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Metal Gear Solid 2: Sons of Liberty: Metal Gear Solid 2: Sons of Liberty 100% Completion Guide

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Run 1: The Tanker Decks

Set up the four-run save chain on Normal, climb the tanker from the Aft Deck to the Navigational Deck, win the first boss fight and walk back down to the Deck-A Lounge with every deck tag and pickup.

This is the start of Run 1, the full sweep. It climbs the tanker from the Aft Deck through Decks A to E to the Navigational Deck and its boss fight, then walks back down to the Deck-A Lounge. On the way it takes every deck tag, pickup and locker trophy. You begin with the M9 tranquilizer pistol, the Scope, the Camera and Cigarettes, and the USP joins them after the boss. The Engine Room, the firefight below decks and the holds come in the next stretch.

Four runs on one save

The 100% route is four Tanker-Plant runs, each started from the clear save of the one before. Run 1 on Normal takes everything; Run 2 on Easy and Run 3 on Very Easy collect those difficulties' dog tags; Run 4 on Extreme is the Big Boss rank run. Tags add up per chapter across difficulties on the same save, and Normal, Easy and Very Easy together give 83 Tanker and 136 Plant tags, past the 76 and 121 the two Stealth rewards need. After each run's credits, save the clear data when the game offers it, or the next run starts without its rewards.

Play Run 1 on Normal

Choose Normal when you start. Every tag holder, guard post and item spot in the Run 1 sections is the Normal one; other difficulties move guards, change who carries a tag and shift a few items.

Saving through the Codec

There are no save points. Open the Codec and call 140.96; on the Tanker Otacon takes the save. Loading puts you back at the start of the area you saved in. Run 1 has no save limit, so save before anything risky; only the Extreme run counts saves.

How to take a dog tag, and the rule in the holds

Come up behind a guard with a gun drawn and he raises his hands. Walk round to face him and keep the gun on his head (or groin) until he shakes and drops his tag, which always falls first. A guard who holds out can be wounded once in an arm or leg with a suppressed gun, or faced with a heavy weapon. Thermal Goggles show a tag still on a guard's chest, and in first-person view it glints. Alert reinforcements carry none. In the holds, never kill or alert a marine: either one ends the game, so use darts and hold-ups only there. Tags count once the chapter is cleared, and a missed Normal tag comes back only by playing the Tanker on Normal again from a clear save.

Start Tanker-Plant on Normal, on one save chainQuest step
Location
The Tanker · Main menu – From the main menu start a new game, pick Tanker-Plant rather than one chapter alone, and choose Normal. Use one save file for all four runs: each run starts from the clear save the run before made.
Summary
Run 1 is a full Tanker-Plant game on Normal. Every later run loads this save chain, so keep it.
PlayStation 4
Make sure the game is on Ver.1.3.1 or later before you start. Earlier PS4 versions failed to unlock some trophies, and the patch does not award a trophy whose task was done before it.
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Area: Aft DeckArea
Location
The Tanker · Aft Deck – You start here once the opening scenes end. A guard looks down from the deck above, so move off to the left (port) side, out of his sight.
Summary
The rain-soaked stern where the chapter starts. Three tag holders patrol it.
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Dog Tag: Aft Deck, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Aft Deck, port side – Go round the port side from the start. The guard walks the deck round the corner, near the hatch by the foot of the stairs: get behind him, hold him up with the M9 drawn, then step in front and aim at his head until the tag drops.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags, and likely your first.
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Animal ControlAchievement
Location
The Tanker · Aft Deck – It pops when the first tag drops, so it comes with the guard above.
Summary
Earned for collecting a dog tag.
Trophies
  • Bronze · PlayStationAnimal Control
  • Achievement · XboxAnimal Control
  • Achievement · SteamAnimal Control
Report an issue
Dog Tag: Aft Deck, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Aft Deck – A second guard on the Aft Deck carries one, but his post isn't recorded. Sweep the open deck and its port side before you go through the hatch, checking each guard's chest with first-person view.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
The second of the Aft Deck's three Normal tags.
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Dog Tag: Aft Deck, guard 3 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Aft Deck – A third Aft Deck guard holds one; his post isn't recorded either. Keep sweeping the deck until three tags from here are in hand, then head for the hatch.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
The last of the Aft Deck's three Normal tags.
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Silence is GoldenAchievement
Location
The Tanker · Aft Deck – Pick any guard whose tag you already have and come up behind him. His radio sits low on his back: aim at it and fire until sparks fly.
Summary
Earned for shooting an enemy radio. One radio is enough.
Trophies
  • Bronze · PlayStationSilence is Golden
  • Achievement · XboxSilence is Golden
  • Achievement · SteamSilence is Golden
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Rent MoneyAchievement
Location
The Tanker · Aft Deck – Keep landing punches and kicks until stars circle a guard's head, or hold one up, look at his groin and punch: a clean hit drops him at once. Do it after you have his tag. Whether the count carries over between runs isn't known: get it in this run.
Summary
Earned for knocking out 30 enemies with melee. It pops partway through the run: tick it then.
Trophies
  • Bronze · PlayStationRent Money
  • Achievement · XboxRent Money
  • Achievement · SteamRent Money
Report an issue
Nothing PersonalAchievement
Location
The Tanker · Aft Deck – Grab a guard from behind and keep pressing the grab button until his neck snaps. Each one is a kill, so take his tag first, never do it to a marine in the holds, and keep it out of the later no-kill run. Whether the count carries over between runs isn't known: get it in this run.
Summary
Earned for breaking the necks of 30 enemies. It pops partway through the run: tick it then.
Trophies
  • Bronze · PlayStationNothing Personal
  • Achievement · XboxNothing Personal
  • Achievement · SteamNothing Personal
Report an issue
Otacon's save proverbsOtherMissablePoint of no return
Location
The Tanker · Aft Deck – Save on 140.96 now and then as you climb the decks. If he doesn't offer a new saying, move to another area before saving again.
Why you can lose it
Otacon's sayings stop when the Tanker ends for this run, once the Hold No. 3 terminal accepts the photos. Hear them while you save on the way up.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
Each Tanker save comes with a Chinese saying from Otacon, explained a little worse every time.
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Area: Deck-A, Crew's QuartersArea
Location
The Tanker · Deck-A, Crew's Quarters – Go through the hatch at the foot of the stairs on the port side of the Aft Deck. Don't climb those stairs: every door at the top is locked.
Summary
The first corridor inside, with a locker room on the way.
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Dog Tag: Deck A, Crew's Quarters, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-A, Crew's Quarters, corridor – Follow the passage to the locker room. The guard walks the corridor to the right as you come back out of it: hold him up from behind and take his tag.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
The one tag holder on this corridor.
Report an issue
Hurt LockerAchievement
Location
The Tanker · Deck-A, Crew's Quarters, locker room – With his tag taken, put the corridor guard down with a dart or punches, then drag him into the locker room. Open a locker and pull him up to it: he is stowed inside and the door shuts.
Summary
Earned for putting an enemy in a locker. The corridor guard is the first easy chance.
Trophies
  • Bronze · PlayStationHurt Locker
  • Achievement · XboxHurt Locker
  • Achievement · SteamHurt Locker
Report an issue
Kiss the poster inside a Deck-A lockerAchievement
Location
The Tanker · Deck-A, Crew's Quarters, locker room – Still in the locker room, open lockers until one has a pin-up on the inside of its door. Step in and back up so the door closes, then hold the first-person view button until you hear a kiss. Take it here: poster lockers later in the game are not confirmed.
Summary
Earned for kissing a pin-up poster from inside a locker. Do it here so the next trophy can follow in the same locker.
Trophies
  • Bronze · PlayStationKissing Booth
  • Achievement · XboxKissing Booth
  • Achievement · SteamKissing Booth
Report an issue
Call Otacon pressed against the locker posterAchievementMissablePoint of no return
Location
The Tanker · Deck-A, Crew's Quarters, locker room – Right after the kiss, get your face up against that same poster in first-person view, from inside the locker or standing at its open door, until the view shakes. Then call Otacon on 141.12.
Why you can lose it
Only Otacon gives this call, and he is the Tanker contact; the Tanker closes for this run once the Hold No. 3 terminal accepts the photos. Do it straight after the kiss.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
Earned when Otacon calls you out for staring at the pin-up. It works only on the Tanker.
Trophies
  • Bronze · PlayStationSnake Beater
  • Achievement · XboxSnake Beater
  • Achievement · SteamSnake Beater
Report an issue
Photo: pin-up postersCollectibleMissablePoint of no return
Location
The Tanker · Deck-A, Crew's Quarters, locker room – Take a Camera shot of the pin-up in the poster locker. Otacon only sees photos when you upload them at the computer in Hold No. 3, and the Camera holds just a handful, so leave room for the shots you need there.
Why you can lose it
Otacon reacts only to photos sent from the Hold No. 3 computer before the Tanker ends for this run. Take the shot here and keep it until then.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
Otacon blushes at a photo of a pin-up and keeps a copy. The pair on the Engine Room lockers makes him laugh.
Report an issue
Locker call to OtaconOtherMissablePoint of no return
Location
The Tanker · Deck-A, Crew's Quarters, locker room – Step into one of the other lockers in this room so the door shuts, then call Otacon on 141.12.
Why you can lose it
Any Tanker locker works, but only until the Tanker ends for this run when the Hold No. 3 terminal accepts the photos. Make the call while you are here.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
Call Otacon from inside a locker and Snake brings up where the two of them first met.
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Area: Deck-A, Crew's LoungeArea
Location
The Tanker · Deck-A, Crew's Lounge – Go along the corridor past the locker room and through the sliding door at its far end. A short scene shows two guards on patrol.
Summary
The lounge with a bar, the stairs up to the higher decks and, later, the way down to the Engine Room.
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Dog Tag: Deck A, Crew's Lounge, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-A, Crew's Lounge, hall – One guard paces up and down the hall. Wait until he turns his back, then come up behind him and hold him up for the tag.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of the two lounge guards on the first pass.
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Dog Tag: Deck A, Crew's Lounge, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-A, Crew's Lounge, bar – The second guard keeps to the lounge east of the hall, near the bar. Knocking on a wall draws him over; let him pass, then take him from behind.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
The other lounge guard on the first pass.
Report an issue
Dog Tag: Deck B, Crew's Quarters, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-B, Crew's Quarters, passage – A brief scene points him out as you near his spot in the passage. He patrols on his own and rarely looks round: hold him up from behind.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
The Deck-B patrol, who doesn't notice much.
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Dog Tag: Deck B, Crew's Quarters, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-B, Crew's Quarters – A second guard on Deck B carries a tag on Normal, but his post isn't recorded. Sweep the passage both ways, including the stretch toward the stairs up, before you climb.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
Normal adds a second Deck-B holder.
Report an issue
Chaff Grenade (Tanker)WeaponMissablePoint of no return
Location
The Tanker · Deck-C, Crew's Quarters, locker – Keep your back to the wall to slip under the wall camera, then search the locker a little past it, on the left-hand side of the stairs up.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of the six weapon types Weapon Completionist: Tanker needs.
Report an issue
Dog Tag: Deck C, Crew's Quarters, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-C, Crew's Quarters – A guard on Deck C carries one. Sweep the corridor and its side passages, staying out of the camera's view.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
A Deck-C holder whose post isn't recorded.
Report an issue
Dog Tag: Deck C or D, extra guard (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-C or Deck-D, Crew's Quarters – Look for a second holder on Deck C before you climb. If none is left here, he is on Deck D, the next floor up: check every guard there before you pass the beams.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
An extra Normal holder, on Deck C or on the deck above.
Report an issue
Area: Deck-D, Crew's QuartersArea
Location
The Tanker · Deck-D, Crew's Quarters – Take the stairs in the middle of the Deck-C corridor. Several guards patrol here with little cover, so move between them carefully.
Summary
A crowded deck with a mess hall, a kitchen and a food storeroom, and the corridor of beams up ahead.
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Box 1 (Tanker, Deck-D food store)ItemMissablePoint of no return
Location
The Tanker · Deck-D, Crew's Quarters, food storeroom – At the top of the Deck-C stairs the mess hall lies to the left; go right instead and up into the food storeroom. The box is inside among the shelves.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of the seven boxes Moving Day needs, and a handy place to hide.
Report an issue
Dog Tag: Deck D, storeroom stairs guard (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-D, Crew's Quarters, storeroom stairs – Once you are in the storeroom, a guard climbs the stairs, then turns round to go back. Be ready by the door and hold him up as soon as he shows. He may come inside first; hiding in the box or under the middle shelves keeps you out of sight.
Why you can lose it
He heads back down soon after he arrives, so catch him at once. The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
A guard who shows up only after you enter the food storeroom.
Report an issue
Down in SmokeAchievement
Location
The Tanker · Deck-D, Crew's Quarters, beam corridor – Leaving the storeroom brings a call from Otacon about the Semtex trap ahead. Wait opposite the trap until a guard walks across and pauses by the fire extinguisher, then shoot the extinguisher. A dart will do.
Summary
Earned for blinding an enemy with the smoke from a fire extinguisher.
Trophies
  • Bronze · PlayStationDown in Smoke
  • Achievement · XboxDown in Smoke
  • Achievement · SteamDown in Smoke
Report an issue
Crawl under the Deck-D infrared beamsQuest step
Location
The Tanker · Deck-D, Crew's Quarters, beam corridor – The extinguisher's smoke shows where the beams run. Lie flat and crawl the whole length of the corridor beneath them, then go up the steps at the far end.
Summary
Infrared beams wired to Semtex block the corridor. Touching one ends the game.
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Area: Deck-E, The BridgeArea
Area: Navigational Deck, WingArea
Location
The Tanker · Navigational Deck, Wing – From the Bridge head left and go out through the side door. The boss fight begins as you arrive.
Summary
The open deck outside the Bridge, with crates under a tarp, a spotlight and a tall mast.
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Olga GurlukovichBoss
Location
The Tanker · Navigational Deck, Wing – Use the M9 so she ends the fight asleep. Early on, shoot out the spotlight and the small ropes holding the tarp over the crates, so she can't blind you or hide under it. Then show yourself behind one crate, crawl or roll to another while she fires at the first, and shoot her from there; keep moving, because she throws grenades if you stay put.
Summary
The Tanker's boss fight, and the source of the USP. Win it with the M9 so her tag can be taken afterwards.
Trophies
  • Bronze · PlayStationLights Out
  • Achievement · XboxLights Out
  • Achievement · SteamLights Out
Report an issue
USPWeapon
Location
The Tanker · Navigational Deck, Wing – You take it from her when the fight ends, with no rounds. Ammo lies on the Bridge and under a table on Deck D, both on the way back down.
Summary
A lethal pistol, needed for the Engine Room's Semtex units and one of the Tanker's six weapon types.
Report an issue
Dog Tag: Olga (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Navigational Deck, Wing – Pick up her sleeping body and drop it, again and again, until the tag falls; extra drops shake loose other items too.
Why you can lose it
Take it before you leave the Navigational Deck. The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
Olga carries a tag of her own.
Report an issue
Thermal Goggles (Tanker)ItemMissablePoint of no return
Location
The Tanker · Navigational Deck, mast top – From where the fight ended, go past the crate on the right side of the deck and climb the steps beyond it, then take the ladder up the mast. The goggles wait at its very top.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
Show heat, tripwires and the tags guards still wear. The Engine Room's Semtex units are found with them.
Report an issue
Dog Tag: Navigational Deck Wing guard (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Navigational Deck, Wing – Climb back down the mast and go down the steps, then head right: a guard comes out through a door. Hold him up for his tag.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
A guard who appears on the wing after the mast climb.
Report an issue
Wet BoxItemMissablePoint of no return
Location
The Tanker · Navigational Deck, Wing, spotlight – Carry on to the right past that guard's door, up by the spotlight. Then go back into the Bridge through the side door.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
The Tanker's second box, and one of the seven Moving Day needs.
Report an issue
Dog Tag: Deck C or D, late guard (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-C or Deck-D, Crew's Quarters – Head down from the Bridge, past the beams and through Deck D, picking up USP rounds under a table there. A new guard now patrols Deck C, or possibly Deck D: check every guard on both decks for a tag on the way down.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
A guard who turns up only after the boss fight.
Report an issue
Bye Bye Big BrotherAchievement
Location
The Tanker · Deck-C, Crew's Quarters, corridor – Shoot the Deck-C corridor camera with the USP; darts don't break cameras, and the flying Cypher cameras on the Plant don't count. Destroy every wall camera you pass after this. The count is reported to carry over into Snake Tales and the VR missions too.
Requires
Summary
Earned for destroying five wall cameras with lethal fire. Leave it unticked until it pops.
Trophies
  • Bronze · PlayStationBye Bye Big Brother
  • Achievement · XboxBye Bye Big Brother
  • Achievement · SteamBye Bye Big Brother
Report an issue
Dog Tag: Deck A, Crew's Lounge, guard 3 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-A, Crew's Lounge – Keep going down through Deck B to the lounge, where a third guard now patrols. If he isn't there, step out of the lounge and come back in through its south-east door to make him appear.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
A third lounge guard who appears after the boss fight.
Report an issue
Stun Grenade (Tanker)WeaponMissablePoint of no return
Location
The Tanker · Deck-A, Crew's Lounge, stairs down – Take the stairs down on the right side of the lounge, the way to the Engine Room. The grenades lie at the bottom, in front of the door.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of the six weapon types Weapon Completionist: Tanker needs.
Report an issue
Finish the decks before the Deck-2 Starboard firefight

Through that door the route crosses the Engine Room to a forced firefight on Deck-2 Starboard, then the timed holds. Nothing confirms the upper decks can be reached again after the firefight, so treat it as the end of them. Before you go on, check you hold all 15 deck tags (the Aft Deck's three, Decks A to D, Olga's, the wing guard and the two late guards), the Chaff Grenade, Box 1, the Thermal Goggles, the Wet Box and the Stun Grenade, and that the two locker trophies are done. Save on 140.96 here.

Run 1: The Engine Room and the Holds

Sweep the Engine Room, clear the Semtex sensor room and Deck 2, win the forced firefight, then cross the three timed holds for their tags and photos before uploading the pictures that end the Tanker.

This stretch starts in the Deck-A Crew's Lounge with the USP, the Thermal Goggles, the Chaff and Stun Grenades and the Camera you started with. It takes seven Engine Room tags and the last two Tanker weapon types, shoots out the Semtex sensors, crosses Deck 2 and its forced firefight, and ends in the three holds, where a clock runs and the marines must never be harmed. Nothing here waits for later: when Otacon accepts the four photos at the end, the Tanker is over for this run, and every row above that point goes with it.

Area: Engine RoomArea
Location
The Tanker · Engine Room – From the Stun Grenades at the foot of the lounge stairs, go through the door there and up the short corridor; a large shadow plays across the wall before the door into the main hall. Save on 140.96 here if you like. The lockers by the infrared sensors in the small room at the top carry a pair of pin-ups, worth a photo for Otacon.
Requires
Summary
A tall machine hall of catwalks, stairs and bridges, with a small sensor room at the far top. Seven of Normal's Tanker tags are in it.
Report an issue
Shoot the action figureOtherMissablePoint of no return
Location
The Tanker · Engine Room, entry corridor – It stands in front of the light that throws the shadow, in the corridor before the main hall's door. Shoot it once to knock it over. A call to Otacon (141.12) just after the shadow scene gets a short exchange about it. Be quick: the guard just inside the next door leaves his post if you dawdle.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
The giant shadow in the entry corridor is cast by a little action figure set in front of a lamp. Shot, it topples and sprays tiny pellets with angry noises.
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Photo: action figure or male posterCollectibleMissablePoint of no return
Location
The Tanker · Engine Room, entry corridor – While you are at the figure, equip the Camera and photograph it, or the poster of a bare-chested man close by. Keep the shot until the Hold No. 3 terminal; the Camera holds only a handful of pictures, so leave room for the two hold photos.
Why you can lose it
Lost for this run once the Tanker ends at the Hold No. 3 upload; upload it there with the other extra photos.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
A shot of the action figure, or of the muscle-man poster near it, earns Otacon's teasing when you upload it in Hold No. 3. It costs one of the Camera's few picture slots.
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Dog Tag: Engine Room, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Engine Room, inside the door – Go through the door into the main hall at once: a guard stands right beside it on the first catwalk and walks off if you are slow. Hold him up from behind with a gun out, step round in front and aim at his head until he shakes the tag loose.
Why you can lose it
He leaves his post if you linger, and the Tanker ends at the Hold No. 3 upload: take him on arrival.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags. Tags add up across difficulties toward the Bandana and the Stealth item.
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Dog Tag: Engine Room, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Engine Room, below the first steps – From the door guard, walk to the top of the first flight of steps and look down: a guard paces the level below. Go down while his back is turned and hold him up for his tag.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags.
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Dog Tag: Engine Room, guard 3 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Engine Room, lower level – At the foot of the first steps, turn right to the railing, swing over it and drop to the level below. A guard stands just round the corner there, usually facing away; hold him up for the tag.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags.
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Grenade (Tanker)WeaponMissablePoint of no return
Location
The Tanker · Engine Room, lowest level – Carry on down to the very bottom of the hall. The grenades lie in the bottom-left corner, beside the exit at the foot of the stairs on the lowest level.
Why you can lose it
The Tanker ends at the Hold No. 3 upload; pick these up on this floor before you climb on.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
Hand grenades, one of the six Tanker weapon types the Weapon Completionist trophy asks for. No other Tanker spot for them is recorded on the route, so pick them up here.
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Dog Tag: Engine Room, guard 6 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Engine Room – A guard in the Engine Room; sweep it. Before you climb out of the bottom of the hall, check every guard on the lower levels and catwalks: a tag shows as a glint on his chest in first-person view, or on the Thermal Goggles. Hold up any who still carries one.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags; no fixed post is known for this guard.
Report an issue
Dog Tag: Engine Room, guard 7 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Engine Room – A guard in the Engine Room; sweep it. Keep up the same check on the bridges and walkways as you cross to the big central stairs, and take the tag from any guard still wearing one.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags; Normal adds this seventh holder to the hall.
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Empty Magazine (Tanker)WeaponMissablePoint of no return
Location
The Tanker · Engine Room – Keep firing the M9 until its magazine runs dry, then reload; the empty one goes into your weapons. Use the M9 rather than the USP, whose shots bring guards running.
Why you can lose it
The Tanker ends at the Hold No. 3 upload, and the Tanker weapon set needs this type before then.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
A spent magazine counts as a Tanker weapon type. It comes from reloading by hand once a magazine is empty, not from a pickup.
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Weapon Completionist: TankerAchievementMissablePoint of no return
Location
The Tanker · Engine Room – With the Empty Magazine, all six types are in your weapon list: the M9 from the start, the USP from the Olga fight, the Chaff from Deck C, the Stun Grenades from the lounge stairs and the Grenades from this hall. If the trophy hasn't appeared, check the list for a missing type before you leave the Engine Room.
Why you can lose it
The Tanker's weapons are gone once the chapter ends at the Hold No. 3 upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
Hold every Tanker weapon type: the M9, the USP, Chaff Grenade, Stun Grenade, Grenade and Empty Magazine. Get it in this run.
Trophies
  • Silver · PlayStationWeapon Completionist: Tanker
  • Achievement · XboxWeapon Completionist: Tanker
  • Achievement · SteamWeapon Completionist: Tanker
Report an issue
Dog Tag: Engine Room, guard 4 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Engine Room, top of the far stairs – Climb the large central stairs, follow the walkway round to the left side of the hall and go up the steps there. A guard patrols the top, by the exit door; hold him up as he turns away.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags.
Report an issue
Steel Grip: raise grip to Lv. 3 before the holdsAchievement
Location
The Tanker · Engine Room, catwalk railings – Before you go through the exit door, pick a catwalk railing away from the patrols, hang from it and do pull-ups: 100 bring Lv. 2 and another 100 bring Lv. 3. Climb back up whenever the grip gauge runs low. Dropping from one railing and catching the one below counts for many pull-ups at once, but a missed catch is a fatal fall, and dying wipes the progress, so save on 140.96 first.
Summary
Grip Lv. 3 lets Snake hang far longer, and the upper way through the holds needs it for two of their tags. The trophy pops on reaching Lv. 3.
Trophies
  • Bronze · PlayStationSteel Grip
  • Achievement · XboxSteel Grip
  • Achievement · SteamSteel Grip
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Dog Tag: Engine Room, guard 5 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Engine Room, sensor room – Go through the exit door and up into the small room with lockers and crates. A scene shows a guard coming in and radioing his check. Wait until he has put the radio away, then hold him up before he walks back out into the hall; hiding in a locker on the left while he looks round helps.
Why you can lose it
He walks back out if you are slow, and the Tanker ends at the Hold No. 3 upload: take him during his visit.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags, carried by the guard who checks the sensor room.
Report an issue
Shoot the three Semtex control unitsQuest step
Location
The Tanker · Engine Room, sensor room – Climb onto the crate by the lockers, equip the Thermal Goggles and go to first-person view on tiptoe: shoot the green-lit unit high on the right with the USP, and the first panel shuts off. Step up to the next panel and look down by the floor for its unit, then do the same at the third, whose unit faces away. Don't step through a panel while it is live; then take the hatch beyond.
Summary
Three infrared sensor panels wired to Semtex block the far door. Each goes dead when its green control unit is shot.
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Area: Deck-2, PortArea
Location
The Tanker · Deck-2, Port – Through the hatch past the last sensor panel you come out at one end of the passage. Its broken bulbs flicker on as you get close, so move between them; if a guard spots you, backing out through the hatch has been known to end the alert.
Summary
A long, dim passage on the deck below, watched by three guards, with dead marines along the way. Being seen starts an alert that does not die down here.
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Dog Tag: Deck 2, Port, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-2, Port, third bay on the right – Run down the passage and step into the third bay on the right. A guard walks along and halts in front of it: come out behind him and hold him up for the tag.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags.
Report an issue
Dog Tag: Deck 2, Port, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-2, Port, the corner – Where the passage turns a corner, wait for the guard with headphones on, lost in his music, and come up behind him for the hold-up.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags.
Report an issue
Dog Tag: Deck 2, Port, guard 3 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-2, Port, by the exit door – Past the corner, the last guard stands near the exit door and keeps nodding off between radio check-ins. Move in while he dozes and hold him up from behind.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags.
Report an issue
Finish the upper decks before Deck-2 Starboard

The door at the end of Deck-2 Port leads into a forced firefight, and from there straight into the timed holds. Whether the decks above can be walked back to afterwards is not confirmed, so treat that door as the end of them: every Aft Deck, Deck A to Deck E, Navigational Deck, Engine Room and Deck-2 Port tag and pickup should be in hand first, along with Grip Lv. 3. Save on 140.96 before you go through.

Caution: HotAchievement
Location
The Tanker · Deck-2, Starboard – Through the door from Deck-2 Port, the starboard passage is lined with pipes. Once the shooting starts, fire at a pipe beside a mercenary and keep hitting it until the steam finishes him; he raises a hand to his face while it hits. The trophy pops on that kill. Take it here: pipes later in the game are not confirmed.
Summary
Down an enemy with steam from a burst pipe. The firefight just past Deck-2 Port is the natural place, since its mercenaries must all fall anyway.
Trophies
  • Bronze · PlayStationCaution: Hot
  • Achievement · XboxCaution: Hot
  • Achievement · SteamCaution: Hot
Report an issue
Deck-2 Starboard firefightBoss
Location
The Tanker · Deck-2, Starboard – Run down the passage and a scene starts the fight. Shoot from behind the crates with the USP; you can move forward crate by crate. Grenades come over, and the Thermal Goggles help you see them. After the first wave, a last three charge you. Rations and ammo wait back toward where you came in.
Summary
A forced gun battle with a squad of mercenaries in a crate-filled passage. The way on stays shut until every one of them is down.
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The holds: a clock, and marines you must not harm

From Hold No. 1 a countdown runs while the marines sit through their briefing, and the photos must be uploaded in Hold No. 3 before it ends, or the mission fails. Killing or alerting any marine is a game over, so take their tags with hold-ups only, never a shot. Crawl under the projector beams: Snake's shadow on the screen gives him away. The Camera holds only a handful of pictures. Save on 140.96 as you reach each hold.

