What happens if i kill lebedev




















As much as I love Deus Ex, I found this quite dissatisfying that you're being "forced" to choose save or not kill Lebedev simply because those choices are more favorable. At that point, you pretty much have to make a choice of trying to save Lebedev or killing him.

If you choose to kill him, then that's that and you will have to face and fight Anna later. If you choose to walk away, Anna will kill Lebedev for trying to 'escape' and you will still have to face her later.

Personally, I usually take the opportunity to take out Anna at that moment. The easiest way to do that is to slap a laser trip mine on the door frame just before you enter the room where Lebedev is. Anna will trigger it and get blown up as she enters. However, even if you do save him, he is captured later on by MJ12 and then killed. His death will be blamed on you. You will learn of these events through the news. Note, it is also possible to arrange a way so neither is killed, but it is very difficult and doesn't affect the story anyway.

If you don't kill Anna on the plane, you have to do it later. It's much easier then, because you'll have either a combat shotgun, plasma rifle or best of all the killword for her. Killing vs. If you just keep talking to Lebedev, like your brother Paul tells you, you'll eventually get skill points.

You have to ask yourself whether that's worth more to you than a measly monetary op bonus that you'll be giving up. Sign up to join this community. The best answers are voted up and rise to the top.

Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. What are the consequences of your decision on the plane in Deus Ex? Ask Question. Asked 10 years, 2 months ago. Active 2 years, 1 month ago. Viewed 29k times. On my first attempt, I died horribly. But wow, what a great game. It could be the basis for a spinoff game, like halflife Blueshift was.

But I've never seen a truely non-linear game and deus Ex is amongst the best of them. Even blade runner which was as non-linear as I've seen a game. Still, you would meet different people depending on your choices but it was in the same place at the same time, and only as you got to the very end did the paths diverge.

I want to play that game again now, it was so good but I've loaned the disks to a freind need to go back to my silent project in deus ex. With regards to the storyline, the "freedom" in Deus Ex is a big fat lie. Whatever you do during the game makes no difference whatsoever to the final outcome.

Sure, you get a few minor choices - who dies and when - but nothing major. Still a kick arse game, nonetheless. Something i'd like to see improved on in the sequel, though.

Morrowind is fairly non-linear, but ultimately you are still trying to accomplish the same goal, just by different means. Not really. You can pick whatever goal you like. Picking the 'end ash curse' line is just a paticularly rewarding goal. Non-linearity doesn't exist in any current game The closest there has been to non-linearity in a single-player type game is Black and White, and that was just In multiplayer it's a little easier, but still can get boring and repetitive.

It depends on your own creativity and imagination, and personally mine is somewhat lacking, hehe. I much prefer scripted elements and laid down rules. I like to sorta "feel" how the makers have shaped the game, the ways they have tried to fool us into thinking we have lots of options, and the way they prevent us doing disasterous things. I like sensing the amount of effort they have put in, and especially in games like Deus Ex, where I have no doubt there are some things that only I have tried, and yet there has been some barrier or special case that the coders have included, or the robustness of the engine and scripting systems has dealt with.

Good luck breaking any DX code, by the way. It's quite easy to get some informational anomalies in datacubes, in game "news" items and such , because for some reason the makers of the game decided to make these elements totally static. But whoever wrote the conversational paths for this game really cared about what he was doing.

There are many other examples of this. This is one thing in the engine they did so they never had to script code to remember people dying: they just had to set a character's "bImportant" property if the engine was to remember their death and never spawn them again.

Using this, I made various characters not exist, and on some levels that breaks them not being able to talk to Manderley means you can't leave the UNATCO base, etc. Probably a crash, like you get if you try to do "killall pawn" from the command line.

It doesn't feel fake, or contrived. I'm not talking about errors here there are some, some fixed by patch and bizarrely some introduced by patch. I'm talking about the amount of care and consideration that was put into the making of this game. There's little or no laziness. It's the greatest. I used to have a game, dont know if anyone has heard of or played it. It was called Vette and was based on Driving Corvettes round San fransisco It was designed for the Home Discussions Workshop Market Broadcasts.

Change language. Install Steam. Store Page. This is my first playthrough on Deus Ex. It is definatly one of my favorite games, yet I am deeply curious about something. In the NSF Airfield, where you are given the mission of assassinating Lebedev, the leader, I chose to shoot Anna Navarre, not knowing that this would cause what would happen.

What I am curious to know is what happens if you shoot Lebedev instead. Very curious to find out. I am currently on my way to Paris on my current game, having buckets of fun. Showing 1 - 15 of 17 comments. In the end they had to cut it due to time and budget concerns. Some hints in form of hidden conversations are still left in the game though. Dave View Profile View Posts. No, all it does is change some dialogue I believe. Plot still remains the same.



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