New World/Transcript

==Opening Cutscene==
The Player wakes up in a surgical room under a bright light.
Player: Where am I?
Taylor: It's Okay. Calm down. Just Relax.
The light flashes as a shadowed figure appears over the Player.
Taylor: You're going to be fine...
Scene of a G.I. robot plays as Taylor starts monologuing.
Taylor: We outsmarted them... Achieved our objectives - Man's always gonna be better than machine.
A flashback of the Player getting knocked down by an explosion then transitions into them being wheeled through surgery. Taylor's Team is shown fighting in battle then beginning to move forward as Taylor runs up to reach out to the Player.
Taylor: Unfortunately... you sustained life threatening injuries.
Scenes of VTOL's play.
Taylor: You're stable, but you've got a long way to go.
The Player is seen having a DNI installed.
Player: Who are you?
Taylor's Team is scene again standing in front of a fire.
Taylor: It's me - Taylor. I think it's time you woke up.
The camera pans in on Taylor's Team then Taylor.
==Level Briefing==
Encryption# 48-65-27-73. Protocol: Romeo
Soldier# 25954 will need to adjust to their New World
The Zürich facility is the best in the world in these cases
Date: 06:00Hrs Oct 29th 2065
==Cutscene==
Train Computer System: Downtown Zürich. Final Stop.
The Player suddenly gasps as he/she awakens on a passenger train heading through a city.
Taylor: Hey - You still with us?
Taylor is seen sitting across from the Player.
Taylor: Welcome back.
Player: Taylor?
Taylor: Yeah. Do you know what's happening to you?
The Player examines their hands finding they have been replaced with cybernetic appendages. They look around frantically.
Player: Am I dreaming?
Taylor: Well... Let's say you are. Why not just go with it, right? After all, you can always wake up.
Taylor stands up and begins pacing around the train cart.
Taylor: December 12th, 2054 7:30 AM. We're on board a private commuter train headed to the Zürich headquarters of the Coalescence Corporation.
Taylor checks his watch.
Taylor: Our, uh cargo... Prototype for the Winslow Accord Neural Network Initiative. At it's core, specialized AI software that's capable of... rewriting itself... in order to interface with any other system in the world. State of the art stuff, back in the day. It'd go on to revolutionize a broad range of military and civilian applications... At least it would have... if the train had reached it's destination.
The train is flung off the tracks as an explosion ruptures it. People and items are flung across the cabin. Suddenly time stops and the scene freezes. Taylor appears in front of the Player standing within the scenario.
Taylor: At 7:31 AM, a terrorist group detonated an explosive device on board this train. The incident set back our robotics program... several years. You're here to stop it.<tabber> Male Player= 
M. Player: This isn't real - it can't be. What is happening to me?
|-|
Female Player= 
F. Player: This isn't real - it can't be. What's happening to me?
</tabber>Taylor: Right now...? Right now you're in a medically induced coma being prepped for surgery. You've got a new bit of hardware inside your head. It's called a Direct Neural Interface, or DNI. I've got one, too - that's how I'm able to communicate with you. Your DNI is what connect you mind with your body and the larger world around you. We're connected. All this... is a simulation inside our minds... and you've got a long way to go.
The scene cuts to a snow faded transition.
==Gameplay: The Introduction==
The Player is then cast into clearing outside of a factory. ZSF soldiers are seen taking defensive positions behind some technicals.
Abandoned Steel Mill
11:30 | Dec 11, 2054
A technical truck pulls up outside the factory, several ZSF soldiers staring getting out. The truck is then suddenly hit by an explosive projectile.
ZSF Soldier: RPG!
Time then stops and the scene freezes with the truck and several soldiers being cast in mid air. Taylor appears again.
Taylor: 11:30 AM, December 11th, 2054. Zürich Security Forces receive an anonymous tip giving them the location of a hideout the terrorist are using. Unfortunately, the ZSF underestimated the firepower these assholes were packing. They got caught with their pants down and they took it hard. Outcome? Train go boom. You remember Diaz?<tabber> Male Player= 
M. Player: I think so.
|-|
Female Player= 
F. Player: I... think so.
</tabber>Taylor: He's gonna help get you up to speed on some of the new cool new shit you can do.
Diaz appears and shakes hands with the Player then offers a fist bump to which the Player hesitates.