Area: Hold No. 1Area
Location
The Tanker · Hold No. 1 – After the firefight's closing scenes you come in at the top of the hold; a countdown appears on screen. Ladders lead down to the floor, and a railing runs along the upper levels.
Summary
The first of three cargo holds, full of marines watching a briefing. The timer starts here.
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Photograph the marine in his underwearAchievementMissablePoint of no return
Location
The Tanker · Hold No. 1 – Do this first: he is only reported half-dressed if you reach the holds quickly. Look over the crowd of marines for the one at the front of the group in his underwear; the clearest angle is from the ladder on the right side of the hold. Photograph him with the Camera and keep the shot. The trophy comes when Otacon sees it at the Hold No. 3 terminal. If every marine is fully dressed when you arrive, the trophy waits for the Easy run, which passes Hold No. 1 again.
Why you can lose it
Lost for this run once the four machine photos are uploaded and the Tanker ends; take it on arrival in the holds and upload it first.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One marine in the first crowd is sitting there without his trousers. Otacon's reaction to his photo, uploaded before the four machine photos, earns the trophy.
PlayStation 4
On the PS4 trophy list this one is called "So, ah, this explains a lot…".
Trophies
  • Bronze · PlayStationSexting
  • Achievement · XboxSexting
  • Achievement · SteamSexting
Report an issue
Dog Tag: Hold No. 1, projector marine (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Hold No. 1, by the projector – Climb down the ladders to the floor and keep to the back wall toward the projector. The marine standing next to it has a tag: hold him up from behind and take it without a shot. Crawl under the beam whenever you pass it.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags. Killing or alerting a marine here is a game over.
Report an issue
Dog Tag: Hold No. 1, south-west marine (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Hold No. 1, south-west side – While on the floor, find the marine standing apart from the main group on the hold's south-west side and hold him up for his tag, with no harm done. Then climb back up the first ladder.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags. Killing or alerting a marine here is a game over.
Report an issue
Dog Tag: Hold No. 1, upper-level marine (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Hold No. 1, upper level – From the middle level, go to the right-hand railing, hang from it and shimmy all the way to the far end of the hold, then pull yourself up. A marine stands there: hold him up for his tag. Stay up high and carry on to the top-level door into Hold No. 2.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags, reached only along the railing route that needs Grip Lv. 3. Killing or alerting a marine here is a game over.
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Area: Hold No. 2Area
Location
The Tanker · Hold No. 2 – Go through the top-level door from Hold No. 1 and stay high: hang and work along the upper level as before to the top-level way into Hold No. 3. This hold's floor, its two tags and the ghost photo wait for the way back, because the Hold No. 3 tag on the second floor can only be reached by arriving this way.
Summary
The second hold, laid out like the first, with two screens the briefing switches between.
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Area: Hold No. 3Hidden spoiler – activate to revealAreaMinor spoiler
Location
The Tanker · Hold No. 3 – Come through from Hold No. 2's upper level; a short scene shows what towers over the hold. You arrive on the upper level, and a pole lets you slide down to the floor.
Summary
The last hold, under the huge machine the photos are for, with a stage, two camera platforms and a terminal by the entrance.
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Dog Tag: Hold No. 3, second-floor marine (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Hold No. 3, second floor, right – Before you go down, find the marine on the second floor on the right side and hold him up from behind for his tag.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags, reachable only by arriving along the top floors of the first two holds. Killing or alerting a marine here is a game over.
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Dog Tag: Hold No. 3, dozing marine (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Hold No. 3, right side – Slide down the pole to the floor and slip past the guard there. On the right, a marine keeps nodding off: come up behind him and hold him up for the tag.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags. Killing or alerting a marine here is a game over.
Report an issue
Dog Tag: Hold No. 3, marine by the camera (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Hold No. 3, left side – Cross behind the crowd to the left side of the hold. The marine near the big camera there carries a tag; hold him up from behind without a shot.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags. Killing or alerting a marine here is a game over.
Report an issue
Dog Tag: Hold No. 2, projector marine (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Hold No. 2, by the projectors – From the Hold No. 3 floor, go back into Hold No. 2 by the floor-level way between the holds; it stays open until the photos are sent. Crawl under the projector beams to the marine standing next to the projectors and hold him up for his tag.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags, taken on a trip back into Hold No. 2. Killing or alerting a marine here is a game over.
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Dog Tag: Hold No. 2, left-side marine (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Hold No. 2, left side – Still on the Hold No. 2 floor, a marine patrols the left side of the hold. Keep to the walls, move while the slides change and the room dims, and hold him up from behind.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags. Killing or alerting a marine here is a game over.
Report an issue
Hold Up-aholicAchievement
Location
The Tanker · Hold No. 2 – Nothing extra to do: with the Hold No. 2 tags in hand, this run has made over 30 hold-ups, and the trophy pops on the 30th. If it hasn't, hold up any marine again (without a shot) until it does. Whether the count carries over between runs isn't known: get it in this run.
Summary
Earned for 30 hold-ups. Every Tanker tag but Olga's is a hold-up, so it should pop around here.
Trophies
  • Bronze · PlayStationHold Up-aholic
  • Achievement · XboxHold Up-aholic
  • Achievement · SteamHold Up-aholic
Report an issue
Photograph the ghost slide in Hold No. 2AchievementMissablePoint of no return
Location
The Tanker · Hold No. 2, right-hand screen – While you are on this floor, aim the Camera at the right-hand (second) screen as the briefing switches between them. If that screen is dark, work the projector once to change it, no more. If the ghost isn't in the picture, shoot again; Snake murmurs when it worked. Keep the shot for the terminal.
Why you can lose it
Lost once the photos are accepted at the Hold No. 3 terminal and the Tanker ends; take it on the way back through Hold No. 2.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
A faint ghostly face shows on one of Hold No. 2's two screens, and a clear photo of it earns the trophy. Uploaded, it also frightens Otacon.
Trophies
  • Bronze · PlayStationWho Ya Gonna Call?
  • Achievement · XboxWho Ya Gonna Call?
  • Achievement · SteamWho Ya Gonna Call?
Report an issue
Projector gagOtherMissablePoint of no return
Location
The Tanker · Hold No. 2, projector – Only with both Hold No. 2 tags and the ghost photo in hand: save on 140.96, then work the projector again and again until the women appear. When the game over comes, load that save and carry on.
Why you can lose it
Lost once the Tanker ends at the Hold No. 3 upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
Keep switching the overhead projector's slides and two pin-ups take over the screens. Every marine turns to look, and the joke ends in a game over.
Report an issue
Upload the extra photos before the RAY setHidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
The Tanker · Hold No. 3, terminal by the entrance – Go back into Hold No. 3 the way you came and go to the white terminal in the entrance corner. Upload the marine photo, the ghost photo and any fun shots before you take a single picture of the machine. Otacon laughs at the marine and sends you back to work.
Why you can lose it
Once the RAY photos are accepted the Tanker ends, and the extra photos can no longer be sent.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
Otacon reacts to each picture you upload and then asks for the real ones. Sending the extras now confirms the marine photo and frees the Camera for the four shots he needs.
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Photograph RAY from four anglesHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Tanker · Hold No. 3 – Put the pacing marine to sleep first. From the middle ground behind the crowd, between the two camera platforms, take the front shot; then climb onto each cameraman's platform for the front-left and front-right shots (shots from beside the doors on each side also work). For the marking, cross through the passage under the stage and turn right at the end. Snake approves when a shot is good.
Summary
Otacon needs four pictures of the machine in Hold No. 3: from the front, the front left, the front right, and the MARINES marking on its leg.
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Sending the photos ends the Tanker

When Otacon accepts all four pictures, the closing scenes play and the Tanker is closed for this run. Check that you hold every one of these first. Dog tags (Normal): Aft Deck, guard 1; Aft Deck, guard 2; Aft Deck, guard 3; Deck A, Crew's Quarters, guard 1; Deck A, Crew's Lounge, guard 1; Deck A, Crew's Lounge, guard 2; Deck A, Crew's Lounge, guard 3; Deck B, Crew's Quarters, guard 1; Deck B, Crew's Quarters, guard 2; Deck C, Crew's Quarters, guard 1; Deck C or D, extra guard; Deck C or D, late guard; Deck D, storeroom stairs guard; Olga; Navigational Deck Wing guard; Engine Room, guard 1; Engine Room, guard 2; Engine Room, guard 3; Engine Room, guard 4; Engine Room, guard 5; Engine Room, guard 6; Engine Room, guard 7; Deck 2, Port, guard 1; Deck 2, Port, guard 2; Deck 2, Port, guard 3; Hold No. 1, projector marine; Hold No. 1, south-west marine; Hold No. 1, upper-level marine; Hold No. 3, second-floor marine; Hold No. 3, dozing marine; Hold No. 3, marine by the camera; Hold No. 2, projector marine; Hold No. 2, left-side marine. Gear: Chaff Grenade (Tanker); Stun Grenade (Tanker); Grenade (Tanker); Empty Magazine (Tanker); Thermal Goggles (Tanker); Box 1 (Tanker, Deck-D food store); Wet Box. Trophies and photos: Weapon Completionist: Tanker; Call Otacon pressed against the locker poster; Photograph the marine in his underwear; Photograph the ghost slide in Hold No. 2; Upload the extra photos before the RAY set. Optional extras: Otacon's save proverbs; Photo: pin-up posters; Locker call to Otacon; Shoot the action figure; Photo: action figure or male poster; Projector gag. A Normal tag missed here comes back only by replaying the Tanker on Normal from the clear save after the credits, and a missed trophy only on another Tanker run; neither is on this route.

Upload the photos at the terminalHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Tanker · Hold No. 3, terminal by the entrance – With the four shots taken, return to the white terminal in the entrance corner and upload them. If Otacon turns one down, go and take it again while the clock allows.
Summary
Send Otacon the four pictures. When he accepts the set, the Tanker chapter is over.
Report an issue
Tanker chapter completeHidden spoiler – activate to revealEndingMinor spoiler
Location
The Tanker · Hold No. 3 – The scenes start straight after Otacon accepts the photos. Let them play through to the end of the chapter; the trophy pops during them.
Summary
The Tanker's closing scenes, and the end of the first chapter. The trophy for them pops along the way.
Trophies
  • Bronze · PlayStationSpaghetti Cinema
  • Achievement · XboxSpaghetti Cinema
  • Achievement · SteamSpaghetti Cinema
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Run 1: The Plant, Struts A to C

Climb out of the Strut A dock, cross to Struts B and C, pick up the bomb-disposal kit and freeze the first charge.

The Plant chapter opens in the dock at the foot of Strut A. This stretch climbs Strut A, crosses the bridges to Strut B and Strut C, collects the bomb-disposal kit there and ends with the first charge frozen in the Strut C restroom. Saving changes line: from here on it is a Codec call to Rose on 140.96. On Normal you arrive without a firearm and the first one comes in Strut B, so the first three dog tags wait until then, on a short step back from that strut. Left for later: the other charges, Sensor B, the M9 and the SOCOM Suppressor (both in Strut F on Normal), and the extra guards who turn up on later passes. Every Shell 1 tag and pickup stays reachable until the Shell 1-2 bridge, much later in this run.

Area: Strut A, Deep Sea DockArea
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – The chapter starts here once the Tanker's closing scenes end: you surface in the dock's pool. The hatch up the steps leads to a corridor and a storage room, and the lift there is the way up.
Summary
The flooded dock at the bottom of Strut A, where the Plant chapter begins. The only way on is the hatch at the top of its steps.
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Codec: The Colonel, 140.85NPC
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – His are the first calls of the chapter, made as you step out of the pool. His line, 140.85, stays open from then on: call it for orders and advice.
Summary
The commanding officer on this mission, on 140.85. Call him for orders and advice at any point.
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Thermal Goggles (Plant)ItemMissablePoint of no return
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – Dive into the dock pool and swim down to the floor. They sit against the pool's right-hand wall, low down near the bottom corner; surface again before the oxygen gauge runs out.
Why you can lose it
The route needs these goggles after the Shell 1-2 bridge, and once that bridge falls this dock is out of reach: take them before you climb out.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
Show whether a guard still carries his dog tag (it glows on his chest), and they are needed much later in this run. The spot is easy to swim past.
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Let a sea louse onto a RationAchievement
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – Climb the steps and check the middle of the lockers there for a Ration. Then lie flat on the dock floor next to the crawling sea lice and wait until one shows on the Ration in your item window. Shake it off by flicking quickly through your items: finishing the game with one aboard earns an odd codename.
Summary
Sea lice crawl about the dock and climb into your Rations if you lie still among them. The trophy pops the moment one gets in.
Trophies
  • Bronze · PlayStationMy Rations...
  • Achievement · XboxMy Rations...
  • Achievement · SteamMy Rations...
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Codec: Rose, 140.96, save lineNPC
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – Open the hatch at the top of the steps: short scenes play in the corridor and the storage room beyond it, and the Colonel then calls about the Node and brings Rose onto the line. From now on call 140.96 to save.
Summary
Rose logs your mission data on 140.96, and calling her is how you save in this chapter. There are no save points, and run 1 has no save limit.
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Log in at the first NodeQuest step
Location
The Plant: Shell 1 · Deep Sea Dock storage room – Step over the knocked-out guards in the storage room and log in at the computer Node. The guards start to come round as you finish, so call the lift at once, hide out of their sight until it comes down, and slip in.
Summary
Nodes are the computer terminals that load each area's map; this first one switches the radar on. Log in at the Node in every new area.
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Area: Strut A, RoofArea
Location
The Plant: Shell 1 · Strut A, Roof – The lift from the dock comes up here. Go to the chain-link fence in the far left corner, crawl through the hole at its foot, and the door just past it opens onto the Pump Room stairs.
Summary
The open roof of Strut A, fenced off from the rest of it. A gap low in the fence is the way through.
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Slip on gull droppingsOther
Location
The Plant: Shell 1 · Strut A, Roof – On the roof, run rather than walk over a patch of droppings and you slip and fall flat. Wearing a cardboard box keeps you on your feet.
Summary
Gulls nest on the roof, and their droppings send you sprawling if you run across them. A small gag, nothing more.
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Chaff Grenade (Plant)WeaponMissablePoint of no return
Location
The Plant: Shell 1 · Strut A, Roof – It lies somewhere out on this roof: sweep the open deck before you crawl through the fence. More Chaff lies on the broken stub of the B-C bridge and further round the struts.
Why you can lose it
This spot is out of reach once the Shell 1-2 bridge falls later in this run. More lie further on, but take this one here.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
Jams cameras and Cyphers for a short while. The first Chaff of this chapter, and one of the weapon types the Plant collection trophy counts.
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Area: Strut A, Pump RoomArea
Location
The Plant: Shell 1 · Strut A, Pump Room – Go through the door past the roof fence and down the stairs; a scene shows where the Node is. With no gun yet, knock on a wall to draw the guard away, slip past to log in, then leave by the door on the left.
Summary
The pump hall inside Strut A, with a guard by its Node and doors out to the A-B and F-A bridges.
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Area: A-B Connecting BridgeArea
Location
The Plant: Shell 1 · A-B Connecting Bridge – Through the Pump Room's left-hand door. With no gun, hang off either railing and shimmy across past both guards, or sneak behind them and roll over the noisy deck panels; the door at the far end leads into Strut B.
Summary
The bridge from Strut A to Strut B, watched by two guards. An intercepted radio call plays as you step onto it.
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Area: Strut B, Transformer RoomArea
Location
The Plant: Shell 1 · Strut B, Transformer Room – Through the door at the end of the A-B bridge, walk forward down the corridor and the long scene starts. When it ends, log in at the Node and take the SOCOM bullets next to it.
Summary
The transformer hall of Strut B. A long scene plays as you walk in, and its Node sits beside a pile of SOCOM bullets.
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Iroquois PliskinHidden spoiler – activate to revealNPCMinor spoiler
Location
The Plant: Shell 1 · Strut B, Transformer Room – He steps in during the Strut B scene, introduces himself as Iroquois Pliskin, and tells you who the attackers are before he leaves.
Summary
A Navy SEAL lieutenant who survives the attack on his team in Strut B. He becomes an ally on the Codec.
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SOCOMWeapon
Location
The Plant: Shell 1 · Strut B, Transformer Room – Handed over by the surviving SEAL during the Strut B scene, so there is nothing to look for. Load up on the SOCOM bullets by the Node before you move on.
Summary
A lethal pistol, and the first gun of this run on Normal. With it you can hold guards up for their dog tags.
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Dog Tag: A-B Connecting Bridge, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · A-B Connecting Bridge – With the SOCOM, go back out through the door you came in by to the A-B bridge. Wait for one of the two guards to turn away, come up behind him with the gun drawn, then step round in front and aim at his head until he shakes the tag loose. Take both guards now rather than on a later crossing.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags. Tags add up across difficulties toward the Bandana and the Stealth item.
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Dog Tag: A-B Connecting Bridge, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · A-B Connecting Bridge – The other guard on the same bridge. Hold him up from behind the same way, aim at his head from the front, and pick up the tag he drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags, from the second bridge guard.
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Dog Tag: Strut A, Pump Room, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut A, Pump Room – Cross the A-B bridge to the Pump Room. Knock on a wall to turn the guard by the Node away from you, then hold him up from behind, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags, from the guard you slipped past at the Pump Room Node.
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Gull-shooting callOther
Location
The Plant: Shell 1 · Strut A, Roof – From the Pump Room, climb the stairs back up to the roof, where the gulls gather, and keep shooting them until the call comes. Answer with the apology so saving works again. Leave this off the no-kill and Big Boss runs, in case a gull counts as a kill.
Requires
Summary
Shoot enough gulls and the Colonel and Rose call to scold you. Rose then won't save until you apologise in that call.
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Area: B-C Connecting BridgeHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: Shell 1 · B-C Connecting Bridge – Go back over the A-B bridge and through the Transformer Room to the door at its far end. A scene plays as you step out; then cross without stopping, since a Cypher flies in if you hang about. Chaff lies on the broken stub that points toward the core, close to a long drop.
Summary
The bridge from Strut B to Strut C. A scene here wrecks its branch toward the Shell 1 Core, and Cyphers patrol it if you linger.
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Area: Strut C, Dining HallArea
Location
The Plant: Shell 1 · Strut C, Dining Hall – Through the door at the end of the B-C bridge, into the corridor that leads to the hall. Walking on down the corridor into the hall starts the scene.
Summary
The canteen of Strut C, with restrooms off its entrance corridor. The bomb-disposal briefing happens here.
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Restroom callsOther
Location
The Plant: Shell 1 · Strut C restrooms – Do this before you walk on into the hall. In the men's room, stand at a urinal, look at it in first-person view and call the Colonel. Calling from the women's room earns a scolding instead, and Rose may refuse to save until you apologise.
Summary
Codec gags in the Strut C restrooms: a private moment in the men's room, a telling-off in the women's.
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Peter StillmanHidden spoiler – activate to revealNPCMinor spoiler
Location
The Plant: Shell 1 · Strut C, Dining Hall – Walk on down the corridor into the hall and the scene begins: he is waiting there, and Pliskin joins the briefing.
Summary
The bomb-disposal expert on the Plant. He briefs you on the charges and gives you the kit to find and freeze them.
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Coolant SprayWeapon
Location
The Plant: Shell 1 · Strut C, Dining Hall – Handed over in the Strut C briefing along with Sensor A and the Lv.1 card. The trophy for learning to freeze the charges pops during this scene.
Summary
Freezes a charge's detonator when sprayed on it for a few seconds; it also wakes knocked-out guards. A trophy pops during the lesson on using it.
Trophies
  • Bronze · PlayStationBomb Squad
  • Achievement · XboxBomb Squad
  • Achievement · SteamBomb Squad
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Sensor AItem
Location
The Plant: Shell 1 · Strut C, Dining Hall – Given in the same briefing. Equip it after logging in at a strut's Node and walk toward the cloud on the radar to close in on that strut's charge.
Summary
Picks up the vapour leaking from a charge and marks the rough area on the radar as a cloud.
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Lv.1 CardKey item
Location
The Plant: Shell 1 · Strut C, Dining Hall – The third gift of the Strut C briefing, so there is nothing to search for.
Summary
Opens Lv.1 doors, such as the rooms off the Strut F Warehouse's lower floor. Higher cards come later in the run.
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Freeze the Strut C chargeQuest step
Location
The Plant: Shell 1 · Strut C restrooms – Log in at the Node at the far end of the hall (a Ration lies under a table), then walk back down the corridor into the women's restroom. Face the mirror with the Coolant Spray in hand, tilt your view up to the right-hand corner of the ceiling and spray the charge until it is frozen. Check the stalls for ammo on the way out.
Summary
The first of the charges spread round the struts. Each one is frozen the same way.
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Run 1: Struts D to F

Loop clockwise from Strut C through Struts D, E and F, freezing a charge in each strut and taking every tag and pickup on the way.

From Strut C the charge hunt runs clockwise round the ring: over the C-D bridge to Strut D, on through Strut E's Parcel Room and Heliport, and across the E-F bridge to Strut F, freezing a charge in each with the Coolant Spray while Sensor A points the way. You carry the SOCOM, the Thermal Goggles and the Lv.1 card. On the way: Stun Grenades, the Mine Detector, Claymores, the M9, the SOCOM's suppressor, the Digital Camera, three boxes, a Book and twelve tags, one strut at a time with no doubling back. Left for later: the Pump Room, Roof and Transformer Room charges and Sensor B (the next part), the bridge guards who only turn up later in the Plant, and Strut F's rooms behind higher card doors.

Taking tags on this loop

Come up behind a guard with a gun drawn to hold him up, step round to his front and keep aiming at his head (or groin) until he shakes; a tag, if he has one, is always the first thing he drops. A guard who won't give in can be wounded once in an arm or leg, quietly once the SOCOM's suppressor from Strut F is fitted, and then aimed at again. The Thermal Goggles show a tag on the chest of a guard who still carries one.

Area: C-D Connecting BridgeArea
Location
The Plant: Shell 1 · C-D Connecting Bridge – With the toilet charge frozen, walk back up the Dining Hall corridor and leave by the door at the far end of the hall. A camera watches the door at the bridge's far end: shoot it, jam it with Chaff, or keep tight to the wall and slip past.
Summary
The open bridge from Strut C to Strut D, the first leg of the loop.
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Area: Strut D, Sediment PoolArea
Location
The Plant: Shell 1 · Strut D, Sediment Pool – Go through the door at the far end of the C-D bridge. You come in at the head of the Sediment Pool's stairs, with the walkways circling the water below.
Summary
A strut built round a big settling pool, ringed by an upper and a lower walkway, with a Node on the lower one.
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Dog Tag: Strut D, Sediment Pool, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut D, Sediment Pool – The guard posted by the stairs you come in on. Work down behind him with the SOCOM out and hold him up there.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut D, Sediment Pool, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut D, Sediment Pool – The guard on the lower walkway, who radios in to his base at intervals. Take his tag with a hold-up and leave him standing: knock him out or throw him in the pool and he misses his report, which sends a team to look for him.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut D, Sediment Pool, guard 3 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut D, Sediment Pool – Normal adds a third tag holder somewhere in the Sediment Pool, and no post is recorded for him. Sweep both walkways and check every guard with the Thermal Goggles before you leave the strut.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Freeze the Strut D charge(s)Quest step
Location
The Plant: Shell 1 · Strut D, Sediment Pool – Take the next stairs down to the lower walkway and follow it round to the Node; log in, then carry on round to the far side of the pool. The charge is under a hatch in the walkway: open it and spray it with the Coolant until it freezes. If Sensor A still shows a cloud afterwards, look under the hatch at the foot of the stairs as well.
Summary
One of the charges hidden round Shell 1. With Sensor A equipped it shows on the radar as a cloud, and the Coolant Spray freezes it.
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Stun Grenade (Plant)WeaponMissablePoint of no return
Location
The Plant: Shell 1 · D-E Connecting Bridge, lower deck – On the lower deck, toward the Strut E end, with a box of SOCOM ammo beside them, just before the stairs climb to the door.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
Flash grenades that knock out guards close by without killing them. The first Stun Grenades of the Plant, one of the weapon types its weapon trophy counts.
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Area: Strut E, Parcel RoomArea
Location
The Plant: Shell 1 · Strut E, Parcel Room – At the end of the lower deck, climb the stairs and go through the door into the Parcel Room. The loading platform is at the south end of the room, the stairs down are on its left side and the stairs up are on the right.
Summary
Strut E's ground floor, a sorting hall of conveyor belts and shelves with a Node, stairs down to a lower room and stairs up toward the Heliport.
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Dog Tag: Strut E, Parcel Room, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut E, Parcel Room – One of two Parcel Room guards who carry tags on this pass; no post is recorded for either. Sweep the floor between the belts and shelves, crawling where the guards can see, and hold up each one you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut E, Parcel Room, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut E, Parcel Room – The second Parcel Room holder on this pass, post unrecorded. Check the guards you have met with the Thermal Goggles until one still shows a tag. A guard who listens to music by the belts arrives only much later in the Plant, so he is not one of these two.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Box 5 (Parcel Room)ItemMissablePoint of no return
Location
The Plant: Shell 1 · Strut E, Parcel Room – Crawl across toward the Node in the top-right corner of the map (shelves before it hide some ammo) and log in. Box 5 sits on the conveyor belt near the Node, at the north end of the room: climb up to it and take it.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of the five Plant cardboard boxes Moving Day needs. Worn on the loading platform, it also rides the belt to a closed room holding the Digital Camera.
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Mine DetectorItemMissablePoint of no return
Location
The Plant: Shell 1 · Strut E, Parcel Room, lower room – From the Node, cross to the left-hand side of the room, where a flight of stairs leads down; the Mine Detector lies at the bottom. Climb back up afterwards.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
Picks out laid mines while equipped. The E-F bridge ahead is strewn with Claymores.
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Digital CameraItemMissablePoint of no return
Location
The Plant: Shell 1 · Strut E, camera storeroom – Go to the loading platform at the south end of the room, the one with three lights. Stand on it with Box 5 equipped: the lights turn orange, then blue, and the belt carries you down to a closed storeroom in Strut E where the camera lies. Leave the way you came in.
Why you can lose it
The storeroom opens again behind a Lv.5 door during a timed run late in the Plant, but not after the Shell 1 Core lift ride that ends that run. Take it now; a camera is also handed over once the game is cleared.
Point of no return
Riding the Shell 1 Core lift at the end of the timed run.
Summary
A camera for taking photos in the field. Picking it up earns Photo Finish.
Trophies
  • Bronze · PlayStationPhoto Finish
  • Achievement · XboxPhoto Finish
  • Achievement · SteamPhoto Finish
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Area: Strut E, HeliportArea
Location
The Plant: Shell 1 · Strut E, Heliport – Back in the Parcel Room's main room, climb the stairs on its right side and go through the door at the top. Walk on and round the corner for a short scene; the big flight of stairs up to the pad is ahead.
Summary
Strut E's roof, a landing pad with a Harrier parked on it and containers round the edge.
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Dog Tag: Strut E, Heliport, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut E, Heliport – The guard watching the E-F bridge through binoculars from the roof. Before you climb the big stairs to the pad, go round to the left to come up behind him, and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
Report an issue
Dog Tag: Strut E, Heliport, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut E, Heliport – One of two more Heliport guards who carry tags on Normal; no post is recorded. Sweep the pad and the ground round the stairs and hold up each guard you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut E, Heliport, guard 3 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut E, Heliport – The last Heliport holder on Normal, post unrecorded. Check every guard up here with the Thermal Goggles before you go back down.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Box 3 (Heliport)ItemMissablePoint of no return
Location
The Plant: Shell 1 · Strut E, Heliport – On the roof, in its bottom-left corner on the map, tucked out of view behind a covered shelf on the left side of the pad.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of the five Plant cardboard boxes Moving Day needs.
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Freeze the charge under the HarrierQuest step
Location
The Plant: Shell 1 · Strut E, Heliport – Walk up to the Harrier on the pad and crawl in under its landing gear, where the charge sits. Spray it with the Coolant until it freezes.
Summary
Strut E's charge, hidden under the jet on the pad.
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ClaymoreWeaponMissablePoint of no return
Location
The Plant: Shell 1 · E-F Connecting Bridge – Equip the Mine Detector to see where the mines lie, then crawl the whole length of the bridge: crawling over a Claymore picks it up rather than setting it off. A Gun Cypher drops with one shot low on its body; Chaff jams the Cyphers too, but it also blinds the Mine Detector.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
Directional mines you can lay yourself. The first Claymores of the Plant, one of the weapon types its weapon trophy counts.
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Area: Strut F, WarehouseArea
Location
The Plant: Shell 1 · Strut F, Warehouse – Go through the door at the end of the E-F bridge onto the Warehouse's top floor, which looks down on the crates below. A guard walks near the entrance.
Summary
A two-floor storage hall: a top floor of rooms and railings over a lower floor packed with crate stacks, and a Node room downstairs.
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Dog Tag: Strut F, Warehouse, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse – The guard you meet just inside, before the corner to the left. Hold him up before you go on.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Freeze the Strut F chargeQuest step
Location
The Plant: Shell 1 · Strut F, Warehouse – Go round the corner to the left and look over the railing: the charge sits in a gap among the crates below. Flip over the rail above it, drop down between the crates and freeze it with the Coolant, then climb out of the stack onto the lower floor.
Summary
Strut F's charge, wedged among the crates on the lower floor.
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Box 2 (Warehouse)ItemMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse, Node room – On the lower floor, follow the corridor to the small Node room on the left, in the south-west corner of the map; its door takes the Lv.1 card. Box 2 is inside. Log in at the Node while you are here.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of the five Plant cardboard boxes Moving Day needs.
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SOCOM SuppressorItemMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse, closed-off room – In the Node room, turn round to find a ventilation duct. Crawl through it to the closed-off room in the south-east corner of the floor, where the suppressor lies, then crawl back.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
Fits the SOCOM and quiets its shots.
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Dog Tag: Strut F, Warehouse, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse – A second Warehouse guard carries a tag, and no post is recorded for him. Sweep the lower floor's aisles between the crate stacks before you head back upstairs.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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M9 (Plant)WeaponMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse, top floor – Take the stairs back up to the top floor and search its rooms. The M9 is in the corner room on the south-east side of the map, the first room on your right just inside the top-floor door from the F-A bridge.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
The tranquilizer pistol: its darts put a guard to sleep without killing him.
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Dog Tag: Strut F, Warehouse, guard 3 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse – Normal puts a third tag holder in the Warehouse, post unrecorded. Sweep the top floor as well and check every guard with the Thermal Goggles before you leave the strut.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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BookWeaponMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse, crate stack – On the top floor, lean on the railing above the lower floor's crates and flip over it, then shimmy to the right until you hang above a crate stack. Drop onto it; the Book lies on top.
Why you can lose it
This spot is out of reach once the Shell 1-2 bridge falls later in this run. More Books lie further on, but take this one here: the next trophy row uses it.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
A pin-up magazine, which the game calls a Book. Set down where a guard will spot it, it stops him in his tracks. Needed for To Catch a Predator.
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To Catch a PredatorAchievement
Location
The Plant: Shell 1 · Strut F, Warehouse – Equip the Book and put it down in the path of a guard on his rounds, then back off and watch; the trophy pops when he stops to look at it. If no guard is left walking here, more Books lie in the Shell 1 Core later.
Requires
Summary
Lure a guard with the Book.
Trophies
  • Bronze · PlayStationTo Catch a Predator
  • Achievement · XboxTo Catch a Predator
  • Achievement · SteamTo Catch a Predator
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Dog Tag: F-A Connecting Bridge, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · F-A Connecting Bridge – The bridge guard, who has been posted here since the briefing in Strut C. Jam the Cypher with Chaff or shoot it low, then come up behind the guard and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Run 1: The Last Charges, Fortune and Fatman

