Break on Through is the thirteenth campaign mission in Call of Duty: Black Ops Cold War.
Plot[]
After a failed attempt to retrieve a stolen Greenlight nuclear bomb from Cuba, Russell Adler begins to use psychoactive drugs as a last resort to coax "Bell" into giving up the location of Perseus. Implanting false memories into their mind, Adler attempts to walk "Bell" through several scenarios in Vietnam, in which they must locate a Soviet bunker containing Perseus and his spy ring. At any time, the player may choose to go against Adler's guidance and choose a different path. "Bell" will hear the voice of Perseus before the first scenario, telling them not to trust Adler.
First Scenario[]
The first scenario involves "Bell" waking up inside a crashed helicopter. They fall out, witnessing the rest of their squad in a heavy firefight against Viet Cong soldiers. "Bell" picks up a weapon and clears the area of hostiles, as they proceed to a split in the road, near a temple. Adler tells "Bell" that they chose the fork on the right.
"Bell" chooses the path to the right, making contact with a small group of American soldiers. They plan to stealthily take out a group of Viet Cong ahead. "Bell" may either go with or against the plan, killing the Vietnamese soldiers any way they see fit. Adler will tell "Bell" that there were audible Russian voices coming from a nearby cave and that "Bell" investigated. If "Bell" continues to follow Adler's orders, they will encounter both Vietnamese and Soviet hostiles, which they must clear. Proceeding through the cave, they will arrive at a red bunker door, leading into a meeting room. However, the image will fade to white, and Adler will begin a new scenario.
"Bell" follows the path to the left and arrives at a rope bridge, to which Adler is bewildered and attempts to command "Bell" to take a zipline back to the intended path. If they choose to go back to the intended path, the "Obey Adler" events will follow. However, if "Bell" continues across the bridge instead, they will encounter another firefight taking place within a Vietnamese village. After pushing through the village, an attack helicopter will level a cluster of houses, revealing the red door to a Soviet bunker. Upon entering the door, however, "Bell" will find themself in a white room with a chair. If they use the chair, the scenario will end and the player will briefly see a sequence in which Helen Park notes the effectiveness of implanted memories in mind control. Adler will begin a new scenario.
Second Scenario[]
The second scenario begins in the same place, except at dusk. Adler tells "Bell" that they woke up to find their team missing, and the Viet Cong searching for survivors. "Bell" may use a Recurve Bow to eliminate the hostiles, or alternatively sneak past undetected, although it is also possible to noisily take them down with a weapon. When "Bell" arrives at the temple, they will begin to hallucinate, seeing computers strewn about the jungle. Adler will now instruct "Bell" that they chose the alternate path to the one they chose during the first scenario.
If "Bell" continues to obey Adler, they take the path to the left and arrive at a rope bridge. Adler says that the Soviet bunker was somewhere on the other side of the bridge. "Bell" crosses the bridge, and arrives at another fork. "Adler" instructs "Bell" to take the path on the right. "Bell" follows this, and will encounter a firefight taking place within a Vietnamese village. After pushing through the village, an attack helicopter will level a cluster of houses, revealing the red door to a Soviet bunker. Upon entering the door, however, "Bell" finds themself in a black room with 2 projectors. They must align these 2 projectors to create an image of another red door. "Bell" is able to open the image of the door, leading to a meeting room where Perseus is present. As "Bell" approaches Perseus, however, the scenario will abruptly end, frustrating Adler.
If "Bell" continues to disobey Adler, they follow the path to the left once more. After arriving at the rope bridge, they will hallucinate, seeing either Lazar or Park at the bridge, who will cross it and then disappear. Across the bridge, "Bell" will encounter another split in the road. Adler will tell "Bell" that they chose the fork to the right, but "Bell" may choose to take the left fork. "Bell" will arrive at a ridge overlooking a Vietnamese hut. Using a Pelington 703, "Bell" must clear out hostiles in the area to support friendly soldiers at the ridge. After roughly 30 seconds, "Bell" is asked to call in a napalm strike on the enemy position. The strike will eventually happen regardless of the player's actions. The strike will kill all enemies and destroy the hut, revealing another red bunker door. Upon entering the door, "Bell" finds themself in a laboratory hallway, where they can open several window blinds. Each window reveals hints that "Bell" was brainwashed by Adler. Opening the final window transports "Bell" to the interrogation room, where they may sit down in another chair, ending the scenario. This further angers Adler.
Third Scenario[]
A version of the daytime scenario will occur, but "Bell" will instead have a M79, and the Viet Cong soldiers will appear as Adler. "Bell" will be forced to follow certain paths at the branching roads.
