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* Entire game:
** Security bots, despite having enough ammo to kill you ten times over, will eventually run out of bullets and then run for cover.



* Security bots, despite having enough ammo to kill you ten times over, will eventually run out of bullets and then run for cover.
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** When you are about to arrest Lebedev, Anna storms in and orders you to kill him. If you decide to kill her instead of Lebedev, you get an entirely new cutscene, where Lebedev informs JC that his parents were lab technicians, Alex will delete the audio transcripts of the prior few minutes and JC ends up lying to Gunther to cover his whereabouts during the shooting. If you booby trap the entrance with LAMs to kill her as soon as she enters, JC will tell Manderley that Juan had booby-trapped the room. The fact that nothing in the game clues you in to this makes it all the more shocking when it actually ''works''. Killing Anna also impacts the rest of the game: when you're captured by the conveniently invincible Gunther Hermann, he gives you a special message about making you pay for her death after you escape confinement. Also, Navarre stays dead for the rest of the game, meaning the boss battle is skipped.

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** When you are about to arrest Lebedev, Anna storms in and orders you to kill him. If you decide to kill her instead of Lebedev, you get an entirely new cutscene, where Lebedev informs JC that his parents were lab technicians, Alex will delete the audio transcripts of the prior few minutes and JC ends up lying to Gunther to cover his whereabouts during the shooting. If you booby trap the entrance with LAMs [=LAMs=] to kill her as soon as she enters, JC will tell Manderley that Juan had booby-trapped the room. The fact that nothing in the game clues you in to this makes it all the more shocking when it actually ''works''. Killing Anna also impacts the rest of the game: when you're captured by the conveniently invincible Gunther Hermann, he gives you a special message about making you pay for her death after you escape confinement. Also, Navarre stays dead for the rest of the game, meaning the boss battle is skipped.
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** When you are about to arrest Lebedev, Anna storms in and orders you to kill him. If you decide to kill her instead of Lebedev, you get an entirely new cutscene, where Lebedev informs JC that his parents were lab technicians, Alex will delete the audio transcripts of the prior few minutes and JC ends up lying to Gunther to cover his whereabouts during the shooting. The fact that nothing in the game clues you in to this makes it all the more shocking when it actually ''works''. Killing Anna also impacts the rest of the game: when you're captured by the conveniently invincible Gunther Hermann, he gives you a special message about making you pay for her death after you escape confinement. Also, Navarre stays dead for the rest of the game, meaning the boss battle is skipped.

to:

** When you are about to arrest Lebedev, Anna storms in and orders you to kill him. If you decide to kill her instead of Lebedev, you get an entirely new cutscene, where Lebedev informs JC that his parents were lab technicians, Alex will delete the audio transcripts of the prior few minutes and JC ends up lying to Gunther to cover his whereabouts during the shooting. If you booby trap the entrance with LAMs to kill her as soon as she enters, JC will tell Manderley that Juan had booby-trapped the room. The fact that nothing in the game clues you in to this makes it all the more shocking when it actually ''works''. Killing Anna also impacts the rest of the game: when you're captured by the conveniently invincible Gunther Hermann, he gives you a special message about making you pay for her death after you escape confinement. Also, Navarre stays dead for the rest of the game, meaning the boss battle is skipped.

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** All of the UNATCO troopers deployed on the island once Leo Gold is captured/killed are invulnerable ... ''except'' for the one walking up the stairs at the top of the statue. Taking him down nets you a free assault rifle early, and it also explains why assault rifle ammo can be picked up in Battery Park (you normally don't get an assault rifle until you reach Hell's Kitchen).
Manderley also has alternate dialogue based on whether the player knocked out or killed the soldier in the briefing afterwards.

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** All of the UNATCO troopers deployed on the island once Leo Gold is captured/killed are invulnerable ... ''except'' for the one walking up the stairs at the top of the statue. Taking him down nets you a free assault rifle early, and it also explains why assault rifle ammo can be picked up in Battery Park (you normally don't get an assault rifle until you reach Hell's Kitchen).
Kitchen). Manderley also has alternate dialogue based on whether the player knocked out or killed the soldier in the briefing afterwards.

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** All of the NSF troopers deployed on the island once Leo Gold is captured/killed are invulnerable ... ''except'' for the one walking up the stairs at the top of the statue. Taking him down nets you a free assault rifle early, and it also explains why assault rifle ammo can be picked up in Battery Park (you normally don't get an assault rifle until you reach Hell's Kitchen). Manderley also has alternate dialogue based on whether the player knocked out or killed the soldier in the briefing afterwards.

to:

** All of the NSF UNATCO troopers deployed on the island once Leo Gold is captured/killed are invulnerable ... ''except'' for the one walking up the stairs at the top of the statue. Taking him down nets you a free assault rifle early, and it also explains why assault rifle ammo can be picked up in Battery Park (you normally don't get an assault rifle until you reach Hell's Kitchen). Kitchen).
Manderley also has alternate dialogue based on whether the player knocked out or killed the soldier in the briefing afterwards.



*** Filben will also be especially upset if the player killed Leo Gold, since, as Filben explains, Leo was his primary source of information.



*** Simons also has lines he says when JC enters the cell and attempts to interrogate the prisoners himself, and Simons also has an additional line for if JC kills a prisoner.



** Alternatively, you can do El Rey's quest to kill a rival drug dealer. If you should decide to just knock out the dealer instead, El Rey will complain about it before giving you the LAM anyway, while JC stresses that he used "the minimum amount of necessary force".

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** Alternatively, you can do El Rey's quest to kill a rival drug dealer. If you should decide to just knock out the dealer instead, El Rey will complain about it before giving you the LAM anyway, while JC stresses that he used "the minimum amount of necessary force". There are also additional lines for if JC already killed or knocked out the dealer before taking the offer. Finally, if JC's inventory is full when he completes El Rey's quest to kill the rival drug dealer, El Rey will pretend to rescind his offer before chuckling and saying it was a joke.
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** When Walton Simons arrives at UNATCO, and JC does not intrude on Walton Simons interrogating [[spoiler: and executing]] an NSF prisoner, as JC leaves for his next assignment, the Men In Black outside the UNATCO building will tell JC that he may board the helicopter in a calm tone of voice, as they appreciate JC for his understanding. Otherwise, if JC does intrude, the Men In Black will tell JC to get on the helicopter in a more stern tone of voice as they rebuke him for his interference.
--> '''Man In Black''' (If JC does not eavesdrop on Walton): "You may use the helicopter, Mr. Denton. Simons appreciates your respect for his interrogation of the prisoners."
--> '''Man In Black''' (If JC eavesdrops on, or interferes with Walton's interrogation): "Get on the helicopter, Mr. Denton. Simons did not appreciate your interference."
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* Invoked in the ''System Rift'' DLC. The only way to get the Praxis Kit in [=ShadowChild's=] apartment is to find the hidden room before you are officially given the quest to go talk to her.

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* You can choose to retrieve the neuroplasticity calibrator for Koller from Otar Botkeveli's casino ''before'' you're asked to. Doing so causes an entirely different cutscene (and an achievement, to boot!). Koller is gobsmacked when Adam reveals he has the calibrator, but says that he's not ready to dive in just yet. He also tells Adam to contact Sarif, and says that he's going to do some research before installing it. It should be noted that doing this also makes the mission chain involving Otar's errands unavailable, making this sequence more of a curiosity for enterprising players. So if you're trying to get most of all achievements in one playthrough, it's best to make a save before deciding to do this.

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** In the ''System Rift'' DLC, Slaw will acknowledge if you knocked him out in the Zatopek Bar before meeting him again on Level 3 of the Palisade Blade. He will also have alternate dialogue if you already found the computer file he requests before talking to him for the first time.
* Invoked in-game with the "Time Traveler" achievement. You can choose to retrieve the neuroplasticity calibrator for Koller from Otar Botkeveli's casino ''before'' you're asked to. Doing so causes an entirely different cutscene (and an achievement, to boot!).cutscene . Koller is gobsmacked when Adam reveals he has the calibrator, but says that he's not ready to dive in just yet. He also tells Adam to contact Sarif, and says that he's going to do some research before installing it. It should be noted that doing this also makes the mission chain involving Otar's errands unavailable, making this sequence more of a curiosity for enterprising players. So if you're trying to get most of all achievements in one playthrough, it's best to make a save before deciding to do this.



* It's possible to revisit Ruzicka Station during your second and third visits to Prague, despite the fact that isn't clear that you can go back again (the station was previously swarming with cops the last time it was visited). If you do so, however, you can find a memorial and a way to get back into the station to retrieve the ebook if you missed it the last time around.

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* It's possible to revisit Ruzicka Station during your second and third visits to Prague, despite the fact that it isn't clear that you can go back again (the station was previously swarming with cops the last time it was visited). If you do so, however, you can find a memorial and a way to get back into the station to retrieve the ebook if you missed it the last time around.
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** If you kill the caretaker before talking to Dowd in the crypt, he will comment on how Properly Paranoid JC has become.

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** If you kill the caretaker before talking to Dowd in the crypt, he will comment on how Properly Paranoid ProperlyParanoid JC has become.

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** JC's dialogue with Defoe (the arms dealer in the first metro station you run across in the closed compound) changes if you take out the three [=MJ12=] troops before talking with him.
** Chad has alternate dialogue if you rescue the hostages from the [=MJ12=] bunker without speaking to him first... which shouldn't be possible because the door is sealed with an un-pickable lock until you meet with him to discuss the situation.



** The doorman at the hostel near Club L'Enfer will have slightly different dialogue if you wait to talk with him for the first time until after you've talked to Nicolette and asked her to wait by the helicopter. Instead of asking about Nicolette directly, JC's line is changed so that he asks for more general information on Silhouette as a group.

