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. The final phase of the mission takes place in the Warehouse District, a part of Hell's Kitchen exclusive to this mission. 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.

Summary
** 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.

Battery Park
The first objective is to locate Ambrosia 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 the second Augmentation Canister in the game.
 * Join Anna Navarre's assault at the front entrance of Castle Clinton, and then proceed underground via the central kiosk.
 * Use the side entrance hidden behind the soda machine at the area of the mission. Use a lockpick to open a keypad and enter the code (obtained by giving food or candy to the kid nearby) to open the entrance.

Anna will give the next 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. Avoid setting off the explosives by disabling the lasers using an EMP grenade (if entering from the main entryway) or by entering the train platform via the shack closest to the subway entrance.

Hell's Kitchen
Hell's Kitchen has many optional interactions and side missions. The most important areas are listed below. Speaking to locals in the tavern and the clinic will complete the initial primary goal. 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 Underworld Tavern contains several notable characters, including Jock (the pilot), Janey, Joe Greene, and Jordan Shea (the bartender). Buying beer for Jock will unlock dialogue, and speaking with Janey will unlock a secondary goal to save Sandra Renton.
 * The Free Clinic includes a locked area with two medbots. This area can be accessed via the keypad code 2153, allowing for convenient healing and installation of the augmentation canister obtained in Battery Park.
 * The 'Ton Hotel is the site of a hostage situation. Clear the hostiles to complete the secondary goal. You may also visit Paul apartment, which has a secret room accessible via a keypad (code: 4321) behind the painting.
 * Smuggler's Lair is the home of the arms merchant Smuggler. He will send you on another side mission to rescue Ford Shick from the sewers.
 * The main entrance of Smuggler's Lair requires a password 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.
 * 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
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 using via the fire escapes that provide crossing between the buildings. On the roof of this new building, 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 in, but the route that provides the most bonus skill points is the underground route via a sewer manhole on the south alley. 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.

Battery Park (detailed walkthrough)
When you arrive, Anna Navarre will approach and brief you on the situation. The goal is to get inside Castle Clinton and locate the Ambrosia shipment. Before you do so, jump into the water in front of the boat to find two crates holding a Medkit and a Lockpick. Climb back up onto the docks and you'll have two choices, either go in the front route or look for a secondary route.

The front entrance is covered by a large amount of NSF guards and if they notice you, you'll be given a bloodthirsty reputation later on. However, if you have a candy bar, you can look for a nearby boy to obtain the code 9183, which is used to access the side entrance. To use the side entrance, use lockpicks to open the keypad and then enter the code. The vending machine will open.

Note: If intend to complete the Battery Park part of this mission with a non-lethal reputation, do not pick up bodies of unconscious NSF terrorists inside Castle Clinton (including the tunnels underneath). The game will treat any body you picked up as dead, which will mean negative comments in UNATCO HQ later on.

Side entrance (the soda machine door)
Enter through the soda machine and continue into the next room to be rewarded with additional skill points. Pick up the bioelectric cell, multitool and flares by the desk. There's also some 10mm ammo in the water if you feel like a swim. Exit the room and quietly descend the stairs, watching for a lone guard which patrols the hallway. Take an immediate right and pick up the prod charger before crawling into the ventilation shaft. Climb down the ladder and head north until you reach the end of the vents. Watch for the patrolling guards and after they pass, exit the vent and continue north until you enter a small room. Pick up the multitool in the corner and head west, watching for a guard which patrols nearby. Eliminate the guard loot his body for a NanoKey for the Castle Clinton safe (make sure that his body is out of sight). Head left while avoiding a wall-mounted camera. You should be in a dock-like area, with a barrel of Ambrosia sitting nearby. Approach it and Alex will radio in.

Exit the dock-area and head west again, ascending a set of stairs. Turn left and lockpick the door to enter the room, receiving 65 skill points, and pick up the Medkit, rockets and the Augmentation Canister inside the safe (use the Nano Key Ring to unlock the safe). Use the security terminal nearby to disable all of the security cameras in the building. For extra skill points (50) pick up the NanoKey on the desk which opens the Kiosk doors. Head back, and ascend another set of stairs to receive 20 skill points. Open the door with a nearby button, and head up to Castle Clinton. Open the single door with your new nanokey. Talk to the kid and feed him for a 50 skill point reward. While crouched, go left, to the room with the broken windows for 40 skill points. Now return downstairs to room with camera opposite ambrosia canister and take energy cell headed on big metal box right in front of camera. Now retrace your steps to exit the building and your objectives will update. Anna Navarre will approach and congratulate you on finding the Ambrosia. When given the choice, respond "I'm learning as I go." and you will receive two EMP grenades from her instead of one.

