If enemy Operators occupy the top lab, teleport up and clear them out, then hop back down toward the middle. SMGs and Shotguns can work wonders in the middle as you loop around the center structure with the Red Doors and attack enemies in the caves and the top road. The environment’s high walls, stacked sandbags, and large vehicles often disrupt line of sight on the ground use this accordingly to ambush enemies and melt out of view when under attack. There are plenty of shortcuts leading down into the caves and between the northern road and trench. Take advantage of the map’s loose three-lane structure. Remember that both lead to the same area, so while that area offers powerful lines of sight to mid- and long-range Operators, it won’t be long before enemies start pouring in after you. The first thing to understand are the Red Doors. Its surreal elements aside, this map is tricky, so do yourself a favor and learn the lay of the land. Continue east until you reach Adler’s memories of the Mall at The Pines and the Galaxy Room arcade. The north road splits along the middle of the map and farther north into a lowered trench this provides another means of moving out of sight, provided you check the openings in the lab overhead. The three short paths here converge on a single room and its outer ledges, providing powerful vantage points over the top half of the map. You cannot return through the door you entered from. Past the statue, one path leads through an interrogation room to the northern road, another leads down into the caves, and the forward path heads right into one of two Red Doors.īoth doors are labeled on the map and teleport you to the same lab located in the topmost building. Take the middle route to find a stone sculpture of Adler’s face, odd from the front and downright bizarre from the back.
Watch out for enemy Operators coming in through the middle paths. The caves open up again by the helipad near the eastern spawn.
This is most noticeable as you progress through the caves, littered with televisions displaying static screens and an operating table with floating restraints. Go right along the south path through the artillery dump and into the communications room, where memories of Adler’s subjection to the Numbers Program bleed into the environment. Do this and you’ll immediately get a sense of the map’s stranger elements.įrom the western spawn, there are three main routes.
Both spawns include a cargo truck that you can climb on for a greater view of the area. The starting spawns to the east and west show his memories of Vietnam - an ammo depot in the west and barracks in the east. It’s a medium-sized map, and as you traverse its lanes, you’ll encounter sudden shifts in the environment as it moves from one memory to another. Deprogram represents a mash-up of Adler’s memories and combat experience, from his service in Vietnam to his fanatical hunt for Perseus.