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** The doorman at the hostel near Club L'Enfer will Several citizens in Paris have slightly different alternate dialogue if you wait to talk with him for the first time them until after you've talked to you meet Nicolette at the club and asked confirm her to wait identity as she's waiting by Jock's helicopter (normally the helicopter. end of the mission). This reveals some interesting alternate dialogue, including JC's conversation with the owner of the nearby hostel. Instead of asking about Nicolette directly, JC's line is changed so Nicolette, JC points out that he asks for more general information on Silhouette as a group.the cops are tools of [=MJ12=].
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** All of the NSF troopers deployed on the island once Leo Gold is captured/killed are invulnerable ... ''except'' for the one walking up the stairs at the top of the statue. Taking him down nets you a free assault rifle early, and it also explains why assault rifle ammo can be picked up in Battery Park (you normally don't get assault rifles normally until you reach Hell's Kitchen). Manderley also has alternate dialogue based on whether the player knocked out or killed the soldier in the briefing afterwards.
** If you finish the Statue of Liberty mission without visiting Harley Filben first, then go back to talk with him after you detain Leo Gold, Filben asks why he stood around for an hour if no one wanted to talk to him, while JC tells him he found a back door into the statue. Filben then insists that he wants extra pay, and JC tells him to take it up with Manderley.

to:

** All of the NSF troopers deployed on the island once Leo Gold is captured/killed are invulnerable ... ''except'' for the one walking up the stairs at the top of the statue. Taking him down nets you a free assault rifle early, and it also explains why assault rifle ammo can be picked up in Battery Park (you normally don't get an assault rifles normally rifle until you reach Hell's Kitchen). Manderley also has alternate dialogue based on whether the player knocked out or killed the soldier in the briefing afterwards.
** If you finish the Statue of Liberty mission without visiting Harley Filben first, then go back to talk with him after you detain Leo Gold, Filben asks why he stood around for an hour if no one wanted to talk to him, while JC tells him he found a back door into the statue. Filben then insists that he wants extra pay, and JC tells him to take it up with Manderley. JC will also apologize to Filben again when you meet him later on at Battery Park Station.
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** All of the NSF troopers deployed on the island once Leo Gold is captured/killed are invulnerable ... ''except'' for the one walking up the stairs at the top of the statue. Killing him nets you a free assault rifle early, and it also explains why assault rifle ammo can be picked up in Battery Park (you normally don't get assault rifles normally until you reach Hell's Kitchen).

to:

** All of the NSF troopers deployed on the island once Leo Gold is captured/killed are invulnerable ... ''except'' for the one walking up the stairs at the top of the statue. Killing Taking him down nets you a free assault rifle early, and it also explains why assault rifle ammo can be picked up in Battery Park (you normally don't get assault rifles normally until you reach Hell's Kitchen).Kitchen). Manderley also has alternate dialogue based on whether the player knocked out or killed the soldier in the briefing afterwards.

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** If you kill the NSF commander (via discovering his secret room) in the abandoned subway tunnels before doing anything else, JC has additional dialogue with a young boy if you haven't talked to him yet. The boy tells JC the secret of how to access the room, and JC then tells him not to go near it because it's "not too pretty in there".

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** If you kill encounter the NSF commander (via discovering his secret room) in the abandoned subway tunnels before doing anything else, JC has additional dialogue with a young boy if you haven't talked to him yet. The boy tells JC the secret of how to access the room, and JC then tells him he believes him because he's already been there. If you've killed the commander beforehand, JC will warn the boy not to go near it in because it's "not too pretty in there".



** If you kill ''both'' Lebedev and Anna, the ensuing conversation with Manderley in UNATCO HQ has him becoming so angry that he very nearly fires JC!



** When you go perform the NSF transmitter mission for Paul, it's possible to kill all the friendly UNATCO troops in your way. Doing so will net you different dialogue after you activate the transmitter from Walton Simons, who says he always knew you were a traitor like your brother. If you do only non-lethal takedowns before you activate the transmitter, his dialogue changes very slightly to acknowledge this. ** Additionally, if you try to send the distress signal without rotating the satellite dish (which shouldn't be possible because the door to the console where you can activate the signal doesn't open until you rotate the dish), Paul tells you to go back to the other room and do it correctly.

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** When you go perform the NSF transmitter mission for Paul, it's possible to kill all the friendly UNATCO troops in your way. Doing so will net you different dialogue after you activate the transmitter from Walton Simons, who says he always knew you were a traitor like your brother. If you do only non-lethal takedowns before you activate the transmitter, his dialogue changes very slightly to acknowledge this. this.
** Additionally, if you try to send the distress signal without rotating the satellite dish (which shouldn't be possible because the door to the console where you can activate the signal doesn't open until you rotate the dish), Paul tells you to go back to the other room and do it correctly.



* AIrfield:

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* AIrfield:Shipyard:
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Reformatting section - some examples are obvious choices pointed out by the game, while others weren't really examples of this.


The option to give Gunther Hermann your stealth pistol when you rescue him from captivity exists, despite the fact that you shouldn't be able to get one before you free him. It's possible to glitch the game so hard that you [[https://www.youtube.com/watch?v=SzmXviUwytA&list=PL7C71E6B445FEBE37 don't even talk to Gunther (and Paul) for the first time until you're back at UNATCO]], so you can get the stealth pistol off of Carter before your first conversation with him (which is forced to be his captivity dialogue until you leave for Battery Park). It's even possible to get dialogue for an assault gun if you use cheats to give yourself one (or kill the soldier mentioned below to acquire one early).

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** The option to give Gunther Hermann your stealth pistol when you rescue him from captivity exists, despite the fact that you shouldn't be able to get one before you free him. It's possible to glitch the game so hard that you [[https://www.youtube.com/watch?v=SzmXviUwytA&list=PL7C71E6B445FEBE37 don't even talk to Gunther (and Paul) for the first time until you're back at UNATCO]], so you can get the stealth pistol off of Carter before your first conversation with him (which is forced to be his captivity dialogue until you leave for Battery Park). It's even possible to get dialogue for an assault gun if you use cheats to give yourself one (or kill the soldier mentioned below to acquire one early).



Alternatively, you can do El Rey's quest to kill a rival drug dealer. If you should decide to just knock out the dealer instead, El Rey will complain about it before giving you the LAM anyway, while JC stresses that he used "the minimum amount of necessary force".

to:

** Alternatively, you can do El Rey's quest to kill a rival drug dealer. If you should decide to just knock out the dealer instead, El Rey will complain about it before giving you the LAM anyway, while JC stresses that he used "the minimum amount of necessary force".



** IShannon will admit to you that she's the one who's been stealing weapons and ammo from the armory if you go and see her in the break room of UNATCO HQ while you're breaking out of there after being captured by Agent Hermann or Agent Navarre. She'll also offer to sell you scrambler grenades. If you ''then'' go back to Sam Carter and talk to him, despite having no reason to go back there, JC will inform him who the armory thief was. Carter will then reveal there's more to the story than you know, and Shannon's gonna be facing an ugly surprise in the morning.

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** IShannon Shannon will admit to you that she's the one who's been stealing weapons and ammo from the armory if you go and see her in the break room of UNATCO HQ while you're breaking out of there after being captured by Agent Hermann or Agent Navarre. She'll also offer to sell you scrambler grenades. If you ''then'' go back to Sam Carter and talk to him, despite having no reason to go back there, JC will inform him who the armory thief was. Carter will then reveal there's more to the story than you know, and Shannon's gonna be facing an ugly surprise in the morning.

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Reformatting section - some examples are obvious choices pointed out by the game, while others weren't really examples of this.


* There are many alternate conversations that occur if you do something (finishing a mission/killing someone) before you're asked to:
** If you finish the Statue of Liberty mission without visiting Harley Filben first, then go back to talk with him after you detain the head NSF terrorist, Filben asks why he stood around for an hour if no one wanted to talk to him, while JC tells him he found a back door into the statue. Filben then insists that he wants extra pay, and JC tells him to take it up with Manderley.

to:

* There are many alternate conversations Liberty Island:
** In the end of the tutorial level, it is possible to reach the observation window by stacking some boxes and climbing them. If you do it, you actually get complimented for it.
** The game will acknowledge the use of glitches. Throw a Gas Grenade at UNATCO's front door, then run past the guard
that occur comes out. Once inside, a guard will ''actually acknowledge you skipped a bunch of terrorists that way''. The game continues normally as if you do something (finishing a mission/killing someone) just finished the first level legitimately, but not before acknowledging your ingenuity.
The option to give Gunther Hermann your stealth pistol when you rescue him from captivity exists, despite the fact that you shouldn't be able to get one before you free him. It's possible to glitch the game so hard that you [[https://www.youtube.com/watch?v=SzmXviUwytA&list=PL7C71E6B445FEBE37 don't even talk to Gunther (and Paul) for the first time until
you're asked to:
back at UNATCO]], so you can get the stealth pistol off of Carter before your first conversation with him (which is forced to be his captivity dialogue until you leave for Battery Park). It's even possible to get dialogue for an assault gun if you use cheats to give yourself one (or kill the soldier mentioned below to acquire one early).
** Leo Gold can be dealt with in a way that isn't immediately obvious. You can cause him to go hostile, then run away and let the soldier walking up the stairs at the top of the statue to finish the job. Doing so still completes the mission, but earns you harsh words from Alex and Paul.
** All of the NSF troopers deployed on the island once Leo Gold is captured/killed are invulnerable ... ''except'' for the one walking up the stairs at the top of the statue. Killing him nets you a free assault rifle early, and it also explains why assault rifle ammo can be picked up in Battery Park (you normally don't get assault rifles normally until you reach Hell's Kitchen).
** If you finish the Statue of Liberty mission without visiting Harley Filben first, then go back to talk with him after you detain the head NSF terrorist, Leo Gold, Filben asks why he stood around for an hour if no one wanted to talk to him, while JC tells him he found a back door into the statue. Filben then insists that he wants extra pay, and JC tells him to take it up with Manderley.



