over him (live soldiers that haven't been killed cannot by passed through), during a heated battle, you may simply want to fire off five or six rounds at an enemy soldier to make sure he ain't gonna get back up any time soon.

A sucking chest wound is God's way of telling you to slow down.

Hit locations matter. You shoot somebody in the head, and they'll most likely drop. Still, a soldier is hard to hit while moving, so you should try to aim for the dead center of mass — the body. Two shots from most weapons will kill most soldiers. Head shots should be done primarily during sniping. Hits to other locations provides interesting entertainment — leg hits will cause soldiers to stumble to the ground, but they will be off running once they get back up. Arm hits will cause them to stagger, but they will not die very fast from these “flesh wounds.” If a soldier is struggling on the ground, don't hesitate to execute him quickly, or you will regret it for the rest of your short life. One last thing, if an enemy soldier hides behind a wall and takes pot shots at you, you can try shooting for parts of him that are exposed. Usually, a leg shot will cause him to stagger, and thus revealing more of his person from cover.

The only thing more accurate than incoming enemy fire, is incoming friendly fire.

Friendly fire is not lethal to your buddies or any civilians you encounter (except perhaps the Dutch agent, Gerritt in the stage Operation Repunzel). Blaze away, but do know that if you stagger your chums, enemy fire can hit them and they will die from it eventually. This doesn't mean that your buddies can't hurt you with their small arms fire. You should learn to stay away from any grenades that are tossed, as well as staying out of the way fo your buddies when they open up — still, they have better accuracy than most people, so unless you are directly in the way of an allied buddy, you almost never get hit by your allies. But in combat, stay conservative or stay dead. Get the hell out of the way, and don't be too concerned about the lives of others — just your own. Just be aware that some damage effects, notably heavy machinegun fire and explosions, ignore the “no friendly fire” rule and will kill your allies if applied.

If it's stupid but it works, it's not stupid.

You can ridicule the enemy behavior as being remarkedly unintelligent, but this is not reality per se. Still, the computer is not letting you walk over it without a fight. Exploit the enemy artificial idiocy by running away. Either enemies lose sight of Jimmy and they begin to look around aimlessly, or they attempt to follow him. Either way, you can use it to your advantage. If you back up say, around a corner, you can turn around and drill the sucker when he rounds the bend. This usually happens once you realize most enemies won't bother trying to find you once they lose track of you.

If enemies lose sight of you, you can zoom in with the rifle and drill them easily from the distance, disappear again and return to pick off another soldier. The Wehrmacht may be unstoppable, but they have to run out of men some time. At the same time, you can also exploit the enemy reluctance to run from their post (the first general order: 'I will not abandon my post, I will stay at my post until properly relieved.') by running back a bit and seeing if you can come at the guy from another way. Usually this works in some stages that feature winding stage structure like the streets of Arnhem or the last part of Nijmegen Bridge, but you can use it anywhere where you can find you have a spot to snipe at enemies from where they don't expect you. But all in all, fire from ladders, toss grenades, shoot explosive drums, do anything you can to kill the enemy without incurring too much injury. That is your one primary goal above all else.

Anything you do can get you shot — including nothing.

Whether you strafe, dodge, or duck to the best of your ability, you'll get shot eventually. That's just the brutal truth. The only way to delay this unfortunate eventuality is to get a ticket home, or get rid of everybody who has a gun and an itch to use it on big, fat American G.I.s. When you are fired on, duck. Run for cover, do anything to avoid getting shot. Ration your health items by getting them only when your health is low, or using the appropriate health item when offered the chance. For example, a Field Surgeon Kit will restore about half your lifebar, while a Medicinal Drink will only give back a tiny bit (about an eighth of your absolute total). You can also avoid attracting enemy attention by using silenced weapons and preventing lone soldiers on patrol from firing their own weapons.

Grunt math: walking point = sniper bait.

If you do have to take a stroll down Sniper Alley, then be smart and stick to the sides, or to a spot where if you are attacked, you are attacked from as few angles as possible. Example: You head Jimmy down the street with residences on both sides. A new guy (or a 'turtle') would simply walk straight down the cobblestone street and probably get shot after taking six steps. Seeing him die, a veteran who's been in country for a bit (a 'snake') would stick to the side of the street, so he cannot be attacked by enemies from the protected side, and use the rifle crack as a signal to run into any nearby cover. The next step is to locate the muzzle flash and fire at the badguy.

Try to look unimportant, the enemy may be low on ammo.

When you are offered a disguise, try not to blow it until the very end. At the same time, hit the deck (crouch) when you hear the distinctive crack of a firearm. Not only are you a more difficult target, if you are near cover or on a cat-walk, you may be completely or partially concealed by hard cover (a good thing) and be protected from enemy fire. Although you move slower than if you were standing, it's better to determine where you are receiving fire from, finding some better cover, then making a break for the better cover when you know who to get rid of. On a similar note, you should make it a habit to count the number of shots that an enemy soldier takes at you. The German Mausers these guys use normally have five rounds in them (Mauser Kar 98k, in later stages most infantry will use the ten round Gewehr 43 or the 32 round MP40). Once you hear that last round go, pop out, drill the goose-stepping bastard, then head back behind cover and reload.

One enemy is never enough; two is far too many.

When you are fighting one soldier, you can be assured of your own safety since all your attention is focused on him. When you face two or more foes, you'll need to rethink your approach entirely. Unless you have at least something that has more than ten rounds in it, and can fire relatively fast, you're probably going to get hit by the guy you're not shooting at. Back away, preferably around a corner so they will have to come at you one by one. Fighting one soldier twenty times is very different from fighting twenty enemy soldiers all at once.