Main entrance
Head to the front of Castle Clinton and speak with Anna Navarre before entering. She and additional UNATCO officers will assist you in clearing out the NSF. Break open the scattered supply boxes throughout the castle before entering the kiosk. In a small grey shelf will be a nanokey, use it to open the locked door nearby. Enter and use a multitool to gain access to the inside of the fort. Descend the stairs and head south to find a set of stairs with a locked door. Open the door and enter the room, picking up the Medkit and rockets and the Augmentation Canister inside the safe. Use the security terminal nearby to disable all of the security cameras in the building.

Exit the room, descend a different set of stairs nearby and take an immediate right in order to find the Ambrosia barrel. Approach it and Alex will radio in. If you want to you can explore the rest of the fort, but you can now leave and talk to Anna to receive your next objective. Anna Navarre will approach and congratulate you on finding the Ambrosia and for not being afraid to kill. When given the choice, respond "I'm learning as I go." and you will receive two EMP grenades from her instead of one.

Subway
After talking to Anna Navarre, head north-east to the subway station. UNATCO and NSF officers will battle it out for a short time, but UNATCO may occasionally need some help. In the southernmost shack is a chest containing a lockpick, multitool and candy bar. A second chest located in a different shack will contain a medkit, prod charger and flare. The westernmost shack will have a lockpick in the corner. In the shack closest to the subway entrance is a vent shaft. Enter it, then descend to the first branch, then turn right, then left, then immediately right again. Throw a gas grenade down to attract the attention of the NSF and to briefly blind them, then shoot each with a tranquilizer dart. Once all visible targets have been dealt with, drop down and tell the hostages to board the train. Before boarding the train yourself, search for additional items.

Hell's Kitchen (detailed walkthrough)
Hell's Kitchen is a location in New York City that will be important later in the game. There are also several side quests as well. The main buildings are the Underworld Tavern, the 'Ton Hotel, and a Free Clinic.

Right on floor of subway station lies prod charger under wooden pallet leaning on one of central columns.

Next to the alley between the hotel, two UNATCO Troops are wondering why they were issued gas grenades. You can collect three grenades from them.

Underworld Bar
Here, you will find the bartender, Jordan Shea; ask her if she knows anything about the Generator in the Warehouse District. You can also find your pilot, Jock, here. He will ask for beer, and providing beer will allow you to know the Smuggler's access code to his hideout. Afterward, he'll tell you some information about Area 51. If you have saved Sandra Renton in the hallway on the right of the Underworld Bar, she'll come in here and you'll be able to invoke a conversation with her. Her friend, Janey will also congratulate you. There are some ATM Machines around the bar that you can hack for cash. Afterward, head back out.

Clinic
This place is pretty straightforward. Just go down the corridor, and listen to the bums if you want. Then head into the main clinic room. Nothing in the bathrooms. Use the water fountain if you want.

Some of the people sitting in here have some interesting information, but it's mostly just stuff you already know. The doctor in here will sell you medkits for 300 credits or, for 2000 credits, he'll give you the door code (2153) where you can find a medical bot. To get a discount (on both items), talk to the guy confronting the doctor in the  room to the right (behind a non-locked glass door, at the other end of the same wall that the door to the medical bots is on). Tell him to be more appreciative, and he'll storm off. Talk to the doctor again, and he'll offer the door code for 1200 and medkits for 180.

Enter the code, and go to the medical bot. You should have an augmentation canister (found in Battery Park) that you can use now. You can choose aqualung for the simple reason that you can get lots of places using swimming, and there are not nearly enough rebreathers in the game. There aren't as many radioactive areas, and radioactive suits are usually right nearby.

That's it for the clinic. The computers don't really tell you anything useful, so leave them be. You should get 150 skill points on your way out if you did everything listed above.

'Ton Hotel
First things first: the ATM is worth 332. Head down the corridor past the ATM and do it quietly; the main room at the end of the hall has NSF terrorists within earshot. The best way to take them out is to go into the elevator shaft (opposite the entrance stairs) and climb up it. Don't miss the 2 crates on the floor and the 3rd level, which has a multitool hiding on it.

Now you have come upon the enemy from behind. Take careful shots, if you shoot, so you don't hit the hostages. If you sneak up on them and use the riot prod or some such, be quiet about it. Make sure you get them all; there are 3. You should get 65 skill points for taking them down.