Diaz: Communication, brother. We all gotta be in sync.
Diaz speaks into his comms giving his voice an echo.
Diaz: Yo! Taylor! You're a fucking dick!
Diaz gestures and speaks to the Player.
Diaz: He didn't hear shit. If I want to talk to you, the DNI transmits on a closed channel. I don't even have to think about it.
Diaz wearily examines his surroundings.
Diaz: But just so you know... If you ever think about calling Taylor a dick for real... Brother, he's gonna mess you up worse than those robots.
Diaz gives the Player a pat and grasp his weapon.
Diaz: Alright. Let's go see if you can do this without ending up as Swiss cheese like those poor bastards.
Time unfreezes and the suspended ZSF fall to the ground. A firefight breaks out.
The Player (if New World is played for the first time) readies his/her XR-2 w/ Recon + Suppressed or the selected loadout (if New World is replayed).
Diaz: Okay - Weapons hot - wipe the floor with these assholes.
The two fight the terrorist alongside ZSF forces. The Player can head one of the three directions at this part.
Player: Flanking left. (if the Player heads left)
[or]
Player: Flanking right. (if the Player heads right)
[or]
Player: Taking center path. (if the Player heads through the center)
Diaz: There's never just one route. High, low, left, right, different paths yield different advantages.
The Player proceeds up their respective path.
Diaz: Your DNI can provide combat critical info to help you better read the battlefield. Switch it to Tactical Mode.
Diaz: Like opening your eyes for the first time, right? (if the Player switches to tactical mode)
The Player eliminates the remaining the terrorist then proceeds forward. Diaz appears in front of them.
Diaz: Alright! Use your enhanced mobility - It may take a little getting used to, but your confidence will soon grow. Try it for yourself - I've got a hundred ways you can do it.
If the Player stalls:
Diaz: You gotta wall run to cross the gap, move!
The Player proceeds.
(First Time Only) Diaz: Not bad, newbie, not bad. (if the Player succeeds the wall run)
[or]
(First Time Only) Diaz: Yeah, I messed up my first time too. You'll get the hang of it. (if the Player messes up the wall run)
Diaz: Tac-mode will highlight inbound threats such as rockets and grenades. You see flashing red? Move!
Diaz: See the red and yellow markers? They represent killzones - not somewhere you want to be.
Diaz: Reinforcements at the truck!
Diaz: Tac-mode info is synced across the team - One of us sees something, we all see it. Even through cover.
Diaz: Keep moving up!
The Player arrives to an area full of Ammo Boxes.
Diaz: Check your ammo. Grave more if you need.
The Player arrives to a room with a bunch of drones.
Diaz: DNI doesn't just help us communicate with each other - it allows us to interact with a variety of computer systems - including pretty much all of the basic drone units.
Diaz: Now bipeds, sophisticated ground units; those are a lot trickier, brother. Those sons of bitches got a damn hive mind. You try to process and control all that? Pah. Your brain is toast.
Diaz: But these? These fuckers are easy.
Diaz grabs a Talon drone and throws it into the air where it hovers.
Diaz: Go ahead, hack in. Go see what's on the other side of this wall.
The Player hacks one of the drones of his choice.
(First Time Only) Diaz: Fits like a glove, right? Now somewhere through there is a generator. Take it out and that door should open.
The Player progresses through the door using the drone.
Diaz: Wanna see something cool? Shoot down these vats.
Diaz: Haha! You're a Maniac! Joking asides, remember your environment. It can help you move, but it can also help you kill. (if the Player shoots the vats)
The Player progresses using the drone and arrives to the generator.
Diaz: There she is. Blow the generator so we can get inside.
The Player destroy the generator, which creates an EMP blast that destroys the drone.
Diaz: I'm afraid that EMP blast from (the) generator has fried your drone.
Diaz: C'mon, lets go!
The Player progresses and sees an ammo crate.
Diaz: Grab ammo whenever you see an ammo crate. Last thing you want is to be in a fight with no bullets.
The Player progresses through the level and sees enemies.
Diaz: Suppressors! Second level!
Diaz: If you want to get creative, use remote hijack on those turrets.
Diaz: Nice going - Now turn it back on them and tear 'em up! (if the Player hijack a turret.)