When you have secured the area, don't forget to tell the enemy.

Sometimes, enemies keep respawning — this is especially the case in the stage of Arnhem Knights, but it applies to any spot where you have buddies fighting with you and are facing insurmountable odds. Once you've fought up to a certain point, like a machinegun nest, you don't want to give back ground to the enemy by running off trying to grab goodies and loot stolen Nazi art. If you run off, enemies will rush to the now unoccupied machinegun and waste you and your buddies. Wait for the fighting to die down, and for all your buddies to secure the area (by swarming the whole place, and hopefully man the machine gun so you don't have to). Once the place is secure, you can run off and do what ever, but until then you should stay at your post and aid the friend, deny the enemy. Enemy respawns have a limit. It may be a large limit, but the number of enemies you meet are limited in this game.

The important things are always simple; the simple things, always hard.

Keep cool and above all, don't lose your head. Get into the rythym of moving, scouting, taking cover, aiming, shooting, reloading, and repeat until you come out of it alive. Sometimes even the most basic things are forgotten when you're taking fire from god-knows-where. Panic and you'll die. Hesitate about what to do, you'll die (On the plains of hesitation lie those who stopped to wait, and waiting, died). Never forget that you want to find cover and kill every kraut-eating bastard that comes your way, so always be ready to make a run for it, and shoot for the center of the body — head shots do more damage, but when you have a hundred rounds of rifle ammo, you can afford to land multiple torso shots and expect to win the day.

Sometimes items and goodies are dropped by enemy soldiers. These items don't disappear until you pick them up, so feel free to leave them where they drop until you really need them. That said, if you happen to find yourself surrounded by hordes of nasty Nazis you can't stop — you should retreat to a spot (preferably a long hallway where they can only run towards you) and drill them dead. Then head back to the earlier parts of the stage and pick up the healing items near where you started, and work your way forward. This way, as you progress further into the stage, the "supply train" will not stretch too far back when you are near the end of the stage. Still, be selective in what you pick up — some stages are very stingy in what they carry and you will quickly find you will have nothing to help you at all if you squander all your goodies foolishly.

Proceed slowly and methodically secure the area. Pick off the easy-to-see soldiers; scan the rooftops and high places for enemy snipers; use explosives to clear out rooms and enclosed spaces before moving in with guns blazing. Done properly, most enemies will be dead long before you come charging in. There is no time limit in the game, and objectives can almost never be failed. The only time you'll need to hurry are past points where enemies keep respawning. However, once you know where they are (and I'll try to tell you if I know where they are myself) you should be relatively safe so long as you don't go bumbling back to the “enemies-come-out-here-spot.” You only need to linger at a respawn spot if you are going for the gold rating in each stage. Just remember — your first job is to survive the battlefield and complete your objectives (to end the mission with as much life intact). That's your number one priority. There are no heroes in a war, just the living and the dead.

Goodies

Don't forget, your weapon was made by the lowest bidder.

There are a variety of items (or 'goodies') that James Patterson encounters in the heart of the Third Reich. All of these will help him to accomplish his missions for the O.S.S., but some are more helpful than others. Medal of Honor's goodies can be separated into three categories: health pick-ups, weapon pick-ups, and objective items. All will be encountered in each stage of the game, and some are more useful in some situations than in others.

Health Items:

Health Items are found in wooden boxes, littered around stages, and occasionally dropped by enemies. They are common enough to give you a break if you play well, but there is never enough to fully recover your health if you run up to every enemy carelessly.

  • Medicinal Canteen
    The small white canteens you see littering the ground on the beach will fast become your best aides in health restoration. They restore a tiny sliver of your health bar, but they do add up. They are dropped with alarming frequency by enemy soldiers, but don't expect to see to many on harder difficulty levels.
  • Medicinal Bottle
    The larger yellow medicine bottle is more uncommon and is never dropped by enemies. They restore comparatively more health than their whitey, brightey cousins, but they are often harder to come by. In fact, they do not show up at all in the final few stages of the game.
  • Medical Kit
    The ubiquitous, but hard to see, green medical kit restores about a quarter of your life. Several can heal even the most debilitating wounds to your person. Unfortunately, they are fairly hard to come by and they are often in spots that are heavily guarded or off the beaten path.
  • Field Surgeon Kit
    The top-rated of all the health items is the Field Surgeon Kit. It looks like a small Medicinal Canteen from a distance, but there are straps and other details on it that sets it apart. Try not to make the mistake of mis-identifying one since it can restore half your maximum health.
  • Bread
    Loaves of fresh bread are occasionally found in some stages. They function like medicinal canteens, but they are often overlooked when you are looking for a health restore item. Soldiers favour fresh food to their rations, and the best small unit commanders made sure their troops were getting real food and not the A, C, or K-rations issued by regimental quartermasters.
Weapons

Weapons are issued to Patterson when he starts a stage. If you still have that weapon from a previous stage (within the same mission) you will still retain what ever amount of ammuniton you had — all the more reason to conserve your ammo! Some weapons are not carried over from stage to stage for various reasons; I'll tell you what to expect.

