Deus Ex/Level Remnants
This is a sub-page of Deus Ex.
This list is not exhaustive.
Contents
Chapter 0
00_Intro
The intro shown in the final game seems to use sections of earlier versions of other maps, namely Liberty Island (First Visit), Free Clinic, MJ12 Prison, VersaLife, Paris Start, Area 51 - Page. Each one has changes shown belowː
Liberty Island
- Near the top of the statue, instead of two flares and a PS20, a lockpick is found instead.
Free Clinic
- The wires on the doors at the Free Clinic are opaque instead of transparent.
- The corners of the main room at the clinic have bigger tiles than in the final.
- The keypad to the medical bots has the default code of 1234.
MJ12 Lab
The MJ12 lab area is quite different:
- The large desk is in the open with the greasels, the area behind the large wall behind it is small and holds the remaining decorations from the final level.
- The augmentation canister is in the open on the desk instead of being held in a container, no reference to this container exists on the computer either.
- The container with the medkit in it is missing.
- There is no medical bot.
- The security camera is on the right side wall instead of being in the centre at ground level.
- The tranquilizer darts on the wooden table are replaced with a gas grenade.
- The datacube containing the image of Walton Simons is missing.
- The datacube normally located in the top right cabinet drawer is placed on the MiB's table.
- The datacube in the lower right cabinet drawer has no text assigned to it.
- The multitool in the top left cabinet drawer is missing.
- The underground vent system is missing, however one vent to the underground greasel is still here.
- There is no door separating the greasels from the MiB's desk, leaving just a large hole.
- The alarm panel on the wall on the greasel's side is on the other side and breaking the windows sets off no alarms.
- The scientists have no base voice set, both the male scientists have the conversation "scientistmaleconsulting" set, but in the final one uses "Scientist" and the other uses "ScientistConsulting".
- Both versions have an unused patrol called "MoreauAtButton", Dr Moreau is ordered to wander after talking to you. In the Intro version this patrol point is placed beside the greasel release button though.
VersaLife
- The hand statue at VersaLife has a staircase on the back of it.
Paris
- One of the buildings in the Paris segment is entirely gray instead of white with a brown strip.
- Many buildings also have a gray texture instead of a white base.
- Many buildings and walls around the edge of the Paris segment are missing, giving direct view to the skybox at ground level.
- A dome can be seen on one building that is removed in the final.
- The catacombs building has a gray lower half, but in the final all the bricks are the same color.
- A car is crashed into the lion statue, but not in the final.
- Different trees were used in the main area.
- Path nodes indicate the doors to building 14 were double doors.
- The area behind the catacombs building has trees in the planters in the intro, but in the final version they are empty.
Area 51
- The control panel at the Area 51 section is more crude with a slightly different design and misaligned textures while the final version has a simple keyboard with a strip light on it.
- The door you enter the room from has a keypad on the side you exit with the code 6623, in the final this is just a switch.
Chapter 1
01_NYC_UNATCOHQ
- The cameras in UNATCO are named for some reason. Alex's is named "UN_proteus_cam", after Greek god Proteus.
Chapter 2
02_NYC_BatteryPark
- TrashCan3 has the tag "TriggerDeepThroat". No other info related.
- Hacking the 666 keypad, Keypad2, is meant to turn off the "alarm", but nothing with that tag exists.
02_NYC_Underground
- Keypad0 and Keypad2 try to activate "SewerAlarm" on failing to enter the correct code.
- Keypad9, Keypad16, Keypad18 try to activate "AlarmUnit2" on failing to enter the correct code. SecurityCamera4 also tries to activate this.
- Keypad11 and Keypad12 try to activate "SumpAlarm" on failing to enter the correct code.
- No actors have these tags.
02_NYC_Warehouse
- PatrolPoint31/PatrolPoint32 are paths behind the mirror called "JoJoPP", for JoJo Fine to patrol. JoJo Fine does not appear until chapter 4, and only in the Ton Hotel.
- PatrolPoint30 is a patrol point in the control room for the generator. It's unused.
Chapter 3
03_NYC_747
- PickupDistributor0 gives CommTerrorist a key to LebedevBedroom, "Key to Juan Ivanovich Lebedev's bedroom". CommTerrorist no longer exists and LebedevBedroom is no longer referenced. A nanokey for lebedevdoor, "Private Quarters" is placed instead.
- Trigger2 is called "ControlRoomConversation" but does nothing. Likely for the cut terrorist.
03_NYC_Airfield
- Level has spawnpoints called "Reinforcements", likely for spawning UNATCO guards when the mission is over, but guards are placed in level manually instead.