** The option to give Gunther Hermann your stealth pistol when you rescue him from captivity on Liberty Island exists, despite the fact that you shouldn't be able to get one before you free him. It's possible to [[https://www.youtube.com/watch?v=SzmXviUwytA&list=PL7C71E6B445FEBE37 glitch the game so hard that you don't even talk to Gunther (and Paul) for the first time until you're back at UNATCO]], so you can get the stealth pistol off of Carter before your first conversation with him (which is forced to be his captivity dialogue until you leave for Battery Park).
*** It's even possible to get dialogue for an assault gun if you use cheats to give yourself one (or mod the game so you can get one early).
** If you choose to handle the situation in the Battery Park subway station before clearing out Castle Clinton, Anna will have extra dialogue praising JC's abilities.
** You can get a special conversation with Filben later on if you kill [[spoiler:tabloid reporter/UNATCO spy Joe Greene]] before you're asked to. Likewise, Manderley chews you out for executing a civilian if you kill him during his first appearance at the Underworld Bar. Conversely, Manderley will chew out J.C. for speaking with him, telling him "Loose lips sink ships."
** Filben will also have special dialog if you first talk with him during the third Hell's Kitchen visit, having skipped his previous appearances.
** If you decide to [[SequenceBreaking glitch]] through the NYC sewer grate during the [=MJ12=] mission for Smuggler ''without'' going to see him first, when you get to the end, JC will ask Ford Schick about the identity of the soldiers, and not have any clue about Smuggler's task.

to:

** The option to give Gunther Hermann If you barge into the women's bathroom during your stealth pistol when first visit to UNATCO, Manderley chastises you rescue him from captivity on Liberty Island exists, despite for it later. (''VideoGame/MassEffect2'' has since done so as well.) The woman you encounter, Shannon, will also behave differently toward you for the fact that you shouldn't be able to get one before you free him. It's possible to [[https://www.youtube.com/watch?v=SzmXviUwytA&list=PL7C71E6B445FEBE37 glitch rest of the game so hard that game. If you don't even talk to Gunther (and Paul) go in, then she generally acts civil and friendly. But if you do into the bathroom, she'll never let you hear the end of it for the first time until you're back at UNATCO]], so you can get the stealth pistol off of Carter before next few missions. In your first conversation meeting with him (which is forced to be Manderley, he will reprimand JC on his captivity dialogue until you leave for intrusion into the women's bathroom as "unprofessional".
*
Battery Park).
*** It's even possible to get dialogue for an assault gun if you use cheats to give yourself one (or mod the game so you can get one early).
Park[=/=]Hell's Kitchen:
** If you choose to handle the situation in the Battery Park subway station before clearing out Castle Clinton, Clinton (despite nothing in the Goals tab telling you otherwise), Anna will have extra dialogue praising JC's abilities.
abilities. If you do both, she will be nearly in awe, and JC has different dialogue explaining how it was a pleasure working with her.
** You Conversely, you can get a special completely skip the Castle Clinton objective and go directly to Hell's Kitchen. Doing so earns some harsh words from Anna when you return back to base, and the conversation with Filben later on if you kill [[spoiler:tabloid reporter/UNATCO spy Joe Greene]] before you're asked to. Likewise, between Anna and Manderley chews you out for executing a civilian afterwards changes to reflect JC's lack of experience. Additionally, if you kill him during his first appearance at the Underworld Bar. Conversely, Manderley will chew out J.C. for speaking with him, telling him "Loose lips sink ships."
** Filben will also have special dialog if you first talk with him during the third
skip Castle Clinton, go to Hell's Kitchen visit, having skipped his previous appearances.
and then take the subway ''back'' to Battery Park to talk with her, Anna has unique dialogue criticizing you and saying she found the Ambrosia herself.
** If you somehow manage to get on the train near Castle Clinton without first resolving the hostage situation one way or the other (a feat that is supremely unlikely given that the hostages, the laser triggers for the explosives they're trapped with and all the terrorists are between you and the train), Paul will admonish you with special dialogue when you arrive in Hell's Kitchen.
** Getting a basketball through (or very close to through- off the backboard and rim works as well) a hoop in Hell's Kitchen will spawn the message, "Someone sign him up for the Knicks!" If you do this the first time you're in Hell's Kitchen and then do it again when you return (in the UNATCO Transmitter mission), you'll get a different message - "You should be playing football - Go Cowboys!" (Ion Storm was based in Texas.) On your third visit to Hell's Kitchen, there is yet another new message for doing this.
** There are a whole range of options dealing with Sandra Renton. Not only can she be saved from Johnny in the alleyway, but her friend in the Underworld Bar has different dialogue depending on whether JC has already encountered Sandra or not, and whether Johnny is dead/incapacitated or not.
** If you decide to [[SequenceBreaking glitch]] glitch through the NYC sewer grate during the [=MJ12=] mission for Smuggler ''without'' going and head down to see him first, when you get to the end, JC will ask find Ford Schick without visiting Smuggler first, their dialogue when they meet changes to acknowledge JC's lack of awareness about who the identity of the soldiers, and not have any clue about soldiers are. Smuggler's task.dialogue also changes to reflect the unplanned rescue. This appears to be a remnant of a scrapped plan to allow the player to access the sewers at any time without visiting Smuggler first.
** If you kill [[spoiler:Joe Greene]] at the Underworld Bar, Manderley's dialogue after the mission changes to reflect this, and he chews out JC for executing a civilian.
* Airfield:
** Harley Filben has alternate dialogue if you didn't speak to him at all during the Liberty Island mission, and his demeanor is much more cold and uncaring.
** If you decide to kill all the Rooks except for El Rey in the abandoned subway station, leave him to run around until he becomes passive again and then talk to him, there is an alternate conversation where El Rey urges JC to be cool. JC subsequently threatens him and either tells him to go back to school (while receiving the LAM), or tells him he wants more (causing El Rey to throw the LAM at you and start running). If your inventory is full when you ask for the LAM, JC has a unique response where he chuckles and tells El Rey to wait a moment.
Alternatively, you can do El Rey's quest to kill a rival drug dealer. If you should decide to just knock out the dealer instead, El Rey will complain about it before giving you the LAM anyway, while JC stresses that he used "the minimum amount of necessary force".
** If you turn on the water valves before talking to Charlie Fann, he has alternate dialogue expressing admiration for JC's discovery, while the latter claims that he was "just looking around".



