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* Whether Paul Denton lives or dies is determined by a somewhat unintuitive trigger. It depends on whether you leave the Hilton through the front door or through the apartment window when a strike team is dispatched there. Whether you actually take care of the strike team is ultimately immaterial. You can kill them all but Paul still dies if you leave through the window, or you can rush past them and out the front door, which leaves Paul alive.
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* The introductory prologue and first mission proper is full of this, to such an extent that the only way to maximize XP gain is to {{metagame}} to an absurd degree.
** The game doesn't tell you, nor confers any feedback, that shooting and killing the nine enemies during the prologue confers experience -- but ''only'' if they've been shot in the head. Worse yet, this will invalidate a PacifistRun from the get-go, which means sacrificing an achievement unless you're on a second playthrough.
** The game completely averts TakeYourTime (in stark contrast to the relaxed attitude at the Sarif offices) by making it so that if you dawdle around too long, the hostages at the manufacturing plant (in the first proper mission) will be dead by the time you get there. NiceJobBreakingItHero.
** It's possible to eke out a large amount of experience via double-takedowns... but only if you're hunting for every LastLousyPoint of exploration/combat bonuses. Conversely, it's also the only way to unlock the "Social Enhancer" aug early (despite players believing for years it was impossible to unlock due to not getting enough XP for the second Praxis Kit), which is also the only way to get additional psychological information on Zeke Sanders, the final boss of the stage.
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* In ''VideoGame/DeusExInvisibleWar'', there is [[DevelopersForesight to complete]] ''both'' of the competing objectives given at Mako Ballistics, but this requires you to know that you can wedge a door open with a box (something that was also possible to do in the previous title, but never plot-relevant, nor did it involve a door that would permanently lock behind the player) and know that you actually can attack and kill the scientist who now has ten times the amount of health.

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* In ''VideoGame/DeusExInvisibleWar'', there is a way [[DevelopersForesight to complete]] ''both'' of the competing objectives given at Mako Ballistics, but this requires you to know that you can wedge a door open with a box (something that was also possible to do in the previous title, but never plot-relevant, nor did it involve a door that would permanently lock behind the player) and know that you actually can attack and kill the scientist who now has ten times the amount of health.

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Only the Hellfire in IW can be considered an example of this — the other weapons are absurdly easy to find, with half of them being directly on the player's route or located in places the player is unlikely to miss.


* Midway through the game, when you finally meet Tracer Tong in Wan Chai Market, he tells JC Denton (the player) that one Dr. Feng (a Versalife employee who worked on the augmentations JC and Paul Denton have) went missing in the Canal Road Tunnel. The actual tunnel (that is, the one accessed from a passageway right beside Tong's compound) is ''not'' where you need to go. Instead, the player must go to the Old China Hand bar (which is in another part of the map), access an unassuming vent in the bar's freezer area (which is difficult to get into because of problematic controls) and follow a long passage and ladder down to a flooded section filled with Karkians. However, doing so gets you another aug upgrade canister and rifle ammo, along with an ApocalypticLog written by Feng.

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* Midway through the game, when you finally meet Tracer Tong in Wan Chai Market, he tells JC Denton (the player) that one Dr. Feng (a Versalife employee who worked on the augmentations JC and Paul Denton have) went missing in the Canal Road Tunnel. The actual tunnel (that is, the one accessed from a passageway right beside Tong's compound) is ''not'' where you need to go. Nor is it the location the sampan trader refers you to in Tonnochi Road (the same place the German explorers are said to have been diving for treasure), a place that is actually connected to the place you need to go, but has pipes blocking your path through. Instead, the player must go to the Old China Hand bar (which is in another part of the map), Tonnochi Road), access an unassuming vent in the bar's freezer area (which is difficult to get into because of problematic controls) and follow a long passage and ladder down to a flooded section filled with Karkians. However, doing so gets you another aug upgrade canister and rifle ammo, along with an ApocalypticLog written by Feng.



* In ''VideoGame/DeusExInvisibleWar'', the special weapons. Most are in out of the way areas you wouldn't otherwise think about, including a sewer, the bedroom of an apartment dweller, under some junk in an antique store, and a utility hallway. The worst though, is the [[spoiler: Hellfire Boltcaster]], which is hidden in a small room only accessible by jumping over to a small ledge in an area you don't have much inclination to be in anyway (it frigging off one faction to the point of sending assassins if you complete the objective there.)