Diaz: Dumbasses thought their turrets would protect them! (After the turret is destroyed, if the Player hijack a turret)
Diaz: Your use environment! Shoot down those Vats!
If the Player tries to use the ability whiles it's still charging:
Diaz: Your cyber-abilities don't come for free - Takes a little time to recharge. Keep an eye on your HUD.
The Player progresses through the level.
Diaz: The Faction's Hideout is just ahead. Once inside, interface with their central console, pull any data you can.
==Cutscene Two==
The Player enters the room as robots get loose from their holding device, and flashbacks from Ethiopia of the robot ripping off the Player's arm is seen.
Diaz: It's okay. It's okay. Just take a second.
Diaz: Take a deep breath and tell me what happened.<tabber> Male Player= 
M. Player: I was back in Ethiopia. The grunts - I-I lived it all again.
|-|
Female Player= 
F. Player: Like I was back in Ethiopia. The grunts - I lived it all over again.
</tabber>Player: What's happening to me?
Diaz: Shit... You know how your senses can trigger vivid memories? Make you think of sounds, sights, words from songs. Makes you think of stuff you haven't thought of in years.
Diaz: The DNI can make that a lot more visceral - little glitches in your optics, little whispers in your ear... This shit happens.
Diaz: The doctor can straighten it out. We just need to re-calibrate your meds. Trust me. You're gonna be fine.
The Player sees flashes of Taylor trying to reach out toward him/her as two doctors hold him back.<tabber> Male Player= 
M. Player: So what now?
|-|
Female Player= 
F. Player: What happens now?
</tabber>Diaz: Well right now - You're going to interface with that console. As soon as you plug in you'll be able to extract and process the information with a heart beat.
The Player interfaces with the console.
Player: Got it.
Player: They had a man on the inside - at Coalescence.
A picture of Xavier Hirtzel shows up on screen.
Player: He would have been able to supply them with everything they needed to bypass the security on the train.
Taylor appears in the simulation.
Taylor: The botched assault meant it took six hours for the ZSF to get that information. Outcome: train go boom. Took you just six minutes.
Diaz: Yeah, it would've been five, if you hadn't freaked out when you saw those robots.
Diaz gestures goodbye to the Player and disappears from the simulation.<tabber> Male Player= 
M. Player: So what happens now?
|-|
Female Player= 
F. Player: So... what happens now?
</tabber>Taylor: Now we go find the son of a bitch.
Taylor fades out and the screen fades to white.
==Gameplay Two: The Chase==
The Player abruptly comes to as the ZSF stacks up outside an apartment door.
High Rise Apartments
17:00 | Dec 11, 2054
A ZSF trooper attaches a C4 breaching charge to the door but is cut down moments later by a hail of gunfire that shreds the door.
The Player dives to the floor and shoots down two of the grunts inside causing Xavier Hirtzel to turn and run, escaping by crashing through a window.
Time freezes as Taylor appears.
Taylor: Tipped off by his terrorist pals, the mole was ready for 'em. He had heavy duty combat grunts with him. Once again, Zürich Security Forces got their asses handed to them. Outcome, train go boom.
Hall phases in.
Hall: We lost him. He slipped away.
Taylor: Remember Specialist Sarah Hall? She's gonna walk you through the next part. Trust her, do exactly what she says, I trained her myself. She's an intelligence expert from back when that actually meant something.
Hall: Before DNI, you had to read books. In the Academy, Taylor made me read a lot of them.
Taylor: Well, some knowledge is worth earning. Appreciating. And that takes time. But time is something we don't always have.
Taylor phases out. Hall claps hands with the Player.
Hall: Okay new blood. From this point on, the simulation deviates from actual events. Not that it's gonna feel any less real. Use your imagination.
Hall snaps her fingers and time begins to flow again. The Player (if New World is played for the first time) readies his/her Vesper w/ Extended Mag or the previous loadout (if New World is replayed).
Hall: Sending his location to your HUD.
Hall leaps out the window and begins to chase Hirtzel.
Hall: Come on now, pick up the trail. Heads up, hostiles, second floor.
Hall and the Player begin engaging the grunts outside.
Hall: Nice job new blood. I still have line of sight.
If the Player shoots a simulated civilian:
Hall: Check your fire, civilians are not targets.