** When you go perform the [[spoiler:NSF]] transmitter mission for Paul in Hell's Kitchen, it's possible to kill all the [[spoiler:friendly UNATCO troops]] in your way. Doing so will net you different dialogue after you activate the transmitter from [[spoiler:Walton Simons]], who says he always knew you were a traitor like your brother. If you do only non-lethal takedowns before you activate the transmitter, he will congratulate you for your forethought. Additionally, if you try to send the distress signal without rotating the satellite dish, Paul tells you to go back to the other room and do it correctly.
** The dialogue with Walton Simons changes during the UNATCO escape if you kill Manderley before triggering his conversation (which is usually done by tossing a LAM or firing a rocket into the room before you enter). Simons brushes the death off and says Manderley was expendable, before commenting that it has no bearing on his plans.
** If you obtain the proof of Maggie Chow's guilt in the police station before visiting Gordon Quick (which shouldn't be possible because the player doesn't know the code to the station/vault unless they speak to her), JC will tell Quick that he already investigated the station and found what he needs, and Quick praises JC for having the guts to go through with such an act. The rest of the conversation takes a decidedly different tone as Quick tells JC to find the sword and stop Chow.
** If you kill Jordan Shea, the augmented bartender, before the superfreighter level, Vinny will chuckle, "Someone offed the bartender - drinks are free!"
** If you kill the [[spoiler:cemetery groundskeeper]] before you talk to Stanton Dowd, he will comment on how ProperlyParanoid you've become.
** If you take too long exploring the mansion in France, or poke around in unimportant areas, ICARUS will contact you and ask, "What are you looking for?"
** If you kill Howard Strong at the New West Coast Missile Silo before rescuing the scientist locked in the bathroom (which requires backtracking through the now pitch-black underground complex), a completely different conversation takes place where the scientist is surprised and impressed, and J.C. pledges to take down Page for good (giving him an interesting bit of characterization).
** During the final boss fight (which isn't really a "fight" so much as trying to survive the whole room trying to kill you), you can enter some ducts here and there. Coming out of a duct the same way you went in has Bob Page mock you. "Lost?"
* In the end of the tutorial level, it is possible to reach the observation window by stacking some boxes and climbing them. If you do it, you actually get complimented for it.
* The game will acknowledge the use of glitches. Throw a Gas Grenade at UNATCO's front door during the first level, then run past the guard that comes out. Once inside, a guard ''will actually acknowledge you skipped a bunch of terrorists that way''. The game continues normally as if you just finished the first level legitimately, but not before acknowledging your ingenuity.
** The guard states that you "snuck past" most of the terrorists, and his reaction is just based on the status of the enemies in the level. If you killed them all he will comment that you "cleaned house", and if you knocked them out but left them alive he will comment on that as well. By skipping the level, all of the enemies are still alive, so the game assumes that you snuck past them all.
* If [[http://www.it-he.org/deus3.htm you manage to shoot the seagulls]] that are flying just off the Liberty Island pier in the opening mission, Corporal Collins admonishes you with special dialogue ("I don't understand! What are you doing?").
* In the Statue of Liberty, [[spoiler:after detaining the head terrorist]], you can shoot or knock out the UNATCO soldier that's coming up. When reporting for debriefing, your boss asks you if you know what happened up there. Manderley knows whether or not you killed him, referring to his dead or unconscious body depending on how you took him down. Since you get an assault rifle for doing this without risking being killed by other soldiers, it explains why you can find ammo for it in the next mission (ordinarily, you won't get a rifle until the third mission).
* There's a sick man in Battery Park who begs you to kill him. If you try, he doesn't turn hostile and flee like most [=NPCs=]. (The police don't seem to care either, though that's less the dev team thinking of everything and more the dev team crafting a convincing dystopia.)
* If you somehow manage to get on the train near Castle Clinton without first resolving the hostage situation one way or the other (a feat that is supremely unlikely given that the hostages, the laser triggers for the explosives they're trapped with and all the terrorists are between you and the train), Paul will admonish you with special dialogue when you arrive in Hell's Kitchen.
* When you visit UNATCO after completing the mission in Hell's Kitchen (during Walton Simons' visit), you can watch the interrogation of the terrorists captured in Castle Clinton. You can go into the cell once the doors are open, watch the interrogation, and even execute or interrogate them by yourself. The interrogator ([[spoiler:Walton Simons]]) is not amused, and tells you so, as do [[MenInBlack his goons]]. Conversely, leave him alone, and said goons will thank you for being considerate of their boss.
* If you decide to kill all the Rooks ''except'' for El Rey in the abandoned subway station, leave him to run around until he becomes passive again and then talk to him, there is an alternate conversation where El Rey urges JC to be cool. JC subsequently threatens him and either tells him to go back to school (while receiving the LAM), or tells him he wants more (causing El Rey to throw the LAM at you and start running). If your inventory is full when you ask for the LAM, JC has a unique response where he chuckles and tells El Rey to wait a moment.
** Alternatively, you can do El Rey's quest to kill a rival drug dealer. If you should decide to just knock out the dealer instead, El Rey will complain about it before giving you the LAM anyway.
--->'''El Rey:''' You deaf? I said I want homeboy ''dead''.
--->'''JC:''' I used as much force as the situation required. Are you trying to lecture me on tactics?
** If you killed the drug dealer before speaking to El Rey, he's first surprised then pleased. JC comments he didn't like him in the first place.
* During the Airfield level, when you discover that [[spoiler: Paul is working for the NSF]], he asks you not to shoot any of the (now identified as friendly) unarmed NPC's standing around the plane. If you do, he chews you out for it.
** When you are about to [[spoiler:arrest Lebedev]], [[spoiler:Anna]] storms in and orders you to kill him. If you decide to [[spoiler:kill her instead of Lebedev]], you get an entirely new cutscene, where [[spoiler:Lebedev informs JC that his parents were lab technicians, Alex will delete the audio transcripts of the prior few minutes and JC ends up lying to Gunther to cover his whereabouts during the shooting]]. The fact that nothing in the game clues you in to this makes it all the more shocking when it actually ''works''. Killing [[spoiler:Anna]] also impacts the rest of the game: when you're captured by the [[StoryDrivenInvulnerability conveniently invincible]] Gunther Hermann, he gives you a special message [[spoiler:about making you pay for her death]] after you escape confinement. Also, [[spoiler:Navarre]] stays dead for the rest of the game, meaning the boss battle is skipped.
*** Alex will also give you a WhatTheHellHero, both on the infolink ''and'' when you return to him at HQ. JC will growl, "[[spoiler:Agent Navarre]] was ''out of line''."
*** If you choose to spare [[spoiler:Anna Navarre]] in the Battery Park Subway Station and during the UNATCO escape (the latter by using exploits), Gunther has alternate dialogue reflecting this fact when you're heading out of UNATCO's front door ("I regret that we only worked together once."), and has a different line if you chose not to give him a weapon during the first mission.
*** This also has another variation. Plant a LAM outside of the room you meet Lebedev, then listen in the background as she's blown to bits not long after Lebedev surrenders. By skipping the dialogue with [[spoiler:Anna]] before she orders you to kill Lebedev, the same events happen, but J.C. tells Walter that Lebedev booby-trapped the room, and Gunther will instead cotton on that you killed her later, as you are escaping UNATCO HQ.
* If the player goes to the Underworld Tavern or Smuggler's after escaping the raid on the 'Ton Hotel (despite having no reason to do so), the characters will have extra dialogue reacting to the raid and telling JC to get out of Hell's Kitchen immediately.
* In a moment of preventing the player from unintentionally getting stuck, while at the MJ12 helipad in Hong Kong, if you have the Aggressive Defense System augmentation, you can activate it and watch as the rockets Jock fires at the door will explode before impacting on it. However, the devs expected this and have Jock continually fire missiles every 3 seconds until the doors break, requiring that the player turn off ADS before continuing with the plot.
* If you kill Louis Pan when you get to Hong Kong, Gordon Quick will admonish you for the act using special dialogue. Evidently, the programmers expected that gamers would be so fed up with Pan's annoying statements that they would shoot him. Alternately, if you knock out Pan instead of killing him, Quick will say the same dialogue ''except'' for the line, "He was a good earner," which becomes, "He '''is''' a good earner."
* Normally, Maggie Chow disappears on your second visit to her penthouse (after you've found the evidence implicating her in the theft of the Dragon's Tooth Sword). However, if you decide to assassinate her on your first visit to her home, she doesn't appear in Versalife's research labs having a conversation with Bob Page, nor does she confront you at the Universal Constructor. Conversely, it is possible to kill Maggie while she is behind the window talking with Page in Versalife, and she will not appear in the following UC confrontation (although Page doesn't respond and walks off/can be killed, but the game doesn't recognize that as a viable possibility).
* If you barge into the women's bathroom, your boss chastises you for it later. (''VideoGame/MassEffect2'' has since done so as well.) The woman you encounter, Shannon, will also behave differently toward you for the rest of the game. If you don't go in, then she generally acts civil and friendly. But if you do into the bathroom, she'll never let you hear the end of it. In your next meeting with Manderley he will reprimand JC on his intrusion into the women's bathroom as "unprofessional".
** Shannon will later admit to you that she's the one who's been stealing weapons and ammo from the armory if you go and see her in the break room of UNATCO HQ [[spoiler: while you're breaking out of there after being captured by Agent Hermann or Agent Navarre]]. She'll also offer to sell you scrambler grenades. If you ''then'' go back to Sam Carter (or talk to Shannon before seeing him) and talk to him, JC will inform him who the armory thief was, and Carter will then reveal there's more to the story than you know, and Shannon's gonna be facing an ugly surprise in the morning.
* There are a whole range of options that result from the character of Sandra Renton. Not only can she live or die based on whether JC rescues her from Johnny or not, but how he deals with Johnny influences later actions. The later conversation with Jojo at the 'Ton can also result in several scenarios: give Gilbert Renton a gun and stay at the hotel with her father, knock out or kill Jojo yourself and Sandra will leave in disgust (before appearing later in the game at the abandoned gas station), or give Gilbert a non-lethal alternative like a crossbow to defend himself. It is also possible to meet with Jojo before the confrontation and kill Gilbert and Sandra on his behalf instead.
** If Sandra Renton dies prior to JC visiting NYC for the third time (usually as a result of player action), when asked by the soldier in the Underworld Bar if he knows her, JC will lie and say that she was killed by Jojo Fine.
* Similar to the ''VideoGame/SystemShock'' example mentioned on the main page, getting a basketball through (or very close to through- off the backboard and rim works as well) a hoop in Hell's Kitchen will spawn the message, "Someone sign him up for the Knicks!"
** If you do this the first time you're in Hell's Kitchen and then do it ''again'' when you return, you'll get a different message - "You should be playing football - Go Cowboys!" (Ion Storm was based in Texas.) On your third visit to Hell's Kitchen there is yet another new message for doing this.
* At Vandenberg, if you run back up to the roof after ending the lockdown and visiting the scientists in the comm building (despite having no reason to do so), the researcher on the roof has additional dialogue praising your skill.

