User:Freed Jyanshi

=Deus Ex misc information=

All of the following information is for vanilla Deus Ex and/or DX:GotY with the latest patch (v1.112fm).


 * The Cutting Room Floor for Deus Ex - Non-exhaustive list of bugs, glitches, unused textures, crashes and dummied out content that may not yet be included to the wiki.
 * YouTube user IlliterateChild's 40-part GWT (Glitchy Walkthrough) with additional glitches in separate videos. This YouTube mirror has annotations kept intact for instructions on how to reproduce the glitches. Annotations Restored (untested extension, use at your own risk) may be used for Google Chrome.
 * Sunglasses At Night (1 2 3 4) - Old glitches found by Doug The Eagle.
 * A compiled list of conversations grouped by mission and complete with pseudocode.


 * Only secondary goals get automatically removed. Primary goals will still be there if the mission is completed in a way that doesn't remove the goal. Traveling to a map again allows a player to get rid of redundant goals if done properly, though it's generally easier to remove them directly using the goal interface. Stuck goals don't "break" game functionality.
 * Leo Gold won't be unhidden (and as such cannot be talked to) if the first mission is done without talking to Paul. Because all of the skill point gains can be obtained from conversations and proximity (area location/critical location), all skill points can be obtained without starting the mission at all. If Paul is talked to after completing all of the "objectives", there won't be extra skillgains as the conversations rely on flags that are already set by then and locations cannot be reobtained without explicitly removing them. As such, this is one of many examples of missions that just stay in the goal list if started too late.
 * Gunther Hermann will play the GuntherAttacking barks if talked to in the UNATCO Headquarters rec room if he was rescued but the mission was never started or completed. This is because of how the conversation system itself works and many other examples exist (such as Maggie Chow starting the initial meeting when the player is about to destroy the Hong Kong VersaLife facility Universal Constructor, which she is set not to do if there was a correlation established between Miss Chow and Majestic 12 - this normally happens as the player reaches the encased Dragon's Tooth). Gunther will also still be seen outside "cleaning out the lower level" if the player exits the HQ, and then back in the rec room, wandering around.
 * Regardless of the weapon he is given, Gunther will always use his own knife in the cell. Because Gunther will be "nice" to the player if the first option is selected (and have the corresponding alternative dialogue all the way to Paris) it is recommended to drop any assault rifle, stealth pistol, pistol and combat knife the player may have so they cannot give any weapon but still act nice about it. (Ref. barks "GiveNoWeaponNicely" and the GuntherRespectsPlayer flag being subsequently triggered).
 * Gunther Hermann: "Then we will find weapons." (Not only does he not pick up any weapon, but he still uses that combat knife even though he has an assault rifle and ammo for it!)
 * Does not happen with Gilbert Renton who properly uses the weapon he is given (along with ammo).
 * If JoJo Fine spawns after the signal was sent and the player heads directly to Paul's room, JoJo's carcass will be there without anyone else around before any shooting takes place. This may be because the game deals damage to JoJo at this point the same way it deals damage to all NSF terrorists by the end of the first mission (and removes all of their inventories).
 * As stated on his article, he can also die and have a death flag set during the generator raid (though he will be fine by the time UNATCO raids the 'Ton). The same happens to all pawns that don't have flags in subsequent missions, so this one is a bit of an exception (flag expires early, another JoJo instance...?)
 * Getting killed by helicopter flight blades (10000 damage, avoidable and reduceable) or movers (elevators, fan blades, flying doors - all unavoidable if hit, immediately initiates the dying sequence) will always blame the player and mark JCDenton as the killer of the player's own corpse as this is the default if no killer is specified. It is inconsistent with carcasses that don't have any killer bound to them, though; only carcasses that were spawned can have an empty attribute there.
 * The PickupDistributor class will break if distributing keys tied to an event but the NPC gets polled by the player before the event fires. This will result in the proper key distributed but with no description, hence a lot of potential keys with the huge NO DESCRIPTION label in the keyring.
 * A flag called ManderleyDisappointed is set during Mission 2 if JC accomplishes both objectives before receiving them as the goals don't get properly removed from the vault and the game assumes the player skipped them. The flag doesn't do anything, though.
 * MaxEnergy for DeusExPlayer beyond 30 million leads to effectively unlimited bioelectrical energy as it will no longer get drained. 30 million or less will still get drained and properly allow for cells to be used. Possibly referenced in the code but couldn't find it.
 * Ford Schick: As stated in his article, he cannot be detected even though he was intended to be treated as a hostage type Pawn, and as such the player can simply tell him to make a run for it and wait until he's reached the safe point and properly gets removed from the map; no guard, laser tripwires or turrets will bother him - though he WILL die from stray bullets or hazards. With many of his content being cut and containing major spoilers and revelations, it's possible he was intended as a last minute addition. (Post-Mortem video and development interviews for DX may answer this one.)
 * Death flags can still happen even after a mission is complete. This is most easily reproduceable by freeing the hostages in the Battery Park Subway and then immediately trigger the trap or blow up explosives before they are properly removed from the map. Much like Jock below, Alex Jacobson will not play another datalink to inform the player of this... interesting development. The player will simply find out when reaching Joseph Manderley later that the hostages were not rescued (and if this was unintentional, become very confused as a result).
 * A more subtle version is possible with Tiffany Savage if she flees the helicopter right as Jock takes off. If she doesn't take enough damage to die, the mission is considered complete; however, if she dies before the map exit point is reached, the flag is set and Gary Savage will act accordingly. (Jock's conversation does not change as the barks can no longer trigger at this point.)
 * Drowning bots (technically anything with the property will be terminated from running out of breath) will explode since they can drown but don't have a floating carcass (and instead explode). The same will happen to a WiB/MiB but for different reasons.
 * A dying pawn falling into water will get stuck in the dying animation and become undead (as can be seen with Doug's Undead Seagull example). At this point the IFF will still color code the frob target, they will still emit bubbles and sounds (and swim, if they can) but absolutely cannot be interacted with or damaged at all as there is no carcass to push through the gibbing threshold and no pawn left to damage either.