Now that you've taken care of the terrorists, talk to the guy prisoner. He'll tell you about a password for the security setup, 'righteous'.

Now go back down to the manager's office and snatch the credits within and talk to the owner. Also, get the nano-key in the cubbies. He'll also tell you to go find his daughter, if you've saved her already (the girl in the alley). You can't actually do this; it's just game depth, or some such.

Now, you should begin to loot the apartments. I started with the one closest to the elevator; Paul's. The table has the code for the pad behind the painting (which is to your left): 4321. This opens the secret compartment with LOTS of good stuff: 2 lockpicks, 3 multitools, 2x 10mm ammo, a bio cell, a medkit, and ballistic armor. Getting in is worth 40 skill points. There is soda and soy food on in the kitchen shelves. There are 350 credits under the night stand in the bedroom. There is a medkit in the bathroom to the left of the sink. If you like, you can log in to Paul's computer using the login on the floor. There are some interesting foreshadowing and a reference to a current-day pop band; see if you can find it! I'm sure the movie references mean something too, but I've never heard of/seen those two movies.

Smuggler
Smuggler's paranoid, and so you need a password to get in (from the girl in the underworld bar, after you save Sandra in the alley), or you need to use the ladder in the container in back of the basketball court. There is a crate in the entrance 'hall' with a lockpick, right near the ladder up to the trailer (to your right if you came down the elevator). Opening the trailer requires you use some bioelectric energy with the combat strength aug or a few lockpicks but you get the exploration skill point bonus (50). If you come in through the elevator though, turn around before you use it and note the beer and prod charger hidden in the corner, behind the door. To get past the laser beams blocking your way to Smuggler you can either use an EMP grenade or disable it in the little checkpoint hut to the left of the lasers. There is a control panel there, and a multitool too (which you should get regardless). Right past the lasers is a crate with ballistic armor. Past that, in the next room, is a crate with a prod charger. In that room, in one of the niches in the right wall is a door. Go through and get 20 skill points. Go down the stairs, into the next room, and snag the candy bar on the table. Then talk to Smuggler.Get the key from him to get into the sewers and hear his story. He'll sell you some over-priced hardware which you can get a much better deal on if you save his friend.Upstairs are 2 crates with 7.62 and a prod charger. There is a lockpick and flares on shelves near the bed, and behind the bed is a keypad (code 432) that you can use multitools on to open the mirror. In this iteration (it changes each time you come here), you will find a medkit, thermoptic camo (100 real-life skill points if you can name where that comes from) and a weapon mod clip.

Sewer Lab
Not strictly necessary to complete the game, but it's worth it to get cheaper prices and to get some more stuff and skill points. Once you've gotten the sewer key from Smuggler, go down one of the sewer grates. I'm going to give the explanation as if you came down the one right by the back door to the bar.

Go down the ladder, and then down the passage a little way. You should see a suspended walkway here, with a hostile guard on it. I recommend taking him out, but note that there are other guards in lower passages to your left and right; a quick takedown (with the sniper rifle or a well-placed crossbow shot) is recommended. There is also another guy, patrolling the walkway to your left. Get him too. The funniest thing happened to me here; I hit that guy with a  couple of 10mm rounds, and he ran for the alarm. Then I hit him once or twice more and he ran off the edge into the sludge below. Weird.

Please note that the sludge below is considered a biohazard, and will eat your health relentlessly. There are some boxes and stuff down there (10mm ammo), but in general nothing is worth the damage you will do to yourself getting it.

Getting to the middle of the grate platform is worth 50 skill points. Opposite where you came in is a door with a guard and 2 crates behind it (medkit, lockpick). Under the table is a prod charger and the security login MJ12/ coupdetat. This is a hint as to just who is behind all the bad things going on. You'll find out more later.

Exit the office, and proceed to your right. There is a security computer there under the light that you should use. Rotate the bridge, click security and turn off the cameras, then go down the ladder. To open the door, either use the security terminal behind the crate or the door code (2167). Avoid the lasers and find the hatch at the end of the corridor. Hack it open or use the code again.

Now you should go straight- to the platform with the bodies on it. Pass over the locked box (this opens the hatch from this side) and the control panel (This disables the lasers in the corridor you just went through). You'll set off an alarm if you hit the laser going onto the platform, so just wait the alarm out by hiding from the turret gun. By doing this, you get an assault rifle, 2x 7.62, the code to the warehouse later on (2167), 2 multitools, 2 lockpicks, and 2 medkits.