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** When you go perform the [[spoiler:NSF]] transmitter mission for Paul in Hell's Kitchen, it's possible to kill all the [[spoiler:friendly UNATCO troops]] in your way. Doing so will net you There are different dialogue after you activate the transmitter commlink messages from [[spoiler:Walton Simons]], who says he always knew you were a traitor like your brother. If you do only non-lethal takedowns before you activate the transmitter, he will congratulate you for your forethought. Additionally, if you try to send the distress signal without rotating the satellite dish, Paul tells you to go back to the other room and do it correctly.
** The dialogue with Walton Simons changes during the UNATCO escape if you kill Manderley before triggering his conversation (which is usually done by tossing a LAM or firing a rocket into the room before you enter). Simons brushes the death off and says Manderley was expendable, before commenting that it has no bearing on his plans.
** If you obtain the proof of Maggie Chow's guilt in the police station before visiting Gordon Quick (which shouldn't be possible because the player doesn't know the code to the station/vault unless they speak to her), JC will tell Quick that he already investigated the station and found what he needs, and Quick praises JC for having the guts to go through with such an act. The rest of the conversation takes a decidedly different tone as Quick tells JC to find the sword and stop Chow.
** If you kill Jordan Shea, the augmented bartender, before the superfreighter level, Vinny will chuckle, "Someone offed the bartender - drinks are free!"
** If you kill the [[spoiler:cemetery groundskeeper]] before you talk to Stanton Dowd, he will comment on how ProperlyParanoid you've become.
** If you take too long exploring the mansion in France, or poke around in unimportant areas, ICARUS will contact you and ask, "What are you looking for?"
** If you kill Howard Strong at the New West Coast Missile Silo before rescuing the scientist locked in the bathroom (which requires backtracking through the now pitch-black underground complex), a completely different conversation takes place where the scientist is surprised and impressed, and J.C. pledges to take down Page for good (giving him an interesting bit of characterization).
** During the final boss fight (which isn't really a "fight" so much as trying to survive the whole room trying to kill you), you can enter some ducts here and there. Coming out of a duct the same way you went in has Bob Page mock you. "Lost?"
* In the end of the tutorial level, it is possible to reach the observation window by stacking some boxes and climbing them. If you do it, you actually get complimented for it.
* The game will acknowledge the use of glitches. Throw a Gas Grenade at UNATCO's front door during the first level, then run past the guard that comes out. Once inside, a guard ''will actually acknowledge you skipped a bunch of terrorists that way''. The game continues normally as if you just finished the first level legitimately, but not before acknowledging your ingenuity.
** The guard states that you "snuck past" most of the terrorists, and his reaction is just based on the status of the enemies in the level. If you killed them all he will comment that you "cleaned house", and if you knocked them out but left them alive he will comment on that as well. By skipping the level, all of the enemies are still alive, so the game assumes that you snuck past them all.
* If [[http://www.it-he.org/deus3.htm you manage to shoot the seagulls]] that are flying just off the Liberty Island pier in the opening mission, Corporal Collins admonishes you with special dialogue ("I don't understand! What are you doing?").
* In the Statue of Liberty, [[spoiler:after detaining the head terrorist]], you can shoot or knock out the UNATCO soldier that's coming up. When reporting for debriefing, your boss asks you if you know what happened up there. Manderley knows whether or not you killed him, referring to his dead or unconscious body
Alex Jacobson depending on how many/which barrels of Ambrosia you've found, even if you took him down. Since you get an assault rifle for doing this without risking being killed by other soldiers, it explains why you can find ammo leave the one in the underground airport terminal (which is nigh-impossible to do because the trigger for it in activates almost as soon as you enter the next mission (ordinarily, you won't get a rifle until the third mission).
* There's a sick man in Battery Park who begs you to kill him. If you try, he doesn't turn hostile and flee like most [=NPCs=]. (The police don't seem to care either, though that's less the dev team thinking of everything and more the dev team crafting a convincing dystopia.)
* If you somehow manage to get on the train near Castle Clinton without first resolving the hostage situation one way or the other (a feat that is supremely unlikely given that the hostages, the laser triggers
main hall) for the explosives they're trapped with and all the terrorists are between you and the train), Paul will admonish you with special dialogue when you arrive in Hell's Kitchen.
* When you visit UNATCO
last, doubling back only after completing the mission in Hell's Kitchen (during Walton Simons' visit), you can watch the interrogation of the terrorists captured in Castle Clinton. You can go into the cell once the doors are open, watch the interrogation, and even execute or interrogate them by yourself. The interrogator ([[spoiler:Walton Simons]]) is not amused, and tells you so, as do [[MenInBlack his goons]]. Conversely, leave him alone, and said goons will thank you for being considerate of their boss.
* If you decide to kill all the Rooks ''except'' for El Rey in the abandoned subway station, leave him to run around until he becomes passive again and then talk to him, there is an alternate conversation where El Rey urges JC to be cool. JC subsequently threatens him and either tells him to go back to school (while receiving the LAM), or tells him he wants more (causing El Rey to throw the LAM at you and start running). If your inventory is full when you ask for the LAM, JC has a unique response where he chuckles and tells El Rey to wait a moment.
you've dealt with Lebedev.
** Alternatively, you can do El Rey's quest to kill a rival drug dealer. If you should decide to just knock out the dealer instead, El Rey will complain about it before giving you the LAM anyway.
--->'''El Rey:''' You deaf? I said I want homeboy ''dead''.
--->'''JC:''' I used as much force as the situation required. Are you trying to lecture me on tactics?
** If you killed the drug dealer before speaking to El Rey, he's first surprised then pleased. JC comments he didn't like him in the first place.
* During the Airfield level, when
When you discover that [[spoiler: Paul is working for the NSF]], NSF, he asks you not to shoot any of the (now identified as friendly) unarmed NPC's standing around the plane. If you do, he chews you out for it.
** When you are about to [[spoiler:arrest Lebedev]], [[spoiler:Anna]] arrest Lebedev, Anna storms in and orders you to kill him. If you decide to [[spoiler:kill kill her instead of Lebedev]], Lebedev, you get an entirely new cutscene, where [[spoiler:Lebedev Lebedev informs JC that his parents were lab technicians, Alex will delete the audio transcripts of the prior few minutes and JC ends up lying to Gunther to cover his whereabouts during the shooting]].shooting. The fact that nothing in the game clues you in to this makes it all the more shocking when it actually ''works''. Killing [[spoiler:Anna]] Anna also impacts the rest of the game: when you're captured by the [[StoryDrivenInvulnerability conveniently invincible]] invincible Gunther Hermann, he gives you a special message [[spoiler:about about making you pay for her death]] death after you escape confinement. Also, [[spoiler:Navarre]] Navarre stays dead for the rest of the game, meaning the boss battle is skipped.
*** Alex * UNATCO Transmitter:
** When you go perform the NSF transmitter mission for Paul, it's possible to kill all the friendly UNATCO troops in your way. Doing so
will also give net you a WhatTheHellHero, both on different dialogue after you activate the infolink ''and'' when transmitter from Walton Simons, who says he always knew you return to him at HQ. JC will growl, "[[spoiler:Agent Navarre]] was ''out of line''."
***
were a traitor like your brother. If you choose to spare [[spoiler:Anna Navarre]] in do only non-lethal takedowns before you activate the Battery Park Subway Station transmitter, his dialogue changes very slightly to acknowledge this. ** Additionally, if you try to send the distress signal without rotating the satellite dish (which shouldn't be possible because the door to the console where you can activate the signal doesn't open until you rotate the dish), Paul tells you to go back to the other room and do it correctly.
** Although Paul tells you to run
during the UNATCO 'Ton Hotel raid, and you can escape (the latter by using exploits), Gunther has alternate dialogue reflecting through the bedroom window, this fact when you're heading out of UNATCO's front door ("I regret that we only worked together once."), and has a different line will result in Paul automatically dying. However, if you chose not to give him a weapon stay and take out all of the attackers (or you get "killed" during the first mission.
*** This also has another variation. Plant a LAM outside of the room you meet Lebedev, then listen in the background as she's blown to bits not long after Lebedev surrenders. By skipping the
ensuing assault), Paul will survive and have extra dialogue with [[spoiler:Anna]] before she orders you talking about how he plans to kill Lebedev, the same events happen, but J.C. tells Walter that Lebedev booby-trapped the room, and Gunther will instead cotton on that you killed her later, as you are escaping UNATCO HQ.
*
get Smuggler to help him leave New York.
**
If the player goes to the Underworld Tavern or Smuggler's after escaping the raid on the 'Ton Hotel (despite having no reason to do so), the characters will have extra dialogue reacting to the raid and telling JC to get out of Hell's Kitchen immediately.
* UNATCO Escape:
** IShannon will admit to you that she's the one who's been stealing weapons and ammo from the armory if you go and see her in the break room of UNATCO HQ while you're breaking out of there after being captured by Agent Hermann or Agent Navarre. She'll also offer to sell you scrambler grenades. If you ''then'' go back to Sam Carter and talk to him, despite having no reason to go back there, JC will inform him who the armory thief was. Carter will then reveal there's more to the story than you know, and Shannon's gonna be facing an ugly surprise in the morning.
** The dialogue with Walton Simons changes during the escape if you kill Manderley before triggering his conversation (which is usually done by tossing a LAM or firing a rocket into the room before you enter). Simons brushes the death off and says Manderley was expendable, before commenting that it has no bearing on his plans.
** If you choose to spare Anna in the Battery Park Subway Station and during the escape (the latter by using exploits to get past a locked door), Gunther has alternate dialogue reflecting this fact when you're heading out of UNATCO's front door ("I regret that we only worked together once."). He even has an alternate line tied into this decision, based on whether you chose not to give him a weapon during the first mission.
* Hong Kong:
**
In a moment of preventing the player from unintentionally getting stuck, while at the MJ12 helipad in Hong Kong, helipad, if you have the Aggressive Defense System augmentation, you can activate it and watch as the rockets Jock fires at the door will explode before impacting on it. However, the devs expected this and have Jock continually fire missiles every 3 seconds until the doors break, requiring that the player turn off ADS before continuing with the plot.
* ** If you kill Louis Pan when you get to Hong Kong, Gordon Quick will admonish you for the act using special dialogue. Evidently, the programmers expected that gamers would be so fed up with Pan's annoying statements that they would shoot him. Alternately, if you knock out Pan instead of killing him, Quick will say the same dialogue ''except'' except for the line, "He was a good earner," which becomes, "He '''is''' ''is'' a good earner."
* Normally, ** There's a whole range of alternate conversations with Gordon Quick, based on how much of the Maggie Chow disappears on your second visit subplot has been completed beforehand. Normally, Quick gives you the code to her penthouse (after the Wan Chai police station in order to find proof of Chow's guilt, but if you've already visited it (due to knowing the code beforehand), JC acknowledges this and Gordon reacts in surprise. If you've done that, found the evidence implicating her sword in Chow's apartment ''and'' already visited Max Chen at the theft of the Dragon's Tooth Sword). However, Lucky Money, Gordon reacts in shock and immediately allows JC access to Tong's compound.
** Conversely,
if you decide to assassinate find the proof of Chow's involvement before visiting her on your first visit to her home, apartment, she doesn't appear in Versalife's research labs having a will be absent and the conversation with Bob Page, nor does her maid is different (JC calls them out on their duplicity from the get-go and the maid calls for the guards). Chow can also be killed during her and JC's first meeting, and she confront you at the Universal Constructor. Conversely, it won't appear in later areas.
* Versalife:
** It
is possible to kill Maggie while she is behind the window talking with Page in Versalife, and she will not appear in the following UC confrontation (although confrontation. Although Page doesn't respond and walks off/can can also be killed, but the game doesn't recognize that as a viable possibility).
possibility because he is vital to the plot.
** Tong actually has unique lines telling JC to get back in line with the plot if the player chooses to visit him instead of going to the temple to cement the alliance between Chen and Quick.
* Hell's Kitchen Revisited:
** If Greene was killed during his first appearance earlier in the game, Filben will have alternate dialogue praising JC. Likewise, there is an alternate introduction if the player hasn't spoken to Filben at all during his previous appearances.
**
If you barge into the women's bathroom, killed Jordan Shea (the augmented bartender) on your boss chastises you for it later. (''VideoGame/MassEffect2'' has since done so as well.) The woman you encounter, Shannon, second visit to Hell's Kitchen, Vinny will also behave differently toward you for chuckle and say, "Someone offed the rest of the game. If you don't go in, then she generally acts civil and friendly. But if you do into the bathroom, she'll never let you hear the end of it. In your next meeting with Manderley he will reprimand JC on his intrusion into the women's bathroom as "unprofessional".
** Shannon will later admit to you that she's the one who's been stealing weapons and ammo from the armory if you go and see her in the break room of UNATCO HQ [[spoiler: while you're breaking out of there after being captured by Agent Hermann or Agent Navarre]]. She'll also offer to sell you scrambler grenades. If you ''then'' go back to Sam Carter (or talk to Shannon before seeing him) and talk to him, JC will inform him who the armory thief was, and Carter will then reveal there's more to the story than you know, and Shannon's gonna be facing an ugly surprise in the morning.
* There
bartender - drinks are a whole range of options that result from the character of Sandra Renton. Not only can she live or die based on whether JC rescues her from Johnny or not, but how he deals with Johnny influences later actions. The later conversation with Jojo at the 'Ton can also result in several scenarios: give Gilbert Renton a gun and stay at the hotel with her father, knock out or kill Jojo yourself and Sandra will leave in disgust (before appearing later in the game at the abandoned gas station), or give Gilbert a non-lethal alternative like a crossbow to defend himself. It is also possible to meet with Jojo before the confrontation and kill Gilbert and Sandra on his behalf instead.
free!"
** If Sandra Renton dies died prior to JC visiting NYC for the third time (usually as a result of player action), when asked by the soldier in the Underworld Bar if he knows her, JC will lie and say that she was killed by Jojo Fine.
* Similar to AIrfield:
** The two guards at
the ''VideoGame/SystemShock'' example mentioned on front gate of the main page, getting a basketball through (or very close to through- off shipyard actually have alternate dialogue once the backboard and rim works as well) a hoop in Hell's Kitchen will spawn the message, "Someone sign him up ship is destroyed (despite there being no reason for the Knicks!"
player to trek all the way back there), though this is a simple change to "I don't have time to talk".
** If you do kill the caretaker before talking to Dowd in the crypt, he will comment on how Properly Paranoid JC has become.
* Paris:
** Interestingly, if the player skips the entire Catacombs section by using cheat codes to load up the map that appears directly after it, the two women in La Porte de l'Enfer don't make any reference to Chad at all. It's possible that
this may have been a remnant of the scrapped UNATCO plotline (and that JC would have never visited the Catacombs in the first place), but this hasn't been corroborated by official sources.
** Renault's dialogue in the hostel changes if the player raided the nearby bakery and stolen the zyme before talking to him. Instead of trying to negotiate, Renault just cuts to the chase. The nearby bartender's dialogue also changes depending on whether JC already talked to Renault, and whether they met Nicolette behind the club or not.
** If you break into the club's storeroom before talking to the black-haired woman walking around in front of the bar at La Porte de L'Enfer, JC's dialogue changes to acknowledge that he's already broken in. When the woman complains about it being her last shot at making money, JC tells her to get a job.
** The doorman at the hostel near Club L'Enfer will have slightly different dialogue if you wait to talk with him for
the first time you're in Hell's Kitchen until after you've talked to Nicolette and then do it ''again'' when asked her to wait by the helicopter. Instead of asking about Nicolette directly, JC's line is changed so that he asks for more general information on Silhouette as a group.
* Vandenberg:
** If
you return, you'll get a different message - "You should be playing football - Go Cowboys!" (Ion Storm was based in Texas.) On your third visit actively avoid Stephanie Maxwell (the scientist who begins talking to Hell's Kitchen there is yet you within two seconds of beginning the level) and either run to another new message for doing this.
* At Vandenberg, if you run back up to
part of the roof or go into the building, Jock calls and relays everything that Stephanie would have said, up to and including a keycode that he had no way of knowing himself. Likewise, Stephanie's dialogue changes after ending the lockdown and visiting the scientists in the comm building (despite having no reason to do so), the researcher on the roof this.
** Stephanie
has additional dialogue praising your skill.if you go back up to the roof and talk to her after destroying the four sentry bots, despite there being no other reason to visit.
* New West Coast:
** The homeless people outside the MJ12-run gas station will give different dialogue if you wait to talk to them until after rescuing Tiffany.
** One of the scientists in the Ocean Lab will acknowledge the player's use of swimming through the Karkian tank and exiting next to her while entering for the first time, even though this is impossible without clipping through the base into the appropriate area.
** If you choose to redirect the missile and kill Howard Strong in the silo before doubling back all the way to the washroom to rescue the imprisoned scientist, JC and the scientist will have an alternate conversation where he tells the latter about what's happened and promises to stop Page once and for all.
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* Much like its predecessors, there are several unique conversations and interactions that will occur for completing missions in a non-violent or "ghost" manner:
** In the "Desperate Measures" PreOrderBonus DLC, Sergeant Berk's dialogue at the end of the mission changes based on whether you knocked out or killed any of the Tarvos troops in the building.
** Choosing to avoid contact with cops when you're asked to retrieve the data drive for Smiley from Ruzicka Station not only results in several [=TF29=] employees being friendlier towards, but Miller is genuinely nice. Compare this to the outcome most players will have, which is Miller chewing them out and getting angry.
** Talos Rucker's dialogue in Golem City changes based on whether you knocked out, killed or avoided the ARC goons on the way up to his office. If you conducted yourself in a "ghost" manner, he's much more amenable and friendly towards Adam.


