Medal of honor frontline where is the map behind painting




















Come and get me. Patterson shoots the chef along with the other members of the kitchen staff, and enters a large dining room, kills the soldiers and moves into a auditorium and bar. Jimmy kills them, and just then, hordes of enemies come rushing down the steps. He kills them, and enters a large room with a lone SS soldier testing his microphone. The man spots Patterson, picks up a panzerschreck and shoots the bridge over the large room.

Patterson moves a painting aside and takes the map. Streams of Nazis come running out. He kills many more Nazis before entering a sauna-like room, where a man on a loudspeaker is warning Patterson. Man on Loudspeaker: "Allied Imposter, you are surrounded! There is no way out off this manor alive! It would be better for all of us if you gave yourself up before we stain the interior of this lovely home with your blood.

Patterson kills the officers and the men playing pool, steals the document by breaking the clock, and goes to the next sauna room, shoots them, and crawls threw a secret passageway to find a Dutch Resistance woman on the radio.

You haven't much time! They're transporting the prisoners tonight! Take whatever supplies you need, good luck. Jimmy takes the supplies and continues upstairs, kills the men, and finally enters the prisoner's room, with Gerritt inside. 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 their last rites, 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. Anyway, 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 eliminate the other occupants of the room.

If you have sustained a few minor injuries, resist the temptation to go back to the earlier room for the two field surgeon kits you hopefully left behind for later. 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 can shoot down the chandeliers as a diversion and then use the 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! Once the ringing has left your ears, head up, there to claim a horde of 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 panzerschreck. 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 you're 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. If you cannot, then shotgun his squishy head up close.

The STG is placed right by the lectern. You've been collecting ammo for it up till now, but you will not have a lot of cartridges for the weapon until you meet up with the contact from the Dutch Resistance. What ever way you reach the second floor exit of the auditorium, you should inspect the painting of the sailing ship as you leave the place.

The map was placed behind the painting by the exit to the auditorium. Find documents in clock by the nekkid chick The next few areas are typical manour rooms: drawing rooms, smoking parlours, and libraries. The drawing rooms short form of 'withdrawing rooms', not actual 'drawing rooms' as insinuated by the paintings has a massive number of clocks for you to inspect.

Don't waste ammo, waste enemies; I'll tell you where the documents are. Sweep the place clean, and notice that you can fire on enemies in the distance with the Webley without raising immediate alarm. Try to do so and follow up your surprise attack by drilling the survivors with STG rounds. Past the drawing rooms is the library, then the smoking parlour and sauna. Proceed through each set of rooms carefully and do not lose your cool about corner retreats and ambushes.

The Russians probably did this in Kiev and Stalingrad, so why can't you? Are you telling me you're crappier than the Spetsnaz? When you encounter the sauna, step back out into the hallway for a minute and head into the smoking parlour at the end of the hall. Look for the painting of a bare breasted woman. Now that's art.

You know Titian's Venus of Urbino? Ooooohhhh yeeeaaaaaaaahhhh baaay-beeee. Too bad the graphic guys smudged some areas of the anatomy that's supposed to be there. But whatever, those puppies are real all right. No implants back then. Okay, enough of this schnit. Look for the cuckoo clock by the nekkid chick painting it will be on the adjacent wall.

Blast that clock for the documents. Now if Patterson could take that painting home, this game would be a real keeper. Head back to the sauna room after you're done with what ever you need to do with the nekkid woman painting, if you know what I mean and I think you do.

Pour red hot faxing lead down the armored scrums of the goons in the steam room and rotate the very small valve in the corner of the steam room to open the secret tunnel to meet the Dutch chick informer babe from the Dutch Resistance.

Take the ammo in the room first, then hold a keen ear to her lips and listen up on any offers she hands out. A good tip for those going to the Netherlands -- so long as you have the guilders to spend, they allow you do anything you want, to whom ever you want, where ever you want, for as long as you want -- it's just that good. Find keys to Gerritt's cell - plus - Find and safeguard Gerrit to safety Maybe after the war, babe.

Head upstairs and move the bookcase aside. The key is with an S. A well tossed grenade should put an end to their goose-stepping days for good. The next room has a medicinal canteen, but it's the last room you need to worry about. There is a whole squad alerted to the gunfire already and they will immediately open fire on you as soon as you move the bookcase.

You need to have the STG readied with full ammo and charge the room, dealing with the goons one by one. If you take a lot of hits here, don't worry; head back down to the basement and fetch the health you should've saved up earlier.

The keys to the cell is in that indoor room with the great goon ambush. Hold on opening any doors for now and just go through already opened doors first. If you open a door and see a man sitting down with his head between his hands, that's Gerritt. Do not approach Gerritt or he will get up and proceed to a pre-determined spot past the roof garden ambush and most likely get killed before he gets there.

There's another, larger ambush on the manour's roof garden. Use the STG judiciously and pick off anyone stupid enough to poke their head out. Burst fire the STG on the three snipers on the roof of the manour: two on the lower roof, and one in the higher tower.

The rest of the goon squad is on the ground. Empty eight to ten rounds into each soldier to make sure they stay down and when all is quiet, you can hed back to the room where you found the cell keys and try every closed door to find Gerritt.

Approach him to start him on his slow walk to the edge of the second story balcony. Push action to shove him off a teenager once asked a corporal of the st Airborne: " Wow, you jumped out of an airplane four times? Drop down after him. Approach the Kubelwagon to make good your escape. Medal of Honor: Frontline Wiki Guide.

Last Edited: 27 Mar am. Objectives: Find mechanics' tools. Sabotage motor pool. Meet first agent in garage. Get enemy uniform. Meet second agent at the Golden Lion.

Go to the Enigma machine and put in Trout for a code. Go to the Enigma machine and put in Sturgeon for a code. To get invincibility simply got to the game you are playing, pause it and press X, L, B, R, Back, Y, X R and L are toggle buttons on top of controller also game should unpause by itself if typed in correctly. Go to the Enigma machine and put in Enchilada for a code. NOTE: this will not protect you from explosions or punches. It only protects you from bullets.

In the Bridge level, when you are about to finish, when you have to kill the guys in the aircraft gun bunker. Once you are inside, go up to the floor under the gun floor. There is a place where you can see out.

Put your back to it and shoot your silenced pistol at the stairs while moving backwards. You should now be outside of the bunker and "You may now roam around the country". Well not really, but you still get to walk freely. The way to get back on the real part is: go over to the road block on the side closest to the water. You might have to work it a little bit in order to get back on. In the third combat zone of Arnhem Knights, after clearing the area of enemies, walk around the mounted machine gun, up against the wall.

If you are in the correct place, when you turn around the area will be repopulated with enemies, as though you had never entered.

When you get outside to Sturmgeist's train, look up and to the right. You will see a UFO flying in the air.

If you look closely, it has the Nazi symbol, and colors on it. If you look closely, it has the Nazi symbol and colors on it. When you get to the Golden Lion in Needle in a Haystack tip the piano player but don't go upstairs. Go behind the bar wall where the bartender stands, then go to the door thatthe guards stand next to, then press sqaure. The guard will tap dance and the guy who shouts out 'drink over here' will go bananas. When you get the Golden Lion in Needle in a Haystack, tip the piano player but don't go upstairs.

Go behind the bar walls where the bartender stands, then go to the door that the gaurds stand next to, then press square. The gaurd will tap dance and the guy who shouts out 'drink over here' will go bananas. You have to beat the game twice. If you beat it four times you can get a new person and new weapons and new levels.



0コメント

  • 1000 / 1000