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New World

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For a mission with a similar name, see Brave New World.
New World
A Second Chance achievement image BO3
Previous level Black Ops
Hypocenter (Nightmares)
Next level In Darkness
Provocation (Nightmares)
Life (chronologically, reality)
Game Call of Duty: Black Ops III
Character The Player
Team Winslow Accord with Zürich Security Forces
Place Coalescence Corporation Hospital
Mind Simulation:
Coalescence Commuter Train
Abandoned Steel Mill
High Rise Apartments
Old Subway Tunnels
All in Zürich, Canton of Zürich, Switzerland
Date 06:00Hrs October 29th, 2065
Mind Simulation:
7:25/7:30 (Train) and 7:00 (Subway Tunnels) December 12th, 2054
11:30 (Steel Mill) and 17:00 (High Rise Apartments) December 11th, 2054
Objective Complete cybernetics training.

Terminate the Terrorist Operation.
Apprehend Suspected Terrorist.
Neutralize the Explosive Device.

Enemies Terrorist Group, Robotic Defenders
Console codename newworld
Multiplayer map Elements of Metro and Rise
Zombies map Dead Ops Arcade 2: Cyber's Avengening
"Undergo surgery, rehabilitation, and training for potential induction into the Winslow Accord Cyber Soldier program. Success is not guaranteed."
— Mission description

"New World" is the second level in Call of Duty: Black Ops III. After the player is critically wounded in Ethiopia, the player is given advanced cybernetic enhancements and is guided by Taylor and his team on the basics. Taylor guides the player on a terrorist attack in 2054 that resulted in network for the Coalescence being intervened.



Level Briefing Edit

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

Pre-Mission Scrolling TextEdit

Scrolling Text
Personal Log: John Taylor. My team and I - Specialists Dylan Stone, Javier Ramirez, Alice Conrad and Joseph Fierro have been selected to head up a new Winslow Accord Black Ops team. Our new CO is Jacob Hendricks. He's easy-going and direct, but has that 'don't-dare-mess-with-me' attitude. I like that. If ever a team needed that sort of a headstrong approach, it would be this one. For the duration of our training, I have been designated Case #24954, Call-Sign: Romeo. It's a "leave-your-name-and-personality-at-the-door" sort of gig. Ramirez, Conrad and Fierro have all been assigned equally stupid names. Since we got to the Zurich facility, training exercises has consisted of advanced tactical communication procedures, specialist weapon training and operational protocol - all within the context of different historical and hypothetical mission scenarios. Though the specifics of our operational parameters have not been fully clarified at this time, we all know why we're here. No one says it, but none of us are in any doubt as to what kind of Ops we'll be running... Wetwork. The training is intensive - and high risk, but if we make it through the month, we'll be selected to begin action with Hendricks as our CO. If all goes well, it'll be back to back tours in some of the worst conflicts across the globe. We're going to make a difference - Maybe bring some stability to these regions. We just have to kill the right people. Note to self - start getting used to the correct terminology. Taylor Out.


The Player awakes aboard a train in the year, 2054 with John Taylor in the seat in from of them. The train explodes after a conversation with Taylor, who explains that the Player is in the hospital awaiting for surgery. In addition, he tells the Player that they were connected with a Direct Neural Interface, and that what they are experiencing is a simulation within Zürich, Switzerland.

Taylor tells the Player that a terrorist cell caused the explosion, and early of that day Zürich Security Forces took action, but failed. The Player is than simulated to a Steel Mill and guided by Sebastian Diaz. The Player learns how to use their tactical mode, how to wall run, and to remote hijack computer systems and drone units. Going into the control room, grunts launch from their pads as the Player experiences a trigger of memories of the grunt injuring the Player in Ethiopia. Diaz aids the Player on that memory triggers happen often, but can be fixed by the doctors to meds. The Player hacks into the console, and that Xavier Hirtzel was responsible.

The Player is simulated to Hirtzel's escape in the High Rise Apartments, and is greeted and guided by Sarah Hall. Hirtzel is hacking into the ZSF Talons, as the Player reveals that Hirtzel has an DNI as well. In addition, the Player unlocks cyber ability; system paralysis onto drones. The Player catches Hirtzel, but the latter dies from fall. Hall tells the Player to purge their DNI into Hirtzel, but warns them that the victim will become brain dead. Once interfaced, the Player learns the cell are at the Old Train Tunnels to plan their attack.

Simulated to the tracks, Peter Maretti guides the Player with two cyber abilities, immolation and firefly swarm, noting that although firearms are the go-to choice in a firefight, using DNI will truly be the better weapon. Maretti also warns the Player is not immortal, and that a bullet to the head will send them to their maker. Making it to the console, the Player learns that the terrorist cell hacked the robot grunts onboard to bypass train security and load the explosives that caused the explosion.

The Player returns back to the train, guided this time by Taylor, and is given minutes to stop the explosion. The Player learns to use takedown by melee and air stomping grunts. The Player makes it to the explosives, but cannot stop it because there is not enough time. The Player, by Taylor's words learns that the train is a maglev, and simply disconnects it from the rest by reversing the polarity on just the car he/she was in. The explosion kicks off, as Taylor informs them that the explosion was going to happen, he simply tested them to see what they are willing to sacrifice.

The Player awakes in the hospital, seeing firstly a bandana and a woman leaving. Taylor and an "unidentified man" speak as Taylor informs the Player that Hendricks has signed up for the project as well despite not being injured on the mission.


For collectible analysis, see New World/Collectibles.


  • Untouched: Completed the mission without dying
  • Score: Completed the mission with a score of 26,500 or higher.
  • Got 'em: Found all of the collectibles in the mission.
  • Inferno: Kill 3 enemies with fire 3 times.
  • Punch Through: Kill 6 enemies through a wall or through cover.
  • Fast Learner: Kill 5 robots in under 2 seconds using Cyber Combat abilites.
  • Make 'Em Count: Kill 3 enemies in one explosion 3 times.
  • Here You Dropped This: Kill 3 enemies with a thrown back grenade.
  • Spike-cicle: Kill an enemy with an icicle.
  • Caught 'em Sleeping: Kill 6 robots while they are disabled by EMP grenades.
  • Conservationist: Complete "The Chase" without reloading.
  • Discretion: Complete "The Chase" without de-rezzing any civilians.
  • Turn the Guns on 'Em!: Kill 6 enemies using a hijacked turret.
  • Stopping Power: Kill 8 robots with a shotgun without reloading.
  • Parkour: Run over a train while it is still passing.

Weapon LoadoutEdit

Field Ops Kit

Found in levelEdit

Found in level


Video Edit

Call of Duty- Black Ops III - New World -Walkthrough PC-41:04

Call of Duty- Black Ops III - New World -Walkthrough PC-



  • The Player's death can be seen in first person, by Taylor being taken away by surgeons during the memory trigger scene.
  • When replaying the level after the first time, all tutorial dialogues will be removed, and the player's loadout will not automatically switch along with the level section changes.


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