03_NYC_AirfieldHeliBase
- Level has spawnpoints called "Reinforcements", likely for spawning UNATCO guards when the mission is over, but guards are placed in level manually instead.
03_NYC_BatteryPark
- TrashCan3 has the tag "TriggerDeepThroat". No other info related.
03_NYC_BrooklynBridgeStation
- OrdersTrigger1 tells a "Thief" to go to the "ThiefAtHome" point next to El Rey. Once a ThugMale2 (one of the Rooks) enters the point, FlagTrigger1 sets the ThiefSafe flag. This flag is not used.
03_NYC_Hangar
- Teleporter10/11 are teleporters out of bounds, they would serve as level transitions into the 747 from its cargo hold.
03_NYC_UNATCOHQ
- On the 2nd visit to UNATCO there is a safe hidden behind Manderley's bookshelf with no way to access it. The safe contains a recoil weapon mod and was probably made unusable as it would be unrealistic to steal in front of your boss.
Chapter 4
04_NYC_BatteryPark
- TrashCan3 has the tag "TriggerDeepThroat". No other info related.
- FlagTrigger12 activates if you get next to Jock's helicopter after finishing the hotel raid. It tries to activate "MadeItToHelicopter", but no actors have this tag.
04_NYC_Hotel
- PatrolPoint93, at the back of the reception, is called "HarleyHide". Harley Filben appears in the Underworld Tavern, not the hotel.
- Ford Schick is placed in the level behind Smuggler, but is never called to enter the world due to the flag expiring in chapter 3.
04_NYC_NSFHQ
- SkillAwardTrigger7 is out of bounds and called GotPasswords, it gives 52 skillpoints as an "Area Location Bonus".
04_NYC_Street
- FlagTrigger1 at the Ton Hotel front doors triggers "EveryoneHatesPlayer" once the raid has completed. No actors have this tag and it goes unused. It suggests UNATCO was originally in the level from the start and would go hostile, rather than spawning in.
04_NYC_Underground
- Keypad2 and Keypad11 try to activate "SewerAlarm" and "SumpAlarm" respectively on failing to enter the correct code. No actors have these tags.
Chapter 5
05_NYC_UNATCOHQ
- The particle generator on the broken retinal scanner has the "securitymessage" event. No actors have this tag and particle generators can't be frobbed. This was likely moved to the retinal scanner's msgUsed message.
- The retinal scanner also tries to trigger "securitytrigger" which isn't used by anything.
05_NYC_UNATCOIsland
- A pistol left in the statue suggests that the PS20 next to the medical crate was once a pistol.
05_NYC_UNATCOMJ12Lab
- DataLinkTrigger8 above the 1125 exit tries to play a "DL_nopaulcorpse" infolink, which doesn't exist.
- The nanotech lab's augmentation canister container is called "field002". The augmentation canister container on the 747 is called "field001". Both use the code 9905, it is likely both of these were both in the same level at one point.
Chapter 6
06_HongKong_Helibase
- Trigger3 is an out of bounds trigger that tries to trigger "Fire". Nothing uses this.
06_HongKong_MJ12Lab
- AllianceTrigger2-4 are for setting the greasels to be friendly. Interestingly these are called Dog01-03, suggesting greasels replaced dogs. Despite having 3 triggers, there are only 2 greasels. Additionally, the trigger for making them attack is called "ReleaseTheHounds" which tells them to go to points called "Bite01-03".
06_HongKong_Storage
- LogicTrigger0 is called DoorControlTest and tries to trigger "DoorControl2". Nothing triggers it and nothing has the desired tag. It was likely for testing the raising doors and was replaced with the dispatcher instead.
- SkillAwardTrigger4 is called WellDone and is likely meant to be triggered when the UC is destroyed. It gives 100 skillpoints as an "Accomplishment Bonus". It can be trigged by falling onto the camera watching the UC keypad from above. This was probably meant to be tagged as "CongratsJC" instead.
- The commandos in the level have the bindName "Storage_Troop" which isn't used, and the barkBindName "MJ12 Commando", which has an invalid character in it and isn't a valid voice.
- The scientist in the area has a male voice and conversation lines if made friendly.
06_HongKong_TongBase
- If the player hasn't entered the compound legitimately there are triggers to make Jaime, Tong, and Alex leave the level. Possibly to prevent sequence breaking the chapter.
06_HongKong_VersaLife
- The cops in the level all have the tag "MJ12Troop" showing their class was changed at one point. The cop at the window is still called "MJ12Lab_TroopWindow".
