Deus Ex 2nd Mission: Battery Park, Hell's Kitchen, and Warehouse District

The second mission in Deus Ex takes places in Battery Park and Hell's Kitchen. In this mission, JC Denton must first track down Ambrosia stolen by the NSF, and then shut down an industrial-size generator used by the NSF to power their headquarters. The final phase of the mission takes place in the Warehouse District, a part of Hell's Kitchen exclusive to this mission.

Goals
* Given by Janey in the tavern (if Sandra has not yet been rescued)

** Given by Smuggler

Collectibles

 * Battery Park
 * Augmentation Canister: Aqualung / Environmental Resistance – In the control room under Castle Clinton
 * Hell's Kitchen
 * Augmentation Upgrade Canister – Osgood and Sons storefront, in a closet behind the left-side door locked by a keypad
 * Weapon Modification: Clip – In the secret compartment behind the mirror on the second floor near Smuggler's bed. The compartment is unlocked by the keypad.
 * Weapon Modification: Scope – Sold by Smuggler
 * Weapon Modification: Accuracy – In the sewers, on top of the red pipe at the bottom of the pool of sewage.
 * Hell's Kitchen - Warehouse District
 * Augmentation Canister: Speed Enhancement / Run Silent – In the basement control room, in a locked safe under a desk with a computer

Battery Park
The first objective is to locate stolen Ambrosia. The Ambrosia is in the underground facility below Castle Clinton. There are two approaches: Once inside the underground facility, locate the Ambrosia to complete the goal. Be sure to enter the control room behind a locked (20% strength) door. The control room contains an augmentation canister.
 * Join Anna Navarre's assault at the front entrance of Castle Clinton, and then proceed underground via the central kiosk in the castle.
 * Use the side entrance hidden behind the soda machine at the area of the mission. Talk to the kid near the starting area. Give him food and he will provide you a code (9183). Then, use a lockpick to open a keypad near the soda machine and enter the code given by the kid to open the entrance.

Report to Anna to receive the first primary objective, which is to resolve the hostage situation at the subway. To earn the full reward of skill points, you must kill or incapacitate all NSF members in the subway station without setting off the explosives. You can bypass the traps by disabling them using an EMP grenade (if entering from the main entryway) or by entering the train platform via the hatch to the left of subway entrance.

Hell's Kitchen
Hell's Kitchen is a city hub with many optional interactions and side missions. Notable areas in Hell's Kitchen are listed below. Speaking to locals in the tavern and the clinic will complete the secondary goal.
 * Underworld Tavern – Several notable characters can be encountered here, including Jock (the pilot), Janey, Joe Greene (a reporter), and Jordan Shea (the bartender).
 * Buying beer for Jock will unlock dialogue.
 * Speaking with Janey will unlock a secondary goal to save Sandra Renton from Johnny. Sandra and Johnny can be encountered on the streets near the tavern.

At the basketball court, there is a bum that is being threatened by NSF thugs. If you knock out the thugs and speak to the bum, you will receive a password ("underworld") that can be used when you see Curly in the next mission. However, if you receive the password, you will not be able to buy the password in the next mission for bonus skill points.
 * Free Clinic
 * For the secondary goal of speaking to locals, speak to two bums in the clinic.
 * A locked area with two medbots can be accessed via the keypad code 2153, allowing for healing and installation of the augmentation canister obtained in Battery Park.
 * The above code and a medkit can be purchased for 2000 and 300 credits, respectively. If you help Dr. J. Allred resolve a dispute in the morgue, you will receive a 40% discount.
 *  'Ton Hotel – The site of a hostage situation. Clear the hostiles to complete the secondary goal.
 * Paul's apartment in the hotel has a secret area accessible via a keypad (code: 4321) behind the painting. The secret area includes 3 multitools, 2 lockpicks, and other items.
 * Smuggler's Lair
 * There are two ways into Smuggler's Lair:
 * The main entrance of Smuggler's Lair requires a password that can be obtained from Sandra Renton after rescuing her. Speak to Sandra two times to receive the password.
 * The rear entrance is accessed from the basketball court near the subway entrance. From the basketball court, continue through a corridor to find a freight container with a breakable door.
 * Smuggler provides a new secondary goal to rescue his friend Ford Shick from the sewers, along with the nanokey to open the manholes into the sewers.
 * If you complete this secondary goal, Smuggler will lower his prices (including the price for a scope, which will be lowered from 2100 to 700 credits).
 * In Smuggler's upstairs room, there's a locked mirror by his bed (code: 432) which includes a clip modification.
 * Sewers – The sewers are not accessible until you receive the nanokey from Smuggler.
 * The central chamber and the lab where Ford Shick is held are guarded by armed MJ12 personnel. JC Denton will tell Ford that he does not recognize the uniforms of the soldiers.
 * The central chamber of the sewers contains the third and last weapon modification in this mission (an accuracy modification), on the bottommost red pipe closest to the hazardous wastewater.

To reach the Warehouse District where the NSF generated is located, you must enter the Osgood & Sons storefront. You may pick the lock, destroy the door, or use the breakable window on the right side. Three doors are inside:
 * The locked left door contains an augmentation upgrade canister. There is no code for the lock.
 * The center door leads to a turret-guarded passageway that eventually leads to an elevator, which takes you to the rooftop of the Warehouse District.
 * The right-side door leads to the ground level of the Warehouse District.

Warehouse District

 * For additional details, including skill point locations, please see the annotated map in the infobox of this article.

You start at the southeast part of the map, on either the ground or roof level depending on your entry route. If you started on the ground level, you will eventually make your way up to the roof level through a series of ladders. At the roof of the southeast building, cross over to the building toward the west (i.e., the building with the billboard) using the fire escapes that provide crossing between the buildings. From the roof of the building with the billboard, you may take a ladder on the south side down to the ground level or jump into a breakable window on the building to the north.

The generator is in the large warehouse on the northeast part of the map. There are several ways into the warehouse, including a main entrance on the southeast side of the building, a rear entrance which leads to the main control room, an underground route through the sewers, and a rooftop route via a ladder on the east side of the building. If you are seeking to maximize skill points, the underground route (via a sewer manhole on the south alley) will coincide with the additional areas that give bonus skill points.

Once you're inside the warehouse, find the main control room to shut down the generator. Gunther will arrive to help clear any remaining hostiles at the roof of the warehouse. Head to the roof to leave onboard Jock's helicopter. Before you leave, be sure to take the augmentation canister in the basement control room, in a locked safe under a desk with a computer.