"Bell" chooses the path to the left, and when they arrive at the rope bridge, they witness a firefight frozen in time. They proceed to a split in the road, but the right fork is blocked. Forced to take the left fork, "Bell" will arrive at a ridge overlooking a Vietnamese hut. Using a Pelington 703, "Bell" must clear out hostiles in the area to support friendly soldiers at the ridge. After roughly 30 seconds, "Bell" is asked to call in a napalm strike on the enemy position. The strike will eventually happen regardless of the player's actions. The strike will kill all enemies and destroy the hut, revealing another red bunker door. Upon trying to enter the door, it will jam, and "Bell" will be transported to a dilapidated hallway. They will open a series of red doors, until they come across an endless version of the hallway. After running around the hallway and hallucinating the hallway shrinking around them, "Bell" will be able to turn around to see a red door directly behind them. The door opens out to the laboratory hallway again, where the floor will cave in. "Bell" will fall down next to a red door. Through this door is the meeting room, where "Bell" can interact with a terminal. Using the terminal will cause it to corrupt, until it displays the repeated message "DO NOT TRUST ADLER". The scenario will abruptly end.
"Bell" follows the path to the left again, but is forced to use the zipline back down to the cave. However, a hatch in the ground is visible, and "Bell" can enter the hatch instead of the cave. While climbing down the hatch, the ladder will break, and "Bell" will fall to the bottom. They will draw a 1911 pistol and a flashlight, as they move through a dark tunnel. The tunnel exits to a large cave, where zombies will continuously spawn until they kill "Bell". Adler disregards these events, and "Bell" appears alive at a red door. Upon trying to enter the door, it will jam, and "Bell" will be transported to a dilapidated hallway. They will open a series of red doors, until they come across an endless version of the hallway. After running around the hallway and hallucinating the hallway shrinking around them, "Bell" will be able to turn around to see a red door directly behind them. The door opens out to the laboratory hallway again, where the floor will cave in. "Bell" will fall down next to a red door. Through this door is a room filled with TVs on carts, as well as a chair. If "Bell" uses the chair, the scene ends.
Final Scenario[]
The daytime scene will begin, but Adler will have the player skip this part, by teleporting to the split in the road. The red door is now inside the temple directly ahead. The player's choices do not matter at this point; if they try to disobey Adler, red doors will fall down from the sky in front of "Bell". If the player still fails to enter a door, they will be teleported to a room where their only choice is to enter the door.
When "Bell" enters a red door, they will appear in Perseus' meeting room. Sitting down at the table, Adler will briefly appear to remind "Bell" that they are the only one who knows the location of Perseus. Adler will disappear, and the meeting will go underway. Perseus will reveal that the location where he intends to detonate the Greenlight arsenal is Solovetsky Monastery. The scenario will end, and a sequence will play in which it is revealed that "Bell" was one of the Perseus soldiers shot by Arash Kadivar during the events of Nowhere Left to Run. The individual survived, and was captured and brainwashed by Adler with implanted memories. Given the trigger phrase "we've got a job to do" and the name "Bell", the player character became an ally of the CIA with valuable information on Perseus. With this revelation given to the player, the mission ends.
Characters[]
- "Bell" (Playable)
- Russell Adler (voice heard/mind game/flashback)
- Helen Park (voice heard; mind game) (player-determined)
- Lazar (voice heard/mind game) (player-determined)
- Lawrence Sims (voice heard/mind game)
- Perseus (voice heard/flashback)
- Arash Kadivar (flashback only)
- Anton Volkov (flashback only)
- Vadim Rudnik (flashback only)
- Robert Aldrich (flashback only)
Weapons[]
The First Scenario |
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Scenario 6 |
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Fallback Scenario |
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Script 17 |
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Scenario 17 |
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Found in Level |
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Transcript[]
- Main article: Break on Through/Transcript
Gallery[]
Videos[]
Trivia[]
- The title of the mission is a reference to the 1967 song "Break On Through (To the Other Side)" by The Doors.
- The AK-47 the Viet Cong soldier drops at the beginning of the mission has a bayonet and cannot be picked up by the player.
- Adler will react to the different actions that the player does in the beginning of the mission:
- If the player stands still and does nothing, Adler will say “So you did nothing? What were you, in shock?”
- If the player does not pick up any weapon and proceeds, Adler will say “You went unarmed? Alright.”
- If the player runs to the other side without killing all enemies, Adler will say “You just ran away? That doesn’t sound like you.”
- When the player regroups with the small group of American soldiers, if the player presses the fire button or melee button while aiming at the soldiers, they will start to fire at the Viet Cong soldiers.
- When "Bell" is killed by the zombies in the tunnel, the classic Demonic Announcer laugh can be heard.
- When the player is at the rope bridge, they can jump down to their apparent death, but this action will be automatically undone, with Adler remarking “Sure Bell, you committed suicide. Then what happened?"
- On the third scenario, when "Bell" is engaging Vietcong soldiers that look like Adler, there is a unique Adler standing near the shack on the left. He is wearing a black overcoat and seems to be smoking, walking off and vanishing behind the shack. He does not seem to react to the player's attacks.
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