If you go down the other hallway (the one protected by laser tripwires), you end up at the other entrance, the one by the sewers. It's somewhat harder coming in this way (and more expensive tool-wise) so personally, I recommend coming from the Underworld Tavern manhole.

If you came in from the manhole in front of the subway: you should come down the ladder and disable the control panel to your left, and then picklock the box on the wall and open the hatch with the code found on the platform (2167). Don't forget to get the items on the platform to your right. That will get you to the hall with the laser tripwires, and you'll have to use multitools to open the door here, and in here will be the hallway that will lead you to the large platform hanging over toxic sludge!

Now, back to our other guy, who came in the recommended entrance. Once you've sacked this area, head back the way you came to the main sludge platform. The door you opened with the security computer is locked again. Use the code 2167 to open it again.

Note that when you come out of that door, and around the corner past the security computer, you will see ahead of you and slightly lower on the wall a similar tunnel on the other side of the large shaft with the sludge. Also note that there is a guard there. If you see him, duck! He can probably see you too. Either pick him off here with the sniper rifle or climb up the ladder when he isn't looking and deal with him later.

Climb up the ladder and cross the bridge (assuming you rotated it with the security computer) to the other side. Go down the ladder (CAREFUL; there's nothing to catch your fall except sludge) and move onto the platform to your left. Here is where you have to deal with the assault-rifle-toting guard if you didn't before. Have fun! I already killed him with the sniper rifle. But if you don't know how to deal with a guard by this time in the game, bring it back to the store.

Down the tunnel is a camera (that you should have disabled already). If the guard hits the alarm, it turns all the security back on (and hostile) so be wary if he saw you. Go up to the unlocked door and open it. You should be in a corridor with niches on the right side and pipes on your left. They are there because you will have to periodically hide from the camera that is here; if you haven't disabled it. Getting about halfway down this corridor is worth 50 skill points. Hidden between the pipes on your left is a napalm canister.

There is a door at the end of the corridor. Behind it is a short twisty corridor to another door locked by a keypad. The door will be periodically opened by a guard if you don't open it yourself with tools or the code: 2167.

Take care of the guard and his buddy, and go through the door. You find yourself on a walkway guarded by a camera. Evade it and stealthily make your way over to the security computer. There are several guards on the lower level who will sound an alarm if they hear you. The login is the same as before, MJ12/coupdetat. Disable all the cameras and open all the doors.

Quietly go down the stairs. Try and pick off the guards quietly, if you can. If you're a more violent type, a fun way to get their attention is to open up with the assault rifles into the gas drums on the floor below (note the bio cell behind them). The drums will blow up and the guards will come running into a gas-filled room and die. Or, you can shoot them. Either way, it's the Rambo way to do it, and I've done it more than once. Also, Note that there are shotgun shells under the stairs.

Make your way into the lab, once you've got all the guards (there are 3 or 4). Talk to Schick and tell him you'll protect him. Escort him out. Once you get out out to about the ladder, he'll say he can make it from there and you get 80 skill points.

Now go back to the lab. Note the bio cell behind the desk. Open up all the drawers, and take the contents, including a lockpick and a multitool. In the next room is a platform over some water, with 2 crates in the water. These are a lockpick and 10mm. The guard room (which will be on your left when you exit the lab/water platform area) is bare except for a computer you can use if you want. The last room (on your left as you come down the stairs, or on the opposite side of the guardroom) is locked with a keypad, but it has a different code: 007.

When you get through the door, you will find a lot of ammo and your first LAW, a 1-shot rocket launcher that messes stuff up really good.

Once you have done all of this, you are finished with the sewers. You may return to Smuggler for your discount or continue on. He will remember later.

Osgood & Sons
I know of 3 ways to get in here: pick the lock, use the key from the dead guard out front, or break the window on the side of the building (the right side). If you go in from the side window, there is a bio cell on top of the pipe to the left of where you entered. Then go upstairs. If you go in the front, you'll be in the same room as if you went in the side and then went up (not down) the stairs. You can use the 2 little crates to get on top of the stack and get the bio cell in the crate on top of the box stack. There is also a locked door here, with a keypad code. The code is 6549, behind the door is a crate with 10mm and an augmentation upgrade canister. This will allow you to increase the abilities of upgrades you have already installed (i.e. from level 1 to level 2 and so on).