Freeze the Strut A and Strut B charges, take the late guards' tags, then run the two timed legs to the Deep Sea Dock and the Strut E Heliport and win both fights there.

You come back into Strut A over the F-A bridge with the Coolant Spray, Sensor A, the Lv.1 Card, the M9, the SOCOM and the Mine Detector. This stretch freezes the charges left in Strut A and Strut B, takes the guards who only turn up on this second pass, then picks up Sensor B, which starts the first of two timed legs. It ends on the Strut E Heliport with a new card and a uniform. Left for later: the guards who only show up after the Heliport fight and the Lv.2 rooms in Strut F, which the next section sweeps.

Freeze the Pump Room chargeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · Strut A, Pump Room – From the F-A bridge, enter the Pump Room and take the door into the south room full of pipes. Keep to the right-hand side, step over the low stairs beside the pipes and crawl left beneath them, then turn and crawl along the red pipe: the charge is at its end. Freeze it with the Coolant Spray.
Summary
One of the charges the bomb hunt asks for, tucked among the pipes in the Pump Room's south room.
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Box 1 (Plant, Pump Room)ItemMissablePoint of no return
Location
The Plant: Shell 1 · Strut A, Pump Room – Same room of pipes as the charge. Go over the small steps in its bottom-left corner, crawl under the first pipes on your right, then climb over the low block below them: the box sits there.
Why you can lose it
Pick it up while the charge brings you here; the Shell 1 struts are out of reach once the Shell 1-2 bridge falls, except for a short timed dash through Strut E much later.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
A cardboard box for perishable food, one of the five Plant boxes. Every box in the game counts toward the all-boxes trophy.
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Dog Tag: Strut A, Roof, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut A, Roof – Climb the Pump Room stairs back up to the Roof and look for the guard now posted there; sweep the roof if he is not in sight. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops. Taking him now, before the dock charge, beats coming back later, when mines are laid on this roof.
Why you can lose it
He is posted here only after Stillman's briefing; the Shell 1 struts are out of reach once the Shell 1-2 bridge falls, except for a short timed dash through Strut E much later, so take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags, held by a guard who joins the Strut A Roof once Stillman has been met.
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Check the Strut A roof with Sensor AHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · Strut A, Roof – Still on the Roof after his tag, equip Sensor A and look past the fence gate in the corner you crawled through. If the sensor finds a charge there, freeze it. If the roof reads clean, there is no charge on this difficulty: go back down to the Pump Room.
Summary
A charge is reported on the Strut A Roof on harder settings; on Normal the roof is expected to read clean. A quick look settles it while you are here for the guard.
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Dog Tag: Strut B, Transformer Room, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut B, Transformer Room – Leave the Pump Room by its top-left door, cross the A-B bridge and follow the corridor into the Transformer Room. A guard in the Transformer Room; sweep it. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
He appears only after Stillman's briefing; the Shell 1 struts are out of reach once the Shell 1-2 bridge falls, except for a short timed dash through Strut E much later, so take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags, held by a guard who only joins Strut B once Stillman has been met.
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Dog Tag: Strut B, Transformer Room, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut B, Transformer Room – The other guard in the Transformer Room; sweep it. Hold him up the same way, from behind and then from the front. If he won't give in, wound him once in an arm or a leg with a suppressed gun and aim at his head again.
Why you can lose it
He appears only after Stillman's briefing; the Shell 1 struts are out of reach once the Shell 1-2 bridge falls, except for a short timed dash through Strut E much later, so take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
The second of the two late Strut B guards.
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Freeze the Transformer Room chargeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · Strut B, Transformer Room – With both guards dealt with, go to the far end of the main transformer room, by the door and the fuse box. One cabinet door stands open flat against the wall there: kick it or swing it shut, and freeze the charge it was hiding.
Summary
The Strut B charge, hidden behind a transformer cabinet's door.
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Two timed legs ahead

Taking Sensor B starts a countdown of a few minutes to the Deep Sea Dock, and the fight there is followed by a second countdown, about as long, to the Strut E Heliport. Take the two Dining Hall guards before you open the pantry, and save through Rose first. Running out of time ends the game, but the ring of struts stays open once both legs are done.

Dog Tag: Strut C, Dining Hall, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut C, Dining Hall – From the Strut B charge, leave by the far door, cross the B-C bridge and enter the Dining Hall. A guard in the Dining Hall; sweep it. Hold him up from behind, then from the front, before you go near the pantry.
Why you can lose it
He appears only on the return for Sensor B; the Shell 1 struts are out of reach once the Shell 1-2 bridge falls, except for a short timed dash through Strut E much later, so take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of two guards who turn up in the Dining Hall only when you come back for Sensor B.
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Dog Tag: Strut C, Dining Hall, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut C, Dining Hall – The other new guard in the Dining Hall; sweep it. Take his tag the same way before the pantry: once Sensor B is in hand the clock leaves no time for him.
Why you can lose it
He appears only on the return for Sensor B; the Shell 1 struts are out of reach once the Shell 1-2 bridge falls, except for a short timed dash through Strut E much later, so take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
The second guard who arrives with the return for Sensor B.
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Sensor BHidden spoiler – activate to revealItemMinor spoiler
Location
The Plant: Shell 1 · Strut C, Dining Hall pantry – Go into the room where Stillman briefed you and open the pantry he was hiding in: Sensor B lies inside. A Codec call follows, then the countdown starts.
Summary
The second sensor, which finds the large charge at the Deep Sea Dock. Taking it starts the countdown to the dock.
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Freeze the charge under the mini-subHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – Run back through Strut B to the Pump Room, up the stairs to the Roof and down in the freight lift. Cross the storage room to the first room of the chapter, where the mini-sub hangs over the pool. Crouch at the pool's south edge, look up in first-person view and spray the charge; if it is out of reach, hang from the north rail, shimmy east into the cage with the diving suits and spray it from the pedestal there.
Summary
A large charge fixed to the underside of the mini-sub that hangs over the Deep Sea Dock pool. It has to be frozen before the clock runs out.
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FortuneHidden spoiler – activate to revealBossMinor spoiler
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock storage room – After the Codec call at the pool, walk into the storage room with the first Node. Keep moving and keep out of her sight: her shots smash whatever you hide behind. Leave the SOCOM ammo on the floor until the end. The fight stops when the Colonel calls, and its trophy comes with it.
Summary
A fight you can't win by damage: she shrugs off every hit, so the goal is to stay alive until it ends.
Trophies
  • Bronze · PlayStationLady Fortune
  • Achievement · XboxLady Fortune
  • Achievement · SteamLady Fortune
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Freeze the Heliport chargeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport – The scene after the fight leaves you on the Strut A Roof with the clock running and Claymores laid on it: equip the Mine Detector before you move. Go down through the Pump Room, over the F-A bridge and through Strut F, then cross the E-F bridge (Gun Cyphers) into the Parcel Room and climb its big stairs to the pad. Freeze the charge in the centre.
Summary
The charge in the middle of the Strut E Heliport, on the second countdown, which starts on the Strut A Roof. Freezing it starts the next fight.
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FatmanHidden spoiler – activate to revealBossMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport – The fight starts when the centre charge is frozen. Each time he plants charges, find them with Sensor A, on the sides, tops and undersides of the containers (crawl under, or look in first-person view), and freeze them before they go off. In between, knock him over with a punch-punch-kick combo, a Claymore or shots while he stops to catch his breath, and hit his head while he is down. Use the M9 for those head shots: a non-lethal win is the safe way to get his tag. His trophy comes with the win.
Summary
The bomb expert behind the charges, on roller skates. He plants fresh charges round the pad while you fight him.
Trophies
  • Bronze · PlayStationParty's Over
  • Achievement · XboxParty's Over
  • Achievement · SteamParty's Over
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Dog Tag: Fatman (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport – After the scene, Fatman lies across the last charge. Pick him up, carry him the short distance he can be moved and put him down: a tag drops. Pick it up at once, before you freeze the charge; don't leave it for after the scene on the stairs.
Why you can lose it
Take it the moment it falls, before the last charge; the Shell 1 struts are out of reach once the Shell 1-2 bridge falls, except for a short timed dash through Strut E much later.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
A dog tag that falls when Fatman is moved after the fight. It counts toward Normal's 49 Plant tags.
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Move Fatman and freeze the last chargeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport – With Fatman moved off it, the charge is uncovered where he lay. Freeze it with the Coolant Spray before the countdown ends; a Codec call follows.
Summary
The last charge sits under Fatman when the fight ends, with a countdown running.
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Cyborg NinjaHidden spoiler – activate to revealNPCMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport stairs – After the Codec call, walk to the stairs down from the pad: the scene starts there.
Summary
First meeting with the Cyborg Ninja, who hands over the gear for the Shell 1 Core and points you at the hostages held there.
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Lv.2 CardHidden spoiler – activate to revealKey itemMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport stairs – After the last charge, walk to the stairs down from the pad: the card is handed over in the scene there. Cards work just by walking up to a door; there is nothing to equip.
Summary
Opens the three Lv.2 rooms in the Strut F Warehouse, which hold the AKS-74u the Shell 1 Core needs.
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B.D.U.Hidden spoiler – activate to revealItemMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport stairs – Handed over in the same scene on the Heliport stairs, with the Lv.2 Card.
Summary
The guards' uniform. Worn with an AKS-74u in hand, it lets you through the Shell 1 Core as one of them.
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Cell PhoneHidden spoiler – activate to revealItemMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport stairs – Handed over in the same scene on the Heliport stairs; check it is in your items before you head back down to the Parcel Room.
Summary
A phone handed over with the card and the uniform. Nothing on the route uses it.
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Run 1: The Loop Back and the Shell 1 Core

Loop back round the ring for the guards who arrive after the Heliport fight, open Strut F's Lv.2 rooms, then walk into the Shell 1 Core in uniform to find the hostage you were sent for.

From the Heliport stairs this stretch goes the long way round the ring: back through the Parcel Room, over the D-E bridge, through Strut D, the C-D bridge, Strut C, the B-C bridge, Strut B and the A-B bridge to the Strut A Pump Room, then over the F-A bridge into Strut F. New guards stand on that loop, and Strut F's three Lv.2 rooms hold the C4, the M4 and the AKS-74u. With the uniform on and the AKS-74u in hand, the Shell 1 Core comes next, floor by floor, down to the hostages. You carry the Lv.2 Card, the B.D.U., the SOCOM with its suppressor, the M9, the Coolant Spray, both sensors, the Mine Detector and the Thermal Goggles. Left for later: Strut F's Lv.3 rooms and the Shell 1-2 bridge, which the next section covers.

The loop back

After the Heliport fight, fresh tag holders stand on the D-E, C-D and B-C bridges, and Normal has a second holder in the Strut A Pump Room. Take them on this loop, before you go into the Shell 1 Core. The hold-up works as before: from behind with a gun drawn, then step to his front and aim at his head (or groin) until he shakes. A guard who won't give in can be wounded once in an arm or a leg with the suppressed SOCOM and aimed at again. The Thermal Goggles show a tag on a guard who still carries one.

Dog Tag: D-E Connecting Bridge, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · D-E Connecting Bridge – From the Heliport stairs, go back down into the Parcel Room and leave by the door you first came in through from the D-E bridge. A guard on the D-E bridge, one of two who only arrive after the Heliport fight; sweep both decks. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: D-E Connecting Bridge, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · D-E Connecting Bridge – The other new guard on the D-E bridge; sweep the upper and the lower deck. Check him with the Thermal Goggles if you are unsure which of the two still carries a tag.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: C-D Connecting Bridge, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · C-D Connecting Bridge – Go through the door at the bridge's end into Strut D, follow the Sediment Pool's upper walkway round to the head of the stairs and leave by the door there onto the C-D bridge. The camera over that door covers the start: shoot it, jam it with Chaff or slip past along the wall. A guard on the C-D bridge, new since the Heliport fight; sweep it. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: C-D Connecting Bridge, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · C-D Connecting Bridge – The second new guard on the C-D bridge; sweep the whole span to the Strut C door and take his tag the same way.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: B-C Connecting Bridge, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · B-C Connecting Bridge – Go into Strut C's Dining Hall and cross it to the door onto the B-C bridge, the one whose branch to the core is broken off. A guard on the B-C bridge, posted here only since the Heliport fight; sweep it. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
Report an issue
Dog Tag: Strut A, Pump Room, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut A, Pump Room – Cross into Strut B, go through the Transformer Room and out along the corridor onto the A-B bridge, then into the Pump Room. A second guard here carries a tag on Normal, post unrecorded; sweep both the Node room and the room of pipes, and check every guard with the Thermal Goggles before you leave.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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C4WeaponMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse, top-floor Lv.2 room – Leave the Pump Room for the F-A bridge (a Cypher patrols it) and enter the Warehouse by its top-floor door. The Lv.2 door to the room in the top-right corner of the map opens with the new card: the C4 is in a locker, with Claymores beside it. More C4 lies later, but take this one now.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
Plastic explosive you can stick to walls and set off from a distance. The first C4 of the Plant, one of the weapon types its weapon trophy counts.
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M4WeaponMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse, top-floor Lv.2 room – Back out on the top floor, go to the Lv.2 room on the middle of the map's left side. Infrared beams wired to Semtex cross it: crawl under them (Cigarette smoke shows where they run); their control unit sits on top of the locker nearest the door. The M4 lies inside. A duct on the room's left side can't be used yet.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
An assault rifle with a laser sight, one of the weapon types the Plant's weapon trophy counts.
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AKS-74uWeapon
Location
The Plant: Shell 1 · Strut F, Warehouse, lower-floor Lv.2 room – Take the stairwell in the top-right corner of the map down to the lower floor and open the Lv.2 door furthest to the north-east, on the right of the small hallway there. The AKS-74u lies inside with ammo.
Summary
The guards' own rifle. Carried while you wear the B.D.U., it lets you pass in the Shell 1 Core as one of them.
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In uniform

Wear the B.D.U. and keep the AKS-74u equipped from the core door onward: the camera at the lift only lets a guard through. Move like one: don't run into the soldiers or act oddly near them, or they see through it. Take every tag in the core before you talk to anyone in the hostage hall: after the scene there, the core's guards shoot on sight.

Area: Shell 1 Core, 1FArea
Location
The Plant: Shell 1 · Shell 1 Core, 1F – Climb back to the top floor and leave by the door onto the E-F bridge. Halfway across, heading toward Strut E, turn left onto the branch to the core: its deck panels give way under you, so keep running, and watch for the Gun Cyphers. Put on the B.D.U. and equip the AKS-74u before the door, where a camera faces you.
Summary
The ground floor of the central tower, with a Node room, a lift down to B1 and B2, and a camera that checks who rides it.
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Dog Tag: Shell 1 Core, 1F, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, 1F – One of four 1F guards who carry a tag on Normal; no post is recorded. Past the entry corridor, the room to the south has a Node (log in) and C4, Chaff and a Book in its lockers. Sweep the floor from there, calmly, and hold up each guard you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, 1F – A second 1F holder, post unrecorded. Leave the Node room by its other door to the left-hand side of the floor and work along it toward the lift; the B-C bridge door halfway along is shut.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 3 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, 1F – A third 1F holder on Normal, post unrecorded. Check each guard on the floor with the Thermal Goggles and hold up the next one still showing a tag.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 4 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, 1F – The fourth 1F holder on Normal, post unrecorded. Before you ride the lift, look over every guard on 1F once more with the Thermal Goggles.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Area: Shell 1 Core, B2 Computer RoomArea
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – Walk up to the lift in uniform with the AKS-74u in hand, so the camera lets you on, and choose B2. Go through one of the doors and down into the computer room; its Node is in the top-right corner. Log in there.
Summary
A big room of computer desks below the core, with a Node, lockers and a parrot in a cage.
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Box 4 (Computer Room)ItemMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – From the Node, cross the room: Box 4 sits across from the Node, near the parrot's cage and the Directional Mic. If it isn't there, try the side room on the right.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
The box for action figures, one of the five Plant cardboard boxes, and the seventh and last box on the route.
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Moving Day: all seven boxesAchievementMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – With Box 4 in hand the route has given you all seven: Box 1 (Tanker, Deck-D food store), the Wet Box, Box 1 (Plant, Pump Room), Box 2 (Warehouse), Box 3 (Heliport), Box 5 (Parcel Room) and Box 4 (Computer Room). The trophy is for the full set. Open the item menu and check: a missing Plant box can still be fetched before the Shell 1-2 bridge.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
Hold every cardboard box in the game: two from the Tanker and five from the Plant.
Trophies
  • Silver · PlayStationMoving Day
  • Achievement · XboxMoving Day
  • Achievement · SteamMoving Day
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Directional MicrophoneWeapon
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – On the left-hand side of the computer room, near Box 4. While you are here, the lockers in the west hallway have Books on top: kick the leftmost one to knock them down.
Summary
A long-range microphone used in first-person view; it picks up voices and heartbeats through walls. The hostage hall can't be done without it.
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The parrot's tricksOther
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – Stand by the parrot's cage, equip the Directional Mic, aim it at the bird and press the action button a few times to ask for Ames: it soon starts repeating the line back. Bullets fired at it bend round the cage. Do it now, while you are in the room.
Summary
A caged parrot in the computer room that copies what it hears.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – One of four computer room guards who carry a tag on Normal; no post is recorded. Sweep the room between the desks and the side hallways, staying in character, and hold up each one you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – A second computer room holder, post unrecorded. Keep sweeping, and check the guards you have already met with the Thermal Goggles.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 3 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – A third computer room holder, post unrecorded. Look into the west hallway by the lockers as well as the main room.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 4 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – The fourth computer room holder, post unrecorded. Check every guard on B2 with the Thermal Goggles before you go back to the lift.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Area: Shell 1 Core, B1Area
Location
The Plant: Shell 1 · Shell 1 Core, B1 – Ride the lift back up one floor to B1. Step right into the small room and log in at its Node.
Summary
The floor above the computer room: a Node room, a corridor and the hostage hall behind a retinal scanner.
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Dog Tag: Shell 1 Core, B1, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B1 – Leave the Node room and wait for the guard who patrols the corridor to pass. Come up behind him with a gun out (don't fire), step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B1 – Another B1 guard carries a tag on Normal, post unrecorded. Sweep the floor outside the hall door and hold him up the same way.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 3 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B1 – The third B1 holder on Normal, post unrecorded. Check every guard on the floor with the Thermal Goggles before you open the hall: after the scene inside, they will shoot on sight.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Open the hall with a guard at the retinal scannerQuest step
Location
The Plant: Shell 1 · Shell 1 Core, B1 – Wait for a guard to walk near the retinal scanner on the right of the corridor, put your gun away, grab him from behind and drag him to it. His eye opens the door, and a scene takes you into the hostage hall.
Summary
The hostage hall door opens only for a guard's eye.
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One chance at the corner-door listen

Talking to Ames starts a scene in which you listen in on a meeting next door with the Directional Mic. That scene is the only time this run that Directional Mic: the corner door in the hostage room (1 of 2) can be done: when the voices start, swing the mic a little to the left, onto the door in the far corner, and keep it there. Save through Rose on 140.96 before you talk to him.

Find Ames by his pacemakerHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · Shell 1 Core, B1 hostage hall – Go down the stairs into the hall and aim the Directional Mic at the hostages one by one, away from the guard: Ames's pacemaker adds a beep to his heartbeat. He is further down the room, with shoulder-length brown hair. Face him and press the action button to talk; the trophy comes during the scene, when he says where the President is held.
Summary
Ames is one of the seated hostages, and only his heartbeat gives him away.
Trophies
  • Bronze · PlayStationThanks, Ames
  • Achievement · XboxThanks, Ames
  • Achievement · SteamThanks, Ames
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Richard AmesHidden spoiler – activate to revealNPCMinor spoiler
Location
The Plant: Shell 1 · Shell 1 Core, B1 hostage hall – Met in the hostage hall when you talk to him; the meeting is the scene that follows.
Summary
The hostage you were sent into the core to find. He hands over the Lv.3 Card.
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Directional Mic: the corner door in the hostage room (1 of 2)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 1 · Shell 1 Core, B1 hostage hall – During the scene with Ames you are asked to point the mic through the wall at a meeting. Once the voices start, aim a little to the left, at the door in the far corner, and hold it there: a guard is groaning in the toilet behind it. Stay on him until he stops; faint noise from a distance doesn't count. To be safe, play on to the second listen without quitting the game in between.
Why you can lose it
This listen works only while the hostage-room scene plays and can't be repeated once that scene ends this run; missing it means doing both listens again on a later run.
Point of no return
The scene with Ames in the hostage hall ends.
Summary
The first of two listens with the Directional Mic that together earn a trophy; the second comes much later in the Plant. Both are needed in the same run.
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Lv.3 CardHidden spoiler – activate to revealKey itemMinor spoiler
Location
The Plant: Shell 1 · Shell 1 Core, B1 hostage hall – Ames hands it over in the same scene; nothing to pick up.
Summary
Opens the three upper Lv.3 rooms in the Strut F Warehouse.
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Hold still in disguise through the hall sceneHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · Shell 1 Core, B1 hostage hall – When the scene ends you have only a few seconds: equip the AKS-74u at once and don't move. Another scene follows. When it ends you are back in the corridor and your cover is gone: the core's guards now fire on sight, so make straight for the lift.
Summary
Right after the meeting with Ames, the disguise has to pass one more look.
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Run 1: The Sniper Rifle and the Shell 1-2 Bridge

Open the Strut F Lv.3 rooms for the sniper rifle and three more weapons, shoot out every charge unit on the bridge to Shell 2, win the fight there and climb across to the far side.

With the Lv.3 Card in hand, this stretch heads back out of the Shell 1 Core to the Strut F Warehouse, where three top-floor rooms now open: the PSG1 sniper rifle, its tranquilizer twin, the RGB6 and hand Grenades. From there it crosses Strut E to the Strut D Sediment Pool and the bridge to Shell 2, which is rigged with charges that the rifle has to shoot out one by one. You carry the SOCOM, the M9, the AKS-74u, the Coolant Spray and the Thermal Goggles. What follows the charge units closes Shell 1 for the rest of the run, so the warning before them lists every Shell 1 row to check first. Nothing is left behind on purpose: the next section carries on in Shell 2.

