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The Deus Ex series is based around choice and consequences, with an impressive amount of alternate and rarely-heard dialogue and encounters awarded for taking seemingly-improbable courses of action.


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    Deus Ex 
  • General:
    • Security bots, despite having enough ammo to kill you ten times over, will eventually run out of bullets and then run for cover.
    • As shown by Youtube player (and Let's Player) IlliterateChild, if you somehow manage to push or lure an NSF soldier into a body of water (possible to do in Castle Clinton and a few other locations), they will have a unique piece of dialogue complaining that their weapon won't fire, specifically coded for this specific circumstance.
  • 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 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 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).
    • 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 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 explains why assault rifle ammo can be picked up early 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.
    • 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. Filben will also be especially upset if the player killed Leo Gold, since, as Filben explains, Leo was his primary source of information.
    • 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.
    • If you barge into the women's bathroom during your first visit to UNATCO, Manderley chastises you for it later. 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 for the next few missions. In your first meeting with Manderley, he will reprimand JC on his intrusion into the women's bathroom as "unprofessional".
  • Battery Park/Hell's Kitchen:
    • If you choose to handle the situation in the Battery Park subway station before clearing out Castle Clinton (despite nothing in the Goals tab telling you otherwise), Anna will have extra dialogue praising JC's 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.
    • Conversely, you can 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 between Anna and Manderley afterwards changes to reflect JC's lack of experience. Additionally, if you skip Castle Clinton, go to Hell's Kitchen 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 glitch through the NYC sewer grate and head down to find Ford Schick without visiting Smuggler first, their dialogue when they meet changes to acknowledge JC's lack of awareness about who the soldiers are. Smuggler's 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 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.
    • An instance of this phenomenon that was never properly implemented would have involved the player going all the way back to the Battery Park docks after destroying the generator in Hell's Kitchen, ignoring Gunther, Jock and the situation altogether (while Alex asks what JC is doing). If you go all the way back to the dock you started from, the boat pilot would have unique dialogue (talking about "needing to go" because of a situation that's developed) and would function as a hidden exit point. The triggers for this still exist in the game, but are unimplemented.
    • When Walton Simons arrives at UNATCO, and JC does not intrude on Walton Simons interrogating 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."
      • Simons also has lines for 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.
  • 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". 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.
    • 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".
    • If you 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 in because it's "not too pretty in there".
    • Additionally, in the Mole People tunnels, JC will have alternate dialogue with Kevin Bradley if you wait until after you've encountered the NSF commander before talking to him (JC will remark that the guy is "an accountant, or something"). Also, two troopers near the locked women's washroom exit (the ones who talk about how Paul has intentionally had traps installed to slow down JC) will forego their last lines of dialogue if the commander has already been talked down — thus making their claims that they don't know anything highly suspect.
    • There are different commlink messages from Alex Jacobson depending on how many/which barrels of Ambrosia you've found, even if you leave the one in the underground airport terminal (which is nigh-impossible to do because the trigger for it activates almost as soon as you enter the main hall) for last, doubling back only after you've dealt with Lebedev.
    • When you discover that 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 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.
    • Alex's dialogue will change depending on when you kill Anna. If you do it after she orders you to execute Lebedev, he'll say she was out of line. However, if you open fire on Anna before she can speak with you, Alex will instead say he didn't like the way she operated.
    • Likely due to a bug, several characters in the abandoned subway station will have alternate ambient remarks only if JC has already dealt with Lebedev beforehand (which means doubling back all the way through the Mole People tunnels). This includes the "Mayor" of the Mole People outright telling you he doesn't deal with "mole sympathizers" and Charlie Faun talking about "a guy in a coat" who went by several minutes earlier heading towards La Guardia. It is very likely that these comments were intended to play on JC's first visit to the area, but they do not trigger until the mission has been completed.