Allied Hardware & Axis Hardware

Colt .45 M1911

Caliber - .45 A.C.P.
Action - Recoil (semiautomatic)
Magazine - Seven round box
Max Reserve Capacity - 250 rounds
Effective Range - Medium
Classification - Sidearm (Handgun)

Notes - The Colt .45 has been the U.S. Army's standard issue sidearm from the beginning of the 20th Century up to the 1980s, when the Army began looking for a suitable replacement (the longest running competition since “The Mousetrap.”) They finally settled for the Beretta, a handgun model first made in 1935). The Colt is a robust weapon with a powerful cartridge — for a sidearm. Gamewise, the Colt cannot compare with the stopping power of your rifles and should only be used when you are expecting to encounter one or two enemies at short rane. You can also use your sidearm to snipe at far off enemies; align your sniper scope on a distant foe, then switch back to your sidearm. It doesn't work in real life, but in the game, you do this to conserve your more powerful rifle ammuniton. Warning: the new model Colts manufactured are quite shoddy; after firing off a few rounds, I heard the insides rattle. If you intend to buy one, buy a one made before 1960 from your friendly neighbourhood federal licensed gun dealer!

Walther P38

Caliber - 9 mm Parabellum
Action - Blowback (semiautomatic)
Magazine - Eight round box
Max Reserve Capacity - 250 rounds
Effective Range - Short / Medium
Classification - Sidearm (Handgun)

Notes - The Walther P38 is a classic blowback handgun. Chambered for the less powerful, but smaller 9 mm Parabellum round, the Walther offered a more controlled grip when firing. Gamewise, this is negligable. Jimmy's hands are big and strong enough to handle the recoil of most weapons (something Ms. Page would appreciate, huhuhuhu). The Walther is comparable to the Colt in the game, and should then be your last choice in weaponary in any fight. Still, the extra round it carries gives it an advantage over the Colt. Realistically, if you're using something at this range (point blank) you might as well go with a Beretta with 13 rounds, or one of the more modern high-capacity Glocks or SiGs.

M1 Garand

Caliber - .30 ' 06
Action - Gas (semiautomatic)
Magazine - Five or eight round box
Max Reserve Capacity - 270+ rounds
Effective Range - Long
Classification - Longarm (Rifle)

Notes - The M1 Garand, designed by John Garand, was the United States Army's first government issued self loading repeating rifle. While individual soldiers have used many types of self loaders since their availability, up until the 1930s, the stuff issued by the Army is basically what most people can own today. The Garand was robust, heavy, and carried too little ammo by contemporary standards. It carried too little ammo back then, and many soldiers, infantry and marine alike, found better substitutes in the form of submachineguns, enemy arms, and the M1 series of Carbines (which are not featured in the game). The Garand is your primary weapon when you hit the beach head at Normandy. It will only be with you for the Normandy missions, and then you will learn to ditch this piece of crap for better weapons. You cannot manually reload this weapon, and instead must fire off the remaining rounds to eject the stripper clip before you can insert a fresh one. Still, the round it fires is powerful and can stop a soldier with one or two rounds to the chest.

Walther P38

Caliber - 7.92 mm x 57 Mauser
Action - Bolt
Magazine - Five round box
Max Reserve Capacity - Not applicable
Effective Range - Long
Classification - Longarm (Rifle)

Notes - The Mauser is a long standing arms manufacturer in the Deutschland. They've been around since the days of Bismark, so they know what they're doing. The Mauser is in every way similar to what you've been training with, except that Jerry is still cranking the bolt to get the round in each time. After five shots, they've got to reload, so that's your best chance of drilling them a new one. Most of the goose-stepping goons you face in the early parts of the game will be equipped with this weapon, putting them at a disadvantage when you face them down with a Tommy Gun or something equivalent.

Springfield '03

Caliber - .30 ' 06
Action - Bolt
Magazine - Five round box
Max Reserve Capacity - 100 rounds
Effective Range - Long
Classification - Longarm (Rifle)

Notes - For those who were in JROTC, you may or may not have come across non-firing versions of this firearm when you were doing your rifle drills. If you want an idea of how this baby works, Private Jackson, in Saving Private Ryan, uses this weapon to great effect in the church tower, right before he's blasted by the Panzer. You should do the same, but stay away from tanks. Its five round box makes it not so great when it comes to taking out multiple people, but it's the only weapon capable of long ranged sniping until you get your hands on the German Gewehr.

Gewehr 41/43

Caliber - 7.92 mm x 57
Gas (semiautomatic)
Magazine - Ten round box
Max Reserve Capacity - 150 rounds
Effective Range - Long
Classification - Longarm (Rifle)

Notes - The G43 was the 1943 variant of the G41 rifle. A testament to German efficiency, the G43 is a tightly bound, robust firearm designed for the 7.92 mm x 57 round. The addition of the sniper scope was prompted after the Wehrmacht suffered considerable losses from Soviet snipers on the Eastern Front; this allowed Germany's finest to engage in some sniping of their own (Enemy at the Gates). In the game, the G43 will be your best ally even after you find better equipment. The ten round box will allow you to kill several soldiers before you need to reload; its only detriment is the lack of the on screen cross hair -- not a big thing if you're hunting game in the Black Forest, but when said game is shooting back at you.

Thompson Gun

Caliber - .45 A.C.P.
Action - Recoil most likely (fully automatic)
Magazine - 20 round box
Max Reserve Capacity - 400 rounds
Effective Range - Medium / Long
Classification - Submachinegun

Notes - The Tommy Gun is often associated with Dick Tracy, gangsters, and the Roaring Twenties. The Thompson was indeed a submachinegun manufactured with a level of craftsmanship not found in today's polymer stocked, machine pressed designs, but the Tommy Gun can stand with these contemporary designs and still come out equal. In the game, the Tommy Gun comes with the earlier 20 round box (there were 30 round boxes and 50 round drums available) and you'll find that it runs dry fast. Fire in short, controlled bursts to maintain accuracy and to conserve bullets. Yes, it fires the same ammo as the Colt, but the game differentiates between Colt ammo and Thompson ammo. Sucks doesn't it? And this is Captain Miller's (Tom Hanks, Private Ryan) weapon of choice.

