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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Save the clear dataQuest stepNG+1
Location
The Plant: The Last Stretch · After the credits – At the prompt after the credits, accept and save. Keep this file: run 3, on Very Easy, is started from it.