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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.
Report an issue
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.
Report an issue
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.
Report an issue
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.
Report an issue
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
Report an issue
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.
Report an issue
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.
Report an issue
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.
Report an issue
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.
Report an issue
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.
Report an issue
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.
Report an issue
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.

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.