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There are indeed some scripting problems in the first few missions that really like to credit you for deaths you didn't cause yourself. On the other hand, in the first NYC streets map, it's hard to GET credit for helping out in the firefight outside the hotel.

I know Human Renovation solves these pretty thoroughly, and Shifter and Deus Ex 2.0 might have partial fixes themselves.
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G-Flex: There are indeed some scripting problems in the first few missions that really like to credit you for deaths you didn't cause yourself. On the other hand, in the first NYC streets map, it's hard to GET credit for helping out in the firefight outside the hotel.

I know Human Renovation solves these pretty thoroughly, and Shifter and Deus Ex 2.0 might have partial fixes themselves.
I don't remember there being any problems with that part in vanilla DX (And that's all I've ever played.)
You just have to kill at least...hmm, it's either 3 or 4...I think it's 3...terrorists yourself, i.e. you need to land the final blow.

I think it's also the last time that the game will make a difference between lethal and non-lethal takedowns apart from the body's description.
It's been a while since I've seen the original scripts, but I know the Castle Clinton check flagged you as being violent too easily.

Also, in the hotel firefight, you need to personally kill at least three out of the five terrorists. Frankly, I considered this a problem, since killing two out of five still means you killed more than a third of them yourself and they still act like you chickened out. Also, not every terrorist in the firefight had that tag; there were more like 7 or 8 terrorists total in that one firefight, but only 5 counted, so in theory you could probably kill more than half of them yourself and you'd still be given the "I know you had other priorities" lines as if you didn't do anything.

And yeah, I don't know if there are many (or any) scripts after that that care about whether you've killed or KO'd someone. However, KOing exploding enemies like MIBs is a good way to loot their bodies.
i played the game stealthy and pacifistic at the start
however, after the mj12 plot twist my playstyle became a lot more violent
while i would still ko most enemies, mj12 troops were never spared
this was because i could to a certain degree understand and agree with the nsf's ideas
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ecamber: ...
So what decision did you reach? Did you decide to keep going or abandon the game?
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BlueMooner: So what decision did you reach? Did you decide to keep going or abandon the game?
Not sure what difference it makes to you, but I've currently put the game on hold and moved on to others. I just can't manage to trigger the glitch shown here (http://www.youtube.com/watch?v=Hsh24FmYlNQ) where Anna opens the door, despite making her run into it many times and being in the perfect position to launch a grenade at her feet. As I mentioned upthread, I am stubbornly opposed to killing her, and I don't want to cheat my way through the game either.

I'll probably periodically try again sometime (I'll update this thread if I ever succeed), but I'm not patient enough to spend hour after hour trying to trigger this glitch when there is so much else to play.
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ecamber: Not sure what difference it makes to you
Just curious, since you seemed to be really struggling with what to do. I'm sorry you didn't like it... hope you find something more to your taste.

My only thoughts on that glitch are 1) try using stealth/ thermoptic camo so that Anna can't see you, 2) stand in a place where the game can't 'path' to you, so Anna will run around, possibly leaving, as the AI tries to figure out how to reach you, 3) reduce Anna's health to near death so that she'll try to flee.
You can theoretically knock out Gunther Hermann, but not Anna Navarre.

I've gotten out of UNATCO without killing her, though, using the following method:

1) Make sure there's a living, conscious UNATCO trooper in one of the offices near the locked front door.

2) Injure Anna to the point where she runs away, or lock her in a cupboard or leave her downstairs or something (cloaking helps). Something to get her out of your hair.

3) Using boxes, furniture, potted plants, and other decorations, create a pathway straight from one of those offices to the locked door.

4) Injure the UNATCO trooper in that office until he wants to run away. The only place he'll have to go is through that door, so he'll unlock it for you.

It worked for me, anyway, although I think it took some fiddling and lots of loading/saving.

An alternative method, although I can't personally vouch for it, is to use something that makes an extreme amount of noise, preferably a large explosion, at the locked door, so the guard on the other side of the door (near the retinal scanner) hears it and investigates.