Deus Ex: The Fall cut story content (New York City)

New York City was originally planned to be a major segment of the story of Deus Ex: The Fall. The location would have been visited following Ben Saxon's visit to Zaaphire Biotech's facility in Australia, which would have followed the released Panama City segment of the game. According to information found in the game data of Deus Ex: The Fall, the New York City portion of the story would have featured a major city hub along with multiple main missions. However, the location and its missions were never released due to the cancellation of the continuation for Deus Ex: The Fall.

Plot summary
''The story follows directly from the unreleased Australia segment, at the end of which Ben Saxon leaves Zaaphire Biotech's facility to head to New York City onboard Alex Vega's VTOL in order to pursue the Tyrants. The following plot information for the New York City segment is known from data found in the game files of Deus Ex: The Fall.''

After Alex lands on the helipad, Ben exits the VTOL and heads to the hotel, where Anna Kelso is waiting. After receiving Anna's scrambled comm message, Ben tries to convince the receptionist to tell him Anna's room number. Once Ben finds Anna, she sends Ben to the LIMB clinic to get his Argus Implant removed. She is suspicious that they are being monitored in the hotel and suggests that they leave.

New York City is described as home to the biggest, best, and brightest in the world. In New York City, Ben has access to New York's LIMB Clinic, the helipad, Metridyne Bank, the subway, and the hotel. At the LIMB clinic, Ben is surprised to find Isaac Tiven, who has had a change of heart. He removes Ben's Argus Implant. Isaac says that the Tyrants manipulated Zaaphire Biotech's finances, which could contain evidence that might lead to what they're planning next. They decide to follow the money and look to access Zaaphire's financial records. Anna knows the hacker Widow who could get the job done and who resides on an old carrier at Pier 19.

Pier 19 is home to all kinds of riff raff and undesirables. Docked at this pier is a carrier, the USS Intrepid, that was once a proud military vessel, but has since been taken over by a group of hackers headed by Widow. Ben asks for help accessing Zaaphire's records at the Metridyne Bank in return for the financial benefit Widow can receive if they are successful. Before they can start, Ben must physically infiltrate the bank to plant an uplink. After getting the uplink from Widow, Ben infiltrates Metridyne to plant it. Deep within Metridyne, Ben plants the uplink and escapes back to the carrier where Widow is waiting to hack Zaaphire's financial records. After successfully placing the uplink, Ben returns and Widow begins her hack. By hacking Metridyne's central server, she recovers evidence of VersaLife's involvement in setting up Zaaphire Biotech. It is not long before they are traced and a Belltower strike team attacks the carrier. Ben sees through Anna's eye augmentations that she is kidnapped by Sam Duarte. Ben is forced to escape.

The New York subway has become a dangerous place lately, overrun with Anarchists. After Anna is kidnapped, Namir contacts Ben and tells him to watch the news. Ben sees that the UGSE (United Global Stock Exchange) is under siege and heads there to save Anna. Ben infiltrates the UGSE to find Anna. He makes his way to the roof, where he finds Anna and confronts Sam for the final showdown.

Locations
The following locations associated are mentioned in game files.

Loading image and context data
For most locations, the game files include loading screen images (found in the resources.assets file) and corresponding context data for each location (found in the mainData file ). Context data use the older spelling of "Zaphire" (with only one "a"). All spelling errors shown in the context data are original.

Location names in game data
The following table lists names and identifier used to refer to the locations across different contexts in the game files. In the above table: The mainData file also includes the following additional references to locations. The purpose of these references has not been documented. However, these entries indicate that the Subway and Carrier locations were intended to have multiple sections.
 * The "Location" column displays the simplified name used to refer to locations in this article.
 * The "stringtable01" column lists location names appearing in the Stringtable01 XML file. These location names are also localized in French, Italian, German, and Spanish.
 * The "Loading Image" column lists the filenames of the loading images.
 * The "Context data" column lists the location names used in conjunction with the context data in the mainData file.
 * The "Game Script" column lists the corresponding class names that appear in Assembly-CSharp.dll, which contains the game scripts for game locations.