MP40

Caliber - 9 mm Parabellum
Action - Blowback (fully automatic)
Magazine - 32 round box
Max Reserve Capacity - 400 rounds
Effective Range - Medium / Long
Classification - Submachinegun

Notes - The German MP40 is a precursor to the modern day MP5. Produced either by Walther or Heckler Koch (I forget whom), the MP40 was made from stamped or pressed parts to cheapen production costs and to shorten manufacture time. You'll agree with me that this gun is what I like to call a, “messy machinegun.” It sprays rounds everywhere when kicked into full auto, and is not overly helpful for sniping. Still, the dozen rounds it carries over its competitor gives the MP40 a tremendous advantage — provided you again use short, controlled bursts.

Browning Automatic Rifle (B.A.R.)

Caliber - .30 ' 06
Action - Gas (fully automatic)
Magazine - 20 round box
Max Reserve Capacity - 260 rounds
Effective Range - Medium / Long
Classification - Light Machine Gun

Notes - The Browning is the U.S. Army's first Squad Support Weapon (or S.S.W.). It received its baptism by fire during the Second World War, but being overly heavy (it weighs 19 pounds empty) and without the ability to receive belt feeds, the B.A.R. fell out of use soon after hostilities with Korea ended. The B.A.R. uses the same ammo as the Garand and Springfield, but could deliver the slug farther and with more accuracy due to its longer barrel. The 20 round box you'll find will empty quite fast, and the muzzle flash generated by the repeated firing of a .30 ' 06 catridge will be untolerable. But for sheer stopping power, you cannot beat the B.A.R. Private Reiben was the BAR-man in Private Ryan.

STG-44

Caliber - 7.92 mm x 39 Kurz
Action - Gas (fully automatic)
Magazine - 30 round box
Max Reserve Capacity - 240 roundsbr />Effective Range - Medium / Long
Classification - Assault Rifle

Notes - Called the world's first assault rifle, the STG-44 was manufactured under several designations since Hitler did not approve of its design. Once the smart bunch of Hitler's Inner Circle circumvented der Fuhrer's wishes, they managed to prove to him that the weapon was effective and brutally so -- only then did Hitler authorize full production but by then (as most of Hitler-opposed Reich projects) it was too late. The Soviets copied this weapon and made it into the 7.62 mm x 39 monster known as the AK-47, but the STG-44 remains the first of a new breed of small arms. The STG-44 will fast be your favourite weapon, provided the game gives you access to one. Its 30 round box and sheer power will make it a favourite of any soldier, regardelss of nationality, and provided they are not on the receiving end of the gun's rat-a-tat-tat.

Bazooka

Load - One rocket
Max Reserve Capacity - 10 rockets
Effective Range - Long
Classification - Heavy Ordnance

Notes - The rocket launcher of the game, the sight on the Bazooka has a “bought-down” Norden sight on it to deliver its payload at longer ranges. It reloads slowly, and the splash damage can kill you. Still, if used properly, it can blast soldiers around the corner by force of impact, and can wipe out whole squads of men if they are packed close together. You should also try to use it on enemy armor, even though historically, the bazooka was ineffective against German Panthers and Tigers.

Panzershrek

Load - One rocket
Max Reserve Capacity - 10 rockets
Effective Range - Long
Classification - Heavy Ordnance

Notes - The Panzereshrek, made recently famous by Matt Damon's one-liner in the movie Saving Private Ryan, is your typical tube launched high explosive. The Panzershrek is a crude but effective weapon. Doubt my word? Stand in front of some soldiers armed with them and you'll find out they're quite effective. The metal notch sight is roughly where the rocket will strike, but all in all, the Panzershrek is a weapon you resort to when you fight the second tank in the stage, Arnhem Knights. Just don't expect to kill anything else effectively with it.

Browning Medium Machinegun

Caliber - .30 ' 06, and others
Action - Recoil or Gas
Cooling Method - Air
Cyclic R.P.M. - approx. 500 rounds per minute
Magazine - Belt (infinite for game purposes)
Max Reserve Capacity - Not applicable
Effective Range - Long
Classification - Medium Machinegun

Notes - Derived from models used during World War I, Browning manufactured many types of machineguns, the most famous — the .50 Caliber monster M2 — not being featured in the game. However, you will run into Browning's lighter .30 Caliber models several times while you're helping out your allies early in the game. Gamewise, the Browning behaves just like the German equivalent, so once you man one, let 'er rip.

MG42/43/44

Caliber - 7.92 mm x 57
Action - Recoil
Cooling Method - Air
Cyclic R.P.M. - 1500 rounds per minute
Magazine - Belt (infinite for game purposes)
Max Reserve Capacity - Not applicable
Effective Range - Long
Classification - General Purpose Machinegun

Notes - This is the workhorse of the Wehrmacht and with its astoundingly high rate of fire, it has a distinctive sound, “like that of ripping cloth.” You'll learn to hit the deck as soon as you hear this weapon go off, or you'll be dead before you know it. The MG42 technically cannot keep up this rate of fire (the barrel would simply melt) but for the purpose of this game, it can — urning it into a lethal piece of hardware. The German Bundeswehr still uses an updated version of this gun, designated the MG-3. The fictional Cerebos Panzer Units from the animated movie Jin-Roh makes this thing look unstoppable when used in large groups.