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* It's possible to revisit Ruzicka Station during your second and third visits to Prague, despite the fact that isn't clear that you can go back again (the station was previously swarming with cops the last time it was visited). If you do so, however, you can find a memorial and a way to get back into the station to retrieve the ebook if you missed it the last time around.
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** If you killed the drug dealer before speaking to El Rey, he's first surprised then pleased. JC comments he didn't like him in the first place.
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* When you visit UNATCO after completing the mission in Hell's Kitchen (during Walton Simons' visit), you can watch the interrogation of the terrorists captured in Castle Clinton. You can go into the cell once the doors are open, watch the interrogation, and even execute or interrogate them by yourself. The interrogator ([[spoiler:Walton Simons]]) is not amused, and tells you so, as do his goons. Conversely, leave him alone, and said goons will thank you for being considerate of their boss.

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* When you visit UNATCO after completing the mission in Hell's Kitchen (during Walton Simons' visit), you can watch the interrogation of the terrorists captured in Castle Clinton. You can go into the cell once the doors are open, watch the interrogation, and even execute or interrogate them by yourself. The interrogator ([[spoiler:Walton Simons]]) is not amused, and tells you so, as do [[MenInBlack his goons.goons]]. Conversely, leave him alone, and said goons will thank you for being considerate of their boss.
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* Killing Otar at any point before you get to headquarters will result in his portrait being marked out on the big board of suspects.
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* You can choose to retrieve the neuroplasticity calibrator for Koller from Otar Botkeveli's casino ''before'' you're asked to. Doing so causes an entirely different cutscene (and an achievement, to boot!). Koller is gobsmacked when Adam reveals he has the calibrator, but says that he's not ready to dive in just yet. He also tells Adam to contact Sarif, and says that he's going to do some research before installing it. It should be noted that doing this also makes the mission chain involving Otar's errands unavailable, making this sequence more of a curiosity for enterprising players.

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* You can choose to retrieve the neuroplasticity calibrator for Koller from Otar Botkeveli's casino ''before'' you're asked to. Doing so causes an entirely different cutscene (and an achievement, to boot!). Koller is gobsmacked when Adam reveals he has the calibrator, but says that he's not ready to dive in just yet. He also tells Adam to contact Sarif, and says that he's going to do some research before installing it. It should be noted that doing this also makes the mission chain involving Otar's errands unavailable, making this sequence more of a curiosity for enterprising players. So if you're trying to get most of all achievements in one playthrough, it's best to make a save before deciding to do this.
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[[folder:Deus Ex: Mankind Divided]]

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[[folder:Deus [[folder:''Deus Ex: Mankind Divided]]Divided'']]

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** If you didn't kill anyone in the factory, Sanders will believe you more when you say you don't want trouble.



** In fact, many characters notice your behavior. For example, if you killed no one in the factory, Zeke Sanders will believe you more when you say you don't want trouble.


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[[folder:Deus Ex: Mankind Divided]]
* You can choose to retrieve the neuroplasticity calibrator for Koller from Otar Botkeveli's casino ''before'' you're asked to. Doing so causes an entirely different cutscene (and an achievement, to boot!). Koller is gobsmacked when Adam reveals he has the calibrator, but says that he's not ready to dive in just yet. He also tells Adam to contact Sarif, and says that he's going to do some research before installing it. It should be noted that doing this also makes the mission chain involving Otar's errands unavailable, making this sequence more of a curiosity for enterprising players.
* Clearing out the shady checkpoint in downtown Prague (helmed by Drahomir Konicky) before you're asked to intervene nets a unique response from Milena when you finally meet her.
* During the second visit to Prague, you can find and take out Radich Nikoladze (the head of the Dvali crime family), despite nothing telling you otherwise. Doing so causes Otar to take over the Dvalis, and he is the one who is encountered near the end of the "Hunting Down The Final Clues" mission. Even better, if you do all of Otar's requests and take out Radich before arriving in Prague for the third time, he will be much more friendly and welcoming when you go to the theater to get information on the shipment.
[[/folder]]
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* If you sneak into The Hive before visiting Hengsha Court Gardens when you first arrive in China (something you wouldn't normally think to do), an alternate cutscene plays where Tong talks to a Belltower operative about Van Bruggen.

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* If you sneak into The Hive before visiting Hengsha Court Gardens when you first arrive in China (something you wouldn't normally think to do), an alternate cutscene plays where Tong talks to a Narhari Khan (the Belltower operative officer you encounter numerous times) about Van Bruggen.
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** There's one exception: there's a thug who you need to bribe to get information on a kidnapped woman in Hengsha. He'll outright tell you that he doesn't have any secret information on him that will lead you to the woman's hiding place. If you call his bluff, it'll turn out that nope, he doesn't have any convenient information on him, though if you bribe him he will have the money on him.
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* Klara Sparks wants you to be non-lethal. However, you can still do lethal takedowns and not piss her off if you do it ''without her seeing you''. Oops, how did that corpse get there?
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* In ''The Missing Link'', [[spoiler:Keitner]] will say different dialogue depending on how you dealt with the soldiers on your way to the person who set you free: If you kill a lot, she'll call you out. If knock a bunch out, she'll put a lot of her men into comas. If you remain out of combat entirely, she compliments your "ghost" routine, and encourages you to keep it up.

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* In ''The Missing Link'', [[spoiler:Keitner]] will say different dialogue depending on how you dealt with the soldiers on your way to the person who set you free: If you kill a lot, she'll call you out. If you [[TapOnTheHead knock a bunch out, out]], she'll put a lot of criticize you for [[RealityEnsues putting her men into comas.comas]]. If you remain out of combat entirely, she compliments your "ghost" routine, and encourages you to keep it up.
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** In fact, many characters notice your behavior. For example, if you killed no one in the factory, Zeke Sanders will believe you more when you say you don't want trouble.
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** If you kill Howard Strong at the New West Coast Missile Silo before rescuing the scientist locked in the bathroom (which requires backtracking through the now pitch-black underground complex), a completely different conversation takes place where the scientist is surprised and impressed, and J.C. pledges to take down Page for good (giving him an interesting bit of characterization).
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* Similar to the ''SystemShock'' example mentioned on the main page, getting a basketball through (or very close to through- off the backboard and rim works as well) a hoop in Hell's Kitchen will spawn the message, "Someone sign him up for the Knicks!"