If the Player shoots at the target:
Hall: Don't take him out, newbie - we need him alive!
Hall: Our boy's hacking the ZSF Talons. What does that tell you?
Player: He's running scared, not sitting behind a computer. He could only be controlling them if he's got a DNI too. 
Hall: You're a smart one new-blood, I'll give you that.
If the Player is moving slow:
Hall: Move it, we can't lose him! [or] You're losing him! [or] We lose him, it's your ass, newbie!
Hall: Son of a bitch is still moving. Use that billboard to get over the maglev train.
Hall teleports and wall-runs along the billboard over the train.
Hall: He's heading into old Zürich. Move!
(First Time Only) Hall: Alright - activating a new cyber ability: System Paralysis.
(First Time Only) Hall: Why are you doing this old school? Use System Paralysis! [or] Use System Paralysis to disable those Talons. [or] Remember your Cyber abilities! (if the Player hasn't used System Paralysis on the Talons yet)
(First Time Only) Hall: Nice going, newblood - nice going. [or] You're getting a hang of this, aren't you? [or] Piece of cake! (if the Player uses System Paralysis on the Talons)
(First Time Only) Hall: Your cyber abilities don't come for free. They take a little time to recharge. Keep an eye on your HUD.
Hall continues pursing Hirtzel over the roofs of nearby buildings.
Hall: Take them down!
If the Player stalls:
Hall: Don't slow down, slide down.
Hall: Way to shut up your critics new-blood! (as the Player destroys multiple Talons)
Hall: Don't lose him now newbie.
Hall: Grab him newblood!
Hall: Now's your chance, take him down.
==Cutscene Three==
The Player leaps across to the glass roof that Hirtzel has just jumped on, tackling him and causing both of them to crash through the ceiling to the floor below. Shards of glass fall after them and suddenly freeze in mid-air, inches away from the Player.
Hall: Didn't work out so well, huh?
Hall phases in.
Hall: I reckon our suspect has about fifteen seconds left before he shakes hands with the Grim Reaper. You can't let that happen, not before you get the information we need.
Hirtzel is lying facedown in a pool of blood.
Player: I don't think he's in any condition to talk.
Hall: He doesn't have to. He has a DNI. Buried beneath layers of security protocols, a subject's DNI records cam footage of its user's past experiences. In extreme circumstances, it is possible to extract that information by force. You'll be able to push deep into the subject's memories, their thoughts - even their subconscious. You could learn everything we need to know about the Terrorists' plans.
Player: I'm sensing a 'but' coming up somewhere.
Hall: You should know - not only will this procedure be deeply traumatic for the subject, but the associated subconscious interference will leave him brain dead. Dead. Believe me, this is a bad way to go.<tabber> Male Player= 
M. Player: He's a dead man anyway.
|-|
Female Player= 
F. Player: He's a dead man anyway - you said it yourself.
</tabber>Player: Besides, he's a fuckin terrorist.
The Player places his/her hand over Hirtzel's head and forces a DNI interface.
Hall: A few minutes ago, you knew nothing. What do you know now?
Player: I know where they are - they're using the old train tunnels to plan their attack.
Hall phases out and Taylor phases in.
Taylor: Hmm...what you just learned through your DNI took the ZSF weeks to uncover. What do you think I am going to say next? Outcome - Train go boom.
Taylor: It's good to know you can make tough decisions when you have to. I think it's time we moved on.
The screen whites out.
==Gameplay Three: The Train Station==
The Player comes to in the subway tunnels in the midst of a heavy firefight between Cotardist grunts and the ZSF.
Old Subway Tunnels
7:00 | Dec 12, 2054
ZSF Soldier: We're taking heavy fire, where's our back up??
Time freezes as Taylor phases in.
Taylor: The ZSF finally tracked down the terrorists to this location. For their sake, they really wish they hadn't.
Maretti phases in.
Maretti: You're still here huh? Pity. I bet Diaz a hundred that you'd be dead by now.
Taylor: Funny man, specialist Peter Maretti. He's gonna help you understand how much of a badassmotherfucker you are now.
Taylor: Remember, we still don't have the last piece of the puzzle...how in the hell they got the explosives onboard the train.
Taylor phases out.
Maretti: So we're clear, when this is over? You owe me a hundred.
