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This part 6 of our complete Call of Duty World at War game guide, featuring Mission 11 Blackcats.
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Table of Contents
- Intro
- Mission 01: Semper Fi
- Mission 02: Little Resistance
- Mission 03: Hard Landing
- Mission 04: Vendetta
- Mission 05: Their Land, Their Blood
- Mission 06: Burn 'Em Out
- Mission 07: Relentless
- Mission 08: Blood and Iron
- Mission 09: Ring of Steel
- Mission 10: Eviction
- Mission 11: Blackcats
- Mission 12: Blowtorch & Corkscrew
- Mission 13: Breaking Point
- Mission 14: Heart of the Reich
- Mission 15: Downfall
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Managed Since: 08/23/2009
Views: 4,461
Money Earned: M$1.07
Page revenue is subject to change as we obtain data from our partners
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Mission 11
- The second vehicle mission of the game features Pvt. Miller operating the gun of a Black Cat airplane. Use LT to zoom and RT to fire. After a brief exchange of dialog, press X to switch to the turret on the bow.
- Use this first run to attack the four Japanese PT boats protecting the larger merchant ships. Press RB to fire at them with the more powerful 20mm cannon. You'll make a brief run before switching back to the gun on the rear of the chopper.
- Achievement: Your primary objective is to destroy 3 merchant ships that are trying to resupply the enemy. Before doing so, shoot the search lights on the front and back sides of each ship. Destroying all six lights will earn "Lights Out." You'll have plenty of time to do this, just don't destroy the ships before you knock out the lights.
- You'll have a chance to attack two merchant ships and one PT boat in this run. Focus on the lights if you want the achievement, and make sure to destroy the PT boat when it passes.
- Checkpoint Reached
- After a brief run, you'll be knocked back by some enemy fire. Press X to get on the right turret.
- Focus on the PT boats for the majority of this run. They're far away, making them hard to hit, so consider the run a success if you can destroy a few of them.
- As another merchant ship passes, destroy the search lights. Then, press X to get on the left turret.
- This run brings you close to a merchant ship and several PT boats. Destroy the ships first. If you haven't targeted the lights yet on the ships, now's the time. Otherwise, fire at the white fuel tanks towards the middle of the deck.
- Press X to move back to the other side of the Black Cat. Again, shoot the lights of the merchant ship in front of you, then the fuel tanks.
- Checkpoint Reached
- Moving to the bow turret, you'll get one last pass at the merchant ships. If you're going for "Lights Out," use this opportunity to destroy any remaining searchlights. Otherwise, focus on pounding the ships with your weapons.
- Strategy: It's possible to shoot both the regular machine gun and the 20mm at the same time. Just use two fingers to press the buttons.
- You'll get one last chance on the left turret to finish off the ships. If you haven't done considerable damage by now, it's hopeless, and you'll continue the mission with a failed objective.
- Checkpoint Reached
- A distress call comes from a nearby U.S. fleet. The next objective is to fend off a squad of Japanese Zero airplanes.
- Achievement: Destroying 45 Zeroes will earn "The Sum of All Zeros." This is an extremely difficult achievement that is best attempted on "Recruit" difficulty, as there will be fewer distractions. The best strategy here is to memorize where the Zeroes come from and be as efficient as possible on every run. Don't even bother rescuing survivors.
- After an initial attack by the Zeroes, your accompanying plane, the Hammerhead, will fall, and your ship will land on the water to assist survivors of the Japanese attack.
- Listen to your allies, who will call out directions of the attacks based on directions of a clock. Press X to switch to the right turret.
- To make matters worse, a group of PT boats approaches. Take them down immediately, then press X to save a nearby survivor.
- Continue to destroy PT boats while taking down as many Zeroes as possible. Keep an eye out for the prompt to rescue more survivors, then switch back to the left turret.
- Strategy: Your gun moves slower when it's zoomed in. Let go of LT to get a better look at incoming planes, then zoom to take them out.
- Checkpoint Reached
- Keep gunning for PT boats as they appear, and shooting Zeroes when possible. There are two survivors to grab here before moving to the bow turret.
- The Zeroes are your only focus on this last gunning point. Shoot as many as you can, paying close attention for those that fly right towards you. The mission ends when you run out of ammo.
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Mission 12
- No messing around this mission. Your starting weapons are a flamethrower and a Browning machine gun. Follow the squad up the hill to assault Wana Ridge.