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* In ''VideoGame/DeusExInvisibleWar'', there is [[DevelopersForesight to complete]] ''both'' of the competing objectives given at Mako Ballistics, but this requires you to know that you can wedge a door open with a box (something that was also possible to do in the previous title, but never plot-relevant, nor did it involve a door that would permanently lock behind the player) and know that you actually can attack and kill the scientist who now has ten times the amount of health.
* Most of
the special weapons. Most weapons in the game are in out of places the way areas you wouldn't otherwise think about, including a sewer, player is highly unlikely to miss (the Toxin Blade in the bedroom of an diplomat's apartment dweller, under some junk in an antique store, and a utility hallway. Seattle, the [[spoiler:Dragon's Tooth Sword in JC's vision]], the Red Greasel Hunter at the bottom of the sewer entrance right by the exit from the Inclinator). The worst though, sole exception to this is the [[spoiler: Hellfire Boltcaster]], Boltcaster, a variant of the regular Boltcaster which is hidden in a small room only accessible by jumping over to a small ledge in an area you don't have optional area. The challenge is not so much inclination seeing the room as it is getting over to be in anyway (it frigging off one faction it -- due to the point odd placement of sending assassins if you complete the objective there.)obstacles, players might not even be aware that they can jump over a ledge to get onto the awning (and the broken planks) that allow them to mantle up to the room to begin with.
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* The game presents a scenario where the player must either choose to shoot Juan Lebedev or let Anna Navarre kill him onboard his private jet at [=LaGuardia=] Terminal. However, there is a third, hidden path -- [[spoiler:shoot and kill Anna]], at a point of the game where the player is led to believe the character has StoryDrivenInvulnerability. Not only does this confer the most amount of skill points (200, versus 180 if the player shoots Lebedev, or none if Anna kills him), but it changes the tone of the following missions, as [[spoiler:Lebedev [[WhamLine reveals the extent of TheConspiracy and JC's true nature to him]]. Not helping matters is that at this point in the game, there is nothing to suggest the character isn't still invincible, as they are normally a tough opponent if they're made hostile.

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* The game presents a scenario where the player must either choose to shoot Juan Lebedev or let Anna Navarre kill him onboard his private jet at [=LaGuardia=] Terminal. However, there is a third, hidden path -- [[spoiler:shoot and kill Anna]], at a point of the game where the player is led to believe the character has StoryDrivenInvulnerability. Not only does this confer the most amount of skill points (200, versus 180 if the player shoots Lebedev, or none if Anna kills him), but it changes the tone of the following missions, as [[spoiler:Lebedev [[WhamLine reveals the extent of TheConspiracy and JC's true nature to him]].him]]]]. Not helping matters is that at this point in the game, there is nothing to suggest the character isn't still invincible, as they are normally a tough opponent if they're made hostile.

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* The game presents a scenario where the player must either choose to shoot Juan Lebedev or let Anna Navarre kill him onboard his private jet at [=LaGuardia=] Terminal. However, there is a third, hidden path -- [[spoiler:shoot and kill Anna]], at a point of the game where the player is led to believe the character has StoryDrivenInvulnerability. Not only does this confer the most amount of skill points (200, versus 180 if the player shoots Lebedev, or none if Anna kills him), but it changes the tone of the following missions, as [[spoiler:Lebedev [[WhamLine reveals the extent of TheConspiracy and JC's true nature to him]]. Not helping matters is that at this point in the game, there is nothing to suggest the character isn't still invincible, as they are normally a tough opponent if they're made hostile.



* Several of the alternate and optional conversations in the game require the player to do things in ViolationOfCommonSense, such as waiting to talk to characters until the last possible moment in a level or backtracking long distances to hear different dialogue. JC has a completely different conversation with the captured scientist in the New West Coast Silo if you hold off on talking to him until ''after'' you've killed Howard Strong and are ready to exit the level (which means backtracking through pitch-black tunnels), while several of the citizens in Paris have different conversations about the police presence if you wait to talk with them until after you've met Nicolette Duclare, had the conversation with her at the helicopter outside La Porte L'Enfer, and refused to leave. The alternate solution for the situation onboard Lebedev's jet requires you to [[spoiler:kill Anna Navarre, at a point in the game where the player still believes the character has StoryDrivenInvulnerability]].

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* Several of the alternate and optional conversations in the game require the player to do things in ViolationOfCommonSense, such as waiting to talk to characters until the last possible moment in a level or backtracking long distances to hear different dialogue. JC has a completely different conversation with the captured scientist in the New West Coast Silo if you hold off on talking to him until ''after'' you've killed Howard Strong and are ready to exit the level (which means backtracking through pitch-black tunnels), while several of the citizens in Paris have different conversations about the police presence if you wait to talk with them until after you've met Nicolette Duclare, had the conversation with her at the helicopter outside La Porte L'Enfer, and refused to leave. The alternate solution for the situation onboard Lebedev's jet requires you to [[spoiler:kill Anna Navarre, at a point in the game where the player still believes the character has StoryDrivenInvulnerability]].
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* Certain ATM accounts will "restock" from level to level, meaning that the player can reuse the same login(s) at certain points (most notably, in the UNATCO breakroom, Hell's Kitchen Subway Station and the 'Ton Hotel) to siphon additional credits from the same account. Most guides and walkthroughs are ''not'' aware of this fact. Additionally, certain ATM combinations cannot be found legitimately, and can only be found by accessing the gamefiles (or finding a walkthrough where the writer has already datamined the relevant account[s]).
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[[folder:Deus Ex: Human Revolution]]
* The secret achievement "Lucky Guess" requires you to unlock a keypad by inputting an unattainable code. The panel in question is the bomb in the "Smash The State" sidequest and the code is "[[ThePasswordIsAlwaysSwordfish 0000]]". A similar achievement in [[VideoGame/DeusExMankindDivided the following game]], "A Heated Combination", which requires you to know that the unattainable code for the game's first keypad (also an EasterEgg / meta-example for players who've played prior entries in the series) is "[[Literature/Fahrenheit451 0451]]".
* [[TakeAThirdOption Rescuing both]] the captives and saving TheInformant in the "Missing Link" DLC requires the player to know that (a) the options that the mysterious hacker ([[spoiler:Garvin Quinn]]) tells you are ''not'' your only choices, and (b) that there is a room you can only get to if you either have the Jump Booster or carry a box into a vent with you to gain the necessary height.
[[/folder]]
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In ''VideoGame/DeusEx'', TheConspiracy isn't the only thing that can trip players up:

[[foldercontrol]]

[[folder:Deus Ex]]
* Midway through the game, when you finally meet Tracer Tong in Wan Chai Market, he tells JC Denton (the player) that one Dr. Feng (a Versalife employee who worked on the augmentations JC and Paul Denton have) went missing in the Canal Road Tunnel. The actual tunnel (that is, the one accessed from a passageway right beside Tong's compound) is ''not'' where you need to go. Instead, the player must go to the Old China Hand bar (which is in another part of the map), access an unassuming vent in the bar's freezer area (which is difficult to get into because of problematic controls) and follow a long passage and ladder down to a flooded section filled with Karkians. However, doing so gets you another aug upgrade canister and rifle ammo, along with an ApocalypticLog written by Feng.
* Several of the alternate and optional conversations in the game require the player to do things in ViolationOfCommonSense, such as waiting to talk to characters until the last possible moment in a level or backtracking long distances to hear different dialogue. JC has a completely different conversation with the captured scientist in the New West Coast Silo if you hold off on talking to him until ''after'' you've killed Howard Strong and are ready to exit the level (which means backtracking through pitch-black tunnels), while several of the citizens in Paris have different conversations about the police presence if you wait to talk with them until after you've met Nicolette Duclare, had the conversation with her at the helicopter outside La Porte L'Enfer, and refused to leave. The alternate solution for the situation onboard Lebedev's jet requires you to [[spoiler:kill Anna Navarre, at a point in the game where the player still believes the character has StoryDrivenInvulnerability]].
[[/folder]]

[[folder:Deus Ex: Invisible War]]
* In ''VideoGame/DeusExInvisibleWar'', the special weapons. Most are in out of the way areas you wouldn't otherwise think about, including a sewer, the bedroom of an apartment dweller, under some junk in an antique store, and a utility hallway. The worst though, is the [[spoiler: Hellfire Boltcaster]], which is hidden in a small room only accessible by jumping over to a small ledge in an area you don't have much inclination to be in anyway (it frigging off one faction to the point of sending assassins if you complete the objective there.)
[[/folder]]

[[folder:Deus Ex: Mankind Divided]]
* A prominent example in ''VideoGame/DeusExMankindDivided'' is Marchenko's killswitch. You have two opportunities to get this item (which helps during the final boss battle if you're going the lethal route), but both of them are so well-hidden that you will not find them unless you have OCD-like tendencies of thoroughly examining every item and room you come across. The first is hidden in the G.A.R.M. facility -- and in a first for this game (and likely the series), the only way to access it is to ''crouch-jump on top of'' a set of lockers, look down and press a hidden button wedged between the lockers and wall, which opens a compartment in one of the lockers that has a switch. The second is found in the final level itself -- in a box hidden under a table. Up to this point, the game has never given an indication that there were items hidden ''in'' boxes, and the player is never led to believe otherwise. The second killswitch doesn't even show up on Smart Vision due to being inside another object, either.
* Getting the "best" outcome for the Dvali EnemyCivilWar. Getting Otar and the rest of the Dvali operatives to remain civil when you visit the old Prague Theater in the third act not only requires you to have done all of the optional objectives that Otar gave you earlier in the game, but also knock out or kill Radich Nikoladze during the second visit to Prague, despite nothing in the story telling you to do so besides a couple of vague emails talking about Radich and Otar's relationship. Not only that, but completing the objectives in the opportune fashion ''requires'' you to use lethal methods (and thus break a non-lethal run). If you choose to let Louis Gallois escape (via faking his death and assuming a new identity) instead of killing him and his bodyguards outright, Otar and the rest of the soldiers will still be hostile when you arrive at the theater. This is despite him telling you earlier on that you've completed his favor if you do all the requisite tasks.
* The "Golden Rookery" achievement requires you to carry an oversized gold-plated pigeon from Ivan Berk's apartment right near the start location in Golem City to a hidden area within ARC Territory. Aside from the fact that Berk's apartment isn't even immediately noticeable from the ground (you have to climb several floors to get to it -- the map doesn't help matters), the final destination requires that you've invested in the "Punch Through Walls" aug. And that's not even getting started on the bugs that can cause the penguin to disappear if you stray too far from it, especially within the Throat.
* In the "System Link" DLC, getting all the Praxis Kits (which are in short supply in the mission) requires the player to visit [=ShadowChild=]'s secret room ''before'' you know she exists in the first place, at a point in the mission where Adam has never heard of her and no one else has mentioned her.
[[/folder]]

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