- The flag for John Smith giving you the code to the elevator is "BarneyGaveAccess", suggesting an older name.
06_HongKong_WanChai_Canal
- HKTukTuk1, outside the Old China Hand, has an event set for "set_sail", suggesting it was set to interpolate at one point.
- Trigger0 is called CanalAmbush and does nothing. It is placed next to the drug dealers so they might've immediately ambushed the player instead of being proximity conversation triggered.
- Male1Carcass0, John_Smith_Body, is meant to appear if you get the ROM encoding and Hundley is still alive, however it doesn't appear as it checks for the flag "HaveROM" instead of the correct "Have_ROM".
- SpawnPoint0 is called CopCall_01 and does nothing. It's possible it spawned cops when the acoustic sensors (which do nothing in this level) heard something.
06_HongKong_WanChai_Garage
- The references to "RumbleCops" along with "RumbleRedArrow" and "RumbleLumPath" suggest it was meant to be a three way fight at one point. Many references to the rumble cops are required, such as for going past the barricade, and the victory lines for the triad that wins. The used cops are called "crashscene_cops".
06_HongKong_WanChai_Market
- Dispatcher3 is called lift_operator and never called. It triggers Close and then zip, neither of which exist. Likely used for closing elevator doors.
- TriadRedArrow0 is an unused Red Arrow member at the canal. They are in the idle state by default and can't be conversed with. Making them leave the state allows them to be talked to to hear an unused conversation where they cover for Maggie, saying she's Paul's wife. This was likely cut because Maggie is supposed to only learn about the Dentons right before JC gets to her, making her act on the fly.
06_HongKong_WanChai_Street
- Interestingly, OrdersTrigger4 seems to have been copied from 06_HongKong_MJ12Lab for some reason. This tells Supervisor Harrison to wander around. Harrison does not appear on this level.
06_HongKong_WanChai_Underworld
- MJ12Troop0 can be found at the stairs to the market. They have the the bindName "Club_MJ12Troop". MJ12Troops are not otherwise used on this level and may have complimented the commandos. The mamasan is also meant to shout one of her lines at the MJ12 troops during the raid.
Chapter 8
08_NYC_Hotel
- RiotCop8 tries to patrol HotelPatrol2A, but no path with this tag exists.
- RiotCop9 tries to patrol HotelPatrol1A, but two paths with this tag exists, ditto for HotelPatrol1B and HotelPatrol1C. It's clear that both paths were named 1 when one was meant to be 2.
08_NYC_Underground
- Keypad2 and Keypad11 try to activate "SewerAlarm" and "SumpAlarm" respectively on failing to enter the correct code. No actors have these tags.
Chapter 9
09_NYC_Dockyard
- The frontgate, DeusExMover89, tries to trigger "GatePass" when opened, but nothing has this tag. Potentially to make the guards hostile if you open it without permission.
- The door to Simons' office, DeusExMover124, tries to trigger "SimonsDoor", but nothing has this tag.
- DeusExMover45, the storage area #3 door tries to trigger "AlarmLogicTriggerFinal", but nothing has this tag.
- Keypad2 tries to trigger "SubPenDoorAlarm" if the wrong code is input, but nothing with the tag exists.
- NanoKey1 has its tag set to SupplyShed instead of its KeyID, making it useless.
09_NYC_Graveyard
- Trigger5 in the tunnel has the tag TunnelTrigger and event "BlownOutWall". Nothing triggers it and no actors have the desired tag. No wall to be blown out exists, but it is next to the tomb next to Dowd that leads to the tunnels.
- The invisible explosive barrel that is meant to detonate when the generator is destroyed has the tag "BarrelOFun", nothing triggers it. Likely meant to be triggered by "EMOff".
09_NYC_Ship
- The door to the captain's room, DeusExMover284, tries to trigger "CaptReward", which doesn't exist.
- The keypad to the armoury, Keypad0, tries to trigger "LowDeckAlarm" if the incorrect code is input, but no alarms exist in the level.
- The keypad to the command room and captain's room, Keypad2 and Keypad3, try to trigger "CommandDeckAlarm" if the incorrect code is input, but no alarms exist in the level.
- The main door exit and the sewer exit are meant to close off once the level is complete, forcing you to exit via the fan to the roof. This doesn't happen because coding oversights.
- Talking to Vinny is meant to have the front guard turn off the camera and open the door. However the coding to turn off the camera doesn't exist, so it always turns on.
Chapter 10
10_Paris_Club
- NPCs are given sabot shells for their shotguns, but they don't know how to use this ammo, so they use the little buckshot that spawns with their shotguns.