Webley Silenced Pistol

Caliber - .22 Long Rifle
Action - Blowback (semiautomatic)
Magazine - Seven round box
Max Reserve Capacity - 250 rounds
Effective Range - Short / Medium
Classification - Sidearm (Handgun)

Notes - This is a specialist firearm designed for covert operations. It doesn't have tremendous power, nor range, but it relatively quiet compared to non-silenced weapons. The .22 subsonic load should make it sound like a cough in quiet situations and cannot be heard at all in noisy situations or at distances over 50 feet. You should use it only when you think you'l be encountering one enemy at a time in a small room, and if you have the drop on him. This case will hardly come up throughout the game, so you'll be forced to use this gun regardless if you like it or not.

No equivalent

No equivalent—but rest assured, the eight German agents sent to the United States during Operation Pastorius were probably equipped with—or would have been equipped—something quite similar.

Remington Shotgun

Caliber - 10, 12, or 20 Gauge
Action - Pump
Magazine - Eight round tube
Max Reserve Capacity - Unknown
Effective Range - Short / Medium
Classification - Auxiliary Ordnance

Notes - Remington is a famous purveyor of shotguns, and their line of arms that fire non-rifled ordnance is among the world's best. Marines use shotguns for ship board security due to the tight confines of a ship's hallway. You should take and use the same view when you engage soldiers in the confines of a house or pillbox. The spread of the shell does little damage, but the fragments as a whole will kill even the most stalwart individual. Aim for the chest and turn the enemy into liberty steak (or as it's known now, hamburger).

No equivalent

No equivalent — but note that the Germans were fond of the forest, and could be counted on to pick up a rifle and hunt game. Air Minister Goering imported New World raccoons to start a raccoon farm-slash-hunting ground and Europe is still plagued by raccoons. It has something to do with their deep-rooted mysticism that has descended from their Gothic roots.

Mark II Fragmentation Grenade

Max Reserve Capacity - 21 grenades
Effective Range - Variable
Classification - Hand Thrown Explosive

Notes - The U.S. Army's primary defensive grenade was an improvement over the British Mill's Bomb. Learn to "cook" the grenade before throwing it where you want. Once you get proficient at this technique, you will be unstoppable in trench and urban warfare.

Steilhandgrenate (Steil Grenate)

Max Reserve Capacity - 21 grenades
Effective Range - Variable
Classification - Hand Thrown Explosive

Notes - The Steil Grenate is the same thing as the American Hand Grenade in this game. Realistically, the Potato Smasher had better leverage due to its long handle and could be thrown farther. Like the American grenade, the Steilhandgreante will explode upon impact with objects that can be destroyed by explosions (this includes enemies, tanks, and barrels).

Objective Items:

Objective items are items that have no other use in the game except to allow you to complete objectives. Some objective objects can be carried, while others are fixed, emplaced weapons or other things you need to do, but nothing as complicated as required during the covert-op in Peenemunde in the original Medal of Honor.

  • Smoke Grenades
    You will use these in the second stage in Normandy to mark the Gun Decks so Allied cruisers can blow the hell out of 'em.
  • Demolition Charges
    Similar to the Smoke Grenades in use, but they actually explode, so you should get out of the way before they do. You have an unlimited number of demo-charges.
  • Spy Camera
    Something you need once you get inside the base in Gotha. You will need to photograph some sensitive information — and the most secure way to get these documents is to store them in a camera until they are ready to be developed.
  • Mechanics' Tools
    Used to sabotage the local S.S. motor pool so Patterson can plan on a quick get-a-way. Not having these on hand will deny him the ability of dishing out some American michief on German motors.
  • I.D. Papers
    If your papers are not in order, you get shot. That's curfew for you, so be sure that doesn't happen in your country. Show these papers when asked, and there should be few, if any, problems.
  • Enemy Uniform
    Used to fool guards and soldiers behind enemy lines. Sooner or later, you will get found out, so be ready to run and gun when you hear the alarm.
  • Briefcase, Plans, Blueprints, Documents
    These are vital things you need to pick up for the Allied War Effort. Not picking these up will deny Patterson access to the end of the stage he is on. The object(s) if any, are varied through each mission, so stay awake during the briefing to find out what you need to do. Fall asleep in traffic school or in the missus, but never, ever do that in a mission briefing.

Enemies

Enemies come in all shapes and sizes. Most are human, but with different uniforms. What really matters is what kind of armament are they using on you, Patterson. You should use your scope whenever you can to see what an enemy soldier is holding. If it is a choice between killing a soldier with a machinegun and a soldier with a bolt action Mauser, aim for the maschinepistol toting kraut first. Similarily, a Panzershrek wielding Jerry should be the first target on your priority list. Tanks and other dangerous objects, like train mounted artillery, should be eliminated the first chance you get. Here's a brief description of enemy uniforms you'll find in Medal of Honor: Frontline as well as some general rules of thumb. Remember, look for their weapons first, because that's all that matters.