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* Similar to the ''SystemShock'' ''VideoGame/SystemShock'' example mentioned on the main page, getting a basketball through (or very close to through- off the backboard and rim works as well) a hoop in Hell's Kitchen will spawn the message, "Someone sign him up for the Knicks!"
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The ''VideoGame/DeusEx'' series is chock full of this.
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[[foldercontrol]]

[[folder:''Deus Ex'']]
* There are many alternate conversations that occur if you do something (finishing a mission/killing someone) before you're asked to:
** If you finish the Statue of Liberty mission without visiting Harley Filben first, then go back to talk with him after you detain the head NSF terrorist, Filben asks why he stood around for an hour if no one wanted to talk to him, while JC tells him he found a back door into the statue. Filben then insists that he wants extra pay, and JC tells him to take it up with Manderley.
** Sgt. Kaplan (the soldier patrolling the front gate of UNATCO in the first mission) has different dialogue if you wait to talk to him until after the NSF commander is apprehended.
** The option to give Gunther Hermann your stealth pistol when you rescue him from captivity on Liberty Island exists, despite the fact that you shouldn't be able to get one before you free him. It's possible to [[https://www.youtube.com/watch?v=SzmXviUwytA&list=PL7C71E6B445FEBE37 glitch the game so hard that you don't even talk to Gunther (and Paul) for the first time until you're back at UNATCO]], so you can get the stealth pistol off of Carter before your first conversation with him (which is forced to be his captivity dialogue until you leave for Battery Park).
*** It's even possible to get dialogue for an assault gun if you use cheats to give yourself one (or mod the game so you can get one early).
** If you choose to handle the situation in the Battery Park subway station before clearing out Castle Clinton, Anna will have extra dialogue praising JC's abilities.
** You can get a special conversation with Filben later on if you kill [[spoiler:tabloid reporter/UNATCO spy Joe Greene]] before you're asked to. Likewise, Manderley chews you out for executing a civilian if you kill him during his first appearance at the Underworld Bar. Conversely, Manderley will chew out J.C. for speaking with him, telling him "Loose lips sink ships."
** Filben will also have special dialog if you first talk with him during the third Hell's Kitchen visit, having skipped his previous appearances.
** If you decide to [[SequenceBreaking glitch]] through the NYC sewer grate during the [=MJ12=] mission for Smuggler ''without'' going to see him first, when you get to the end, JC will ask Ford Schick about the identity of the soldiers, and not have any clue about Smuggler's task.
** If you kill the NSF commander (via discovering his secret room) in the abandoned subway tunnels before doing anything else, JC has additional dialogue with a young boy if you haven't talked to him yet. The boy tells JC the secret of how to access the room, and JC then tells him not to go near it because it's "not too pretty in there".
** When you go perform the [[spoiler:NSF]] transmitter mission for Paul in Hell's Kitchen, it's possible to kill all the [[spoiler:friendly UNATCO troops]] in your way. Doing so will net you different dialogue after you activate the transmitter from [[spoiler:Walton Simons]], who says he always knew you were a traitor like your brother. If you do only non-lethal takedowns before you activate the transmitter, he will congratulate you for your forethought. Additionally, if you try to send the distress signal without rotating the satellite dish, Paul tells you to go back to the other room and do it correctly.
** The dialogue with Walton Simons changes during the UNATCO escape if you kill Manderley before triggering his conversation (which is usually done by tossing a LAM or firing a rocket into the room before you enter). Simons brushes the death off and says Manderley was expendable, before commenting that it has no bearing on his plans.
** If you obtain the proof of Maggie Chow's guilt in the police station before visiting Gordon Quick (which shouldn't be possible because the player doesn't know the code to the station/vault unless they speak to her), JC will tell Quick that he already investigated the station and found what he needs, and Quick praises JC for having the guts to go through with such an act. The rest of the conversation takes a decidedly different tone as Quick tells JC to find the sword and stop Chow.
** If you kill Jordan Shea, the augmented bartender, before the superfreighter level, Vinny will chuckle, "Someone offed the bartender - drinks are free!"
** If you kill the [[spoiler:cemetery groundskeeper]] before you talk to Stanton Dowd, he will comment on how ProperlyParanoid you've become.
** If you take too long exploring the mansion in France, or poke around in unimportant areas, ICARUS will contact you and ask, "What are you looking for?"
** During the final boss fight (which isn't really a "fight" so much as trying to survive the whole room trying to kill you), you can enter some ducts here and there. Coming out of a duct the same way you went in has Bob Page mock you. "Lost?"
* In the end of the tutorial level, it is possible to reach the observation window by stacking some boxes and climbing them. If you do it, you actually get complimented for it.
* The game will acknowledge the use of glitches. Throw a Gas Grenade at UNATCO's front door during the first level, then run past the guard that comes out. Once inside, a guard ''will actually acknowledge you skipped a bunch of terrorists that way''. The game continues normally as if you just finished the first level legitimately, but not before acknowledging your ingenuity.
** The guard states that you "snuck past" most of the terrorists, and his reaction is just based on the status of the enemies in the level. If you killed them all he will comment that you "cleaned house", and if you knocked them out but left them alive he will comment on that as well. By skipping the level, all of the enemies are still alive, so the game assumes that you snuck past them all.
* If [[http://www.it-he.org/deus3.htm you manage to shoot the seagulls]] that are flying just off the Liberty Island pier in the opening mission, Corporal Collins admonishes you with special dialogue ("I don't understand! What are you doing?").
* In the Statue of Liberty, [[spoiler:after detaining the head terrorist]], you can shoot or knock out the UNATCO soldier that's coming up. When reporting for debriefing, your boss asks you if you know what happened up there. Manderley knows whether or not you killed him, referring to his dead or unconscious body depending on how you took him down. Since you get an assault rifle for doing this without risking being killed by other soldiers, it explains why you can find ammo for it in the next mission (ordinarily, you won't get a rifle until the third mission).
* There's a sick man in Battery Park who begs you to kill him. If you try, he doesn't turn hostile and flee like most [=NPCs=]. (The police don't seem to care either, though that's less the dev team thinking of everything and more the dev team crafting a convincing dystopia.)
* If you somehow manage to get on the train near Castle Clinton without first resolving the hostage situation one way or the other (a feat that is supremely unlikely given that the hostages, the laser triggers for the explosives they're trapped with and all the terrorists are between you and the train), Paul will admonish you with special dialogue when you arrive in Hell's Kitchen.
* When you visit UNATCO after completing the mission in Hell's Kitchen (during Walton Simons' visit), you can watch the interrogation of the terrorists captured in Castle Clinton. You can go into the cell once the doors are open, watch the interrogation, and even execute or interrogate them by yourself. The interrogator ([[spoiler:Walton Simons]]) is not amused, and tells you so, as do his goons. Conversely, leave him alone, and said goons will thank you for being considerate of their boss.
* If you decide to kill all the Rooks ''except'' for El Rey in the abandoned subway station, leave him to run around until he becomes passive again and then talk to him, there is an alternate conversation where El Rey urges JC to be cool. JC subsequently threatens him and either tells him to go back to school (while receiving the LAM), or tells him he wants more (causing El Rey to throw the LAM at you and start running). If your inventory is full when you ask for the LAM, JC has a unique response where he chuckles and tells El Rey to wait a moment.
** Alternatively, you can do El Rey's quest to kill a rival drug dealer. If you should decide to just knock out the dealer instead, El Rey will complain about it before giving you the LAM anyway.
--->'''El Rey:''' You deaf? I said I want homeboy ''dead''.
--->'''JC:''' I used as much force as the situation required. Are you trying to lecture me on tactics?
* During the Airfield level, when you discover that [[spoiler: Paul is working for the NSF]], he asks you not to shoot any of the (now identified as friendly) unarmed NPC's standing around the plane. If you do, he chews you out for it.
** When you are about to [[spoiler:arrest Lebedev]], [[spoiler:Anna]] storms in and orders you to kill him. If you decide to [[spoiler:kill her instead of Lebedev]], you get an entirely new cutscene, where [[spoiler:Lebedev informs JC that his parents were lab technicians, Alex will delete the audio transcripts of the prior few minutes and JC ends up lying to Gunther to cover his whereabouts during the shooting]]. The fact that nothing in the game clues you in to this makes it all the more shocking when it actually ''works''. Killing [[spoiler:Anna]] also impacts the rest of the game: when you're captured by the [[StoryDrivenInvulnerability conveniently invincible]] Gunther Hermann, he gives you a special message [[spoiler:about making you pay for her death]] after you escape confinement. Also, [[spoiler:Navarre]] stays dead for the rest of the game, meaning the boss battle is skipped.
*** Alex will also give you a WhatTheHellHero, both on the infolink ''and'' when you return to him at HQ. JC will growl, "[[spoiler:Agent Navarre]] was ''out of line''."
*** If you choose to spare [[spoiler:Anna Navarre]] in the Battery Park Subway Station and during the UNATCO escape (the latter by using exploits), Gunther has alternate dialogue reflecting this fact when you're heading out of UNATCO's front door ("I regret that we only worked together once."), and has a different line if you chose not to give him a weapon during the first mission.
*** This also has another variation. Plant a LAM outside of the room you meet Lebedev, then listen in the background as she's blown to bits not long after Lebedev surrenders. By skipping the dialogue with [[spoiler:Anna]] before she orders you to kill Lebedev, the same events happen, but J.C. tells Walter that Lebedev booby-trapped the room, and Gunther will instead cotton on that you killed her later, as you are escaping UNATCO HQ.
* If the player goes to the Underworld Tavern or Smuggler's after escaping the raid on the 'Ton Hotel (despite having no reason to do so), the characters will have extra dialogue reacting to the raid and telling JC to get out of Hell's Kitchen immediately.
* In a moment of preventing the player from unintentionally getting stuck, while at the MJ12 helipad in Hong Kong, if you have the Aggressive Defense System augmentation, you can activate it and watch as the rockets Jock fires at the door will explode before impacting on it. However, the devs expected this and have Jock continually fire missiles every 3 seconds until the doors break, requiring that the player turn off ADS before continuing with the plot.
* If you kill Louis Pan when you get to Hong Kong, Gordon Quick will admonish you for the act using special dialogue. Evidently, the programmers expected that gamers would be so fed up with Pan's annoying statements that they would shoot him. Alternately, if you knock out Pan instead of killing him, Quick will say the same dialogue ''except'' for the line, "He was a good earner," which becomes, "He '''is''' a good earner."
* Normally, Maggie Chow disappears on your second visit to her penthouse (after you've found the evidence implicating her in the theft of the Dragon's Tooth Sword). However, if you decide to assassinate her on your first visit to her home, she doesn't appear in Versalife's research labs having a conversation with Bob Page, nor does she confront you at the Universal Constructor. Conversely, it is possible to kill Maggie while she is behind the window talking with Page in Versalife, and she will not appear in the following UC confrontation (although Page doesn't respond and walks off/can be killed, but the game doesn't recognize that as a viable possibility).
* If you barge into the women's bathroom, your boss chastises you for it later. (''VideoGame/MassEffect2'' has since done so as well.) The woman you encounter, Shannon, will also behave differently toward you for the rest of the game. If you don't go in, then she generally acts civil and friendly. But if you do into the bathroom, she'll never let you hear the end of it. In your next meeting with Manderley he will reprimand JC on his intrusion into the women's bathroom as "unprofessional".
** Shannon will later admit to you that she's the one who's been stealing weapons and ammo from the armory if you go and see her in the break room of UNATCO HQ [[spoiler: while you're breaking out of there after being captured by Agent Hermann or Agent Navarre]]. She'll also offer to sell you scrambler grenades. If you ''then'' go back to Sam Carter (or talk to Shannon before seeing him) and talk to him, JC will inform him who the armory thief was, and Carter will then reveal there's more to the story than you know, and Shannon's gonna be facing an ugly surprise in the morning.
* There are a whole range of options that result from the character of Sandra Renton. Not only can she live or die based on whether JC rescues her from Johnny or not, but how he deals with Johnny influences later actions. The later conversation with Jojo at the 'Ton can also result in several scenarios: give Gilbert Renton a gun and stay at the hotel with her father, knock out or kill Jojo yourself and Sandra will leave in disgust (before appearing later in the game at the abandoned gas station), or give Gilbert a non-lethal alternative like a crossbow to defend himself. It is also possible to meet with Jojo before the confrontation and kill Gilbert and Sandra on his behalf instead.
** If Sandra Renton dies prior to JC visiting NYC for the third time (usually as a result of player action), when asked by the soldier in the Underworld Bar if he knows her, JC will lie and say that she was killed by Jojo Fine.
* Similar to the ''SystemShock'' example mentioned on the main page, getting a basketball through (or very close to through- off the backboard and rim works as well) a hoop in Hell's Kitchen will spawn the message, "Someone sign him up for the Knicks!"
** If you do this the first time you're in Hell's Kitchen and then do it ''again'' when you return, you'll get a different message - "You should be playing football - Go Cowboys!" (Ion Storm was based in Texas.) On your third visit to Hell's Kitchen there is yet another new message for doing this.
* At Vandenberg, if you run back up to the roof after ending the lockdown and visiting the scientists in the comm building (despite having no reason to do so), the researcher on the roof has additional dialogue praising your skill.
* Security bots, despite having enough ammo to kill you ten times over, will eventually run out of bullets and then run for cover.
[[/folder]]