PSG1Hidden spoiler – activate to revealWeaponMinor spoiler
Location
The Plant: Shell 1 · Strut F, Warehouse, top floor – The scene leaves you in the B1 corridor without your disguise, so the core's guards now open fire on sight. Take the lift up to 1F, slip or fight past the guards and cameras to the way out, and follow the branch back onto the E-F bridge. Cross to Strut F and go through the door onto the Warehouse's top floor, where the Lv.3 doors now open just by walking up to them. The PSG1 and its ammo are in the middle room on the right-hand side of the floor, as the map shows it.
Summary
The sniper rifle. The bridge to Shell 2 can't be crossed without it, and it is needed again later in the Plant. One of the weapon types the Plant weapon trophy counts.
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PSG1-TWeaponMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse, top floor, PSG1 room – In the same room as the PSG1, look for the vent opening. Crawl inside: the PSG1-T lies in the duct beside the room. Crawl back out the way you went in.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
A sniper rifle that fires tranquilizer rounds: it puts guards to sleep from long range. One of the weapon types the Plant weapon trophy counts.
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RGB6WeaponMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse, top floor – Back out on the top floor, go to the Lv.3 room in the top-left corner of the map. The RGB6 and its rounds are inside.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
A six-shot revolving grenade launcher: heavy, loud damage, best kept for big targets. One of the weapon types the Plant weapon trophy counts.
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Grenade (Plant)WeaponMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse, top floor – The third Lv.3 room is in the bottom-left corner of the top floor on the map; the Grenades are inside. With this room done, every door on the Warehouse's top floor has been opened.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
Hand grenades, the third kind of thrown grenade in the Plant after Chaff and Stun. Take them for the Plant weapon trophy.
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Area: Shell 1-2 Connecting BridgeArea
Location
The Plant: Shell 1-2 Bridge · Shell 1-2 Connecting Bridge – From the Grenade room, leave the Warehouse by the top-floor door to the E-F bridge, cross it into Strut E's Parcel Room and take the D-E bridge into the Strut D Sediment Pool. Head down its stairs to the door at the top centre of the map, which opens onto the Shell 1-2 bridge. Step out, then stop: nothing on the bridge can be walked past until the charges are dealt with.
Summary
The long two-level bridge from Strut D across to Shell 2, with a big tank on its deck and a door at the far end. Charges cover it from end to end.
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Shooting the charge units closes Shell 1

Once every charge unit on this bridge is shot out, walking on starts events you can't undo, and the Shell 1 struts, their bridges and the Shell 1 Core are out of reach for the rest of this run, except for a short timed dash through Strut E much later. Check that you hold every one of these first; a Normal tag missed here can only be taken by playing the Plant on Normal again. Strut A: Thermal Goggles (Plant); Chaff Grenade (Plant); Box 1 (Plant, Pump Room); Strut A, Pump Room, guard 1; Strut A, Pump Room, guard 2; Strut A, Roof, guard 1. A-B bridge: A-B Connecting Bridge, guard 1; A-B Connecting Bridge, guard 2. Strut B: Strut B, Transformer Room, guard 1; Strut B, Transformer Room, guard 2. B-C bridge: B-C Connecting Bridge, guard 1. Strut C: Strut C, Dining Hall, guard 1; Strut C, Dining Hall, guard 2. C-D bridge: C-D Connecting Bridge, guard 1; C-D Connecting Bridge, guard 2. Strut D: Strut D, Sediment Pool, guard 1; Strut D, Sediment Pool, guard 2; Strut D, Sediment Pool, guard 3. D-E bridge: Stun Grenade (Plant); D-E Connecting Bridge, guard 1; D-E Connecting Bridge, guard 2. Strut E: Box 5 (Parcel Room); Mine Detector; Strut E, Parcel Room, guard 1; Strut E, Parcel Room, guard 2; Box 3 (Heliport); Strut E, Heliport, guard 1; Strut E, Heliport, guard 2; Strut E, Heliport, guard 3; Dog Tag: Fatman. E-F bridge: Claymore. Strut F: Box 2 (Warehouse); SOCOM Suppressor; M9 (Plant); Book; C4; M4; PSG1-T; RGB6; Grenade (Plant); Strut F, Warehouse, guard 1; Strut F, Warehouse, guard 2; Strut F, Warehouse, guard 3. F-A bridge: F-A Connecting Bridge, guard 1. Shell 1 Core: Box 4 (Computer Room); Shell 1 Core, 1F, guard 1; Shell 1 Core, 1F, guard 2; Shell 1 Core, 1F, guard 3; Shell 1 Core, 1F, guard 4; Shell 1 Core, B2 Computer Room, guard 1; Shell 1 Core, B2 Computer Room, guard 2; Shell 1 Core, B2 Computer Room, guard 3; Shell 1 Core, B2 Computer Room, guard 4; Shell 1 Core, B1, guard 1; Shell 1 Core, B1, guard 2; Shell 1 Core, B1, guard 3. Boxes: Moving Day: all seven boxes. Save with Rose on 140.96 before you start shooting.

Shoot every Semtex control unitHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1-2 Bridge · Shell 1-2 Connecting Bridge – Stay by the door, equip the PSG1 and work round the bridge in the scope; Pentazemin, if you carry any, stops the sway. On Normal the units sit: over the door you just came through (turn round); two at the foot of the stairs straight ahead; on the big tank on the deck; one on each side of the door at the far end; behind the flag on the left; along the bridge's left-hand side; on a ledge down and to the right, outside the bridge; and one strapped to a Cypher drone hovering out toward Shell 2. Hit only that unit, never the drone, or the units have to be done again. When the last one goes, walk forward to start the scene.
Summary
Semtex charges line the bridge to Shell 2, each wired to a small control unit. The way across stays shut until every unit has been shot out.
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StingerHidden spoiler – activate to revealWeaponMinor spoiler
Location
The Plant: Shell 1-2 Bridge · Shell 1-2 Connecting Bridge – After the scene, Pliskin drops the launcher and its missiles onto the bridge from the helicopter overhead. Pick both up straight away, before the jet opens fire.
Summary
A lock-on missile launcher, thrown down to you from a helicopter at the start of the fight. The only weapon that works on the jet, and needed again near the end of the Plant.
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HarrierHidden spoiler – activate to revealBossMinor spoiler
Location
The Plant: Shell 1-2 Bridge · Shell 1-2 Connecting Bridge – Equip the Stinger and fire each time the lock-on settles on the jet; Pliskin throws down more missiles and Rations as you run short. Keep the lock on the jet, never on the friendly helicopter. Duck behind the big blocks on the lower deck when missiles come in, and drop to the lower deck when it swoops low over the bridge. Partway through, a short scene shows it lining up to rake the bridge: flip over a railing and hang there until the blast has passed. The trophy pops when the Harrier goes down.
Summary
A Harrier jump jet attacks the bridge with its cannon and missiles. Bringing it down earns a trophy.
Trophies
  • Bronze · PlayStationNo-Fly Zone
  • Achievement · XboxNo-Fly Zone
  • Achievement · SteamNo-Fly Zone
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AKS-74u SuppressorHidden spoiler – activate to revealItemMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 1-2 Bridge · Shell 1-2 Connecting Bridge, wreck – The fight leaves the bridge broken into pieces. Cartwheel across the gap in the shattered walkway, then spray the fire beyond it with the Coolant Spray until it goes out: the suppressor lies behind where the flames were.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before you leave the wrecked bridge, as the route doesn't come back here.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
Fits the AKS-74u and quiets its shots. Take it here: the Plant weapon trophy is safest with every weapon and attachment in hand.
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Cross the wreck to the Strut G ledgeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1-2 Bridge · Pipe and Strut G outer ledge – From the suppressor, get up onto the ledge that runs round the outside of Strut G. (The other way across the wreck: flip over the right-hand railing, shimmy along until you hang above the pipe, drop onto it and walk it, then climb the ledge on the right at its end. Gull droppings on the pipe make you slip.) Move steadily along the ledge, as parts of it fall away under you. Once round the corner, flip over the railing and drop to the bridge below.
Summary
With the bridge gone, the way to Shell 2 is a narrow ledge round the outside of Strut G, reached past the fire or along a pipe beneath the wreck.
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Run 1: Shell 2 and the Oil Fence

Cross Strut L to the Shell 2 Core, open the sealed room with a guided missile, win the fight in the flooded basement, lead the way back out and cover the Oil Fence crossing with the sniper rifle.

From the bridge below the Strut G ledge, this stretch follows the outside walkways of Strut L to the K-L bridge and the Shell 2 Core. The core's 1F room is sealed off by a live floor, so the first job is a guided missile launcher from the flooded basement, flown back up through a duct. A fight down in the flooded rooms follows, then an escort back out through 1F, over the K-L bridge and through Strut L, with nine new guards to hold up on the way. It ends at the Oil Fence, where the PSG1 covers a long, slow crossing. You carry the PSG1, the Stinger, the Coolant Spray, the Directional Microphone, the Thermal Goggles and the SOCOM with its suppressor. Nothing is left behind on purpose: the crossing closes Shell 2 for the run, and the warning before it lists every row to check first.

Area: L-G Connecting BridgeHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: Shell 2 · L-G Connecting Bridge – The drop off the end of the Strut G ledge lands you on this bridge. Put the guards on its far section to sleep or knock them down before you move along it.
Summary
A broken bridge leading on from Strut G, with guards on its far section and two gaps in the walkway.
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Codec: a new support contactHidden spoiler – activate to revealNPCMajor spoiler
Location
The Plant: Shell 2 · L-G Connecting Bridge – The Codec call that followed the Harrier fight added him to your list. His number is 141.12: dial it any time from here on.
Summary
Otacon joins the support team for the rest of the Plant. Call him for advice.
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Area: Strut L, PerimeterArea
Location
The Plant: Shell 2 · Strut L, Perimeter – Follow the L-G bridge's walkway: cartwheel over the first gap, then flip over the rail and hang to shimmy past the second. The ladder at the end climbs to the walkway round Strut L.
Summary
The narrow outside walkway round Strut L. Some of its plates give way, and guards look out through the windows along it.
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Area: K-L Connecting BridgeArea
Location
The Plant: Shell 2 · K-L Connecting Bridge – Move along the Perimeter walkway without lingering in sight of the windows, watching for loose plates. At the caved-in stretch round the corner, crouch with your back to the wall to squeeze under the debris. Past the next corner, flip over the railing and drop onto the bridge below.
Summary
The bridge past Strut K's doorway to the Shell 2 Core. Cyphers patrol it, and its far end has two gaps.
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Area: Shell 2 Core, 1FArea
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – Cross the bridge, climb the stairs past Strut K's doorway and throw a Chaff Grenade to blind the Cyphers. On the stretch to the core, cartwheel over the first gap and hang from the rail to shimmy past the second, then go in through the door. Scenes and Codec calls play as you enter.
Summary
The Air Purification Room on the core's ground floor. A live electric floor bars the way to a sealed room, and a lift goes down to the basement.
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Area: Shell 2 Core, B1 Filtration Chamber No. 1Area
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1 – Once the calls end, take the left-hand stairs down, climb the far side, follow the corridor and log in at the Node in the room on the right. Ride the lift down to B1 and log in at the Node to the right of the lift.
Summary
The core's basement, flooded below its entrance. You swim its corridors on one breath at a time, using the air pockets.
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Night Vision GogglesItemMissablePoint of no return
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1 – They lie somewhere in the flooded part of B1, close to the corridor that leads to the Nikita. Search the water around that corridor on the swim there and back, and surface at an air pocket before the O2 gauge runs out.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
Goggles that brighten dark places. Nothing on the route needs them, but they are a one-off pickup in this basement.
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NikitaWeapon
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1, end of the flooded corridor – From the Node, take the stairs down into the water and swim straight along the corridor to its far end: the Nikita lies there, with an air pocket above it. Swim back to the lift and ride up to 1F.
Summary
A launcher whose missiles you steer in flight. It is the only way into the sealed room on 1F, and one of the weapon types the Plant weapon trophy counts.
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Cut the floor power with a Nikita through the ductHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – On 1F, walk down the corridor and the steps beyond it, climb onto the container there and fire a Nikita into the duct opening. Steer it through the duct into the sealed room and onto the power box in its corner; keep it clear of the man inside, and keep the flight short, as the missile's fuel runs out.
Requires
Summary
The electric floor outside the sealed room runs off a power box inside it. A missile flown through the air duct can reach the box.
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President JohnsonHidden spoiler – activate to revealNPCMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room, sealed room – With the power cut, walk across the dead floor and in through the door. A long run of scenes plays inside.
Summary
The hostage the mission was sent for, held in the sealed room. He hands over a card and a disc.
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Lv.4 CardHidden spoiler – activate to revealKey itemMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room, sealed room – Walk across the dead floor into the sealed room: the card is handed to you during the scenes there, and the trophy for the meeting pops with them.
Summary
Raises your card level to 4. It comes with the meeting in the sealed room, as does a trophy.
Trophies
  • Bronze · PlayStationBohemian Candidate
  • Achievement · XboxBohemian Candidate
  • Achievement · SteamBohemian Candidate
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MO DiscHidden spoiler – activate to revealKey itemMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room, sealed room – Handed over in the same scenes as the Lv.4 Card. More long scenes play when you step back out of the room.
Summary
A data disc handed over with the Lv.4 Card. Keep it: the story needs it later.
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VampHidden spoiler – activate to revealBossMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1, room past the flooded passages – Ride the lift back to B1 and dive in: take the first right, the second left, along the corridor and the next left, then through the doorway on the right, left, and right again past the mines to a door. Cross the wrecked room beyond on its air pockets, open the far door and climb the stairs to the door at the top. In the fight, shoot out the four lights first, never step into the pool, shoot his thrown knives down in first-person view, and hit him with the Nikita or the Stinger when he is on your level. The trophy pops with the win.
Summary
A fight in a dim room built round a deep pool, against a foe who moves through water and shadow. Winning earns a trophy.
Trophies
  • Bronze · PlayStationVampire Slayer
  • Achievement · XboxVampire Slayer
  • Achievement · SteamVampire Slayer
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Body ArmorItemMissablePoint of no return
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1, flooded passages past the fight room – Leave the fight room, take the stairs down into the water and, minding the mines, swim through the door on the right and turn right again at once. The armour is down the second passage on the left; swim back out the same way.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
A vest that softens gunfire. Useful in the heavy fights at the end of the Plant.
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Emma EmmerichHidden spoiler – activate to revealNPCMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1, locker room – Past the Body Armor's passage, swim through the next door on the right to stairs leading out of the water. Through the door at the top, log in at the Node and open the lockers: one hides her, others hold Pentazemin, a Book and C4. A scene follows.
Summary
A hostage found hiding in a locker room past the flooded passages. She comes with you from here.
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Lead Emma out and douse the bridge fireHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1 to the K-L Connecting Bridge – Her locker is in the room up the stairs past the fight room's flooded passages: from the fight room, take the stairs into the water, swim through the door on the right and keep right through the next door to the stairs out of the water. Opening her locker pops the trophy. Lead her back the same way: wait at every air pocket, as she runs out of breath long before you do, take her hand on dry land, and sit out a scene in the fight room. Spray the sea lice in the lift hall with the Coolant Spray so she will pass, then ride up to 1F; the escort ends at a fire on the K-L bridge.
Summary
An escort from the locker room through the flooded basement, across 1F and over the K-L bridge, which ends once a fire on the bridge is out. Finding her earns a trophy.
Trophies
  • Bronze · PlayStationI Think You Need a Hug, E
  • Achievement · XboxI Think You Need a Hug, E
  • Achievement · SteamI Think You Need a Hug, E
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Codec: Emma EmmerichHidden spoiler – activate to revealNPCMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1 – Once she is with you, her Codec line appears in your list: call her on it. The line works for as long as she is at your side.
Summary
Her Codec line while she travels with you. A call at the right moment at the Oil Fence gives a short comic exchange.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 1 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – Back on 1F with Emma, new guards now patrol the Air Purification Room: on Normal, six of them carry tags. Let go of her hand and leave her behind, then sweep the floor for the first. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 2 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – A second guard of the 1F patrol; sweep the floor. Hold him up from behind, then from the front, and keep aiming at his head until the tag falls.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 3 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – A third guard of the 1F patrol; sweep the floor. Same hold-up: from behind, then round to his front with the gun on his head.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 4 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – A fourth guard of the 1F patrol; sweep the floor. If he won't give in, wound him once in an arm or a leg with the suppressed SOCOM and aim at his head again.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 5 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – A fifth guard of the 1F patrol; sweep the floor. The Thermal Goggles show which guards still carry a tag on their chest.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 6 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – The last guard of the 1F patrol; sweep the floor. With all six tags taken, go back for Emma and lead her out through the door you came in by.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: K-L Connecting Bridge, guard 1 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · K-L Connecting Bridge – Out on the K-L bridge, a guard now stands where there was none on the way in; sweep the bridge. Leave Emma behind and hold him up before you go near the fire.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Lv.5 CardHidden spoiler – activate to revealKey itemMinor spoiler
Location
The Plant: Shell 2 · K-L Connecting Bridge – With the bridge guard's tag taken, shoot down the Cyphers, lead Emma across the bridge, now whole again, and spray the fire with the Coolant Spray until it dies. Walk on to the door beyond where it burned: she hands you the card in a scene there.
Summary
The highest card level. It opens the Lv.5 room in Strut E, where the Digital Camera lies: a second chance at it if the box ride was missed.
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Area: Strut L, Sewage Treatment FacilityHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: Shell 2 · Strut L, Sewage Treatment Facility – After the scene, go through the door past the burnt-out fire with Emma. Leave her just inside the entrance: two guards stand further in.
Summary
Two rooms inside Strut L, guarded by two soldiers. A second door leads on to the Oil Fence.
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Dog Tag: Strut L, Sewage Treatment Facility, guard 1 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Strut L, Sewage Treatment Facility – Go on into the facility without Emma: one of the two guards ahead. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut L, Sewage Treatment Facility, guard 2 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Strut L, Sewage Treatment Facility – The other guard, further in. Same hold-up; if he won't give in, wound him once in an arm or a leg with the suppressed SOCOM and aim at his head again.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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The Oil Fence closes Shell 2

The facility's second door leads straight into the Oil Fence crossing, and when the crossing ends, a scene moves you on and Shell 2, its bridges and Strut L are out of reach for the rest of this run. Before you take Emma through that door, check that you hold every one of these. Gear: AKS-74u Suppressor (on the wrecked Shell 1-2 bridge); Night Vision Goggles; Body Armor. Dog tags (Normal): Shell 2 Core, 1F Air Purification Room, guard 1; Shell 2 Core, 1F Air Purification Room, guard 2; Shell 2 Core, 1F Air Purification Room, guard 3; Shell 2 Core, 1F Air Purification Room, guard 4; Shell 2 Core, 1F Air Purification Room, guard 5; Shell 2 Core, 1F Air Purification Room, guard 6; K-L Connecting Bridge, guard 1; Strut L, Sewage Treatment Facility, guard 1; Strut L, Sewage Treatment Facility, guard 2. During the crossing itself: Emma's thoughts and the hair call; Directional Mic: Emma at the second column (2 of 2). A Normal tag missed here comes back only by playing the Plant on Normal again, and the trophy listen only on another Plant run that hears both places; this route does neither. Save with Rose on 140.96 before you go through.

Area: Strut L, Oil FenceHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: Shell 2 · Strut L, Oil Fence – With both facility guards dealt with, go back for Emma, take her hand and lead her through the facility's other door, not the one you came in by. A scene plays and leaves you at the post, rifle in hand, as she starts out along the fence.
Summary
A sniping post high on Strut L, over the floating fence that runs across the water to Strut E.
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How the crossing runs

Emma walks the fence slowly, and the crossing runs on its own once it starts. Keep the PSG1 on the fence ahead of her the whole way, and switch to the Directional Mic only for two short listens: at the first column (optional) and at the second (needed for a trophy). If she dies, the game ends, so go back to the rifle as soon as each listen is over.

Cover Emma's crossing with the PSG1Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 2 · Strut L, Oil Fence – From the post, put on the Thermal Goggles to show the Claymores, steady the scope with Pentazemin if you have it, and shoot every mine on the fence ahead of her, then the tower guards and Cyphers; tranquilizer rifle rounds lie nearby and more turn up when you run low. When she reaches the second column Pliskin calls: call him back on 141.80 and he fires at whatever you aim at. The third stretch of fence has more Claymores: clear them before she gets there.
Summary
Emma crosses the floating fence from Strut L toward Strut E while you keep her path clear from the sniping post. Mines, guards on the towers and Cyphers all stand in her way.
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Emma's thoughts and the hair callHidden spoiler – activate to revealOtherMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Strut L, Oil Fence – When Emma reaches the first column, aim the Directional Mic at her to hear her private opinion of you, then call her at once on her Codec line for a short exchange about your hair. Then straight back to the rifle.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
A comic aside on the crossing: what she thinks of you, then a call about your hair. Gone once she is across.
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Directional Mic: Emma at the second column (2 of 2)Hidden spoiler – activate to revealAchievementMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Strut L, Oil Fence – When Emma reaches the second column, the big tower, and goes behind it, aim the Directional Mic at the tower: she runs into a guard, Johnny, and the two of them talk. Keep the mic on them until he leaves; the trophy pops if the hostage-room listen was heard earlier in this run. Don't quit the game between the two listens.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
The second of the two places where the Directional Mic picks up Johnny's stomach trouble. The trophy needs both places: hear both in this run to be safe.
Trophies
  • Bronze · PlayStationJohnny on the Spot
  • Achievement · XboxJohnny on the Spot
  • Achievement · SteamJohnny on the Spot
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Oil Fence sniping duelHidden spoiler – activate to revealBossMinor spoiler
Location
The Plant: Shell 2 · Strut L, Oil Fence – Partway along the third stretch, a scene cuts in and an attacker seizes Emma. Shoot him in the head with the PSG1 again and again, fast, without hitting her; aiming for the shoulder he leaves uncovered gives a bigger target, and Pentazemin steadies the scope. Too slow and the game ends. A scene follows the last shot.
Summary
A short sniping duel at the end of the crossing, with Emma held in front of your target.
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Run 1: The Timed Run to the Credits

Beat the countdown from Strut E to the Shell 1 Core lift, follow the last rooms to the rooftop fight, then watch the closing scenes and save the clear data.

The last stretch of the first run. It opens in Strut E with a countdown running: one new guard turns up in the Parcel Room on the way, then the E-F bridge leads to the Shell 1 Core lift, and the ride leaves the Big Shell behind for the rest of the run. After that the route is a straight line of rooms with no way back (Stomach, Jejunum, Ascending Colon, Ileum, Sigmoid Colon, Rectum and The Rooftop) and a run of fights near the end. You carry everything the Big Shell gave you, from the Mine Detector to the Stinger and the two assault rifles. One tag in the Ascending Colon has a short window, and a trophy hides in the closing scene. Left for later: the menu modes and the tag runs, which start from the clear save made at the end of this section.

Area: Strut E, Material Distribution FacilityHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: Shell 1 · Strut E, Material Distribution Facility – When the sniping duel at the Oil Fence is over, a scene plays and you take control here, in Strut E, with a clock of a few minutes to reach the Shell 1 Core. The room behind the Lv.5 door here is the Digital Camera's storeroom: if the camera is not already in your items, grab it now.
Summary
The floor beneath Strut E's Parcel Room, where play resumes after the Oil Fence with a countdown running.
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Dog Tag: Parcel Room, conveyor-belt guard (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut E, Parcel Room – Climb the stairs from the Material Distribution Facility (a box of SOCOM ammo sits on the way), take the door up there, then climb the next flight into the Parcel Room. A guard who wasn't here before stands by the conveyor belts, listening to music. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops. Keep an eye on the clock.
Why you can lose it
He appears only during the timed run; the Shell 1 Core lift at the end of this timed run takes you off the Big Shell for the rest of the run, so take it on the way to the lift.
Point of no return
Riding the Shell 1 Core lift at the end of the timed run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item. This guard only turns up on the timed run.
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Last stop on the Big Shell this run

Riding the Shell 1 Core lift at the end of this countdown takes you off the Big Shell for the rest of the run: none of it can be walked back to. Before you step into the lift, make sure you have these. Strut E: Digital Camera (on the Box 5 belt earlier, or in the Lv.5 room where this countdown starts); Dog Tag: Parcel Room, conveyor-belt guard (Normal). A Normal tag missed here comes back only by playing the Plant chapter again on Normal. A camera is also handed over once the game is cleared.

Reach the Shell 1 Core before the timer endsHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · E-F Connecting Bridge to the Shell 1 Core – From the guard, take the Parcel Room's door out to the E-F bridge, in the bottom-right corner of the room. Shoot the Cyphers over it and keep running: some deck panels fall away underfoot, and running over them is safe. Inside the Shell 1 Core, switch on the Mine Detector, since Claymores have been laid, and step into the lift. The ride starts a long run of scenes.
Summary
A dash against the clock from Strut E over the E-F bridge to the Shell 1 Core lift. Running out of time ends the game.
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Area: StomachHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: The Last Stretch · Stomach – The scenes that follow the lift ride end with you waking in the Stomach. There is nothing to do but get through the next step.
Summary
The first of the late rooms, where you come to after the lift ride with none of your equipment.
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Endure the first chokeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: The Last Stretch · Stomach – Right after you wake, a choke hold begins. Tap Triangle (Y on Xbox) as fast as you can to keep your breath until it lets go. When the scenes end you are free to move, still without gear: avoid fights from here to the Ascending Colon, as the guards ahead hit hard.
Summary
A choke hold you hold out against by tapping a button.
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Area: JejunumHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: The Last Stretch · Jejunum – Go through the Stomach's door, log in at the Node, then take the next door into the Jejunum.
Summary
A long hall patrolled by guards in Tengu suits, crossed with no gear.
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Area: Ascending ColonHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: The Last Stretch · Ascending Colon – Cross the Jejunum unseen: you take extra damage without your gear. Keep behind the crates as you work to the far end, climb the stairs, cross the walkway at the top past its guards and cameras, and follow the corridor on the right to the door at its end.
Summary
The room where your gear comes back.
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Recover your gearHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: The Last Stretch · Ascending Colon – Stay in the room and answer each Codec call as it comes; after Rose's call a scene starts and Pliskin hands back all your equipment. A story trophy belongs to this part of the story; it comes with the story, with nothing extra to do.
Summary
Every item and weapon you had comes back here, in a scene.
Trophies
  • Bronze · PlayStationSharing Is Caring
  • Achievement · XboxSharing Is Caring
  • Achievement · SteamSharing Is Caring
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High-Frequency BladeHidden spoiler – activate to revealWeaponMinor spoiler
Location
The Plant: The Last Stretch · Ascending Colon – Handed over with your gear in the same scene. A short practice follows: swing it and try blocking, but keep the blade off Pliskin, or he opens fire on you.
Summary
A sword, and the only weapon allowed in the last fight. It can also knock bullets aside.
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Take the tag before the practice ends

The blade practice ends after a while with a scene, and the fight in the Ileum starts straight after it. Before then, take: Dog Tag: Pliskin (Normal). Knock him out rather than cut him: killing him ends the game. A Normal tag missed here comes back only by playing the Plant chapter again on Normal.