  • Enemies become harder to kill (requiring more bullets unless you aim for the head) and become more accurate as the difficulty is adjusted upwards.
  • Enemies, regardless of difficulty, die with one solid head shot.
  • Enemies cannot aim when the vertical difference is greater than the horizontal difference. This means you can be right above or below a soldier and not get hit.
  • Enemies drop ammo and health items, but not always. The frequency of the item drops begins to narrow as the difficulty goes up.
  • Enemies rightfully react to your grenades, but only if they see it. Sleeping sentries ignore grenades, as waking soldiers do to grenades that land behind them.
  • Enemies will toss grenades of their own—not just the ones you throw at them. You're given no warning of this, so listen for any sounds that a grenade has landed.
  • Enemies do not climb ladders—they also do not open doors unless they are scripted to do so.
  • Enemies have a predictable behaviour; for example, they will make for the nearest heavy machinegun if it is vacant.
  • Enemies react to your footsteps and silhouette, so walk if you are sneaking, crouch if you are behind cover or far away, and run only if gunfire breaks out.
  • Enemies have a limited range of vision. This holds true in massive outdoor stages. This is what the sniper scopes and rifles are built for.
Stormtrooper (Gray Uniform)

Stormtrooper Grey UniformThe standard stormtrooper wears a uniform grey that tends to blend with dark backgrounds and the hazy dusks and dawns you'll be fighting in most of the time. Given that fact, they are quite hard to see until you catch them moving or firing at the corner of your eye. The S.S. insignia is boldly emblazoned on some uniforms, as are the traditional black Iron Cross of Germany, and the the occasional swastika. Some of these fellas start carrying Panzershreks from the stage Arnhem Knights.

Stormtrooper (Brown Uniform)

Stormtrooper Brwon UniformThe alternate uniform (most likely developed as an alternative to woodland or desert camouflage) incorporates a light toned brown netting atop their uniforms. Occasionally, it makes them easier or harder to see depending on the type of terrain you're fighting in. The brown stormtrooper will neither be harder or easier than their gray contemporaries. Some of these fellas start carrying Panzershreks from the stage Arnhem Knights.

S.S. Officer (Black Uniform)

S.S. Officer (Black Uniform)The black uniform of the S.S. inspires fear where they tread, but of course Himmler never required men's love, only their fear. They tend to stand out in stages where there is bright daylight, but aboard submarines or other dark areas, they can become nearly invisible until they fire. The only brightly colored thing on their person is the red swastika armband they wear.

Scientist (White Lab Coat)

Scientist (White Lab Coat)The scientists of the Reich wear white lab coats and carry more than just mere sidearms. These eggheads know how to handle their firearms and will attack Patterson on sight. The best thing about them are their bright white lab coats are a dead giveaway of where they are.

Factory or Shipyard Worker

Factory or Shipyard WorkerGerman civilians hardened by the realities of a world war come to their doorstep, the German workers at the factories are quick to anger and lethal with any number of small arms. Their civilian clothing makes them blend with friendlies, but where Patterson is going, there are no friendly factory workers, so blaze away at anything you see.

Angry Chef (Red Chef Apron)

Angry Chef (Red Chef Apron)While most civilian-looking enemies are cut-outs from their Wehrmacht counterparts, the chef is a distinctly challenging goon since his knives do more damage than regular German bullets. He is also accurate with his shots.

Kriegsmarine Sailor (Sailor Uniform, like in Japan—but they have guns, not like in Japan)

These non-coms behave like any other enemy you find, but they are only found in the second series of stages involving the U-Boat Yards. They bleed just like everybody else, and if you remember Arnold the Barbarian's words of wisdom from The Predator—“If it bleeds, we can kill it.”

Kriegsmarine Officer (Dark Blue Uniform)

Kriegsmarine Officer (Dark Blue Uniform)The officers of the Kriegsmarine may prove a little harder to see if they hide in the shadows. They are difficult to spot from a distance unless you know you are looking for one, so again, your hearing and observation skills are put to the test if you find yourself under fire, but cannot determine who or where the shots are coming from.

Luftwaffe Pilot (Tan Uniform)

Luftwaffe Pilot (Tan Uniform)Found in the last stage, Stealing the Show, there some pilots who are readying their Messerschmidt Me.262s to repel the Allied bombers, but you can cut short their flight before they even get in the cockpit. One little known fact about the jet fighters—they had the Allied High Command scared schnitless when these jets could hit and run faster than the bombers' gun turrets could traverse. Remember Han Solo and Puke Skywalker in the Milennium Falcon blasting TIE fighters? Now imagine the TIE fighters moving five times as fast and the laser bolts on the Falcon moving half as fast. Scary, no? Ground these guys permanently with a bullet in the spine.

General von Sturmgeist

The main target of James Patterson after Allied High Command learns of a secret project in Gotha. Sturmgeist (Storm Ghost) is the military head of the project, and your job is to find him and kill him!

Panzer IV Tank

Herr von Sturmgeist may be your toughest foe, but the tanks are unstoppable unless you have some heavy firepower at your diposal. A Corporal Barnes will help you destroy tanks in one stage, but when Patterson is alone, you will need to resort to grenades, bazookas, or a heavy machinegun to vape one. This game tidbit is complete and utter bee-ess; realistically you'd need something heavier than a GPMG to level a tank, like a MILAN or HEAT / HESH ordnance. The Panzer is also unique in that it has two weapons: a 360 degree tank gun and a pair of forward firing machineguns. The tank gun doesn't fire if you are touching the tank, but the machineguns always fire if you get in front of the tank. Try to keep that in mind; it'll keep you from getting killed.

Alarm

Just as annoying and dangerous as real alarms. You can stop the flow of reinforcements by shooting this device or with a well-placed grenade that can eliminate the sentry and the alarm with one blow. If you don't want to waste ammo, you can shut it off yourself by pressing action on it.