[[folder:''Deus Ex: Invisible War'']]
* The mission at Mako Ballistics to either find, analyze and register the prototype of a Rail Gun for the WTO or kill the lead scientist for the Order. This is usually mutually exclusive because opening the canopy for the weapon closes the door to the scientist and killing him first will disable the switch to open the canopy in the first place. You can however trick the door by placing one of the boxes on the floor underneath the door, forcing it to stay open when it would normally close. Analyze the gun (netting you a "mission accomplished" from the WTO and a bonus later on), then go to the scientist. You'll need a ammo-free weapon like a knife or blade to kill him because his health is abnormally high at this point. When finally killing him, you'll receive a "mission accomplished but it was too late" instead of a normal "mission accomplished" from the Order and later on you are chewed for still helping the WTO. Bonus points for that regardless, you get the Order's bonus later on as well.
** Later on, you get the option of killing the security chief in the Arcology, or letting him live so he'll give you the code to activate the nanobots for the plague cure. It's entirely possible to do both, as depending on which missions you did beforehand, the chief will still be in his office even after you activate the bots, so you can cure the plague, go kill him afterwards and get your reward from the harvester.
** NPC's will keep track of your actions, if you kill schoolgirls at Tarsus Academy, Donna Morgan will chew you out over it. You can kill most [=NPCs=], which will automatically complete their missions. You can get rewards from other characters that aren't listed as missions-If you talk to Dr. Nassif after you find his daughter, he'll give you 200 credits(and if you killed Silas, Alex will mention that and Nassif will ask you if you're sure Silas was behind the disappearances); and after you bribe the manager of NG Resonance to endorse Peequods or Queequegs, you can tell NG about her manager taking bribes and you'll get 200 credits for it.
*** There's also a hidden ending which you can get by flushing the UN flag in the toilet, which opens up a dance room with all the characters and comments from developers are seen floating around the room.
[[/folder]]

[[folder:''Deus Ex: Human Revolution'']]
* The first dialog "boss" of the game, Zeke Sanders, can be handled in a multitude of ways, and practically every single one has an outcome. Kill him, or let him try to escape with the hostage? [[spoiler:His corpse will be in the morgue.]] Fight him, and knock him out? [[spoiler:He'll be in the cells in the police station, and be about as pleasant as you'd expect.]] Let him go? [[spoiler:He'll contact you later with a pocket secretary containing information on the secret FEMA base you invade.]] If during the latter you decide to [[spoiler: not kill him, he'll appear later as an enemy when you're going after his brother in the sewers]], or you can just [[spoiler: kill him then and there]].
** For several months after the game's release, it was thought that the Social Enhancer (CASIE) augmentation didn't work on/display any information on Sanders, given that it was the first real mission of the game and no one could gain enough Praxis Points to unlock the augmentation. However, it turns out that if you [[HundredPercentCompletion travel through every duct, hack every system and (non-lethally) take out every enemy]] (a feat which is supremely unlikely), you can get the two points required to unlock the enhancer, which will display psychological information on Sanders. However, it doesn't allow the player to use the CASIE to talk or influence Sanders into surrendering.
** Moreover, if you didn't kill Sanders and weren't spotted by anyone during the plant mission, then [[spoiler:when you meet him in the alley, one of his companions will make a remark about Jensen's stealth skills.]]
* If you go into the women's bathroom on your quest to do everything you can, Pritchard will slip a casual disapproval into his dialogue when you meet with him.
* If you wait too long at Sarif Industries before going to the first mission, assuming that it's a video game and [[TakeYourTime the mission won't start until you start it]], ''the hostages will be dead before you even get there''. Even better is that several characters will chew you out after the mission for waiting.
* On the "Lesser Evils" sidequest on your first visit to Detroit, Brian Tindall asks you to knock out or kill a pair of drug dealers that are after him for giving away neuropozyne. However, if you ''already took them out'' beforehand, accepting the mission will give a unique dialogue where Jensen will say so right after Tindall mentioning their names, which in turn gets a veiled insult about Adam being overly violent.
* Likewise shutting down the jamming frequency in Derelict Row before you're even asked to warrants a unique response from Pritchard, and connecting the neural hub at your apartment immediately leads to Malik being sent to take you to Highland Park (however, there is no explanation why she needs to pick you up at Derelict Row). It seems especially odd, considering your apartment building has a helipad on the roof until you realise they even thought of THAT, as the elevator to the pad is stated to be out of order.
* Isaias Sandoval will generally be trying to kill himself if you planted the evidence of [[spoiler:his involvement with the Tyrants]] or mention it while talking to Taggart, ''but'' through some luck and use of CASIE it's actually possible to get Taggart to tell you where he is ''without'' publicly revealing Sandoval's secret. Of course, this being ''VideoGame/DeusEx'', you can completely bypass Taggart and either sneak or blast your way into Taggart's room to get the information yourself. If you follow either of these paths, the social battle where you talk Sandoval out of killing himself doesn't take place and he will [[HeKnowsTooMuch try to kill Adam instead]].
* The final boss [[spoiler:is behind a bulletproof glass shield. You can go through the long and complicated process to open it up, or you can just use the laser rifle to kill her immediately through the glass.]]
* If someone has something valuable on them, you can just punch them in the face to take it. Among these punchables are Anonymous X and Brian Tindall, both of whom possess quest-related items. In the case of Anonymous X and Chuanglia, if you agreed to pay them (which you need to do for the latter), then when you knock either out they'll have the money on them. However, if you take a quest to pay some thugs protection money to make them get off a girl's back and then knock out the thug and take the money back, the quest will be failed, as they have no reason to leave her alone now.
** What's more, if you do it while invisible so no one sees you, they won't know it was you, and you can walk out of the bar (after becoming visible again) and no one will harass you. The quest will also be successful.
* [[KleptomaniacHero If you steal things from other people's offices]] in the Sarif Industries HQ, you'll eventually get several emails asking you to investigate the mysterious "office bandit". These emails will give you several door codes, making it easier to clean the rest of the building out.
* If you sneak into The Hive before visiting Hengsha Court Gardens when you first arrive in China (something you wouldn't normally think to do), an alternate cutscene plays where Tong talks to a Belltower operative about Van Bruggen.
** If you do this instead of speaking to Tong the next time you see him he won't mention that the two of your are supposed to be friends.
* In ''The Missing Link'', [[spoiler:Keitner]] will say different dialogue depending on how you dealt with the soldiers on your way to the person who set you free: If you kill a lot, she'll call you out. If knock a bunch out, she'll put a lot of her men into comas. If you remain out of combat entirely, she compliments your "ghost" routine, and encourages you to keep it up.
[[/folder]]

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