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