Secrets

Hidden Packages
  • Unlock All Cheats
    On the Enigma machine enter "ENCHILADA" to unlock all cheats.
  • Invincibility
    Xbox has key tap codes that activates cheat modes. All are entered when the game is paused. If entered correctly, the last key tap of the cheat causes the game to unpause.
    Pause and press X, L, B, R, BACK, Y, X
  • Enigma Machine (the thing that looks like a typewriter) cheats. Green lights confirm correct entry.
  • Bullet Shield: NOHITSFORU
  • Unlock Mission 2: BASS
  • Unlock Mission 3: STURGEON
  • Unlock Mission 4: PIKE
  • Unlock Mission 5: TROUT
  • Unlock Mission 6: CATFISH
  • Earn Gold Star: SALMON
  • Paintball FMV: COTOBREATH
  • Animation reel: FLIPBOOK
  • All Weapons: The following commands must be input during gameplay and within the span of one second: Hold the white and black buttons and press right, right, down, up, left, left

Dark Days, Great Game

If you think about World War II and the D-Day invasion of Normandy Beach, it’s hard not to feel somber. It was one of the most crucial battles ever fought, with literally the future of the world at stake. Thousands upon thousands of soldiers died on both sides as the Allies forced their way onto mainland Europe, which was firmly in the grip of the Axis aggressors. It was a defining moment for the United States, the world, and the 20th century.

It also makes for a great video game. Medal of Honor Frontline is a first-person shooter that uses the power of the Xbox to drop you right in the middle of an extremely realistic WWII battle situation. Medal of Honor Frontline puts you in the government-issue shoes of one Lieutenant Jimmy Patterson, who has been assigned to storm the beaches at Normandy. If the stakes of the D-Day invasion aren’t high enough, his unit has also been ordered to locate and steal the HO-IX, a prototype flying-wing style jet aircraft that could change the course of the war if the Germans are allowed to perfect it. And in case you’re wondering, yes, the search for the Nazi’s flying wing is historically accurate.

Medal of Honor Frontline begins with the actual landing at Normandy. As Patterson, you are ferried up to the shore and dumped into the middle of one of the most intense firefights in history. The action is fast and furious as enemy snipers and machine gunners rain bullets down on you and your buddies while all around officers bark orders, grunts call for covering fire, and wounded men cry out for medics. Your objectives evolve and change as each stage of the battle plays out; you must clear a path for pinned down soldiers, then retrieve the demolitions expert so he can blow a hole in the barbed wire, then help your captain clear out the machine gunners who are shredding your boys on the beach. Each new task is presented to you by your superiors, sometimes in mid-battle, but you can always review incomplete goals or take hints from HQ by pressing the Back button.

The game spans six separate missions and 20 distinct levels. The action is always aggressively gritty, bleak, and entirely appropriate for a game that attempts to recreate the horrors of a WWII battlefield. All weapons are authentic for the era. You have access to over 20 WWII beauties like the M1 rifle, the Browning Automatic Rifle, and the reliable Colt .45 sidearm. You can also pick up and use enemy weapons such as the Nazi Gewehr 43 sniper rifle and the Panzershreck Rocket Launcher.

Medal of Honor Frontline is primarily a high-octane action shooter, but it also features stealth missions that require you to slip past the enemy without engaging them in battle. Sometimes you have to protect a fellow soldier so that he can do his job, or create a distraction inside the enemy stronghold so that your unit can move on. The important thing for Patterson (and you) to remember is that you’re part of an army, and each soldier has a specific job to do. Sometimes you’re the hero, drawing enemy fire or shooting it out with them face-to-face; other times, your role is less central, but just as important to the overall success of your mission and the survival of your unit.

As Patterson, you also get to drive vehicles you encounter on the field, including trains, rail cars, and mine carts. Medal of Honor Frontline on the Xbox also adds a customizable Multiplayer death-match option, enabling four players to participate in the carnage without the distracting clash of massive armies that characterizes the single-player game.

Medal of Honor Frontline is an extremely immersive experience that picks you up and carries you along with it. Even though we all know who won Battle of Normandy, there’s still nothing quite as exciting as fighting it yourself. The free world may no longer hang in the balance, but Medal of Honor Frontline has made every effort to keep the conflict as gripping and important as it was back in the day.

The Sights and Sounds of War

Medal of Honor Frontline has come to the Xbox, and it has never been better. EA Games’ intense first-person shooter is set during WWII, and offers a wide selection of historically accurate weapons, environments, and missions along with a few new extra features that exist only on Xbox.

Medal of Honor Frontline presents a dark, gritty, and extremely realistic battle scenario based on the Allied Invasion of Normandy on D-Day. Players assume the role of Lt. Jimmy Patterson as he and his squad storm the beaches of Normandy. If he survives the initial landing, Patterson and his unit must locate a top-secret experimental Nazi war plane and keep the Germans from using it against Allied forces. The game takes players on a linear progression of military missions, from the all-out firefight on the beach to the quiet infiltration of a tavern packed with Nazis, where a local resistance fighter will pass on crucial information.

On the Xbox, Medal of Honor Frontline has more polished graphics, and the frame rate has been bumped up to a impressive 60 frames per second. The Xbox version also includes a customizable Multiplayer Death-match mode that lets up to four players shoot it out in some of the game’s mission-specific locations.