    • 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!
  • 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 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.
    • Although Paul tells you to run during the 'Ton Hotel raid, and you can escape through the bedroom window, this will result in Paul automatically dying. However, if you stay and take out all of the attackers (or you get "killed" during the ensuing assault), Paul will survive and have extra dialogue talking about how he plans to get Smuggler to help him leave New York. This also impacts the rest of the game — Paul will eventually make it to Hong Kong and have additional dialogue talking about how he needs to recover from the killswitch and the situation in UNATCO, then appearing at the end of the game to give JC some additional advice about which course of action to take in Area 51.
    • 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:
    • 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.
    • 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 MJ 12 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 for the line, "He was a good earner," which becomes, "He is a good earner."
    • There's a whole range of alternate conversations with Gordon Quick, based on how much of the Maggie Chow subplot has been completed beforehand. Normally, Quick gives you the code to 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 sword in Chow's apartment and already visited Max Chen at the Lucky Money, Gordon reacts in shock and immediately allows JC access to Tong's compound.
    • Conversely, if you find the proof of Chow's involvement before visiting her apartment, she will be absent and the conversation with 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 won't appear in later areas.
    • A previously-bugged line which reappears in mods like GMDX would have Tong acknowledge if you'd visited the flooded portion of the Canal Road Tunnel before Tong told you about it (with JC remarking that it was "a bad business").
  • 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 Page can also be killed, the game doesn't recognize that as a viable 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 killed Jordan Shea (the augmented bartender) on your second visit to Hell's Kitchen, Vinny will chuckle and say, "Someone offed the bartender - drinks are free!"
    • If Sandra Renton 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.
  • Shipyard:
    • The two guards at the front gate of the shipyard actually have alternate dialogue once the ship is destroyed (despite there being no reason for the player to trek all the way back there), though this is a simple change to "I don't have time to talk".
    • If you kill the caretaker before talking to Dowd in the crypt, he will comment on how Properly Paranoid JC has become.
  • Paris:
    • 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.
    • 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 he 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.
    • Several citizens in Paris have alternate dialogue if you wait to talk with them until you meet Nicolette at the club and confirm her identity as she's waiting by Jock's helicopter (normally the 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, JC points out that the cops are tools of MJ12.
    • Going all the way back to Everett after meeting and/or dealing with the "odd mechanic" (actually an MJ 12 plant sent to take destroy Jock's helicopter with a bomb) results in a bit of dialogue where JC informs Everett of the odd guy, while Morgan believes he just met Pierre, his mechanic and is glad to know he's okay. JC then mentions how the guy was Not Even Bothering with the Accent, which makes Everett just as suspicious. JC will also inform he's been taken out if the player did so beforehand, which Everett thanks him for before he starts wondering how the fake could have actually gotten as far as he did.
    • Several characters will have alternate dialogue based on whether the player has met Lucius, spoken with Everett or euthanized Lucius, including the maid (who has alternate lines based on whether you've spoken with Lucius and Everett beforehand) and Everett himself in the event that you euthanize Lucius before you talk to him about the former for the first time.
  • Vandenberg:
    • If you actively avoid Carla Brown (the scientist who begins talking to you within two seconds of beginning the level) and either run to another part of the roof or go into the building, Jock calls and relays everything that Carla would have said, up to and including a keycode that he had no way of knowing himself. Likewise, Carla's dialogue changes after this.
    • Carla has additional dialogue 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. This can also be accomplished if you manage to destroy all four bots from the roof (either with Spy Drones, Scramble Grenades or conventional arms).
  • New West Coast:
    • 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 generally pointless because it requires the player to swim up through the bay just offshore and backtrack through the base.
    • If you choose to redirect the missile and kill Howard Strong in the silo before doubling back (all the way through the now pitch-black tunnels) 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.