Dog Tag: Pliskin (Normal)CollectibleMissablePoint of no return
Location
The Plant: The Last Stretch · Ascending Colon – Still in the practice, knock Pliskin out: a dart from the M9 or a few punches will do it. Then pick him up and drop him, again and again, until a tag falls, and take it. Never kill him: that ends the game.
Why you can lose it
It is his alone and this is the moment to take it; the blade practice in the Ascending Colon ends with a scene that starts the Ileum fight, so take it during the practice.
Point of no return
The blade practice in the Ascending Colon ends and the Ileum fight begins.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item. Pliskin carries this one himself.
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Area: IleumHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: The Last Stretch · Ileum – When the practice ends, a scene plays and you start the Ileum with Pliskin at your side and the fight already on.
Summary
A long room full of crates, where the first big fight takes place.
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Tengu soldiers, first waveHidden spoiler – activate to revealBossMinor spoiler
Location
The Plant: The Last Stretch · Ileum – Use the crates as cover and push up the room with Pliskin, firing the M4 or the AKS-74u; when you run dry he gives you more ammo. These guards can swat bullets away with their swords, so the blade is worth using up close. Wear the Body Armor if you picked it up. When the last of them is down and the Alert gauge drains, go through the far door.
Summary
Truckloads of Tengu-suited guards, fought alongside Pliskin.
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Empty Magazine (Plant)Weapon
Location
The Plant: The Last Stretch · Ileum – If no Empty Magazine shows in your weapons yet, empty any gun and reload: the empty one is added. Any reload of an empty gun counts, so the fight above may already have given it.
Summary
Counts as a weapon type for the Plant weapon trophy. It comes from reloading a gun whose magazine has run dry.
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Weapon Completionist: PlantAchievement
Location
The Plant: The Last Stretch · Ileum – The blade is the last type on the list: the trophy pops once it and the Empty Magazine are both in hand, if every earlier type was taken (one grenade kind, such as Chaff, Stun or Grenade; M9, Coolant, Book, Claymore, AKS-74u, M4, C4, Directional Microphone, RGB6, PSG1, PSG1-T, Stinger and Nikita). If it doesn't pop, a type was missed on the Big Shell. Later runs in this guide don't list pickups, so it means a Plant run that collects every type again.
Summary
Hold every Plant weapon type. Only one kind of grenade is needed, but the route took all three, both suppressors and the SOCOM as well.
Trophies
  • Silver · PlayStationWeapon Completionist: Plant
  • Achievement · XboxWeapon Completionist: Plant
  • Achievement · SteamWeapon Completionist: Plant
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Area: Sigmoid ColonHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: The Last Stretch · Sigmoid Colon – Through the Ileum's far door, walk on through the doorway into the round room; a scene starts as you enter.
Summary
A round room where the second wave is waiting.
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Tengu soldiers, second waveHidden spoiler – activate to revealBossMinor spoiler
Location
The Plant: The Last Stretch · Sigmoid Colon – Fight them off with the HF Blade, which leaves you freer to move than a rifle, while Pliskin shoots. Partway through, a game-over screen may appear: it is fake, so keep fighting in the small picture in the corner until the screen comes back. A scene ends the fight after a few minutes.
Summary
A second, larger wave of Tengu guards closing in from all sides of the round room.
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Area: RectumHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: The Last Stretch · Rectum – After the scene that ends the second wave, climb the ladder. More scenes play on arrival, and the next fight starts at the end of them.
Summary
The last of the late rooms, reached by a ladder.
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Metal Gear RAY unitsHidden spoiler – activate to revealBossMinor spoiler
Location
The Plant: The Last Stretch · Rectum – Equip the Stinger and throw a Chaff Grenade now and then to scramble their missiles. Shoot a unit in the leg so it opens its mouth, then put a missile into the mouth. Standing between a unit's legs keeps you clear of missiles, but watch for the water cutter, and roll away from stomps and jumps. Spread the damage; when one leaps into the middle, finish it there, and another takes its place until the fight ends. Rations and Stinger ammo turn up in the middle as it goes on. Its trophy comes with the win.
Summary
A pack of Metal Gear RAYs, three at a time, fought with the Stinger.
Trophies
  • Bronze · PlayStationNo Ray, José
  • Achievement · XboxNo Ray, José
  • Achievement · SteamNo Ray, José
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Area: The RooftopHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: The Last Stretch · The Rooftop – After the choke, another long run of scenes ends on a rooftop, and the last fight starts there.
Summary
The rooftop where the last fight takes place.
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Let the scenes after this fight play

Don't skip the scenes that follow the rooftop fight: the closing scene hides a trophy, and it plays only once per run.

Rooftop sword duelHidden spoiler – activate to revealBossMinor spoiler
Location
The Plant: The Last Stretch · The Rooftop – He blocks most swings, so knock him off balance with punches and a kick, then slash, and cut back after every attack you block or dodge; cartwheels work well for getting in close. Roll if his slide sets you alight, tap Triangle (Y on Xbox) to break a grab, and when he fires missiles keep your distance while he fires, then roll in beside him before the last one and strike. A Ration lies in one corner, and the edges are a long drop. Its trophy comes with the win.
Summary
A sword fight to finish the run, with the HF Blade as your only weapon.
Trophies
  • Bronze · PlayStationAnother Snake Bites the Dust
  • Achievement · XboxAnother Snake Bites the Dust
  • Achievement · SteamAnother Snake Bites the Dust
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Zoom in on the background in the closing sceneHidden spoiler – activate to revealAchievementMissablePoint of no returnMinor spoiler
Location
The Plant: The Last Stretch · Closing scene – Watch the scenes after the duel without skipping. In the last one, out in the street, wait until the talk turns to the dog tags you are wearing, then hold the zoom button (R1; on some setups L2 or R2) and steer the view with the right stick across the background. A figure stands back there watching the two of you: keep zoomed in on him until the trophy pops.
Why you can lose it
It can only be done during that scene; the closing scenes play once per run, so watch them through without skipping; a miss waits for the next run's ending.
Point of no return
The closing scenes after the rooftop duel play to the end.
Summary
A trophy for spotting someone in the background of the closing scene.
Trophies
  • Bronze · PlayStationVamp Eyer
  • Achievement · XboxVamp Eyer
  • Achievement · SteamVamp Eyer
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The closing scenes play once

The scenes after the rooftop duel play once per run, and skipping them loses: Zoom in on the background in the closing scene. If it is missed, the same scene ends every later run, so the next run's ending is another chance.

Plant chapter completeHidden spoiler – activate to revealEndingMinor spoiler
A Cut AboveAchievement
Location
The Plant: The Last Stretch · Credits – It comes with this clear; there is nothing extra to do.
Summary
The trophy for clearing the Tanker and the Plant, on any difficulty.
Trophies
  • Bronze · PlayStationA Cut Above
  • Achievement · XboxA Cut Above
  • Achievement · SteamA Cut Above
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Save the clear data

When the credits end, the game offers to save the clear data. Say yes. Run 2 starts from this save, and each later run from the clear save of the run before it: dog tags and clear rewards carry on only along that chain, and the Stealth items need the tags of all three tag runs together.

Run 2: Easy, the Tanker Tags

Replay the Tanker on Easy from run 1's clear save for that difficulty's 26 dog tags, from the Aft Deck to the photo upload in Hold No. 3.

Run 2 is a second Tanker-Plant game, on Easy, played for that difficulty's dog tags. This section covers the Tanker: the same climb to the Navigational Deck, the walk down through the Engine Room and Deck 2, and the three timed holds. Snake starts with the M9, the Scope, the Camera and Cigarettes again, and picks up the USP and the Thermal Goggles on the way as before. The pickups, boxes, photos and locker trophies were all taken in run 1 and are not listed again; the rows here are the checkpoints, the Easy tag holders and one tranquilizer trophy.

What Easy changes on the Tanker

Easy has 26 Tanker holders against Normal's 33, and most stand where run 1's did. Per area: three on the Aft Deck, one in the Deck-A Crew's Quarters, three in the Crew's Lounge (one only after the boss fight), one on Deck B, none on Deck C, two on Deck D, Olga and the wing guard up top, six in the Engine Room, three on Deck-2 Port, two in Hold No. 1, three in Hold No. 3 and none in Hold No. 2. Two of the hold marines stand in the front row of a crowd and need the darts-and-drag method on their rows. The M9 is the hold-up gun throughout. Run 1's 33 tags don't reach any reward, so there are no special items yet; with these 26 the Tanker total reaches 59, past the Bandana's 50, and its trophy comes once this run is cleared. From a second game on, Special > Dog Tag Viewer on the clear save shows where every holder stands, and looking through the Camera or the Scope shows a name over each guard whose tag you already hold.

Start Easy Tanker-Plant from the clear saveQuest stepNG+1
Location
The Tanker · Main menu – Load the clear data saved after run 1's credits and start a new game from it: choose Tanker-Plant and Easy. Keep using this one save chain; run 3 starts from this run's clear save.
Summary
Run 2 is a full Tanker-Plant game on Easy, started from run 1's clear save so the tags add up.
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Don't Taze Me, BroAchievementNG+1
Location
The Tanker · Aft Deck – Use the M9 for every takedown in this run: dart guards once you have their tags, and dart the marines in the holds where a tag needs it. Whether run 1's darts count toward the 100 isn't known, so keep at it on the Plant if it hasn't popped by the end of the Tanker.
Summary
Earned for putting 100 enemies to sleep with tranquilizer darts. It pops partway through a tag run: tick it then.
Trophies
  • Bronze · PlayStationDon't Taze Me, Bro
  • Achievement · XboxDon't Taze Me, Bro
  • Achievement · SteamDon't Taze Me, Bro
Report an issue
Dog Tag: Aft Deck, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Aft Deck, port side – From the start, go round the port (left) side of the deck. The guard walks round the corner past the stairs, near the hatch: come up behind him with the M9 drawn, then step in front and aim at his head until the tag drops.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Aft Deck, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Aft Deck – A second Aft Deck guard carries one; his post isn't recorded. Sweep the open deck and its port side, checking each guard's chest in first-person view for a glint.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Aft Deck, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Aft Deck – A third Aft Deck guard holds one, post unknown as well. Keep sweeping until three tags from this deck are in hand, then head for the hatch.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Run 2: Through the decks to the Navigational DeckQuest stepNG+1
Location
The Tanker · Deck-A to Deck-D, Crew's Quarters – Take the hatch at the foot of the port-side stairs on the Aft Deck into the Deck-A Crew's Quarters, then follow run 1's path: the lounge, the central stairs to Deck B, the stairs up to Deck C (a wall camera, no Easy holders) and on to Deck D.
Summary
The climb from the Aft Deck to the top of the ship, the same way as run 1. Easy's deck holders are on the way.
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Dog Tag: Deck A, Crew's Quarters, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-A, Crew's Quarters, corridor – Inside the hatch, follow the passage to the locker room. The guard walks the corridor to the right as you come back out of it: hold him up from behind.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck A, Crew's Lounge, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-A, Crew's Lounge, hall – Through the sliding door at the end of the corridor, a short scene shows two lounge guards. Wait for the one pacing the hall to turn his back, then hold him up.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck A, Crew's Lounge, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-A, Crew's Lounge, bar – The other guard keeps to the bar side of the lounge, east of the hall. Knock on a wall to draw him over, let him pass and take him from behind.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck B, Crew's Quarters, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-B, Crew's Quarters, passage – Climb the lounge's central stairs and take the door on the right. A brief scene shows the lone guard patrolling the passage; he rarely turns, so hold him up from behind.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck D, Crew's Quarters, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-D, Crew's Quarters – A guard on Deck D; sweep it. Climb through Deck C to Deck D, where several guards patrol with little cover. Check each chest from a distance and hold up the holder before you step into the food storeroom on the right, which brings the next one.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck D, storeroom stairs guard (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-D, Crew's Quarters, storeroom stairs – Go right at the top of the Deck-C stairs into the food storeroom, with its box and shelves. A guard then comes up the stairs and turns back almost at once: wait by the door and hold him up as soon as he shows. Hiding in the box or under the middle shelves keeps you out of sight if he comes in.
Why you can lose it
He heads back down soon after he arrives, so catch him at once. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Run 2: Olga on the Navigational DeckQuest stepNG+1
Location
The Tanker · Navigational Deck, Wing – From the storeroom, crawl under the infrared beams in the Deck-D corridor (the extinguisher's smoke shows them), climb to the Bridge and go out the side door on the left. Beat Olga with darts as in run 1: shoot out the spotlight and the tarp ropes, then keep moving between crates. Take the USP from her afterwards (it comes empty: pick up its rounds on the Bridge and under the table on Deck D on the way back down), and climb the mast for the Thermal Goggles; the Engine Room's sensor room needs both.
Summary
The Tanker's boss fight again, won with the M9 so her tag can be taken, then the mast climb and the walk back down.
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Dog Tag: Olga (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Navigational Deck, Wing – Where the fight ends, pick up her sleeping body and drop it, again and again, until the tag falls.
Why you can lose it
Take it before you leave the Navigational Deck. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Navigational Deck Wing guard (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Navigational Deck, Wing – Climb back down the mast with the goggles and go down the steps, then head right: a guard comes out through a door. Hold him up for his tag.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck A, Crew's Lounge, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-A, Crew's Lounge – Go back in through the Bridge side door and down through Deck D, Deck C and Deck B to the lounge, where a third guard now patrols. If he isn't there, step out and come back in through the lounge's south-east door to make him appear.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Run 2: The Engine Room and Deck-2Quest stepNG+1
Location
The Tanker · Engine Room – Take the stairs down on the right side of the lounge and go through the door at the bottom and up the short corridor to the main hall. Further on, the small sensor room past the exit door has the three Semtex units to shoot with the USP (Thermal Goggles on), and its hatch leads to Deck-2 Port.
Summary
Down below decks: the Engine Room's six Easy holders, the sensor room and Deck-2 Port, as in run 1.
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Dog Tag: Engine Room, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Engine Room, inside the door – Go through the door into the main hall straight away: a guard stands right beside it on the first catwalk and leaves if you are slow. Hold him up from behind.
Why you can lose it
He walks off if you linger, so take him on arrival. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Engine Room, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Engine Room, below the first steps – From the door guard, walk to the top of the first flight of steps and look down: a guard paces the level below. Go down while his back is turned and hold him up.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
Report an issue
Dog Tag: Engine Room, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Engine Room, lower level – At the foot of the first steps, swing over the railing on the right and drop to the level below. A guard stands just round the corner there, usually facing away.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
Report an issue
Dog Tag: Engine Room, guard 6 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Engine Room – A guard in the Engine Room; sweep it. Before you climb back up, check every guard on the lower levels, the bridges and the walkways toward the big central stairs for a glint on the chest, and hold up the one still wearing a tag.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
Report an issue
Dog Tag: Engine Room, guard 4 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Engine Room, top of the far stairs – Climb the large central stairs, follow the walkway round to the left side of the hall and go up the steps there. A guard patrols the top by the exit door; hold him up as he turns away.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
Report an issue
Run 2: Grip Lv. 3 before the holdsQuest stepNG+1
Location
The Tanker · Engine Room, catwalk railings – Before the exit door, pick a catwalk railing away from the patrols, hang from it and do pull-ups: 100 bring Lv. 2 and another 100 bring Lv. 3. Whether run 1's level carries into a new game isn't known, so do them again unless you know it did. Save on 140.96 first: a fall or a death wipes the progress.
Summary
Two of the Easy hold tags sit on the upper route through the holds, which needs grip Lv. 3.
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Dog Tag: Engine Room, guard 5 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Engine Room, sensor room – Go through the exit door and up into the small room with lockers and crates. A scene shows a guard coming in and radioing his check: once the radio is away, hold him up before he walks back out. A locker on the left is a good place to wait.
Why you can lose it
He walks back out if you are slow, so take him during his visit. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
Report an issue
Dog Tag: Deck 2, Port, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-2, Port, third bay on the right – Shoot out the sensor room's three Semtex units with the USP and take the hatch beyond. Run down the Deck-2 Port passage into the third bay on the right; a guard halts in front of it, so step out behind him for the hold-up.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
Report an issue
Dog Tag: Deck 2, Port, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-2, Port, the corner – Where the passage turns a corner, wait for the guard lost in the music on his headphones and come up behind him.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
Report an issue
Dog Tag: Deck 2, Port, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-2, Port, by the exit door – Past the corner, the last guard stands near the exit door and keeps nodding off between radio check-ins. Move in while he dozes and hold him up from behind.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
Report an issue
Finish the decks before Deck-2 Starboard

The door at the end of Deck-2 Port leads into the forced firefight and from there straight into the timed holds. Nothing confirms the decks above can be walked back to afterwards, so check first that you hold the 21 Easy tags so far: the Aft Deck's three, Deck A's four (one in the Crew's Quarters, three in the lounge), Deck B's one, Deck D's two, Olga's, the wing guard's, the Engine Room's six and Deck-2 Port's three. Grip should be at Lv. 3. Save on 140.96 before you go through.

Run 2: The holds, timer runningQuest stepNG+1
Location
The Tanker · Hold No. 1 – Through the Deck-2 Port exit door, win the firefight from behind the crates with the USP as in run 1. The scenes after it bring you into Hold No. 1 with the clock running. Take the marines' tags with darts and hold-ups only, crawl under the projector beams, and save on 140.96 in each hold. On Easy no Hold No. 2 marine carries a tag, so cross that hold on its upper level and don't go back.
Summary
The Deck-2 Starboard firefight, then the three holds under a countdown, with five Easy marines to take without harm.
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Retake the marine photo if run 1 missed itOtherMissablePoint of no returnNG+1
Location
The Tanker · Hold No. 1 – Do this first on arrival: look over the front of the briefing group for the marine in his underwear, best seen from the ladder on the right side of the hold; he is there only if you reach the holds quickly. Photograph him with the Camera you started with (the Digital Camera doesn't count) and keep the shot. Upload it at the Hold No. 3 terminal before the four photos of the machine, then tick run 1's marine photo row as well.
Why you can lose it
Lost for this run once Otacon accepts the four photos at the Hold No. 3 terminal: take it on arrival in Hold No. 1 and upload it first.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
Only if the marine photo's trophy didn't pop in run 1. On Easy the marine in his underwear is also one of Hold No. 1's tag holders.
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Dog Tag: Hold No. 1, front-row marine (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Hold No. 1, front of the briefing group – Climb down the ladders to the floor. The marine at the front of the group, the one in his underwear, carries a tag and is hard to reach unseen. Put every marine in the group to sleep with M9 darts, drag him aside and stand over him with the gun aimed as he comes to: he is held up at once and the tag drops. Then climb back up the first ladder.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared. Killing or alerting a marine here ends the game.
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Dog Tag: Hold No. 1, upper-level marine (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Hold No. 1, upper level – From the middle level, hang from the right-hand railing and shimmy all the way to the far end of the hold, then pull yourself up. A marine stands there: hold him up. Stay high and carry on to the top-level door into Hold No. 2.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared. Killing or alerting a marine here ends the game.
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Dog Tag: Hold No. 3, second-floor marine (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Hold No. 3, second floor, right – Cross Hold No. 2 along its upper level into Hold No. 3. Before you go down, find the marine on the second floor on the right side and hold him up from behind.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared. Killing or alerting a marine here ends the game.
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Dog Tag: Hold No. 3, dozing marine (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Hold No. 3, right side – Slide down the pole to the floor and slip past the guard there. On the right, a marine keeps nodding off: come up behind him and hold him up.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared. Killing or alerting a marine here ends the game.
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Dog Tag: Hold No. 3, front-row marine (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Hold No. 3, front row – The last holder sits in the front row of this hold's crowd. Look along the row in first-person view for the glint of a tag, then dart the row to sleep, drag him aside and hold him up with the M9 aimed as he wakes.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared. Killing or alerting a marine here ends the game.
Report an issue
Sending the photos ends this run's Tanker

When Otacon accepts the four photos, the Tanker is closed for this run and the game moves on to the Plant. Check that you hold every one of these first. Dog tags (Easy): Aft Deck, guard 1; Aft Deck, guard 2; Aft Deck, guard 3; Deck A, Crew's Quarters, guard 1; Deck A, Crew's Lounge, guard 1; Deck A, Crew's Lounge, guard 2; Deck B, Crew's Quarters, guard 1; Deck D, Crew's Quarters, guard 1; Deck D, storeroom stairs guard; Olga; Navigational Deck Wing guard; Deck A, Crew's Lounge, guard 3; Engine Room, guard 1; Engine Room, guard 2; Engine Room, guard 3; Engine Room, guard 6; Engine Room, guard 4; Engine Room, guard 5; Deck 2, Port, guard 1; Deck 2, Port, guard 2; Deck 2, Port, guard 3; Hold No. 1, front-row marine; Hold No. 1, upper-level marine; Hold No. 3, second-floor marine; Hold No. 3, dozing marine; Hold No. 3, front-row marine. Optional: Retake the marine photo if run 1 missed it (upload it before the four photos). An Easy tag missed here comes back only by playing the Tanker on Easy again from a clear save.

Run 2: Photograph RAY and upload the photosHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
The Tanker · Hold No. 3, terminal by the entrance – At the white terminal in the entrance corner of Hold No. 3, upload the marine photo first if you took one. Then take the four shots as in run 1 (the front, front left and front right from the middle ground and the two cameramen's platforms, and the marking on the leg from the passage under the stage) and upload them before the clock runs out.
Summary
The same four photos as in run 1. Once Otacon accepts them, the run carries on into the Plant.
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Run 2: Easy, the Plant Tags

Walk the Plant again on Easy for its 44 dog tags, from the dock guards at the start to the ally's tag near the end, then save the clear data that unlocks the first two tag rewards.

The second half of the Easy run. The Plant follows the same route as run 1, so each checkpoint below is a short reminder of where to go, with Easy's tag holders listed between the checkpoints in the order you meet them. Nothing from run 1 carries over except the Digital Camera that the first clear put in your items: weapons and gear come back as the story hands them out or as you pass them, and Easy puts a tranquilizer pistol in the very first room. Pickups, boxes, secrets and in-run trophies are not listed again. The run ends with the clear save that unlocks the Bandana and the Infinity Wig for run 3.

Easy and the Plant tags

Easy has 44 Plant tag holders against Normal's 49. Most stand in the same areas as on Normal, but two guards in the Deep Sea Dock carry tags only on the two easiest settings, and the Sediment Pool, the Heliport, the Shell 1 Core's 1F and the Shell 2 Core's 1F each have fewer. On Easy an M9 lies in the dock, so the hold-ups start in the first rooms. The hold-up is the same as in run 1: from behind with a gun drawn, then step to his front and aim at his head (or groin) until he shakes; a tag is always the first thing he drops. The Thermal Goggles show a tag on a guard who still carries one, and through the Digital Camera a guard whose tag you already hold shows his name. From this second playthrough on, the Dog Tag Viewer (Special menu, then load a save) marks every holder's spot: check it from a run 2 save whenever a count looks short.

Run 2: Start the Plant at the Deep Sea DockHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – When the Tanker's closing scenes end you surface in the dock pool. Dive to the right-hand wall near the bottom for the Thermal Goggles (they show tags on chests and, later, the mines at the Oil Fence). Then flip over the railing, shimmy past the chain-link fence and climb back up on its far side: on Easy the M9 lies there. Save with Rose on 140.96 once she comes on the line at the hatch.
Summary
The Plant chapter of the Easy run opens in the Strut A dock, as in run 1. Easy hides an M9 here, the gun for every hold-up until the SOCOM.
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Take the dock guards before the lift

Both Deep Sea Dock tags have to be taken before you ride the freight lift up to the Strut A Roof at the start of the chapter: Strut A, Deep Sea Dock, guard 1; Strut A, Deep Sea Dock, guard 2. An Easy tag missed here comes back only by playing the Plant chapter again on Easy.

Dog Tag: Strut A, Deep Sea Dock, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – Through the hatch, the corridor leads to the storage room where guards lie knocked out; log in at the Node there and they start to come round. Two guards in the dock area carry tags on Easy and no post is recorded: sweep the storage room and the corridor. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it before you ride the dock lift up.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut A, Deep Sea Dock, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – The second dock holder; sweep the same rooms and hold him up out of the first guard's sight. Ride the lift only with both tags in hand.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it before you ride the dock lift up.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Run 2: Struts A to F, first passHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
The Plant: Shell 1 · Struts A to F – Ride the lift to the Strut A Roof and crawl through the fence gap to the Pump Room. Cross the A-B bridge to Strut B for the long scene and the SOCOM, then the B-C bridge to Strut C for the briefing (Coolant Spray, Sensor A, Lv.1 Card) and the charge in the women's restroom. Go on clockwise: the C-D bridge, the Sediment Pool, the D-E bridge, Strut E (the Mine Detector is on the Parcel Room's lower stairs), the E-F bridge, the Warehouse and the F-A bridge, freezing each strut's charge where Sensor A's cloud leads.
Summary
The first lap of Shell 1, as in run 1: Strut A to Strut C for the bomb-disposal kit, then clockwise through Struts D, E and F, freezing a charge in each strut.
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Dog Tag: Strut A, Pump Room, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut A, Pump Room – The guard by the Pump Room's Node, met as you come down the stairs from the Roof. With the M9 in hand there is no need to wait: knock on a wall to turn him away, then come up behind him with the gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: A-B Connecting Bridge, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · A-B Connecting Bridge – Out through the Pump Room's left-hand door onto the A-B bridge: two guards stand on it. Wait for one to turn away and hold him up. Take both on this first crossing rather than later.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take both bridge guards on the first crossing: one of the pair may be gone later.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: A-B Connecting Bridge, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · A-B Connecting Bridge – The other guard on the same bridge. Hold him up from behind, step round to his front and aim at his head until the tag falls, then go on into Strut B.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take both bridge guards on the first crossing: one of the pair may be gone later.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut D, Sediment Pool, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut D, Sediment Pool – After Strut C, cross the C-D bridge (a camera watches its far door) into the Sediment Pool. The guard posted by the stairs you come in on: work down behind him and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut D, Sediment Pool, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut D, Sediment Pool – The guard on the lower walkway who radios in to his base. Take his tag with a hold-up and leave him standing: if he misses a report, a team comes looking.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut E, Parcel Room, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut E, Parcel Room – Over the D-E bridge into the Parcel Room. Two guards here carry tags on Easy and no post is recorded for either: sweep the floor between the belts and shelves and hold up each one you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut E, Parcel Room, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut E, Parcel Room – The second Parcel Room holder, post unrecorded; check the guards you have met with the Thermal Goggles. If no second holder turns up now, the tag may belong to a guard by the conveyor belts who arrives only on the timed run after the Oil Fence: look for him then.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut E, Heliport, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut E, Heliport – The guard watching the E-F bridge through binoculars from above. Before you climb the big stairs from the Parcel Room to the pad, go round to the left to come up behind him, and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut E, Heliport, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut E, Heliport – A second Heliport guard carries a tag on Easy, post unrecorded. Sweep the pad and the ground round the stairs and hold him up before you freeze the charge under the Harrier.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut F, Warehouse, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut F, Warehouse – Across the E-F bridge (Gun Cyphers and Claymores) into the Warehouse. The guard you meet just inside, before the corner to the left: hold him up before you go on.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut F, Warehouse, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut F, Warehouse – A second Warehouse guard carries a tag, post unrecorded. Sweep the lower floor's aisles between the crate stacks.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut F, Warehouse, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut F, Warehouse – A third Warehouse holder on Easy, post unrecorded. Sweep the top floor too, and check every guard with the Thermal Goggles before you leave the strut.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: F-A Connecting Bridge, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · F-A Connecting Bridge – Leave the Warehouse onto the F-A bridge. Jam the Cypher with Chaff or shoot it low, then come up behind the bridge guard and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Run 2: The charges, Fortune and FatmanHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
The Plant: Shell 1 · Struts A to C, Deep Sea Dock and Heliport – From the F-A bridge, freeze the Pump Room charge at the end of the red pipe in the room of pipes, then the Transformer Room's, behind the cabinet door that stands open against the wall. In the Strut C pantry, Sensor B starts a countdown of a few minutes back to the dock: freeze the charge under the mini-sub and stay alive in the storage room until Fortune's fight is called off. A second countdown runs from the Roof (Claymores: Mine Detector) through Strut F to the Heliport charge and the fight with Fatman, where M9 head shots keep the win non-lethal, the safe way to his tag.
Summary
The second lap, as in run 1: the Strut A and Strut B charges, Sensor B from Strut C, then two timed legs with a fight at the end of each.
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Dog Tag: Strut A, Roof, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut A, Roof – After the Pump Room charge, climb the stairs back up to the Roof: a guard is posted there now that Stillman's briefing is over; sweep the roof if he is not in sight. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops. Taking him now beats coming back later, when mines are laid on this roof.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut B, Transformer Room, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut B, Transformer Room – Back down through the Pump Room and over the A-B bridge into the Transformer Room. Two guards stand here now that Stillman has been met, posts unrecorded: sweep the room. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut B, Transformer Room, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut B, Transformer Room – The other new guard in the Transformer Room; sweep it. Take his tag the same way before you freeze the Strut B charge.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut C, Dining Hall, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut C, Dining Hall – From the Strut B charge, cross the B-C bridge into the Dining Hall: two guards arrive here when you come back for Sensor B. A guard in the Dining Hall; sweep it. Hold him up before you go near the pantry.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut C, Dining Hall, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut C, Dining Hall – The other new guard in the Dining Hall; sweep it. Take his tag before the pantry: once Sensor B is in hand the clock leaves no time for him. Save with Rose before you open the pantry.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Fatman (Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+1Minor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport – When the Heliport fight is won, Fatman lies across the last charge. Pick him up, carry him the short way he can be moved and put him down: a tag drops. Pick it up at once, then freeze the charge.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it the moment it falls, before the last charge.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Run 2: The loop back and the Shell 1 CoreHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
The Plant: Shell 1 · Struts E to A, Strut F and the Shell 1 Core – The scene on the Heliport stairs hands over the Lv.2 Card and the B.D.U. Loop back down through the Parcel Room, over the D-E bridge, through Strut D, over the C-D bridge, through Strut C, over the B-C bridge and through Strut B to the Pump Room, then over the F-A bridge to Strut F for the AKS-74u in the lower floor's north-east Lv.2 room. Take the E-F bridge's branch to the Shell 1 Core wearing the B.D.U. with the AKS-74u equipped, and work down 1F, B2 (the Directional Microphone is on the room's left side) and B1.
Summary
As in run 1: the long way back round the ring for the guards who arrive after the Heliport fight, Strut F's Lv.2 rooms, then the Shell 1 Core in uniform.
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Dog Tag: D-E Connecting Bridge, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · D-E Connecting Bridge – Out of the Parcel Room by the door to the D-E bridge. A guard on the D-E bridge, one of two who only arrive after the Heliport fight; sweep both decks. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: D-E Connecting Bridge, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · D-E Connecting Bridge – The other new guard on the D-E bridge; sweep the upper and the lower deck, and check him with the Thermal Goggles if you are unsure which of the two still carries a tag.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: C-D Connecting Bridge, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · C-D Connecting Bridge – Through Strut D, round the Sediment Pool's upper walkway to the door at the head of the stairs, and out onto the C-D bridge (a camera covers that door). A guard on the C-D bridge, new since the Heliport fight; sweep it. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: C-D Connecting Bridge, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · C-D Connecting Bridge – The second new guard on the C-D bridge; sweep the whole span to the Strut C door and take his tag the same way.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: B-C Connecting Bridge, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · B-C Connecting Bridge – Cross the Dining Hall to the door onto the B-C bridge, the one whose branch to the core is broken off. A guard on the B-C bridge, posted here only since the Heliport fight; sweep it. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut A, Pump Room, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut A, Pump Room – Through the Transformer Room and over the A-B bridge into the Pump Room. A second guard here carries a tag since the Heliport fight, post unrecorded: sweep the Node room and the room of pipes, and check every guard with the Thermal Goggles before you leave for the F-A bridge.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, 1F – Inside the Shell 1 Core in uniform, three 1F guards carry a tag on Easy; no post is recorded. Sweep the floor calmly, without running into anyone, and hold up each guard you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, 1F – A second 1F holder, post unrecorded. Work along the left-hand side of the floor toward the lift and hold him up the same way.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, 1F – The third 1F holder on Easy, post unrecorded. Check every guard on the floor with the Thermal Goggles before you ride the lift down to B2.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – Down the lift to B2. Four computer room guards carry a tag on Easy; no post is recorded. Sweep the room between the desks and the side hallways, staying in character, and hold up each one you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – A second computer room holder, post unrecorded. Keep sweeping, and check the guards you have already met with the Thermal Goggles.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – A third computer room holder, post unrecorded. Look into the hallways off the room as well as the main floor.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 4 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – The fourth computer room holder, post unrecorded. Check every guard on B2 with the Thermal Goggles before you take the lift to B1.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, B1 – On B1, leave the Node room and wait for the guard who patrols the corridor to pass. Come up behind him with a gun out (don't fire), step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, B1 – Another B1 guard carries a tag on Easy, post unrecorded. Sweep the floor outside the hall door and hold him up the same way.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, B1 – The third B1 holder on Easy, post unrecorded. Check every guard on the floor with the Thermal Goggles before you open the hall: after the scene inside, they shoot on sight.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Shooting the charge units closes Shell 1