 * WB_NYCHelipad
 * WB_NYCHotelRooms
 * WB_NYCLimbClinic
 * WB_NYCSubwaySouth
 * WB_NYCSubwayNorth
 * WB_NYCIntrepid1stFloor
 * WB_NYCIntrepid2ndFloor
 * WB_NYCBank
 * WB_NYBank_Jeff
 * WB_NYCSewers
 * WB_NYCStockExchangeBasement
 * WB_NYCStockExchangeTradingFloors

Notes on locations

 * The Hotel is named "Crystal Hotel" in the context description, "Thalassian Hotel" in the name of one of the mission objective, and "Hotel Nautica" in the description of a different mission objectives. No explicitly explanation for this discrepancy is known. These names may have been different candidate names considered during development.
 * The Carrier location features the decommissioned aircraft carrier USS Intrepid, as confirmed by the "WB"-prefixed data and the game script data described below.
 * The Sewers location does not have a corresponding game script file, suggesting that it may have been discarded.

Helipad

 * Starting this location sets the primary objective to the helipad's exit (m_HelipadExit). Presumably, the exit leads to the New York Streets.

New York Hub

 * The New York Hub is the central hub that links to various other locations. When the player is in this area, the game script will set the quest marker to one of the following objects, depending on the the story progression flags that have been set: m_EnterHotel (entrance to the Hotel), m_EnterLimb (entrance to the LIMB clinic), m_EnterSubway (entrance to the Subway), m_EnterBank (entrance to the Bank), and m_EnterNYSE (entrance to the Stock Exchange). According to the context data, the city hub also provides access to the Stock Exchange.
 * Entering the city hub for the first time begins the mission "FIND ANNA KELSO" and the objective of "GO TO THE THALASSIAN HOTEL."
 * The flag NYCHubStarted is set.
 * The quest marker is set to the entrance to the hotel (m_EnterHotel).
 * The script mentions the object m_AnnaInviteTrigger, which appears to correspond to the "message from Anna" described in the mission objective description. This object is removed as the player later during the mission.

Hotel Lobby

 * Entering the Hotel Lobby completes the objective "GO TO THE THALASSIAN HOTEL" and starts the new objective "FIND ANNA'S ROOM NUMBER." Additionally, the quest marker is set to the receptionist's location (m_ReceptonistLocation).
 * The script for the Hotel Lobby includes a function "AcquireKey." The context suggests that the player is required to obtain a "key" in order to get to the Hotel Rooms, and that the key can be obtained by speaking to the receptionist, possibly involving a dialogue challenge.
 * Acquiring the "key" completes the objective of "FIND ANNA'S ROOM NUMBER" and begins the new objective of "TALK TO ANNA."
 * The story progression flag NYCVisitedHotelReception is set. Once this flag has been set, the conversation with the receptionist is no longer available (the object m_ReceptionistConversation is removed).
 * The quest marker in the area is set to the elevator (m_ElevatorAccess)

Hotel Rooms

 * Visiting Anna in the Hotel Rooms completes the mission "FIND ANNA KELSO" and begins the new mission "ARGUS IMPLANT" and the objective of "VISIT NY LIMB."
 * The story progression flag NYCVisitedAnna is set (as is NYCVisitedHotelReception if not previously set).
 * The quest marker in the area is set to the elevator (m_ElevatorAccess).
 * Anna's character object (m_AnnaObject) and the door to her room (m_AnnaDoor) are removed or otherwise made inaccessible.
 * Upon returning to the Hotel Lobby after visiting Anna, the quest marker is set to the street access (m_StreetAccess).
 * Upon returning to the New York Streets after visiting Anna, the quest marker in city hub is set to the entrance to the LIMB clinic (m_EnterLimb).