There is also another unlocked door in this room, leading to a hallway with a crate containing a flamethrower, and a bio cell right next to it. 50 skill points for 'exploring' here. Continuing down the hallway will lead you to the Warehouse District.

Another Way
If you go in the side window, you'll notice stairs down. Or, you can go down the stairs through the open doorway in the entrance room, down to the anteroom with more stairs.

Here we find a room with a crate (lockpick) an a control panel that you can disable to get past the laser tripwires. Or, you can say 'screw it' and use the small metal box to jump on the cardboard box and go along the pipes here, bypassing the tripwires altogether. Get past both guns either way, and you get 50 more skill points.

Duck under the pipes. Note the large orange/brown pipe in front of you. Behind it are some rockets. Use the elevator code, 3316, to open up the elevator door and get on the roof of the Warehouse District.

Warehouse District (detailed walkthrough)
If you arrived on the ground level, you will be at a back alley that you must get out of to get to the rooftops. Use the metal box to jump up onto the other crate and then onto the (amazingly strong) 2x4 that is balanced on the fence.

When you jump into the alley, try and see the telltale red blinking of the LAM set up against the wall. Run up and disarm it. Now climb the ladder. You should now be on the rooftop.

If you went up the elevator, you are in a different location than if you went up the ladder, but basically the same area. Look out for troops on the roof.

If you come out the elevator, you're going to be on an L-shaped platform with stairs going up to a door. Behind it (30 skill points) is a hallway leading to a fire escape that you can get to if you take the other ladder down from the rooftop you would have reached if you'd come up from the alley. Phew.

Now that we're back together again, break open the boards in front of the only usable door in that hallway, and take the medkit and prod charger within.

From here, though, we split again. You can either go up the ladder behind the elevator/down the third ladder from the alley rooftop (both go to the same  place), or down the fire escape (somewhat risky). Past ladders is a platform with brick chimneys and a guard. Going over to the ladder to the roof is worth 30 skill points, if you didn't come down it in the first place. Also on this roof is a little hut. There are 2 30.06 packages and ballistic armor hiding in the shadows here. Also from here you can see lots of guards. Now is a particularly good time to snipe at them, especially now that you just got a  bunch of 30.06.

From here, you can't really go anywhere, so now is a good time to go down the fire escape. It has partially collapsed, and jumping to the part still hanging on is a bit tough without taking damage, so save it before you make the jump (if you're into that whole save/restore thing). Then go through the hole in that platform and onto the rooftop. Don't fall in the crack!

Take a right, grab the crate (10mm) and go around the side, go up the ladder, and on this platform grab the 2 crates (7.62, 30.06). The guard here has 30.06 and a LAM, a good thing to pack.

From here, you can cross the billboard to a guard with a sniper rifle. After knocking him out, go to the left of where you got off of the billboard and you will find a datacube in front of some steps containing the code to the basement storage room that you can go to later in the warehouse. The steps mark a ladder that leads to where you would end up if you keep following this walkthrough, but you'll miss out on some skill points and items. Instead, head back across the billboard to where you got the two ammo crates. If you are alright without some extra stuff, head down the ladder and go to "Down the fire escape...".

Go back down to where you saw the first crate and notice the plank. You're going to jump through the window. But shoot it out, first! This jump really sucks, and you might need to duck as you make it. Save first! (stupid jumping puzzles...) 20 skill points for getting through.

Hallway now. Note the medkit behind the large cardboard box. 30 more skill points for going around the corner. Go into the other room (to your right) and down the ruined stairs. To the stairs' right is a little alcove with a medkit and bio cell. Go back upstairs, grab the bio cell in the corner, and back to the window. Break the glass and go out.

Down the fire escape, down down, to the platform below. Jump from the fire escape to the platform to the ruined fire escape again, or just take the ladders down. Note the prod charger by the top of the second one. Also note the 10mm at the base of one of them.

Now you have 2 choices: up the ladder, to the rooftop, or down off the roofs to the street below.

NOTE: Use login NSF and password righteous for the security computers in the warehouse.

Roof
While the street has many guards (and guard dogs), the roof is relatively poorly guarded at first, but offers many guards on the upper levels. There is a set of stairs going down to a level with 2 guards on it. Note the laser tripwire on the first step of the stairs. Careful. If the guards notice you taking out guys or you hit the tripwire, 5 or more will come running up  those stairs! If you're gutsy, you can jump out on the crossbeams over the crates and take your chances there.

On the top floor (under the roof) you'll find 2 crates with 10mm, and shotgun shells hiding behind a box stack.