Once every charge unit on the Shell 1-2 bridge is shot out, walking on starts events you can't undo, and the Shell 1 struts, their bridges and the Shell 1 Core are out of reach for the rest of this run, except for a short timed dash through Strut E much later. Before you start shooting, check that you hold every one of these Easy tags. Strut A: Strut A, Deep Sea Dock, guard 1; Strut A, Deep Sea Dock, guard 2; Strut A, Pump Room, guard 1; Strut A, Pump Room, guard 2; Strut A, Roof, guard 1. A-B bridge: A-B Connecting Bridge, guard 1; A-B Connecting Bridge, guard 2. Strut B: Strut B, Transformer Room, guard 1; Strut B, Transformer Room, guard 2. B-C bridge: B-C Connecting Bridge, guard 1. Strut C: Strut C, Dining Hall, guard 1; Strut C, Dining Hall, guard 2. C-D bridge: C-D Connecting Bridge, guard 1; C-D Connecting Bridge, guard 2. Strut D: Strut D, Sediment Pool, guard 1; Strut D, Sediment Pool, guard 2. D-E bridge: D-E Connecting Bridge, guard 1; D-E Connecting Bridge, guard 2. Strut E: Strut E, Parcel Room, guard 1; Strut E, Parcel Room, guard 2 (or, if he never appeared, by the conveyor belts on the timed run); Strut E, Heliport, guard 1; Strut E, Heliport, guard 2; Dog Tag: Fatman. Strut F: Strut F, Warehouse, guard 1; Strut F, Warehouse, guard 2; Strut F, Warehouse, guard 3. F-A bridge: F-A Connecting Bridge, guard 1. Shell 1 Core: Shell 1 Core, 1F, guard 1; Shell 1 Core, 1F, guard 2; Shell 1 Core, 1F, guard 3; Shell 1 Core, B2 Computer Room, guard 1; Shell 1 Core, B2 Computer Room, guard 2; Shell 1 Core, B2 Computer Room, guard 3; Shell 1 Core, B2 Computer Room, guard 4; Shell 1 Core, B1, guard 1; Shell 1 Core, B1, guard 2; Shell 1 Core, B1, guard 3. An Easy tag missed here comes back only by playing the Plant chapter again on Easy. The Dog Tag Viewer shows what is left. Save with Rose on 140.96 before you start shooting.

Run 2: The Shell 1-2 bridge and the HarrierHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
The Plant: Shell 1-2 Bridge · Shell 1 Core B1 to the Shell 1-2 Connecting Bridge – Drag a guard to the B1 retinal scanner, find Ames among the hostages by his pacemaker with the Directional Microphone, and stand still with the AKS-74u through the scene after the Lv.3 Card. Ride up and go back to Strut F's top floor for the PSG1 (middle room on the right), then through the Parcel Room and over the D-E bridge to the Sediment Pool's top-centre door. From the bridge door, shoot every Semtex unit with the PSG1 (the one on a Cypher: hit only the unit), take the Stinger that Pliskin drops, bring down the Harrier, and cross the wreck by the Strut G ledge.
Summary
As in run 1: the hostage hall, the sniper rifle from Strut F, the charge units on the bridge to Shell 2 and the fight that wrecks it.
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Run 2: Shell 2 Core, Vamp and EmmaHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
The Plant: Shell 2 · Strut L and the Shell 2 Core – Drop from the Strut G ledge onto the L-G bridge, follow the Strut L Perimeter walkway and cross the K-L bridge into the Shell 2 Core. Swim the flooded B1 corridor for the Nikita and fly one through the 1F duct onto the sealed room's power box; the meeting inside gives the Lv.4 Card and the MO Disc. Swim the B1 passages to the fight with Vamp (shoot out the four lights, keep out of the pool), find Emma in the locker room beyond, and lead her back to the lift and up to 1F.
Summary
As in run 1: Strut L to the Shell 2 Core, the guided missile through the duct, the fight in the flooded basement, and the escort back out, with six new tag holders on the way.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 1 (Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+1Minor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – Back on 1F with Emma, new guards patrol the Air Purification Room: on Easy, three of them carry tags. Let go of her hand and leave her behind, then sweep the floor for the first. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
Emma's Oil Fence crossing: when it ends, a scene moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 2 (Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+1Minor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – A second guard of the 1F patrol; sweep the floor. Hold him up from behind, then from the front, and keep aiming at his head until the tag falls.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
Emma's Oil Fence crossing: when it ends, a scene moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 3 (Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+1Minor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – The third guard of the 1F patrol; sweep the floor and check with the Thermal Goggles. With all three tags taken, go back for Emma and lead her out through the door you came in by.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
Emma's Oil Fence crossing: when it ends, a scene moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: K-L Connecting Bridge, guard 1 (Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+1Minor spoiler
Location
The Plant: Shell 2 · K-L Connecting Bridge – Out on the K-L bridge, a guard now stands where there was none on the way in; sweep the bridge. Leave Emma behind and hold him up before you go near the fire, then lead her across and spray the fire out.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
Emma's Oil Fence crossing: when it ends, a scene moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut L, Sewage Treatment Facility, guard 1 (Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+1Minor spoiler
Location
The Plant: Shell 2 · Strut L, Sewage Treatment Facility – After the scene past the burnt-out fire, go through the door into the facility with Emma and leave her just inside the entrance. Go on alone: one of the two guards ahead. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
Emma's Oil Fence crossing: when it ends, a scene moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut L, Sewage Treatment Facility, guard 2 (Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+1Minor spoiler
Location
The Plant: Shell 2 · Strut L, Sewage Treatment Facility – The other guard, further in. Hold him up the same way, then go back for Emma.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
Emma's Oil Fence crossing: when it ends, a scene moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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The Oil Fence closes Shell 2

The facility's second door leads straight into the Oil Fence crossing, and once the crossing ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Before you take Emma through that door, check that you hold every one of these Easy tags: Shell 2 Core, 1F Air Purification Room, guard 1; Shell 2 Core, 1F Air Purification Room, guard 2; Shell 2 Core, 1F Air Purification Room, guard 3; K-L Connecting Bridge, guard 1; Strut L, Sewage Treatment Facility, guard 1; Strut L, Sewage Treatment Facility, guard 2. An Easy tag missed here comes back only by playing the Plant chapter again on Easy. Save with Rose on 140.96 before you go through.

Run 2: The Oil Fence and the timed runHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
The Plant: Shell 2 · Strut L, Oil Fence, to the Shell 1 Core lift – Lead Emma through the facility's other door. From the post, clear the fence ahead of her with the PSG1 (the Thermal Goggles show the Claymores), call Pliskin back on 141.80 when he calls, and win the short sniping duel at the end. A countdown of a few minutes then runs from Strut E's Material Distribution Facility up through the Parcel Room and over the E-F bridge to the Shell 1 Core lift (Claymores inside: Mine Detector). If the second Parcel Room tag was not found on the first pass, look by the conveyor belts on the way through.
Summary
As in run 1: cover the crossing from the sniping post, then beat a countdown from Strut E to the Shell 1 Core lift, which leaves the Big Shell behind.
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Run 2: The Ascending ColonHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
The Plant: The Last Stretch · Stomach to Ascending Colon – After the lift ride and its scenes, endure the choke in the Stomach by tapping Triangle (Y on Xbox), then cross the Jejunum unseen with no gear: up the stairs at the far end, over the walkway and along the corridor on the right. In the Ascending Colon, answer each call until Pliskin hands back your equipment and the HF Blade; a blade practice follows.
Summary
As in run 1: the late rooms with no gear, until your equipment comes back with a blade.
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Take the tag before the practice ends

The blade practice ends after a while with a scene, and the Ileum fight starts straight after it. Before then, take: Dog Tag: Pliskin (Easy). Knock him out rather than cut him: killing him ends the game. An Easy tag missed here comes back only by playing the Plant chapter again on Easy.

Dog Tag: Pliskin (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: The Last Stretch · Ascending Colon – Still in the practice, knock Pliskin out with an M9 dart or a few punches, keeping the blade off him. Then pick him up and drop him, again and again, until a tag falls, and take it. Never kill him: that ends the game.
Why you can lose it
It is his alone and this is the moment to take it; the blade practice in the Ascending Colon ends with a scene that starts the Ileum fight, so take it during the practice.
Point of no return
The blade practice in the Ascending Colon ends and the Ileum fight begins.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item. Pliskin carries this one himself.
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Run 2: The last fights and the creditsHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
The Plant: The Last Stretch · Ileum to The Rooftop – Fight the first Tengu wave in the Ileum from behind the crates beside Pliskin, then the second in the Sigmoid Colon with the HF Blade (play on through the fake game-over screen). In the Rectum, shoot each RAY in the leg and then put a Stinger missile into its open mouth, with Chaff against their missiles. Tap through the second choke, win the rooftop sword duel with the HF Blade, and let the closing scenes run on into the credits.
Summary
As in run 1: two waves of Tengu guards, the Metal Gear RAY units, a second choke, the rooftop duel and the closing scenes.
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YorkieAchievementNG+1
Location
The Plant: The Last Stretch · Credits – Nothing extra to do: tags count once a game is cleared, and a Tanker-Plant game hands out its tag rewards only when both chapters are done, so it comes with this clear. If it doesn't, the Dog Tag Viewer shows which Easy Tanker tags are missing; playing the Tanker chapter on Easy again from the clear save can take them.
Summary
The trophy for unlocking the Bandana, a Tanker tag reward that gives infinite ammo. Normal's 33 Tanker tags and Easy's 26 make 59, past the 50 it needs at the strictest reading.
Trophies
  • Silver · PlayStationYorkie
  • Achievement · XboxYorkie
  • Achievement · SteamYorkie
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BeagleAchievementNG+1
Location
The Plant: The Last Stretch · Credits – Comes with the same clear as Yorkie, with nothing extra to do. If it doesn't, the Dog Tag Viewer shows which Easy Plant tags are missing; playing the Plant chapter on Easy again from the clear save can take them.
Requires
Summary
The trophy for unlocking the Infinity Wig, a Plant tag reward that gives infinite ammo. Normal's 49 Plant tags and Easy's 44 make 93, past the 80 it needs at the strictest reading.
Trophies
  • Silver · PlayStationBeagle
  • Achievement · XboxBeagle
  • Achievement · SteamBeagle
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Save the clear data

When the credits end, the game offers to save the clear data. Say yes. Run 3 starts from this save: the tag totals carry on only along this chain, and the Bandana and the Infinity Wig wait in the items of the next game started from it.

Run 3: Very Easy, the Tanker Tags

Start the Very Easy run from the Easy clear save and walk run 1's Tanker route again for Very Easy's 24 dog tags, from the Aft Deck to the photo upload in Hold No. 3.

Run 3 is the last dog tag run, on Very Easy. It walks the same Tanker route as run 1, from the Aft Deck up to the Navigational Deck, back down through the Engine Room and Deck 2, and across the holds, and it takes the 24 Very Easy tags on the way. Snake starts with the M9, which handles every hold-up; the USP from the boss fight and the Thermal Goggles from the mast are picked up again because the Engine Room's Semtex sensors still need them. Pickups, photos, secrets and the run 1 trophies are not repeated. The Plant half of this run comes next.

What Very Easy changes on the Tanker

Very Easy has 24 Tanker holders, nine fewer than Normal: no second guard on Deck B, no tag holder on Deck C, five in the Engine Room instead of seven, and four marines in the holds, none of them in Hold No. 2, so there is no trip back from Hold No. 3. Guards who refuse to drop a tag are a higher-difficulty habit, so a plain hold-up should do: gun drawn from behind, then step in front and aim at his head or groin. The Bandana earned with the run 1 and run 2 tags is in Snake's items: equip it and the M9 never runs out of darts. From the second game on, Special, Dog Tag Viewer, then loading this save shows every holder's spot, a handy checklist. These 24 bring the Tanker total to 83 (33 + 26 + 24), past the 76 the Tanker Stealth needs; they count once both chapters of this Tanker-Plant game are cleared, and killing or alerting a marine in the holds still ends the game.

Start Very Easy Tanker-Plant from the clear saveQuest stepNG+2
Location
The Tanker · Main menu – Start a new game from the clear save made after the run 2 credits, so the earlier runs' tags and rewards come along. Pick Tanker-Plant, not one chapter alone, and choose Very Easy.
Summary
Run 3 is a full Tanker-Plant game on Very Easy, started from the clear save run 2 made.
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Sunglasses on the third gameOtherNG+2
Location
The Tanker · Aft Deck – Nothing to do but look. Watch Snake in the opening scenes and the first close-ups on the Aft Deck: on a third game he should have sunglasses on. If he doesn't, this release leaves them out, and nothing is lost.
Summary
A small reward for a third game on one save chain: Snake wears sunglasses.
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Dog Tag: Aft Deck, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Aft Deck, port side – Same post as on Normal. From the start, go round the port side: the guard walks the deck round the corner, near the hatch at the foot of the stairs. Hold him up from behind with the M9, step in front and aim at his head until the tag drops.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Aft Deck, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Aft Deck – A guard on the Aft Deck; sweep it. His post isn't recorded, so check every guard on the open deck and its port side for a glint on the chest in first-person view, and hold up any who still wears a tag before you take the hatch.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Aft Deck, guard 3 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Aft Deck – A guard on the Aft Deck; sweep it. Keep checking the deck's guards until three Aft Deck tags are in hand, then head for the hatch at the foot of the port stairs.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Run 3: Through the decks to the Navigational DeckQuest stepNG+2
Location
The Tanker · Deck-A to Deck-D, Crew's Quarters – Go through the hatch at the foot of the port stairs on the Aft Deck into Deck-A's Crew's Quarters. The climb follows run 1: along the corridor past the locker room to the Lounge, up its central stairs to Deck B, along the passage to the stairs up through Deck C, and on to Deck D. Deck C has no holder on Very Easy; slip under its wall camera and keep climbing.
Summary
The climb from Deck A to Deck D, as in run 1. Six Very Easy tags are on the way.
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Dog Tag: Deck A, Crew's Quarters, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-A, Crew's Quarters, corridor – Same post as on Normal. Follow the passage to the locker room; the guard walks the corridor to the right as you come back out of it. Hold him up from behind for his tag.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Deck A, Crew's Lounge, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-A, Crew's Lounge, hall – Through the sliding door at the end of the corridor, a short scene shows two guards on patrol. One paces up and down the hall: wait until he turns his back, then hold him up from behind.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Deck A, Crew's Lounge, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-A, Crew's Lounge, bar – The other patrol keeps to the lounge east of the hall, near the bar. Knock on a wall to draw him over, let him pass, then take him from behind.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Deck B, Crew's Quarters, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-B, Crew's Quarters, passage – Climb the lounge's central stairs and take the door on the right at the top. A brief scene points out the guard patrolling the passage; he rarely looks round, so hold him up from behind. He is the only Deck B holder on Very Easy.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Deck D, Crew's Quarters, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-D, Crew's Quarters – A guard on Deck D; sweep it. Up the Deck-C stairs, several guards patrol a crowded deck with little cover. Check each one's chest for a glint and hold up the one still wearing a tag before you go into the food storeroom on the right.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Deck D, storeroom stairs guard (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-D, Crew's Quarters, storeroom stairs – Same as on Normal: once you step into the food storeroom (the one with Box 1 and the shelves of food), a guard climbs the stairs and then turns to go back down. Wait by the door and hold him up the moment he shows; hiding in the box or under the middle shelves keeps you out of sight if he comes in.
Why you can lose it
He heads back down soon after he arrives, so catch him at once, before the Deck-2 Starboard firefight. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Run 3: Olga on the Navigational DeckQuest stepNG+2
Location
The Tanker · Navigational Deck, Wing – From the storeroom, cross Deck D to the beam corridor, lie flat and crawl under the infrared beams, then climb to the Bridge and go out through its side door. Beat Olga with the M9 as in run 1: shoot out the spotlight and the tarp ropes early, then keep moving between the crates. The USP comes from her when the fight ends, empty: pick up its rounds on the Bridge and under the table on Deck D on the way back down, as the Engine Room's Semtex units need it later.
Summary
The Tanker's boss fight again. Win it with the M9 so her tag can be taken.
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Dog Tag: Olga (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Navigational Deck, Wing – With the fight won, pick up her sleeping body and drop it, again and again, until the tag falls.
Why you can lose it
Take it before you leave the Navigational Deck. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Navigational Deck Wing guard (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Navigational Deck, Wing – Climb the mast for the Thermal Goggles as in run 1: past the crate on the right side of the deck, up the steps beyond it, then the ladder to the top. The Engine Room's Semtex units are found with them. Coming back down the steps, head right: a guard walks out through a door. Hold him up for his tag.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Deck A, Crew's Lounge, guard 3 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-A, Crew's Lounge – Go back into the Bridge and head down: past the beams, through Decks D, C and B to the lounge, where a third guard now patrols. If he isn't there, step out of the lounge and come back in through its south-east door to make him appear.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Run 3: The Engine Room and Deck-2Quest stepNG+2
Location
The Tanker · Engine Room – Take the stairs down on the right side of the lounge and go through the door at the bottom, up the short corridor where a big shadow plays on the wall. The way on is across the hall to the exit door at the top of the far stairs, through the sensor room and its Semtex units, and out by the hatch to Deck-2 Port.
Summary
The machine hall, its sensor room and the passage on the deck below, as in run 1. Eight Very Easy tags are on the way.
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Dog Tag: Engine Room, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Engine Room, inside the door – Go through the door into the main hall at once: a guard stands right beside it on the first catwalk and walks off if you are slow. Hold him up from behind for his tag.
Why you can lose it
He leaves his post if you linger, so take him on arrival. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Engine Room, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Engine Room, below the first steps – From the door guard, walk to the top of the first flight of steps and look down: a guard paces the level below. Go down while his back is turned and hold him up.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Engine Room, guard 3 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Engine Room, lower level – At the foot of the first steps, turn right to the railing, swing over it and drop to the level below. A guard stands just round the corner, usually facing away; hold him up for the tag.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Engine Room, guard 4 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Engine Room, top of the far stairs – Climb the large central stairs, follow the walkway round to the left side of the hall and go up the steps there. A guard patrols the top by the exit door; hold him up as he turns away.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Run 3: Grip Lv. 3 before the holdsQuest stepNG+2
Location
The Tanker · Engine Room, catwalk railings – Before you go through the exit door, pick a catwalk railing away from the patrols, hang from it and do pull-ups: 100 bring Lv. 2 and another 100 bring Lv. 3. Climb back up whenever the grip gauge runs low. Whether grip level carries over from the earlier runs isn't known, so build it again. Dying wipes the progress: save on 140.96 first.
Summary
Two of the hold marines are reached only along railings that need Grip Lv. 3.
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Dog Tag: Engine Room, guard 5 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Engine Room, sensor room – Go through the exit door and up into the small room with lockers and crates. A scene shows a guard coming in to radio his check. Once the radio is away, hold him up before he walks back out; a locker on the left hides you while he looks round.
Why you can lose it
He walks back out if you are slow, so take him during his visit. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Deck 2, Port, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-2, Port, third bay on the right – In the sensor room, find the green Semtex control units with the Thermal Goggles and shoot each with the USP, as in run 1, then take the hatch beyond to Deck-2 Port. Hurry along it and duck into the third bay on the right: a guard walks along and halts in front of it. Come out behind him and hold him up.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Deck 2, Port, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-2, Port, the corner – Where the passage turns a corner, wait for the guard with headphones on, lost in his music, and come up behind him for the hold-up.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Deck 2, Port, guard 3 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-2, Port, by the exit door – Past the corner, the last guard stands near the exit door and keeps nodding off between radio check-ins. Move in while he dozes and hold him up from behind.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Finish the decks before Deck-2 Starboard

The door at the end of Deck-2 Port leads into a forced firefight and then straight into the timed holds. Whether the decks above can be walked back to afterwards is not confirmed, so treat that door as the end of them. Check you hold the 20 Very Easy tags so far: the Aft Deck's three, Deck A's corridor guard and all three lounge guards, Deck B's guard, Deck D's two, Olga's, the wing guard, the Engine Room's five and Deck-2 Port's three. Have Grip Lv. 3, and save on 140.96 before you go through.

Run 3: The holds, timer runningQuest stepNG+2
Location
The Tanker · Deck-2, Starboard and Hold No. 1 – Through the door at the end of Deck-2 Port, win the forced firefight on Deck-2 Starboard from behind the crates. After its scenes you come in at the top of Hold No. 1 and a countdown starts: the photos must be uploaded in Hold No. 3 before it ends. As in run 1, crawl under the projector beams, and never kill or alert a marine, because either ends the game.
Summary
The firefight, then the three holds against the clock. Four Very Easy marines carry tags, none of them in Hold No. 2.
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Dog Tag: Hold No. 1, projector marine (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Hold No. 1, by the projector – Same marine as on Normal. Climb down the ladders to the floor and keep to the back wall toward the projector: the marine standing beside it has a tag. Hold him up from behind and take it without a shot, then climb back up the first ladder.
Why you can lose it
Take him before the photo upload. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth. Killing or alerting a marine here is a game over.
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Dog Tag: Hold No. 1, upper-level marine (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Hold No. 1, upper level – From the middle level, go to the right-hand railing, hang from it and shimmy all the way to the far end of the hold, then pull yourself up. The marine there carries a tag: hold him up. Stay high and carry on to the top-level door into Hold No. 2.
Why you can lose it
Take him before the photo upload. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth. Killing or alerting a marine here is a game over.
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Dog Tag: Hold No. 3, second-floor marine (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Hold No. 3, second floor, right – Cross Hold No. 2 along its upper level to the top-level way into Hold No. 3; Hold No. 2 has no holder on Very Easy. Before you go down, find the marine on the second floor on the right and hold him up from behind. He can only be reached by arriving this way.
Why you can lose it
Take him before the photo upload. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth. Killing or alerting a marine here is a game over.
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Dog Tag: Hold No. 3, dozing marine (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Hold No. 3, right side – Slide down the pole to the floor and slip past the guard there. On the right, a marine keeps nodding off: come up behind him and hold him up for the tag.
Why you can lose it
Take him before the photo upload. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth. Killing or alerting a marine here is a game over.
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Sending the photos ends the Tanker for run 3

When Otacon accepts the four photos, the closing scenes play and the Tanker is closed for this run. Check that you hold all 24 first. Dog tags (Very Easy): Aft Deck, guard 1; Aft Deck, guard 2; Aft Deck, guard 3; Deck A, Crew's Quarters, guard 1; Deck A, Crew's Lounge, guard 1; Deck A, Crew's Lounge, guard 2; Deck B, Crew's Quarters, guard 1; Deck D, Crew's Quarters, guard 1; Deck D, storeroom stairs guard; Olga; Navigational Deck Wing guard; Deck A, Crew's Lounge, guard 3; Engine Room, guard 1; Engine Room, guard 2; Engine Room, guard 3; Engine Room, guard 4; Engine Room, guard 5; Deck 2, Port, guard 1; Deck 2, Port, guard 2; Deck 2, Port, guard 3; Hold No. 1, projector marine; Hold No. 1, upper-level marine; Hold No. 3, second-floor marine; Hold No. 3, dozing marine. A Very Easy tag missed here comes back only by playing the Tanker on Very Easy again from a clear save on this chain; that replay is not on this route.