LIMB Clinic

 * Entering this area during the "VISIT NY LIMB" objective sets the mission objective marker to m_IsaacLocation. However, if either the previous or next mission is active instead, the quest marker will be set to m_StreetAccess (the exit to the city hub).
 * The script defines a scene that depicts an operation in which Isaac removes Ben's Argus Implant. The cutscene defines the following events and includes three infolink messages, but the content of the dialogue is not known.
 * The cutscene starts (m_OperationStarted is set) and the camera position changes after 3 seconds.
 * 0.5 seconds later, an infolink message from Anna plays (m_AnnaIntroComm).
 * 11.5 seconds later, an infolink message in which Isaac explains something plays (m_IsaacExplainsComm).
 * 32 seconds later, another infolink message from Anna plays, wrapping things up (m_AnnaWrapsComm).
 * 11.5 seconds later, the cutscene ends (m_EndOperationSeq is set).
 * When the operation of removing the implant is completed, the mission "ARGUS IMPLANT" is marked as complete and the new mission "UNCOVER THE TRUTH" begins. The mission objective is set to "GET ABOARD THE CARRIER"
 * The story progression flags NYCVisitedIsaac and NYCImplantWasRemoved are set.
 * The quest market in the area is set to m_StreetAccess (the exit to the city hub).
 * Upon returning to the New York Streets after having the implant removed, the quest marker will be set to the subway (m_EnterSubway).

Subway and Pier

 * The Subway provides access to the Pier (m_PierAccess), which in turn provides access to the carrier (m_IntrepidEntrance). According to the context data, the UGSE can also be accessed from the Subway.
 * After the implant has been removed (but before having visited the hackers), entering the subway sets the mission objective marker to m_PierAccess, and entering the pier sets the mission objective marker to m_IntrepidEntrance.
 * In various other stages of the mission sequence, the quest marker will be set to direct the player towards the city hub instead, via m_SubwayAccess in the Piers, and m_StreetAccess in the subway.

Carrier - Initial visit

 * The script for the Carrier location appears to be incomplete in handling the proper sequence of progression flags. Nonetheless, the script indicates the intended design that first entering this area would complete the objective of "GET ABOARD THE CARRIER," initiates the objective of "TALK TO WIDOW," and set the quest marker to Widow's location (m_WidowLocation).
 * Meeting Widow completes the objective of "TALK TO WIDOW" and begins the new objective of "INFILTRATE METRIDYNE BANK."
 * The story progression flags NYCVisitedHackers and NYCHaveUplink are set.
 * The quest marker in the area is set to m_Exit, which is the exit back to the Pier.
 * The "uplink" is a device that Ben must plant at the Bank, as described in the mission objective description ("...I have to plant an uplink inside the bank before she can launch the cyber attack").
 * Upon returning to the New York Streets, the quest marker in the city hub will be set to m_EnterBank.

Bank Lobby and Server

 * After obtaining the uplink, entering the Bank Lobby causes the quest marker to be set to m_LadderAccess, which presumably refers to location used to access the server room.
 * Entering the server room sets the quest marker to m_UplinkLocation.
 * Planting the uplink completes the objective of "INFILTRATE METRIDYNE BANK" and begins the new objective of "RETURN TO WIDOW".
 * The story progression flag NYCPlantedUplink is set.
 * With the flag NYCPlantedUplink having been set, the quest marker at the Bank Server, Bank Lobby, New York Streets, Subway, Pier, will be respectively set to m_Exit (for the Bank Server), m_Exit (for the Bank Lobby), m_EnterSubway, m_PierAccess, and m_IntrepidEntrance to lead the player back to Widow.