Maretti: Back to business - as you know, one of the perks of being Black Ops is having access to the latest experimental weaponry. Firearms may be your go to choice for a weapon in a fight, but with DNI - your mind truly is your greatest weapon. Let's do some damage.
Time unfreezes. Maretti holds out his hand and causes one of the nearby grunts to suddenly combust.
The Player (if New World is played for the first time) readies his/her BRM w/ Recon + Fast Mags + FMJ or the previous loadout (if New World is replayed).
(First Time Only) Maretti: You got a new cyber ability to play with: Immolation. Give it a spin on those enemies ahead.
(First Time Only) Maretti: Use Immolation - trust me, you'll like it. [or] C'mon - let 'er rip! [or] Let's see you light up those sons of bitches with Immolation. (if the Player hasn't used Immolation on a grunt yet)
(First Time Only) Maretti: You immolated the shit outta them! [or] Watch 'em burn! Hell yeah! [or] He's toast. [or] [laughs] The most fun you can have with your pants on - right?! (if the Player uses Immolation on a grunt)
Maretti: Just like your other core systems - you select your load out. Use these systems to seize the tactical advantage whatever the opposition. 
(First Time Only) Maretti: Okay - I've loaded a second cyber ability into your core. Fireflies - a swarm of incendiary nano-bots. 
(First Time Only) Maretti: Try changing up your Cyber Cores [or] Come on - change it up. Switch to another Cybercore ability. [or] Don't just sit there with your thumb up your ass - switch out your Cybercore. (if the Player hasn't switch to Fireflies yet)
(First Time Only) Maretti: Let 'em loose and see what they can do. (if the Player switches to Fireflies)
(First Time Only) Maretti: Fuckin' nanobots - little bastards are lethal. [or] Hell of a way to go. [or] Firefly swarm made short work of him. (if the Player uses Fireflies on the soldiers)
(First Time Only) Maretti: The more abilities you have the more fun you can have. Try switching between 'em.
Human enemies ahead begin deploying smoke grenades.
Player: They're using smoke grenades.
Maretti: Switching to your EV helps whenever you're blind, whether in the dark or in smoke.
The Player uses the EV in the smoke.
(First Time Only) Maretti: How about that? Now you never have to worry about what's lurking in the darkness.
Maretti: Hostile Bots, comin' through the walls!
Once the area is cleared:
Maretti: Party ain't over yet, let's move!
The Player and Maretti move up.
Maretti: I got Bots moving that rail car! Shred 'em!
Player: Taking the mechanic bay below! (if the Player heads down to the mechanic bay)
The Player and Maretti keep pushing through the hostiles.
Maretti: Looks like they got into the water treatment plant through here. On me.
Maretti jumps down through a hole in the concrete ground.
Maretti: Keep your fucking head down! You may be a bad ass, but you're not immortal! A bullet to the head'll still get you a date with your maker. Alright.
Maretti: Hounds on the workfloor!
Maretti: Good hunting. Interface with that door for me. (after clearing out the rest of the hostiles)
The Player interfaces with a wall panel, unlocking a door.
Player: What is this place?
Maretti: This... this is where it all went down. The computer over there should give us some insight into how they got the explosives onboard. Go interface.
The Player interfaces with the computer. A schematic of the maglev train appears and zooms in on one of the cargo cars which is carrying multiple GIUs. In the next car over is the bomb. 
Player: It's the robots. They hacked the security robots. They brought the explosives on board.
The screen whites out. 
==Gameplay Four: The Cargo Train==
The Player awakens on top of the maglev train.
Coalescence Commuter Train
7:25 | Dec 12, 2054
Taylor phases in.
Taylor: You want to hear something ironic? The reality was the terrorist attack actually accelerated the development of the Winslow Accord Neural Network Initiative. If it wasn't for the fear of attacks like this one, we probably wouldn't even have the Cyber Soldier program. Hang in there - it's 7:25. You've got about five minutes.
Taylor phases out. The Player jumps through the glass roof of the train car.
The Player (if New World is played for the first time) readies his/her KRM-262 w/ Long Barrel + Laser or the previous loadout (if New World is replayed).
Taylor: You've been here before newblood, let's see if you can change history. All robots should be considered hostile. Trust me, they'll consider you as much.