    Deus Ex: Invisible War 
  • A semi-notable subversion of this — it is possible to use exploits (a running shower head) or conventional ammo (in the one instance it occurs before the character runs into an office) to kill Billie Adams, a scenario which the game compensates by via removing her character from the rest of the game. However, even though she can never be encountered again as an NPC or enemy, characters will still talk about her as though she were alive.
  • The mission at Mako Ballistics involves either finding, analyzing and registering the prototype of a Rail Gun for the WTO or killing 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 the scientist dies, 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.
  • At one point, 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.
  • Later in the game, when the player accepts Chad's mission to find and rescue Her Holiness, a.k.a. Nicolette Duclare, a.k.a. Chad's wife from the complex in Trier, you can choose to shoot and kill the character during the one instance you meet her (as opposed to Chad, who retains Plot Armor for the duration of the mission). Killing the character nets you a What the Hell, Hero? moment from Chad, but ultimately keeps the plot on track.

    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? His corpse will be in the morgue. Fight him, and knock him out? He'll be in the cells in the police station, and be about as pleasant as you'd expect. Let him go? 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 not kill him, he'll appear later as an enemy when you're going after his brother in the sewers, or you can just 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 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.
    • If you didn't kill anyone in the factory, Sanders will believe you more when you say you don't want trouble.
    • Moreover, if you didn't kill Sanders and weren't spotted by anyone during the plant mission, then 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 the mission won't start until you start it (like prior installments in the series), 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 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 Deus Ex, 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 try to kill Adam instead.
  • The final boss 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.
    • 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.
  • 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 Narhari Khan (the Belltower officer you encounter numerous times) 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, 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 knock a bunch out, she'll criticize you for putting her men into comas. If you remain out of combat entirely, she compliments your "ghost" routine, and encourages you to keep it up.

    Deus Ex: Mankind Divided 
  • The game subverts It's a Wonderful Failure, as there are some unique consequences if you Take Your Time or deliberately screw up a mission badly enough that you fail the primary objectives.
    • In the prologue, if you wait around an unreasonable amount of time (a.k.a. don't do anything at all), the Gold Masks will steal the helicopter and take off. Instead of presenting a Non-Standard Game Over, however, the plot continues, with the tone of the following cutscene (the Illuminati meeting) and the dialogue at TF29 taking on a decidedly-different nature.
    • It is possible to fail both objectives in the last mission — which requires the player to deliberately go out of their way to screw things up. If you go for the Marchenko boss fight first, hack the keypad to get out of the boss fight room and let him see Adam doing so, he will call you a coward. If you then go back to Nathaniel Brown and the attendees, you will not only lose them, but the residential buildings (with MacCready and his team inside) will be destroyed by Marchenko. Taking this ending results in some unique dialogue with Adam and Vega in the final cutscene, which provides a much more overt connection to the original game (Adam mentions Manderley and Page by name) and is far more downbeat in its tone.
  • 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" Pre-Order Bonus 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 Adam, but Miller is genuinely nicer. 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.
    • 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. 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.
  • 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 and Radich himself being in a fortified theater that doesn't seem to have any direct relevance to the plot. 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.
  • 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.
  • During the "Last Harvest" sidequest in the third and final visit to Prague, if you fail to convince Daria with the override command and kill her, and are forced to fight Detective Montag, he has an impressive assortment of dialogue referencing nearly all of the player's abilities — he will comment on certain augs that have been upgraded (like the Rhino Armor, upgraded vision, jump mod et al.). If you choose to hide, he will remark on how he can outlast the player, and if they continue to stay in stealth, he will openly muse aloud about whether Adam gets off on killing others then hiding.
  • Killing Otar at any point before you get to headquarters will result in his portrait being marked out on the big board of suspects.
  • 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.
  • When escaping the Blade in System Rift, should the player ignore the escape hatch that is the level's intended exit point - the escape hatch mentioned several times by ShadowChild and ultimately flagged as your final objective - they are able to ride the funicular back down to the Blade atrium and exit the mission via the elevators to the lobby. Any security in the atrium not dealt with on the way in will be on full alert, and both Pritchard and ShadowChild have unique dialogue - Pritchard will ask what is taking so long when the player reaches the funicular, while ShadowChild will ask whether they are still alive once the player is on board the elevator.

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