Carrier - Return visit

 * Upon returning to the carrier, the quest marker will be set to Widow's location (m_WidowLocation).
 * Returning to the carrier also sets the object m_JanusMonitor to active. No description of Janus' involvement is known from the game data. It is possible that Janus engages in conversation or can be conversed with via a monitor in a manner similar to what is portrayed in the released game.
 * Returning to Widow presumably causes the hack to begin. This part of the story is described in the context data as follows: "After successfully placing the uplink, Ben returns and Widow begins her hack." Additionally, the mission objective descriptions refers to "...hacking the Metridyne bank server and recovering evidence of VersaLife's involvement in setting up Zaphire Biotech."
 * Next, the context data states: "It isn't long before they are traced and Belltower attacks the carrier! Ben sees through Anna's eye augmentations that she is kidnapped by Sam." The game script defines this sequence (referred to as "AnnaSeq" in the game script) as follows:
 * When the sequence begins, the object m_AnnaScrenCamera is set to active.
 * 1.5 seconds into the scene, an infolink message plays. This part of the sequence is triggered by the internal variable m_AnnaOpticsComm.
 * 11.5 seconds later, an infolink message plays (unknown dialogue), the object m_AnnaScreenCamera is set to inactive, and the object m_AnnaSamCamera is set to active. Based on the context data and the internal variable m_SamBreaksIn used to trigger this part of the sequence, it can be inferred that the camera changes to show that Anna being abducted by Sam.
 * 7.5 seconds later, an infolink message plays (unknown dialogue), a Belltower attack group spawns, the sequence ends.
 * Initiation of the above sequence completes the mission "UNCOVER THE TRUTH" (along with the objective "RETURN TO WIDOW") and begins the new mission "ESCAPE THE CARRIER" along with the objective of the same name.
 * The story progression flags NYCHackedBank and NYCAnnaWasAbducted are set at the end of the sequence.
 * The quest marker in the area is set to m_Exit, which is the exit back to the Pier.

Pier and Subway

 * Upon escaping to the Pier, the quest marker is set to the subway access point (m_SubwayAccess). The game script also indicates that a Belltower attack group spawns in the area.
 * Upon reaching the Subway, the story progression flag NYCEscapedBelltowerRaid' is set, and the quest marker is set to a display screen (m_DisplayScreen). This corresponds to the description in the context data in which Namir tells Ben to watch the news ("After Anna is kidnapped, Namir contacts Ben here and tells him to watch the news. Here he sees that the UGSE is under seige and heads there to save Anna."). The game script includes function name "NewsBroadcast''" which is then invoked.
 * Watching the news completes the mission "ESCAPE THE CARRIER" and begins the new mission "RESCUE ANNA."
 * The story progression flag NYCDiscoveredUndergroundRoute is set.
 * The quest marker is set to m_TunnelAccess. The context suggests that this refers to an underground route to the basement of the Stock Exchange.

Stock Exchange

 * The Stock Exchange building has three locations: basement, trading floor, and roof, which have their own respective scripts.
 * Upon reaching the basement, the primary objective quest marker is set to m_StairAccess, which presumably leads to the trading floor.
 * Upon reaching the trading floor, the primary objective quest marker is set to m_RoofAccess, which leads to the Roof.
 * Upon reaching the roof, the primary objective quest marker is set to Sam Duarte (m_SamLocation), while the secondary objective quest marker is set to m_BombLocation. This secondary objective is not elaborated upon in the game files.
 * Sam Duarte's script (Enemy_Boss) and audio line "Fine, if you don't want to talk, let's get this over with" indicate that the the encounter with Sam would have included an optional dialogue sequence. For Sam's audio lines found in the game files, please see the article Deus Ex: The Fall Cut Audio.

Related gameplay content

 * The game files also include "New York City" versions of two weapons. For further information, see Deus Ex: The Fall Cut Weapons.
 * The game files describe three enemy/NPC classes that would have appeared in New York City: "NYCop", "Anarchist", and "Boss."
 * The game files include the following turntable flags that appear to be intended for use in unlocking turntable models depicting characters and NPCs that appear in New York City:
 * Turntable_Widow
 * Turntable_NYMaleCivilian
 * Turntable_NYMaleHacker
 * Turntable_NYFemaleCivilian
 * Turntable_NYFemaleHacker
 * Turntable_NYCop
 * Turntable_Anarchist

New York City
The following images can be found in the game files.