(First Time Only) Taylor: Takedown is another one of your Cyber abilities. Try it out on those bots.
(First Time Only) Taylor: That's how you take an enemy down fast. [or] Nice takedown - right on the button. [or] Nice. You're getting the hang of these takedowns. (if the Player uses Takedown on a grunt)
Grunts crash through the side windows into the car.
Taylor: Watch your flank, they're coming through the windows.
Several grunts crash in through the glass roof. 
If the Player shoots a simulated civilian:
Taylor: This may be a sim, but check your fire - no need to injure civs unless we have to. [or] Watch the civs - you're getting a little careless with your fire. [or] If this shit was real, you'd be killing civs left and right.
After destroying them, the Player jumps back out to the roof of the train.
Taylor: You got hostiles climbing up the sides!
If the Player falls off the train:
Taylor: You fall here, you get another shot. Not so in the real world. [or] You gotta watch your step. Get back up, and try again. [or] You can still do this, pick yourself up and dust yourself off.
(First Time Only) Taylor: Use Concussive Wave to take out a group of hostiles at once.
(First Time Only) Taylor: Let me see you can do this - hit' em with a Concussive Wave. [or] Quit thinking around - use your Concussive Wave, deal with these bitches. [or] Concussive Wave is one hell of a force multiplier - use it. (if the Player hasn't used Concussive Wave yet)
(First Time Only) Taylor: See how that just tore through those sons of bitches? [or] Shock and awe, newblood - shock and awe. [or] Fuck yes - you're a force of fucking nature. (if the Player uses Concussive Wave to demolish a number of grunts)
Taylor: The Neural network prototype is in the car right below you. It may be shielded by six inches of CNT - but that won't mean anything when the bomb goes off. 
Taylor: You better pick up the pace.
Taylor: Keep pushing up. You've almost located the explosive.
The Player defeats the last of the grunts and interfaces with a panel to enter the next car. 
==Cutscene Four==
The Player approaches the bomb and interface with it.
Player: The whole thing's booby trapped - if I hack it, try to move it or detach the car - it's gonna blow. It's too much! <tabber> Male Player= 
M. Player: Even with a computer in my head, there's not enough time!
|-|
Female Player= 
F. Player: Even with a computer in my head - there's no time!
</tabber>Taylor phases in and takes the Player by the arm.
Taylor: It's actually very simple...
Taylor phases out. The Player turns and interfaces with a wall panel.
Player: Wait - this is a maglev train. If I reverse the polarity on just this car...
Doing so wrenches the car from the rest of the train shortly before the bomb goes off. The screen fades to white.
==Cutscene Five==
Taylor: There was no way to stop it and get off the train. Your DNI might show you all the options. But only you can decide what you are willing to sacrifice. Sometimes... you have to let go.
The Player awakens in the hospital and sees a bandana with the Black Ops logo placed on a nearby table. Looking around, he/she sees a woman walking away to the door and a man in a grey suit with his back to the Player.
Unidentified: Taylor. How's our patient?
Taylor: As good as can be expected.
Unidentified: I expect better. You should know that. 
The unidentified man pulls back the adjacent curtain.
Taylor: Welcome back. You're being prepped for surgery now. It's going to be okay. Hendricks wasn't even injured on the mission. He volunteered for this.
Turning over to the adjacent bed, he/she sees Hendricks in the next bed over who gives him/her a thumbs up. The screen fades to white.
==Cutscene Six==
Memories of Black Ops missions being conducted by the Player and Hendricks in Uzbekistan, Thailand, Beirut, Kenya, Kiev Republic, Krasny, Siberia, and Morocco flash by. 
Reporter: The increasing prevalence of drones and combat robots has significantly reduced the reliance on human infantry. 
President: As I said before, we have no further comment to make at this time. We will continue to explore avenues of diplomatic negotiations.
Reporter: The WA have denied sending troops to the region stating they are still seeking a diplomatic solution to the standoff.
President: We are coordinating closely with our allies in order to provide tactical support where needed.
Player: How long have we been doing this, Hendricks?
Hendricks: Five years, give or take.
Player: Sounds about right.
Player: Do you ever think about where we're going next?
Hendricks: Nope. You know me - I just go with the flow...
The screen fades to white and the mission ends.
Category:Call of Duty: Black Ops III Transcripts