Run 3: Photograph RAY and upload the photosHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
The Tanker · Hold No. 3, terminal by the entrance – Put the pacing marine to sleep first. Take the front shot from behind the crowd, between the two camera platforms, then the front-left and front-right shots from the cameramen's platforms, and the MARINES marking on the leg through the passage under the stage. Upload the four at the white terminal in the entrance corner and let the closing scenes play.
Summary
The four photos Otacon asks for, as in run 1. Accepting them ends the Tanker for this run.
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Run 3: Very Easy, the Plant Tags

Play the Plant again on Very Easy for its 43 dog tags, then take the two Stealth trophies at the clear and save the clear data.

The second half of run 3: the Plant chapter on Very Easy, straight on from this run's Tanker. The job is Very Easy's 43 Plant tags; the story and the route are the same as in run 1, so each checkpoint only points the way and names the gear to pick up on the way. Pickups, boxes, Codec gags and the one-off secrets are not listed again. At the end of the credits, the tags of all three tag runs together hand over both Stealth items, each with a trophy. Left for later: the Extreme run and the menu modes.

What Very Easy changes for the tags

A gun from the first room: an M9 lies under the shelves in the Deep Sea Dock (the Thermal Goggles from the bottom of the pool show it), so every tag can be taken as you meet its holder. Two holders in the dock carry tags on this difficulty: take them before you ride the lift up. The SOCOM Suppressor lies up the stairs in the Strut B Transformer Room, not in Strut F: fitted to the SOCOM, it lets you wound a guard who won't give in, once in an arm or a leg, before you aim at his head again. Holders differ from run 1: where one stands at the same post, his row says so. Infinite ammo: the Infinity Wig from run 2's clear should be in your items; equipped, it keeps the guns from running dry. Checking: the Thermal Goggles show a tag on the chest of a guard who still carries one, and from a second playthrough on, the Dog Tag Viewer on the Special menu shows every holder's spot when you load a save. The timed legs (Sensor B, the dash to the Shell 1 Core lift) run as in run 1: a few minutes each.

Run 3: Start the Plant at the Deep Sea DockQuest stepNG+2
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – After the Tanker's closing scenes you surface in the dock's pool. Dive to the pool floor for the Thermal Goggles, low on the right-hand wall, and climb out. Put them on and look along the bottom of the shelves for a glowing block: crawl to it for the M9. Once the hatch scene brings Rose onto the line, save on 140.96 whenever you like.
Summary
The Plant opens in the Strut A Deep Sea Dock, as in run 1. On Very Easy a gun and two tag holders are waiting there.
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Both dock tags before the lift

The lift up from the dock storage room ends your time in the dock rooms, and the two Very Easy holders down here are not met again. Take Dog Tag: Strut A, Deep Sea Dock, guard 1 (Very Easy) and Dog Tag: Strut A, Deep Sea Dock, guard 2 (Very Easy) before you call the lift.

Dog Tag: Strut A, Deep Sea Dock, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – Through the hatch, the storage room's guards lie knocked out; log in at the Node there and they start to come round. Two guards in the dock rooms carry tags on Very Easy and no post is recorded: sweep the storage room and the corridor as they stand. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops. The Thermal Goggles show which guards still have a tag.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut A, Deep Sea Dock, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – The other dock holder; keep sweeping the same rooms and hold him up the same way, out of the first guard's sight. Ride the lift only with both tags in hand.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Run 3: Struts A to F, first passHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
The Plant: Shell 1 · Strut A to the F-A Connecting Bridge – From the dock lift, sweep the Strut A Roof for its Chaff Grenades, crawl through the gap in the fence and go down into the Pump Room. Cross the A-B bridge into Strut B for the long scene and the SOCOM; climb the stairs there for the SOCOM Suppressor. Over the B-C bridge, the Strut C briefing hands you the Coolant Spray, Sensor A and the Lv.1 Card; freeze the charge in the women's restroom. Then go round the ring the way run 1 did: the C-D bridge and Strut D, the D-E bridge and the Strut E Parcel Room (the Mine Detector lies down the stairs on its left-hand side), the Heliport, the E-F bridge and Strut F, then the F-A bridge. Follow Sensor A's cloud in every strut and freeze each charge.
Summary
The first lap of the ring: up through Strut A, over to Strut B and the bomb-disposal briefing in Strut C, then round Struts D, E and F, freezing each charge Sensor A finds.
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Dog Tag: Strut A, Pump Room, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut A, Pump Room – The guard by the Node, the same post as in run 1. As you come down the Pump Room stairs, knock on a wall to turn him away, then come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: A-B Connecting Bridge, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · A-B Connecting Bridge – Leave the Pump Room by the left-hand door onto the A-B bridge: two guards watch it. Wait for one to turn away, then hold him up. Take both on this first crossing, since one of the pair may not be there later.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: A-B Connecting Bridge, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · A-B Connecting Bridge – The other guard on the A-B bridge. Hold him up from behind, then from the front, before you go on into Strut B.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut D, Sediment Pool, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut D, Sediment Pool – After Strut C and the C-D bridge, you come into the Sediment Pool at the head of its stairs. The guard posted at those top stairs, as in run 1: work down behind him and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut D, Sediment Pool, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut D, Sediment Pool – The guard on the lower walkway who radios his base from time to time. Take his tag with a hold-up and leave him on his feet: if he misses a report, a team comes looking.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut E, Parcel Room, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut E, Parcel Room – Over the D-E bridge into the Parcel Room. A guard in the Parcel Room, post unrecorded; sweep the floor between the belts and shelves and hold up each guard you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut E, Parcel Room, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut E, Parcel Room – A second Parcel Room holder, post unrecorded. Check every guard here with the Thermal Goggles. If no second holder turns up on this pass, look again by the conveyor belts on the timed dash late in the run, where a guard listening to music may appear.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut E, Heliport, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut E, Heliport – Up the Parcel Room's right-hand stairs and out toward the pad. The guard watching the E-F bridge through binoculars, as in run 1: before you climb the big stairs to the pad, go round to the left to come up behind him, and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut E, Heliport, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut E, Heliport – A second Heliport holder, post unrecorded; sweep the pad and the ground round the stairs before you go back down.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut F, Warehouse, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut F, Warehouse – Over the E-F bridge (Claymores: Mine Detector on) and in at the Warehouse's top floor. The guard you meet just inside, before the corner to the left, as in run 1. Hold him up before you go on.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut F, Warehouse, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut F, Warehouse – A second Warehouse holder, post unrecorded. Sweep both floors, the lower floor's aisles between the crate stacks included, and check each guard with the Thermal Goggles.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: F-A Connecting Bridge, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · F-A Connecting Bridge – Out on the F-A bridge, by either the lower-floor or the top-floor door. The bridge guard, with a Cypher on patrol: jam it with Chaff or shoot it down, then come up behind the guard and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Run 3: The charges, Fortune and FatmanHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
The Plant: Shell 1 · Strut A Pump Room to the Strut E Heliport – From the F-A bridge, go into the Strut A Pump Room and freeze its charge, then cross to Strut B and freeze the one in the Transformer Room. New guards stand in both struts now. Back in the Strut C Dining Hall, two more turn up: take them before you open the pantry, because Sensor B starts a countdown to the Deep Sea Dock. Freeze the charge under the mini-sub, outlast Fortune in the storage room, then beat the second countdown from the Strut A Roof (Claymores there: Mine Detector on) to the Strut E Heliport and freeze the charge in the centre of the pad. Fatman comes next: M9 head shots while he is down for a non-lethal win, the safe way to his tag.
Summary
The second lap: the Strut A and Strut B charges, Sensor B and two timed legs, the charge under the mini-sub, Fortune, the Heliport charge and Fatman.
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Dog Tag: Strut A, Roof, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut A, Roof – With the Pump Room charge frozen, climb the stairs back up to the Roof: a guard is posted there now that the Strut C briefing is done. Sweep the roof and hold him up. Take him now: later in the run Claymores are laid up here.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut B, Transformer Room, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut B, Transformer Room – Back down through the Pump Room, over the A-B bridge and into the Transformer Room. One of two guards who only join Strut B after the Strut C briefing; sweep the room. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut B, Transformer Room, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut B, Transformer Room – The other late Strut B guard; sweep the Transformer Room, the upper level by the stairs included, and hold him up the same way before you freeze the charge.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut C, Dining Hall, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut C, Dining Hall – Out of Strut B by the far door, over the B-C bridge and into the Dining Hall. One of the two guards who arrive when you come back for Sensor B; sweep the hall and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut C, Dining Hall, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut C, Dining Hall – The other new Dining Hall guard. Take his tag before you open the pantry: once Sensor B is in hand, the clock leaves no time for him.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Fatman (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport – When the Fatman fight ends, he lies across the last charge. Pick him up, carry him the short way he moves and put him down: a tag falls. Take it at once, then freeze the charge he was covering before its countdown ends.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item. Fatman drops it after the fight.
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Run 3: The loop back and the Shell 1 CoreHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
The Plant: Shell 1 · Strut E Heliport stairs to the Shell 1 Core – After the last charge, the scene on the Heliport stairs hands over the Lv.2 Card and the B.D.U. Go back down into the Parcel Room and round the ring the long way: the D-E bridge, Strut D, the C-D bridge, Strut C, the B-C bridge, Strut B, the A-B bridge and the Pump Room, where fresh guards now stand. Over the F-A bridge into Strut F, open the Lv.2 room furthest north-east on the lower floor for the AKS-74u, then leave by the top-floor door and take the branch off the E-F bridge to the Shell 1 Core. Wear the B.D.U. with the AKS-74u equipped from the door on. Work down: 1F, the lift to the B2 Computer Room (the Directional Mic lies on its left side), then B1, where a guard's eye at the retinal scanner opens the hostage hall. There, aim the Directional Mic at the seated hostages until one heartbeat carries a pacemaker's beep: that is Ames. Talk to him, and the scene hands over the Lv.3 Card.
Summary
The long way round the ring to Strut F's Lv.2 rooms, then the Shell 1 Core in uniform, down to the hostage hall.
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The loop back and the core

The bridge and Pump Room guards on the loop arrive only after the Heliport fight: take them all before you go into the Shell 1 Core. Inside the core, take every tag before you talk to Ames in the hostage hall: once the scene there ends, the core's guards shoot on sight.

Dog Tag: D-E Connecting Bridge, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · D-E Connecting Bridge – From the Heliport stairs, go back down into the Parcel Room and out by the door to the D-E bridge. One of two guards who only arrive here after the Heliport fight; sweep both decks. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: D-E Connecting Bridge, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · D-E Connecting Bridge – The other new D-E bridge guard; hold him up the same way before you go on into Strut D.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: C-D Connecting Bridge, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · C-D Connecting Bridge – Through the Sediment Pool to its door onto the C-D bridge. One of two guards posted here since the Heliport fight; sweep the bridge and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: C-D Connecting Bridge, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · C-D Connecting Bridge – The other new C-D bridge guard; same hold-up before you cross into Strut C.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: B-C Connecting Bridge, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · B-C Connecting Bridge – Through Strut C and out onto the B-C bridge. The guard who now stands on it; sweep the bridge and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut A, Pump Room, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut A, Pump Room – Through the Transformer Room and over the A-B bridge into the Pump Room. A second guard here since the Heliport fight, post unrecorded; sweep the Node room and the room of pipes and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, 1F – Over the F-A bridge to Strut F for the AKS-74u, then in at the core's 1F door in uniform. A 1F guard, post unrecorded; sweep the floor calmly, from the Node room to the lift, and hold up each guard you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, 1F – A second 1F holder, post unrecorded. Keep sweeping, and check each guard on the floor with the Thermal Goggles.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
Report an issue
Dog Tag: Shell 1 Core, 1F or B1 guard (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, 1F or B1 – One more Very Easy holder stands either on 1F or on B1. Before you ride the lift, look over every 1F guard with the Thermal Goggles; if none still shows a tag, he is on B1, so check there after the computer room.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
Report an issue
Dog Tag: Shell 1 Core, B2 Computer Room, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – Ride the lift down to B2 (in uniform, AKS-74u in hand) and go into the computer room. One of four holders here, post unrecorded; sweep between the desks and the side hallways and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – A second computer room holder, post unrecorded; keep sweeping and check the guards you have met with the Thermal Goggles.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 3 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – A third computer room holder, post unrecorded. Look into the west hallway by the lockers as well as the main room.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 4 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – The fourth computer room holder, post unrecorded. Check every guard on B2 with the Thermal Goggles, and pick up the Directional Mic on the room's left side before you go back to the lift.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, B1 – Ride the lift up one floor to B1. The guard who patrols the corridor, the one you will drag to the retinal scanner: let him pass, then hold him up from behind and in front for his tag first.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, B1 – Another B1 holder, post unrecorded; sweep the floor outside the hall door and hold him up the same way.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 3 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, B1 – A third B1 holder, post unrecorded. Check every guard on B1 with the Thermal Goggles, then drag the patrolling guard to the scanner and go on to the hostage hall.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Shooting the charge units closes Shell 1

Once every charge unit on the Shell 1-2 bridge is shot out, walking on starts events you can't undo, and Shell 1 is out of reach for the rest of this run except for a short timed dash much later. Check that you hold every one of these Very Easy tags first. Strut A: Strut A, Deep Sea Dock, guard 1; Strut A, Deep Sea Dock, guard 2; Strut A, Pump Room, guard 1; Strut A, Pump Room, guard 2; Strut A, Roof, guard 1. A-B bridge: A-B Connecting Bridge, guard 1; A-B Connecting Bridge, guard 2. Strut B: Strut B, Transformer Room, guard 1; Strut B, Transformer Room, guard 2. B-C bridge: B-C Connecting Bridge, guard 1. Strut C: Strut C, Dining Hall, guard 1; Strut C, Dining Hall, guard 2. C-D bridge: C-D Connecting Bridge, guard 1; C-D Connecting Bridge, guard 2. Strut D: Strut D, Sediment Pool, guard 1; Strut D, Sediment Pool, guard 2. D-E bridge: D-E Connecting Bridge, guard 1; D-E Connecting Bridge, guard 2. Strut E: Strut E, Parcel Room, guard 1; Strut E, Parcel Room, guard 2 (or, if he never appeared, by the conveyor belts on the timed run); Strut E, Heliport, guard 1; Strut E, Heliport, guard 2; Dog Tag: Fatman. Strut F: Strut F, Warehouse, guard 1; Strut F, Warehouse, guard 2. F-A bridge: F-A Connecting Bridge, guard 1. Shell 1 Core: Shell 1 Core, 1F, guard 1; Shell 1 Core, 1F, guard 2; Shell 1 Core, 1F or B1 guard; Shell 1 Core, B2 Computer Room, guard 1; Shell 1 Core, B2 Computer Room, guard 2; Shell 1 Core, B2 Computer Room, guard 3; Shell 1 Core, B2 Computer Room, guard 4; Shell 1 Core, B1, guard 1; Shell 1 Core, B1, guard 2; Shell 1 Core, B1, guard 3. A Very Easy tag missed here comes back only by playing the Plant chapter again on Very Easy. Save with Rose on 140.96 before you start shooting.

Run 3: The Shell 1-2 bridge and the HarrierHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
The Plant: Shell 1-2 Bridge · Strut F Warehouse to the Shell 1-2 Connecting Bridge – When the hall scene ends, equip the AKS-74u and stand still; after the next scene the core's guards fire on sight. Ride up to 1F, get out to the E-F bridge and cross to Strut F's top floor, where the Lv.3 doors now open: the PSG1 is in the middle room on the right-hand side. Back over the E-F bridge, through the Parcel Room and over the D-E bridge to the Sediment Pool's door at the top centre of the map. On the Shell 1-2 bridge, stay by the door and shoot every Semtex control unit with the PSG1: on Very Easy look at the foot of the stairs ahead, on the big tank, on the left of the far door, along the bridge's left side and on the Cypher hovering toward Shell 2 (hit the unit, never the drone). Walk on, pick up the Stinger thrown down to you, bring the Harrier down, then cross the wreck by the ledge round Strut G and drop to the bridge below.
Summary
The sniper rifle from Strut F, the charge units on the bridge to Shell 2, the Harrier and the climb across the wreck.
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Run 3: Shell 2 Core, Vamp and EmmaHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
The Plant: Shell 2 · L-G Connecting Bridge to the Shell 2 Core – Along the L-G bridge and the Strut L Perimeter (cartwheel the first gap, hang past the second, squeeze under the debris) and down onto the K-L bridge; Chaff the Cyphers and go into the Shell 2 Core's 1F. Ride the lift to B1 and swim to the end of the flooded corridor for the Nikita, then fly a missile from 1F through the duct onto the power box in the sealed room. The scenes inside give the Lv.4 Card. Back on B1, swim the flooded passages to the fight room and beat Vamp (lights out first, stay out of the pool). Find Emma in a locker in the room up the stairs past the passages and lead her back: wait at each air pocket, and spray the sea lice in the lift hall with the Coolant Spray so she will pass.
Summary
Strut L to the Shell 2 Core, the Nikita and the sealed room, the fight in the flooded basement, and the escort back out.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 1 (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – Back on 1F with Emma, new guards patrol the Air Purification Room. Let go of her hand and leave her out of the way, then sweep the floor for the first of three holders. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 2 (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – A second guard of the 1F patrol; sweep the floor and hold him up the same way.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 3 (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – The third 1F holder; check every guard on the floor with the Thermal Goggles, then go back for Emma and lead her out by the door you came in through.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: K-L Connecting Bridge, guard 1 (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: Shell 2 · K-L Connecting Bridge – Out on the K-L bridge, a guard now stands where there was none on the way in. Leave Emma behind and hold him up before you go near the fire; then shoot the Cyphers, lead her across, and spray the fire out for the Lv.5 Card scene.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut L, Sewage Treatment Facility, guard 1 (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: Shell 2 · Strut L, Sewage Treatment Facility – Through the door past the burnt-out fire into the Sewage Treatment Facility. Leave Emma just inside the entrance and go on alone: two guards stand further in. Hold up the first.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut L, Sewage Treatment Facility, guard 2 (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: Shell 2 · Strut L, Sewage Treatment Facility – The other guard, further in. Same hold-up; if he won't give in, wound him once in an arm or a leg with the suppressed SOCOM and aim at his head again.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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The Oil Fence closes Shell 2

The facility's second door leads into the Oil Fence crossing, and when it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Before you take Emma through, check that you hold these Very Easy tags: Shell 2 Core, 1F Air Purification Room, guard 1; Shell 2 Core, 1F Air Purification Room, guard 2; Shell 2 Core, 1F Air Purification Room, guard 3; K-L Connecting Bridge, guard 1; Strut L, Sewage Treatment Facility, guard 1; Strut L, Sewage Treatment Facility, guard 2. A Very Easy tag missed here comes back only by playing the Plant chapter again on Very Easy. Save with Rose on 140.96 before you go through.

Run 3: The Oil Fence and the timed runHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
The Plant: Shell 2 · Strut L, Oil Fence to the Shell 1 Core lift – Take Emma by the hand through the facility's other door. From the sniping post, keep the PSG1 on the fence ahead of her: the Thermal Goggles show the Claymores, so shoot those, then the tower guards and Cyphers; when Pliskin calls at the second column, call him back on 141.80 for covering fire, and win the short sniping duel at the end. Play resumes in Strut E with a few minutes on the clock: climb through the Parcel Room, take its bottom-right door onto the E-F bridge, run the branch to the Shell 1 Core and, with the Mine Detector on, step into the lift. If the second Parcel Room tag was not found on the first pass, look by the conveyor belts on the way through.
Summary
Cover Emma's crossing with the sniper rifle, win the duel at its end, then race the clock from Strut E to the Shell 1 Core lift.
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Run 3: The Ascending ColonHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
The Plant: The Last Stretch · Stomach to the Ascending Colon – After the scenes that follow the lift, you wake in the Stomach: tap Triangle (Y on Xbox) through the choke hold. Go through the door, log in at the Node and cross the Jejunum unseen, behind the crates, up the stairs and along the walkway, to the corridor on the right and the Ascending Colon. Answer the calls there; Pliskin hands back all your equipment with the High-Frequency Blade, and a short practice begins. Keep the blade off him.
Summary
The lift ride to the late rooms with no gear, through to the room where it all comes back.
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Take the tag before the practice ends

The blade practice ends after a while with a scene, and the fight in the Ileum starts straight after it. Before then, take: Dog Tag: Pliskin (Very Easy). Knock him out rather than cut him: killing him ends the game. A Very Easy tag missed here comes back only by playing the Plant chapter again on Very Easy.

Dog Tag: Pliskin (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: The Last Stretch · Ascending Colon – Still in the practice, knock Pliskin out with an M9 dart or a few punches. Pick him up and drop him, again and again, until a tag falls, and take it. Never kill him: that ends the game.
Why you can lose it
It is his alone and this is the moment to take it: the blade practice in the Ascending Colon ends with a scene that starts the Ileum fight, so take it during the practice.
Point of no return
The blade practice in the Ascending Colon ends and the Ileum fight begins.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item. Pliskin carries this one himself.
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Run 3: The last fights and the creditsHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
The Plant: The Last Stretch · Ileum to The Rooftop – Fight the first Tengu wave up the Ileum beside Pliskin, then the second in the round Sigmoid Colon with the blade (a game-over screen partway is fake: keep fighting in the small picture). Climb to the Rectum and take on the RAY units with the Stinger and Chaff, missiles into each open mouth. Hold out through the second choke, then win the sword duel on The Rooftop. Let the closing scenes run into the credits; if the background-zoom trophy is still missing, the last scene gives another try at it.
Summary
The fights from the Ileum to The Rooftop, then the closing scenes and the credits.
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PoodleAchievementNG+2
Location
The Plant: The Last Stretch · Credits – It comes with this clear: on a Tanker-Plant game the reward is given once both chapters are done. With every Tanker tag of the three tag runs taken, the save holds 83 (33 Normal, 26 Easy, 24 Very Easy), past the 76 needed.
Summary
The trophy for the Tanker Stealth item, handed over once the Tanker tags taken on this save reach 76.
Trophies
  • Silver · PlayStationPoodle
  • Achievement · XboxPoodle
  • Achievement · SteamPoodle
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Shiba InuAchievementNG+2
Location
The Plant: The Last Stretch · Credits – It comes with the same clear. With every Plant tag of the three tag runs taken, the save holds 136 (49 Normal, 44 Easy, 43 Very Easy), past the 121 needed.
Summary
The trophy for the Plant Stealth item, handed over once the Plant tags taken on this save reach 121.
Trophies
  • Silver · PlayStationShiba Inu
  • Achievement · XboxShiba Inu
  • Achievement · SteamShiba Inu
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Save the clear data

When the credits end, the game offers to save the clear data. Say yes: the tag totals and the two Stealth items are kept only on that save, and run 4, on Extreme, starts from it. A tag missed in any of the three tag runs can be made up from it later by replaying that chapter on that difficulty.

Save the clear dataQuest stepNG+2
Location
The Plant: The Last Stretch · After the credits – At the prompt after the credits, accept and save. If either trophy above didn't pop, open the Dog Tag Viewer on the Special menu, load this save to see which holders are still missing, and play that chapter again on that difficulty from this save.
Summary
The save that holds all three tag runs' tags, and the save run 4 starts from.
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Run 4: Extreme, the Big Boss Run

One clean Tanker-Plant game on Extreme for the Big Boss rank, with Pacifist Run and Complete Stealth earned inside the same limits.

The last run, and the hardest: Tanker-Plant on Extreme, played clean from start to finish for the Big Boss rank. The rank's rules cover two more trophies, Pacifist Run (no kills) and Complete Stealth (no Alerts beyond the ones the story forces), so all three come from this one game. Every tag, pickup and secret is already done, so this run takes nothing but the gear the story needs, skips every scene and optional call, and keeps a careful count of saves. It starts from the clear save of run 3, which carries the special items: they stay unused for the whole run. The menu modes in the next section can be played before or after.

What Extreme changes

There is no radar on Extreme, so listen for footsteps and peek round corners in first-person view. Cameras stand in new places, guards are quicker to notice you, and a guard put to sleep with a dart wakes again within a few minutes, so keep moving once he drops. Charges in the struts are harder to reach and there can be more of them. Twenty RAY units wait near the end instead of a handful. Two pickups change on Extreme: the Shaver appears in the Deep Sea Dock (it isn't there on Normal), and the PSG1-T moves from the Strut F duct to the flooded rooms under the Shell 2 Core. In this release the button-mash before the rooftop fight is short, and on Extreme you start that fight with the health you had at the end of it.

The Big Boss rank: every limit, at its strictest
LimitFor the rankHow to keep it
GameTanker-PlantStart the full story, not the Tanker or the Plant alone.
DifficultyExtremePicked when the new game starts.
Clear timeunder 3 hoursSkip every scene and Codec call the moment it starts, and answer no optional call: they all run on the clock.
Damage takenunder 10 life barsEvery hit adds to the run's total, and refilled health doesn't take it back: avoid fights and hits you don't have to take.
Shots firedunder 700Every bullet and missile counts, dart or not. The Coolant Spray, Book, grenades of every kind, empty magazines and the blade don't.
Alerts3 or fewerThe story forces its own Alerts: cause none yourself. To be safe, don't let Caution start either.
Kills0Only non-lethal weapons on guards and on bosses with a stamina bar.
Continues0After a game over, load your save instead of continuing.
Rations used0Never eat one.
Saves8 or fewerEach Codec save counts. Plan where the eight go.
RadaroffExtreme plays without it.
Special itemsnoneNever equip or use the Stealth items, the Bandana or any wig.
Machine damageunder 60, to be safeCameras, Cyphers and the RAY units all count, and the RAYs alone add 20: jam Cyphers and cameras with Chaff rather than shooting them.
Leave the special items alone

The clear save hands you the rewards of the tag runs: the Tanker and Plant Stealth items, the Bandana and the Infinity Wig. Using any one of them loses the rank. Don't equip them even for a moment.

Big Boss limits checklistHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
The Tanker · Before the run – Go through the limits above before you start. One plan that spends the eight saves well: save just before Fortune, Fatman, the charge units on the Shell 1-2 bridge, Vamp, the Oil Fence crossing, the first Tengu fight, the RAY fight and the rooftop fight. Save as soon as you step into a new area, since loading a save puts you back at the start of the area it was made in.
Summary
Plan the run before it starts: where the eight saves go, and how to stay inside every limit in the table above.
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Start Extreme Tanker-Plant, radar off, no special itemsQuest stepNG+3
Location
The Tanker · Main menu – Load the clear save run 3 made, start a new game, pick Tanker-Plant and choose Extreme. If the options offer a radar, leave it off. The special items from the tag runs are in your items now: leave every one of them unequipped for the whole game.
Summary
The new game for the rank: Tanker-Plant on Extreme, loaded from run 3's clear save.
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Three trophies, one clean game

Pacifist Run, Complete Stealth and Big Boss are judged on the whole Tanker-Plant run. A kill anywhere loses Pacifist Run and the rank; an Alert you cause loses Complete Stealth and the rank; any other broken limit loses the rank alone. One kill, one Alert of your own or one broken limit can't be undone by playing on: load your last save instead, and never pick Continue after a game over. The Alerts the story forces don't count against either: the boss fights, the Deck-2 firefight, the scene after Ames and the Tengu fight beside Pliskin. Caution doesn't break Complete Stealth, and a guard who spots you but is stopped before he finishes his radio call doesn't start an Alert.

