"Shuri Castle" is the thirteenth and the last campaign mission in Call of Duty: World at War: Final Fronts. As Joe Miller, the player is to capture Shuri Castle. This level has some resemblance to the final level of Call of Duty: World at War. The player starts in front of the castle, and Roebuck orders to throw some smoke grenades to attack the castle
Attributes | Values |
---|
rdf:type
| |
rdfs:label
| |
rdfs:comment
| - "Shuri Castle" is the thirteenth and the last campaign mission in Call of Duty: World at War: Final Fronts. As Joe Miller, the player is to capture Shuri Castle. This level has some resemblance to the final level of Call of Duty: World at War. The player starts in front of the castle, and Roebuck orders to throw some smoke grenades to attack the castle
|
dcterms:subject
| |
dbkwik:callofduty/...iPageUsesTemplate
| |
Console
| |
Team
| |
Date
| |
Game
| - Call of Duty: World at War: Final Fronts
|
Name
| |
Enemies
| |
Character
| |
PREV
| |
Place
| - Shuri Castle, Okinawa, Japan
|
Objective
| - Capture the Shuri Castle court yard
|
abstract
| - "Shuri Castle" is the thirteenth and the last campaign mission in Call of Duty: World at War: Final Fronts. As Joe Miller, the player is to capture Shuri Castle. This level has some resemblance to the final level of Call of Duty: World at War. The player starts in front of the castle, and Roebuck orders to throw some smoke grenades to attack the castle First the player has to take out a bunker after the player plants a bomb on the castle gate and then the player takes out three artillery. Then player then takes out two more machine gun bunkers towards the castle's courtyard. Towers with snipers are above, along with trenches lined with Japanese are at the bottom. At the end of the level, the player must withstand the banzai charge from the Japanese Army banzai chargers from almost all directions inside the castle. The player holds off the charge along with other marines until air support comes. After the air strike finally destroys the castle, a cutscene plays, where Sgt. Roebuck orders the marines to secure the area, and praises Miller for his work. Note: It is advised that during the fight for the courtyard, to take out the MG in the red tower with a carbine (the player can pick one up off his/her dead teammate) as this gun is far more accurate and powerful than the other bolt-action rifles lying around, and will save the player having to storm the structure through the MG fire to get a good shot with the sub-machine gun.
|
is NEXT
of | |