The biggest difference on the Xbox, however, is the sound quality. With true Dolby Digital 5.1, Michael Giacchino’s grand soundtrack rings as clearly as if the NorthWest Symphonia is sitting right in front of you. The effect of this marvelous score should not be overlooked: In a game as tense as this, a merely decent soundtrack would take away from the mood and distract you from the game world. Thankfully, the score is perfectly tailored to the action, fleshing it out and giving it even more emotional punch. Wide-open battles are accompanied by powerful drums and driving melodies; stealth objectives come with edgy, icy silence punctuated by haunting, malevolent bass lines and sharp, stinging strings. There’s over a full hour of soundtrack music, and all of it works to immerse you even more firmly in the bloody business at hand.

The score is just one aspect of Medal of Honor Frontline’s excellent aural experience. Each pistol, rifle, bazooka, and grenade not only sounds authentic (because EA Games recorded actual WWII-era guns firing), but are distinct enough that you can tell what is being fired off screen just by the sound. Often, you’ll need the Dolby separation and clarity to identify and locate specific mission objectives. For example, in the very first level you are ordered to rescue four soldiers who have been pinned down by Nazi machine gun fire. Heavy and small arms fire echoes across the shore, planes scream overhead, and powerful bombs explode, scattering smoke, sand, and shrapnel across the beach. But you just need to concentrate and listen (as well as look) to find the men you’re supposed to save.

All of these realistic elements of Medal of Honor Frontline work together to give the game its greatest strength: A sense of total immersion. While it is impossible to portray the true horrors of war, Medal of Honor Frontlinehas done a magnificent job of using sound, graphics, and gameplay to evoke real and powerful emotional responses from the gamer. The chaos of the battlefield and the historical details all work to make you care about your fellow soldiers and the larger battle, instead of simply staying alive long enough and killing enough enemies to finish the level. Your objectives are clearly laid out, and if you fail to achieve them, you and your buddies will be killed (and they will curse you as they die--or at least your commanding officer will). This may sound like standard first-person-shooter fare, but by transplanting the player so completely into the sights, sounds, and experiences of D-Day,Medal of Honor Frontline packs much more of a punch than your average run-and-gun adventure. If you’re a student of history, or if you just want to lose yourself in a movingly bleak, blood-and-guts action scenario, Medal of Honor Frontline is waiting to test your mettle.

What I Learned At Boot Camp

Medal of Honor Frontline is a riveting first-person shooter set smack dab in the middle of World War II. Since the purpose of war is not to die for your country (it’s to make the other guy die for his), we’ve laid out a few tried-and-tested methods of soldiering—not to mention staying in one piece.

Crosshairs

Turn ‘em on in the Controller section of the Options screen before you even start playing. Unless you’re a real-life sharpshooter, you will need to use this tool in order to fire back on enemies who are barely visible (but still a threat). You can play through the game without crosshairs, but if you do, it’s more likely any Medal of Honor you earn will be awarded posthumously.

Cover

You are significantly more difficult to hit if you stay low and keep a solid object between you and the enemy. Trenches, bomb craters, piles of wooden crates, and flaming wreckage can save your life. Even if it’s not sturdy enough to deflect a bullet, cover can prevent an enemy sniper from locking on and blowing your brains out. If there’s no cover at all, remember to stay low. Crouching can be as effective as cover if used properly.

Aim Smart

Head shots with any weapon in Medal of Honor Frontline are instantly lethal. You can also take out a goose-stepper with a single shot if you get him in the heart. But, if you miss, you will need to pump out another round to put him down for good. The enemy also won’t die if you only hit him in the hand, foot, or groin, but he will do a few steps of the Funny Wounded Nazi Dance. While humorous, this dance is generally not worth seeing, as it invariably comes accompanied by return fire from your furious foe.

Stay Healthy

Health kits are scattered around the levels, but use them sparingly. For example, the Field Surgeon Kit restores half of your health bar. If you’re down to a sliver or two, look for a Medical Canteen or a loaf of bread to bring you back up to full health without wasting the extra benefits. Save the Field Surgeon Kit for the real emergencies, when you’re much closer to death’s door.

Reload

Reloading is time-consuming and dangerous in the middle of a firefight, so whenever you get a breather, cycle through all your weapons and reload each one. Even if you’ve only fired one round from your pistol, that one round could make the difference between life and death in the trenches. Remember that the M1 Garand rifle can not be reloaded until the magazine is empty. This was done to reflect how the actual weapon functions, so make sure you exhaust the existing magazine before you hit the X button. Otherwise, you’ll be pressing away and wondering why nothing happens (at least until you get greased by a Nazi machine gunner).

Snipe, Snipe, and Snipe Some More

Taking your enemies out with a long-range rifle is the safest, most effective, and most rewarding method of winning this war. Mastering the sniper rifles in the game will allow you to improve your stats and your combat efficiency, with almost no risk to you or your fellow G.I.s. You can’t earn the gold medal on some levels without effective sniping. If you’re lucky, you’ll get to participate in a nerve-wracking sniper vs. sniper battle, like the ones in the movie Enemy at the Gates.

Grenade!

Turn on “Cook Grenades” in the Controller section of the Options screen. “Cooking” grenades means you pull the pin and hang onto the bomb instead of tossing it immediately. Since each grenade is on a timer, the longer you hold it, the less time your enemy has to react to it once it lands. Don’t hold it too long, however, or they’ll be calling you “Lefty” at your funeral. If cooking is too intimidating, you can always throw the uncooked grenade and then shoot it when it reaches its target, so that it explodes exactly when you want it to (preferably right after a Nazi picks it up to toss it back at you).