The next level down is empty save a couple of guards near the stairway. You're going to have to be careful. It's probably not possible to shoot both without the ones below coming up to see what's going on, but you can try, if you like. This floor is also the first level that you can complete your objective. If you want, you can fire at one of the incendiary barrels near the generator (which  you can see from here) and blow up the generator completing your objective.

The next floor has the computer room, which you must use to deactivate the generator. Alternately, you can fire downward from upstairs, as mentioned above. Going into the computer room is worth 70 skill points. Note the buckshot under the computer desk, and that the mirror is actually a door. This leads outside to a landing, and then a ramp, behind the building. More is discussed in the section leading you in from the bottom. Hack into the computer if you can, and shut down the cooling mechanism.

From The Ground
Fall off the roof, as best you can, without hurting yourself. You're going to  want to fall off the edge with the ramp. Try and hit any guards or guard dogs that you can get from here, rather than dealing with them on the ground. One of the guards here has a nano-key that will open the warehouse front door. You can get it, or pass it by in favor of going in one of the other ways.

Note the alley on your left. Step in there a few feet to get 40 skill points, then leave. Technically, if you decided to descend from the rooftops at any point to get into the alleys, that is where you would come out. The way is rather difficult, however, involving shorted power boxes, laser trip lines, LAMS, and several sentry guns. If you know the way and prefer to go that way, more power to you!

When you exit this alley, there will be one to your left, another way that you might have come if you'd gone into the alleys. A few feet in is a LAM you can use on the wall, so disarm it and take it. Even further in is another one. Note on the ground a multitool. There is a datacube that notes the warehouse ramp is 2577.

Go down the sewer hatch there, and retrieve the lockpick in the box floating in the water. You can get back up by jumping on the boxes. Jump across to the valve, and open it. This will allow you to swim underwater in the tube in the pool. You can also use a LAM to blow up the ruined section of wall at the end of the corridor here. That is worth 20 skill points. Past the wall is a datacube with login NSF and password righteous for the security computers in  the warehouse. If you want, you can hack the keypad and open up the sealed door at the top of the ladder, and find yourself in the basement, at the sealed door mentioned under SWIMMING->GRATE.

From here, I assume you continue the ground assault...

Get out of the sewer, now. Exit the alley, and go left. On your right will be  the door into the warehouse. Storm in, and prepare to shoot lots of people. Now, you can either shoot one of the barrels near the generator to blow it up, or go up to the second floor and have it overload itself. There is another way up from the ground, too. Circle the building and you'll find a stairway up to a balcony with a locked door that opens right up to the control room. From there you can overload the generator and it will blow. Blowing up the generator is  worth 500 skill points.

Swimming
Swimming will get you into the basement of the warehouse, but you'll need good swimming or an aqualung to have a prayer of making it. Doing so gets you 20 exploration points, at about the halfway point.

Get out of the water, and use the security computer to deactivate a whole bunch of cameras and doors, etc.

Grate
Now you can either go through the grate or down the hallway, both ways taking care to avoid trip lines. Going down the hallway leads you do a sealed door that you can presumably get through or come through, but going up to it nets you 30 skill points. This door is opened from the other side, behind the ruined wall mentioned above, near the pool you swam in.

If you go through the grate, there will be a panel that will deactivate most of the trip lines down that path. Go under the remaining one and take a left. Note the 10mm in the dark alcove to your right. Go straight, up to the window. If you go left you'll be spotted by the camera aiming down that hallway. When you get to the window, note the camera on the ceiling to your right. You're going to have to make your next move when it isn't looking, because there is a turret and a guard nearby. There is a locked door which can be gotten into with lockpicks, and inside are rockets, another lockpick, and 10mm. Also there is a security panel that disables a couple of laser lines that are easy to dodge (they are on a slant) so don't bother. The other locked door leads to a hallway that you can dash across to by going out the door and taking 2 immediate rights. Ease down the corridor under the trip lines and gun, and turn the corner, noting the guard waiting there at the top of a ramp. Be careful of the camera behind you if you try to shoot him here. Up that ramp is the ground floor of the warehouse where you will find the generator. For the most part, the rest of the basement is a maze full of cameras and traps, so explore at your own risk. There IS a control room down there (combo is 9923) with good stuff in it. This includes 60 skill points, a LAM, the storeroom key (if you want to wait to get it), a security computer, and a safe with an aug canister (speed/silent running). You can get here if you head straight down the hallway that the storeroom is on, and it has two doors, one of which is keypad-locked and both of which are watched by cameras.