- Checkpoint Reached
- When you reach the checkpoint where your allies are waiting, stay to the left, flamethrower in hand. Start torching as soon as the Japanese spider holes open up, then strafe (Right on the left thumbstick) to the right, sending flames across the enemy offensive.
- Quickly retreat back behind the pile of rocks on your right. Take out your Browning and shoot the leftover enemies.
- This next section is tricky. Move forward to draw out the enemy, which will come from ahead and from a hill on your right. Lay down some Browning fire while retreating back to cover. A large stone on your right will hide you from both fronts.
- Poke out from cover and use the Browning to thin the enemy crowds. Grenades are your worst enemy here, so be ready to throw them back. Crouch or lay prone when you get injured.
- If any enemies get within range of your flame thrower, run out and blast them, then return back to cover. Repeat this process until you can safely move ahead.
- Checkpoint Reached
- Move as far forward as you can before turning right to face a difficult uphill stronghold, fortified by an enemy machine gun. Press LB to throw smoke grenades, which you can use as cover to get up the hill. Torch nearby enemies with the flamethrower as you advance.
- Proceed through the small cave in the wall, taking out the few enemies within. Your allies should follow.
- Checkpoint Reached
- When you reach the cave exit, run outside to the rocky area to the left. Use this as cover while shooting any enemies in the area. Move ahead, and you'll get a new objective, to destroy three 200mm guns.
- Stay in the trenches and take the path to your right. Shoot the enemies in front of you. If you have any sniping skills at all, you should switch the Browning for the Scoped Arisaka.
- Use the sniper rifle to clear a path to the bunker ahead. When you get close, press - on the D-Pad to take out a satchel charge. Press LT to toss one through the window of the bunker. Stand back, and press RT to detonate it.
- Checkpoint Reached
- Continue along the path to the next 200mm gun. Use the flamethrower on the next set of enemies along the path, which goes straight and branches off to the right. Follow the right path and use your sniper rifle to defeat enemies along the way.
- Before planting the next charge, shoot any Red Barrels in the area. It's better you destroy these now than risk getting blown up by an enemy later. Then, throw the next satchel charge in the bunker ahead.
- The wide open area ahead is perfect for sniping. Locate nearby enemies using your radar and take them down with the Scoped Arisaka.
- Checkpoint Reached
- Death Card: Before moving ahead, go back along the other path, which you did not traverse on your way to the second bunker. The "Ten of Clubs" is located near a large stone wall to your right.
- Follow the path back to your squad and go all the way to the right side of the clearing, where a narrow pathway leads to the hill holding the final 200mm gun. Use your flamethrower to advance, and pick off any distant enemies with your sniper rifle. The final gun is in a bunker on your right. Toss a satchel charge in to complete your objective.
- Meet up with Roebuck at the gate further ahead. Follow him through to where your tanks are advancing.
- Checkpoint Reached
- When the tank explodes, crouch and move to its left side. Walk off the path, to where the ground dips down slightly, then turn to your right. Just above the dip, there's a rock that makes perfect cover for the challenge ahead.
- A seemingly endless stream of Japanese camouflaged soldiers will approach from the right. Use the flamethrower to fend them off, and be ready to press RS if any of them knock you down. Be Patient and let the enemies come to you, otherwise you'll waste time replaying this segment over and over.
- After a few minutes of this, move down the path to your left and stay against the wall on the right. The first tree on the right has a sniper inside. Torch it to take him out.
- Move along the path, which should be relatively quiet if you spent enough time drawing out the enemy before. You'll reach a clearing where you can snipe the enemy. Let your allies move forward to do most of the dirty work. Run along the path and you'll see an entrance to the bunker on your right.
- Checkpoint Reached
- The flamethrower is extremely effective in these narrow hallways. Take the lead and use the weapon liberally on your enemies. A ladder at the end of the hallway will take you to the next level.
- Use the flamethrower again in the second level of the bunker, but switch to the sniper rifle for the far enemy near the window. A couple more foes are lurking in that room in the distance, so take them out before going upstairs.
- Checkpoint Reached
- The third level is a little trickier, but if you stay behind cover and use the flamethrower to fend off the enemy, it should be no problem getting to the other side of the room.
- When you get to the fourth level, quickly torch the remaining enemies. This will secure the bunker and conclude the mission.
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