10_Paris_Metro
- The MJ12 troops in the level have the bindName "MetroMJ12Troop", which isn't used. As they have no barkBindName, they have no lines.
Chapter 11
11_Paris_Everett
- The building directly across from Everett's has the group "fuckedupbldg". It's possible this building had more in it back when the streets could be travelled.
Chapter 12
12_Vandenberg_Cmd
- Trigger9 near Stacy Webber tries to trigger "poison_gas", which doesn't exist. No poison gas exists in the level.
- SecurityCamera0 and SecurityCamera3 try to trigger "cell1" which doesn't exist.
12_Vandenberg_Computer
- DataLinkTrigger0, DataLinkTrigger1, and DataLinkTrigger3 try to trigger "Skill_helios", which doesn't exist.
12_Vandenberg_Gas
- Mover4 tries to trigger "pump_lights", which don't exist. They were likely renamed to support1 so they immediately turn off when the pumps are destroyed.
- MapExit6 and MapExit7 exist in the corner of the level, but don't lead anywhere.
12_Vandenberg_Tunnels
- Trigger0, a trigger a mile out of bounds tries to trigger "fight", which doesn't exist.
- The final staircase has two red lights with nothing under them. Behind them are two small subtraction brushes that lead to nowhere, but potentially could've lead to rooms at one point, if not a simple copy paste.
- Morgan Everett's initial infolink is called "DL_JockLeaving", suggesting it was originally from Jock.
Chapter 14
14_OceanLab_Silo
- The rocket has the group "newrocket", possibly related to being redesigned from when it used to take the player to space.
- AlarmUnit2/3 have the tag compalarm, but nothing references them.
14_Vandenberg_Sub
- The minisub has an outro cutscene that is disabled, possibly due to an oversight that makes all NPCs ignore the player after returning to the level.
Chapter 15
15_Area51_Bunker
- The troops in the hangar have the tag "Soldier_x" for some reason.
Liberty Island
There are four versions of Liberty Island, chapters 1, 3, 4, and 5. Chapters 3-5 don't allow access to most of the level seen in chapter 1, making most of the area deleted. That which remains seems to use an older version of the map.
The entrance in 03 and 04 show much larger doors. The hole in the wood is not present, though may have been removed as it wasn't needed. 04 contains a random forty though 03 doesn't. The camera has a stand while 01 does not. 05 shows the camera on the stand and an alarm panel next to it, which normally doesn't appear. The turret is incorrectly upside down. The computer terminal never appears.
Chapter 1 | Chapter 4 | Chapter 5 |
---|---|---|
The walls outside UNATCO in 03 and 04 stylistically have pieces missing.
Chapter 1 | Chapter 4 (Left) | Chapter 4 (Right) | Pre-release (Right) |
---|---|---|---|
Same with a piece near the dock.
Chapter 1 | Chapter 4 |
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04 has a whole section of wall missing.
Chapter 1 | Chapter 4 |
---|---|
This was likely not deleted, as old images of Liberty Island show it designed this way.
Old | Final | Pre-release |
---|---|---|
The doorway above the main entrance has barricades in front of it for some reason in 04.
Chapter 1 | Chapter 3 | Chapter 4 |
---|---|---|
A gas grenade appears at the top of the ladder to the commander, likely cut for being too difficult to disarm.
Chapter 3 |
---|
The gas grenades in 01 are LAMs in 03 and 05, likely changed for being too difficult for new players.
Chapter 1 | Chapter 3 | Chapter 5 |
---|---|---|
Additional LAMs appear in 05, which were cut completely likely for the same reason.
Chapter 1 | Chapter 5 |
---|---|
A big barrier at the top of the statue can be seen in 03 and 05. This was likely to prevent the player from seeing UNATCO and the majority of the island and tanking their framerate. In the final version the player is only allowed to see through a wire mesh and isn't allowed out to see the rest of the island.
Chapter 1 | Chapter 3 |
---|---|
Hong Kong Canals
Part of the canals level exists in the Lucky Money level. The version is clearly older than the final.
The upper area matches pre-release footage, though with textures replaced, some with plain concrete. The bridge is not broken in this version. E3 footage shows that this level and Tonnochi Road were the same, which is why the tunnel is missing, the open area where the sign can be seen lead directly to it.
Final | Lucky Money | Pre-release |
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The design of the canal itself matches a pre-release image. Water is transparent in this version.
Final | Lucky Money | Pre-release |
---|---|---|
The lower area was redone to have a small bay. The old area has a big red flashing light. The platform on the right has an extra piece of wood.
Final | Lucky Money |
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