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