Run 4: Through the decks to the Navigational DeckQuest stepNG+3
Location
The Tanker · Aft Deck to Deck-E, The Bridge – Take run 1's way: the port hatch on the Aft Deck, Deck-A, the lounge stairs, Decks B, C and D, the beam corridor on Deck-D (crawl under it) and the steps up to the Bridge. Skip the lockers, boxes and photos. Dart a guard only when there is no way round him, and keep moving, as he soon wakes.
Summary
The climb from the Aft Deck to the Bridge, as in run 1, without stopping for anything.
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Run 4: Olga on the Navigational DeckQuest stepNG+3
Location
The Tanker · Navigational Deck, Wing – Leave the Bridge by the side door. As soon as the fight opens, shoot out the spotlight and the bottom corners of the tarp. She fires at the spot where she last saw you, so roll to a side she isn't watching and dart her from there. Your health is refilled when she goes down, but the hits you took still count toward the damage limit. The USP comes to you after the fight, empty: take its rounds on the Bridge on the way back down, as the Engine Room needs a few.
Summary
The first boss, fought with the M9 so she ends the fight asleep.
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Run 4: The Engine Room and Deck-2Quest stepNG+3
Location
The Tanker · Engine Room and Deck-2 – Go back down to the Deck-A lounge and take the stairs on its right to the Engine Room. At the sensor panels, shoot the three Semtex control units with the USP, one shot each where you can, then take the hatch to Deck-2. The firefight there is an Alert the story forces; fight it with the M9 only, from behind the crates, because a kill still counts in this fight.
Summary
Down through the Engine Room, past the sensor panels, and through the forced firefight on Deck-2.
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Run 4: The holds, timer runningQuest stepNG+3
Location
The Tanker · Holds No. 1 to No. 3 – Cross the holds as in run 1, from Hold No. 1 through Hold No. 2 to Hold No. 3; the upper railing route needs Grip Lv. 3, so use the floor route unless your grip carried over. Never harm or alarm a marine down here: it ends the game, and that costs a reload. Leave the extra photos alone this time.
Summary
Through Holds No. 1 and No. 2 to Hold No. 3, with the countdown on screen.
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Run 4: Photograph RAY and upload the photosQuest stepNG+3
Location
The Tanker · Hold No. 3 – Dart the pacing marine first, take the four shots from the same places as in run 1, and upload them at the white terminal by the entrance. Skip the scenes that follow; the chapter ends and the Plant begins.
Summary
The four photos, uploaded at the Hold No. 3 terminal before the clock runs out.
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Run 4: Start the Plant at the Deep Sea DockQuest stepNG+3
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – Climb out of the pool. The Thermal Goggles on the pool floor are worth the dive on this run, as they show Claymores later. Log in at the Node in the storage room, hide from the waking guards until the lift comes, and ride it up. Saving from here on is a Codec call to Rose on 140.96.
Summary
The Plant opens in the dock pool at the foot of Strut A, with the clock still running.
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ShaverHidden spoiler – activate to revealItemNG+3Minor spoiler
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – Before you leave the dock, flip over the railing beside the chain-link fence, shimmy past the fence and climb back up: the Shaver lies behind it. Have it with you when you walk into the Strut B scene, or the hand-over doesn't happen. It costs a minute or so and breaks no rank rule.
Summary
A pickup that appears on Hard and Extreme. Carried into the first Strut B meeting, it is handed over, and someone turns up clean-shaven much later.
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Check running stats on the Mission Failed screenOtherNG+3
Location
The Plant: Shell 1 · Any Plant area – After a save on the Plant, a game over shows coded figures on the Mission Failed screen: PRUD ENCE is saves, ALRTNUM is Alerts, NUET is kills, DMGA MMOUNT is damage and AMMOUS ED is shots fired. Read them, then load your save rather than continuing.
Summary
The Plant's game-over screen shows the run's counts in a code, so a failed attempt tells you how the run stands.
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Run 4: Struts A to F, first passHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
The Plant: Shell 1 · Struts A to F – Cross the Strut A Roof and Pump Room to the A-B bridge and Strut B, where the SOCOM is handed over (and the Shaver goes, if you carry it), then on to Strut C for the Coolant Spray, Sensor A and the Lv.1 Card. Until the M9 is in hand, sneak, knock on walls and punch rather than shoot. Then go round as in run 1: Strut D, the Parcel Room (the Mine Detector is down its left-hand stairs), the Heliport, the E-F bridge (Chaff the Gun Cyphers rather than shooting them) and Strut F, where the M9 is upstairs. In every strut, keep Sensor A on until its cloud is gone: on the harder settings a second charge hides under the hatch at the foot of the Strut D stairs, and one rides a box on the Parcel Room belt, so wait by the belt with the spray ready if the sensor points there.
Summary
Up through Strut A to Struts B and C for the gear, then round the ring through D, E and F, freezing each charge.
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Run 4: The charges, Fortune and FatmanHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
The Plant: Shell 1 · Struts A, B, C and E – Freeze the Pump Room and Transformer Room charges, check the Strut A roof with Sensor A, then take Sensor B from the Strut C pantry and run for the Deep Sea Dock to freeze the charge there, letting Sensor B lead you to it. Fortune can't be hurt: equip a box, keep to the bottom edge of the screen and walk back and forth, turning the moment her second shot lands, while you watch for debris and exploding barrels. Fatman: stay close so you can freeze each charge as soon as he plants it; punch him over as he skates past, then dart his head with the M9 while he is down.
Summary
The Strut A and Strut B charges, Sensor B and the timed run to the dock, then the two boss fights.
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Run 4: The loop back and the Shell 1 CoreHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
The Plant: Shell 1 · Strut F and the Shell 1 Core – With the Lv.2 Card and the B.D.U. from the Heliport scene, go round to Strut F and take the AKS-74u from the lower-floor Lv.2 room; the M4 and C4 can stay. Cross the branch off the E-F bridge to the Shell 1 Core, put on the B.D.U. and hold the AKS-74u so the lift camera lets you on. Open the hall at the retinal scanner with a guard's eye, find Ames, and stand still with the rifle out when his scene ends. The scene after him starts an Alert the story forces; head straight for the lift and out.
Summary
Back round to Strut F for the uniform's rifle, then down the Shell 1 Core to the hostages.
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Run 4: The Shell 1-2 bridge and the HarrierHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
The Plant: Shell 1-2 Bridge · Shell 1-2 Connecting Bridge – Take the PSG1 from the Lv.3 room on the Strut F top floor, then cross Strut E to the Strut D Sediment Pool, whose door opens onto the Shell 1-2 bridge. Shoot each Semtex unit with one round where you can, since every round counts. In the fight, grab the Stinger at once and fire at the jet whenever it passes. When it flies straight out, watch its trail for a flash and fire, then take cover. When it hovers overhead, fire straight at the middle without waiting for the lock. Against its rockets, wait up the left-hand stairs, then cartwheel across to the right as they come; against bombs, drop to the lower deck; against the gun, go behind the big grey box on the lower deck and keep it between you. Then cross the wreck to the Strut G ledge.
Summary
The PSG1 from Strut F, the Semtex units on the bridge, and the Harrier.
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Run 4: Shell 2 Core, Vamp and EmmaHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
The Plant: Shell 2 · Strut L and the Shell 2 Core – Follow run 1's way along Strut L and over the K-L bridge to the core, take the Nikita from the flooded B1 corridor and fly it through the 1F duct to the power box. On the swim to the fight, stop at the second air pocket in the wrecked room: on this difficulty the PSG1-T is there, and the Oil Fence needs it. Vamp: dart his head as the fight opens; when he dives, fire the Stinger into the water to drain his air. Then step off the edge so you hang from the platform, and climb up just as he crouches to strike, so his attack misses. Punch twice, step aside from his slash, punch twice again, and repeat. Lead Emma out as in run 1. Sea lice live in these flooded rooms: if one shows on a Ration in your items, flick quickly through the items to shake it off, since finishing the run with one on can give a different codename.
Summary
Strut L to the Shell 2 Core, the Nikita and the Lv.4 Card, the fight in the flooded rooms, then the escort back out.
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Run 4: The Oil Fence and the timed runHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
The Plant: Shell 2 · Strut L, Oil Fence to the Shell 1 Core – Lead Emma through the Sewage Treatment Facility to the post. Wear the Thermal Goggles to see the Claymores and shoot them with the PSG1, but put the tower guards to sleep with the PSG1-T, never the PSG1, and leave the guards to your own darts rather than anyone else's rifle. After the duel that ends the crossing, run from Strut E over the E-F bridge (Chaff the Cyphers, Mine Detector on inside the core) to the lift before the clock runs out.
Summary
Covering the crossing with the rifles, the duel that follows it, and the countdown to the Shell 1 Core lift.
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Run 4: The Ascending ColonHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
The Plant: The Last Stretch · Stomach to Ascending Colon – Tap through the first choke; your health is refilled after it. Cross the Jejunum without being seen: with no gear, an Alert there costs Complete Stealth and the rank. In the Ascending Colon your gear comes back with the blade; in the practice that follows, keep the blade off Pliskin.
Summary
The first choke in the Stomach, the Jejunum with no gear, and your equipment back in the Ascending Colon.
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Run 4: The last fights and the creditsHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
The Plant: The Last Stretch · Ileum to The Rooftop – Tengu waves: keep to non-lethal weapons; to shield Pliskin, stand still in front of him with the blade's guard up and knock their bullets aside while he fights. RAY units: use the Stinger and be quick, listen for missiles from the units outside the arena, and dodge bullets and single missiles by running sideways and cartwheeling as they reach you. Mash hard through the second choke, because on Extreme the health you keep is the health you start the duel with. Rooftop duel: switch the blade to its non-lethal side. Block his close attacks, then strike; cartwheel away from his missiles or cut them down. In the second half, hit him, run off, and block his charge when he comes straight at you. Let the credits roll to the results.
Summary
Two Tengu waves, twenty RAY units, the second choke, the rooftop duel and the credits.
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Pacifist RunAchievementNG+3
Location
The Plant: The Last Stretch · Credits – It comes with the clear if nobody died by your hand in the whole Tanker-Plant run, bosses with a stamina bar included. One kill, one Alert of your own or one broken limit can't be undone by playing on: load your last save instead, and never pick Continue after a game over.
Summary
Clear the game without killing anyone.
Trophies
  • Silver · PlayStationPacifist Run
  • Achievement · XboxPacifist Run
  • Achievement · SteamPacifist Run
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Complete StealthHidden spoiler – activate to revealAchievementNG+3Minor spoiler
Location
The Plant: The Last Stretch · Credits – It comes with the clear if the only Alerts in the whole run were the forced ones: boss fights, the Deck-2 firefight, the scene after Ames and the Tengu fight beside Pliskin. Caution doesn't count against it. One kill, one Alert of your own or one broken limit can't be undone by playing on: load your last save instead, and never pick Continue after a game over.
Summary
Clear the game with no Alert beyond the ones the story forces.
Trophies
  • Gold · PlayStationComplete Stealth
  • Achievement · XboxComplete Stealth
  • Achievement · SteamComplete Stealth
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Big BossAchievementNG+3
Location
The Plant: The Last Stretch · Results after the credits – The rank is given on the results after the credits, and the trophy comes with it. If another rank shows instead, a limit slipped somewhere: play on again from a save made before the slip, if one is early enough, or start the run over.
Summary
The rank for a run inside every limit in the table at the top of this section.
Trophies
  • Gold · PlayStationBig Boss
  • Achievement · XboxBig Boss
  • Achievement · SteamBig Boss
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Missions, Snake Tales and Extras

The menu modes outside the four runs: the Screenplay Book, a Snake Tale, Boss Survival, two Casting Theater viewings and 50 first places in the missions.

Everything here is played from the menus, not inside a run, so fit it in before, between or after the four runs. The Screenplay Book and Missions are on the menus from the start. Boss Survival and Casting Theater wait for a full clear of the Tanker and the Plant, so they come once run 1's clear save exists. Seven trophies come from this section, and the Platinum comes with whichever trophy you earn last: with the last row here if you leave the 50th first place until after run 4. The rows marked optional are the Snake Tales and mission categories no trophy needs, kept for anyone who wants every mode, with tips for the hard ones; none of them is ever lost.

Read the Screenplay Book to the last pageAchievement
Location
Master Collection launcher · Screenplay Book – Start the game up and, on the menu that comes before the game itself, open the Screenplay Book for this title. Turn through every page until you reach the end, and the trophy pops there.
Summary
The collection's screenplay for this game. Paging through to the end earns a trophy, and it can be done at any time.
Trophies
  • Bronze · PlayStationCover-to-Cover Solid 2: Books of the Patriots
  • Achievement · XboxCover-to-Cover Solid 2: Books of the Patriots
  • Achievement · SteamCover-to-Cover Solid 2: Books of the Patriots
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How Snake Tales play

Five short stories set in the Tanker and Big Shell maps, told through pages of text between stretches of play. There is no radar and no Codec, the guards are tough and plentiful, and you can save only on those text pages. Once a tale is cleared and saved, playing it again starts you with an M9, and beating its last enemy with that gun changes the closing text.

Snake Tales: A WrongdoingHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Main menu · Snake Tales – From the main menu, open Snake Tales and pick A Wrongdoing. You start on the Strut A roof with only an AP Sensor, Cigarettes and Binoculars. Head for the FA connecting bridge, wait for the Cyphers on its left side to point down, then run for the upper door of Strut F: a contact hiding in the room on the left of the upper floor gives you a USP and the Coolant Spray. For the quickest clear, go straight on to the Strut E heliport and the fight with Fatman that ends the tale. Freeing the hostages first is your choice: the Microphone is in a locker in a small room on 1F of the Shell 1 Core, the hostage is in the B1 hall, and the bomb is under the table in the B2 Computer Room. The trophy wants one tale; an older wording asked for all five, so if it doesn't pop, clear the other four.
Summary
The first tale on the list, set in the Big Shell. Clearing any one tale earns the trophy.
Trophies
  • Bronze · PlayStationTell Me a Tale
  • Achievement · XboxTell Me a Tale
  • Achievement · SteamTell Me a Tale
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Snake Tales: Big Shell EvilHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Main menu · Snake Tales – From the main menu, open Snake Tales and pick Big Shell Evil. It is a search through the Big Shell's struts for a missing person, under the same no-radar rules.
Summary
A rescue in the Big Shell. No trophy needs it.
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Snake Tales: Dead Man WhispersHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Main menu · Snake Tales – From the main menu, open Snake Tales and pick Dead Man Whispers. It opens at a Big Shell exercise and moves between the struts and the cores once the exercise goes wrong.
Summary
A tale that starts as a training exercise in the Big Shell. No trophy needs it.
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Snake Tales: External GazerHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Main menu · Snake Tales – From the main menu, open Snake Tales and pick External Gazer. It strings missions together, and some want a set score before the story moves on. At one point it seems to hand you to another character and loop: pick Exit to break out of it and go on to the closing fights.
Summary
The odd one out: a tale built from VR and Alternative missions. No trophy needs it.
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Boss Survival: all bossesHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Main menu · Boss Survival – From the main menu, open Boss Survival; it appears once the Tanker and the Plant have been cleared, on any difficulty. Choose Easy and the character who carries a sword: he has his blade for the closing sword duel on the rooftop, where the other has only his fists. The fights come one after another: Olga, the Deck-2 Starboard firefight, Fatman, the Harrier, Vamp, the Tengu soldiers, the RAY units, and the rooftop duel last. Clear them all for the trophy.
Summary
The run's boss fights back to back in one sitting. Opens after a full clear and earns a trophy.
Trophies
  • Bronze · PlayStationNo Boss of Mine
  • Achievement · XboxNo Boss of Mine
  • Achievement · SteamNo Boss of Mine
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Casting Theater: watch any sceneAchievement
Location
Main menu · Special: Casting Theater – After the full clear, go to Special on the main menu, then Casting Theater. Pick a scene such as Demo 8, keep or change the cast, and watch it to the end.
Summary
Story scenes replayed with a cast you choose from each scene's list. Watching one earns a trophy.
Trophies
  • Bronze · PlayStationCasting Theater
  • Achievement · XboxCasting Theater
  • Achievement · SteamCasting Theater
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Casting Theater: the rooftop scene with Rose castHidden spoiler – activate to revealAchievementMinor spoiler
Location
Main menu · Special: Casting Theater – Back in Casting Theater, pick Demo 8, the scene on the rooftop. Give the lead's part to Rose and put the lead in the part of the man he faces there, then watch. If you cast it this way on your first viewing, this trophy came with the one above.
Summary
A recast rooftop scene that earns a trophy.
Trophies
  • Bronze · PlayStationLove Hurts
  • Achievement · XboxLove Hurts
  • Achievement · SteamLove Hurts
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How the missions work

Missions holds two menus, VR Missions on a virtual grid and Alternative Missions in rooms from the story, some 500 missions in all. Two characters are open from the start, each with their own copy of most categories, and inside a category each level opens only once the one before it is cleared. First place means topping that mission's ranking: on timed missions, beating the best time on the board with a clean run; Weapon Mode is scored in points instead, so there it is the best points total. Clear a level, then replay it straight away while the layout is fresh.

The plan to 50 first places: two characters' Sneaking Mode sets, then ten Weapon Mode levels from the two sets with the fewest gimmicks. The menu lists each character's levels apart, so the plan counts them apart.
StepCharacterWhat to take first place inRunning total
1First starting characterVR Missions, Sneaking Mode: Sneaking and Eliminate All, levels 1 to 1020
2Second starting characterThe same two sets, levels 1 to 1040
3Either starting characterVR Missions, Weapon Mode: Handgun and Assault Rifle, levels 1 to 550
Piece of CakeAchievement
Location
Main menu · Missions: VR Missions – From the main menu, open Missions, then VR Missions. Pick one of the two starting characters, open Sneaking Mode and clear level 1 of the Sneaking set. The trophy pops on that clear.
Summary
Clearing any VR or Alternative mission earns this, so it comes with the first level of the plan.
Trophies
  • Bronze · PlayStationPiece of Cake
  • Achievement · XboxPiece of Cake
  • Achievement · SteamPiece of Cake
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VR Missions: Sneaking ModeQuest step
Location
Main menu · Missions: VR Missions – Stay in Sneaking Mode with the same character and take first place in every Sneaking level, then every Eliminate All level. Then switch to the other starting character and do both sets again. The early levels give you no items and only a few guards; later ones hand out magazines, an M9 or a box. In Eliminate All, a shot that hurts a guard without dropping him starts an Alert and brings a response team, so go for one-hit shots to the head, heart or groin.
Summary
Two sets of ten levels per character, Sneaking and Eliminate All. Steps 1 and 2 of the plan: 40 of the 50 first places.
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VR Missions: Weapon ModeQuest step
Location
Main menu · Missions: VR Missions – Back in VR Missions, open Weapon Mode with either starting character and take first place in all five Handgun and all five Assault Rifle levels; each set's first two levels are among the lightest in the mode. Scoring is in points: hits near the centre of a target are worth more, kills in quick succession add a bonus, orange targets blow up the ones beside them, and red targets cost you points. Leave the Grenade sets for last, if at all: their late levels ask you to land grenades on fast-moving blocks.
Summary
Eight weapon sets of five levels per character. Step 3 of the plan takes ten of them.
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In It to Win ItAchievement
Location
Main menu · Missions: VR Missions – The trophy should pop with your 50th first place, on the tenth Weapon Mode level of the plan. If it hasn't, the game may be counting a level only once across the two characters: keep taking first places in Weapon Mode levels you haven't topped yet, with either character, until it does.
Summary
First place in 50 different VR or Alternative missions. The plan reaches 50 on its last Weapon Mode level.
Trophies
  • Silver · PlayStationIn It to Win It
  • Achievement · XboxIn It to Win It
  • Achievement · SteamIn It to Win It
  • Platinum · PlayStationExtremely Solid
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The rest of the missions

No trophy needs anything below. More characters open as you clear missions: one for each starting character at half of that character's missions, and more after a full set. Each has its own copy of most categories, and the sets of the later ones are noticeably harder, with more knocking on walls to pull guards over.

VR Missions: First Person View ModeQuest step
Location
Main menu · Missions: VR Missions – In VR Missions, open First Person View Mode with a character who has it and clear every level the menu lists. The camera stays in first person for the whole mission and the controls feel awkward, so move slowly.
Summary
Missions played from a first-person view only. No trophy needs them.
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Alternative Missions: Bomb Disposal ModeQuest step
Location
Main menu · Missions: Alternative Missions – From Missions, open Alternative Missions, then Bomb Disposal Mode, and freeze every bomb in each level. In some of the hidden characters' sets a bomb goes off if you get close, so spray it from a distance.
Summary
Five levels per character that has the mode, in rooms from the story. No trophy needs them.
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Alternative Missions: Elimination ModeQuest step
Location
Main menu · Missions: Alternative Missions – In Alternative Missions, open Elimination Mode and down every guard on each map. Being seen doesn't fail these, so a loud approach is fine.
Summary
Ten levels per character that has the mode: take out every guard on a story map. No trophy needs them.
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Alternative Missions: Hold Up ModeQuest step
Location
Main menu · Missions: Alternative Missions – In Alternative Missions, open Hold Up Mode and hold up each guard on the map in turn: come up behind him with a gun out until he raises his hands.
Summary
Ten levels per character that has the mode: hold up every guard on the map. No trophy needs them.
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Alternative Missions: Photograph ModeQuest step
Location
Main menu · Missions: Alternative Missions – Photograph Mode joins the Alternative Missions menu only after every level of Bomb Disposal, Elimination and Hold Up is cleared. Open it with either starting character and clear its seven levels; each has its own set.
Summary
Seven levels, for the two starting characters only. No trophy needs them.
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VR Missions: Variety ModeQuest step
Location
Main menu · Missions: VR Missions – Variety Mode opens for a character only once everything else that character has is cleared, so it comes at the end of each character's list. The hardest are the sniping jobs, where you guard a person or an object from approaching soldiers with a rifle.
Summary
A small set of one-off jobs per character, opened last. No trophy needs them.
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VR Missions: Streaking ModeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Main menu · Missions: VR Missions – Streaking Mode belongs to one hidden character, who opens only after a starting character and the hidden character that came from him have cleared every mission. Pick him in VR Missions and clear the one mission; his moves are limited, so take it slowly.
Summary
A single mission for a hidden, unclothed character. No trophy needs it.
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Trophies and Achievements

Every trophy with the section that earns it on this route, and how the lists differ between platforms.

The four runs in sections 1 to 14 and the menu modes in section 15 earn all of these. A count trophy is listed at the section where this route completes the count, and a dog tag trophy at the run whose clear brings the total over the line.

All 52 trophies, with the section that earns each on this route
TrophyPlayStation gradeSection
Extremely SolidPlatinum (PlayStation only)15. Missions, Snake Tales and Extras
Lights OutBronze1. Run 1: The Tanker Decks
Spaghetti CinemaBronze2. Run 1: The Engine Room and the Holds
Bomb SquadBronze3. Run 1: The Plant, Struts A to C
Lady FortuneBronze5. Run 1: The Last Charges, Fortune and Fatman
Party's OverBronze5. Run 1: The Last Charges, Fortune and Fatman
Thanks, AmesBronze6. Run 1: The Loop Back and the Shell 1 Core
No-Fly ZoneBronze7. Run 1: The Sniper Rifle and the Shell 1-2 Bridge
Bohemian CandidateBronze8. Run 1: Shell 2 and the Oil Fence
Vampire SlayerBronze8. Run 1: Shell 2 and the Oil Fence
I Think You Need a Hug, EBronze8. Run 1: Shell 2 and the Oil Fence
Sharing Is CaringBronze9. Run 1: The Timed Run to the Credits
No Ray, JoséBronze9. Run 1: The Timed Run to the Credits
Another Snake Bites the DustBronze9. Run 1: The Timed Run to the Credits
A Cut AboveBronze9. Run 1: The Timed Run to the Credits
Hurt LockerBronze1. Run 1: The Tanker Decks
To Catch a PredatorBronze4. Run 1: Struts D to F
Animal ControlBronze1. Run 1: The Tanker Decks
Bye Bye Big BrotherBronze1. Run 1: The Tanker Decks
Down in SmokeBronze1. Run 1: The Tanker Decks
Silence is GoldenBronze1. Run 1: The Tanker Decks
Caution: HotBronze2. Run 1: The Engine Room and the Holds
Kissing BoothBronze1. Run 1: The Tanker Decks
Snake BeaterBronze1. Run 1: The Tanker Decks
Who Ya Gonna Call?Bronze2. Run 1: The Engine Room and the Holds
Sexting (PS4: "So, ah, this explains a lot…")Bronze2. Run 1: The Engine Room and the Holds
My Rations...Bronze3. Run 1: The Plant, Struts A to C
Johnny on the SpotBronze8. Run 1: Shell 2 and the Oil Fence
Vamp EyerBronze9. Run 1: The Timed Run to the Credits
Love HurtsBronze15. Missions, Snake Tales and Extras
Hold Up-aholicBronze2. Run 1: The Engine Room and the Holds
Don't Taze Me, BroBronze10. Run 2: Easy, the Tanker Tags
Nothing PersonalBronze1. Run 1: The Tanker Decks
Rent MoneyBronze1. Run 1: The Tanker Decks
Steel GripBronze2. Run 1: The Engine Room and the Holds
Photo FinishBronze4. Run 1: Struts D to F
Weapon Completionist: TankerSilver2. Run 1: The Engine Room and the Holds
Weapon Completionist: PlantSilver9. Run 1: The Timed Run to the Credits
Moving DaySilver6. Run 1: The Loop Back and the Shell 1 Core
Casting TheaterBronze15. Missions, Snake Tales and Extras
No Boss of MineBronze15. Missions, Snake Tales and Extras
Tell Me a TaleBronze15. Missions, Snake Tales and Extras
Piece of CakeBronze15. Missions, Snake Tales and Extras
In It to Win ItSilver15. Missions, Snake Tales and Extras
YorkieSilver11. Run 2: Easy, the Plant Tags
PoodleSilver13. Run 3: Very Easy, the Plant Tags
BeagleSilver11. Run 2: Easy, the Plant Tags
Shiba InuSilver13. Run 3: Very Easy, the Plant Tags
Pacifist RunSilver14. Run 4: Extreme, the Big Boss Run
Complete StealthGold14. Run 4: Extreme, the Big Boss Run
Big BossGold14. Run 4: Extreme, the Big Boss Run
Cover-to-Cover Solid 2: Books of the PatriotsBronze15. Missions, Snake Tales and Extras
How the lists differ by platform
PlatformListNotes
PS4 and PS552 in all: the Platinum, 2 Gold, 9 Silver and 40 BronzePS4 and PS5 each have their own list with the same trophies, so each earns its own Platinum. One name differs: the PS4 list calls Sexting "So, ah, this explains a lot…". On PS4, play on Ver.1.3.1 or later: before that patch some trophies didn't unlock, and tasks done then must be done again.
Xbox Series X|S51 achievementsThe same names as PlayStation, with no Platinum.
Steam51 achievementsThe same names as PlayStation, with no Platinum. The story achievements are hidden until earned.
Nintendo SwitchNo listSwitch has no trophies or achievements; the same tasks earn nothing tracked.

About this guide

Four runs of the Tanker-Plant game on one save chain, each started from the last run's clear save. Run 1 on Normal sweeps every pickup, secret and dog tag. Runs 2 and 3 on Easy and Very Easy collect that difficulty's dog tags, because tags add up across difficulties and the Stealth rewards need more than one difficulty holds. Run 4 on Extreme is the Big Boss run: under three hours, no kills, no alerts beyond the scripted ones, no special items, few saves. The VR and Alternative missions, Snake Tales, Boss Survival and Casting Theater sit outside the runs, in the menu.

Last verified: Nov 12, 2026 · Patch Master Collection Vol. 1 (PS4/PS5, Xbox Series, Switch, PC Steam), latest patch · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.