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Metal Gear Solid 2: Sons of Liberty missables

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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.
Dog Tag: Aft Deck, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Aft Deck, port side – Go round the port side from the start. The guard walks the deck round the corner, near the hatch by the foot of the stairs: get behind him, hold him up with the M9 drawn, then step in front and aim at his head until the tag drops.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags, and likely your first.
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Dog Tag: Aft Deck, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Aft Deck – A second guard on the Aft Deck carries one, but his post isn't recorded. Sweep the open deck and its port side before you go through the hatch, checking each guard's chest with first-person view.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
The second of the Aft Deck's three Normal tags.
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Dog Tag: Aft Deck, guard 3 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Aft Deck – A third Aft Deck guard holds one; his post isn't recorded either. Keep sweeping the deck until three tags from here are in hand, then head for the hatch.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
The last of the Aft Deck's three Normal tags.
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Otacon's save proverbsOtherMissablePoint of no return
Location
The Tanker · Aft Deck – Save on 140.96 now and then as you climb the decks. If he doesn't offer a new saying, move to another area before saving again.
Why you can lose it
Otacon's sayings stop when the Tanker ends for this run, once the Hold No. 3 terminal accepts the photos. Hear them while you save on the way up.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
Each Tanker save comes with a Chinese saying from Otacon, explained a little worse every time.
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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.
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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
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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.
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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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Dog Tag: Deck A, Crew's Lounge, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-A, Crew's Lounge, hall – One guard paces up and down the hall. Wait until he turns his back, then come up behind him and hold him up for the tag.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of the two lounge guards on the first pass.
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Dog Tag: Deck A, Crew's Lounge, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-A, Crew's Lounge, bar – The second guard keeps to the lounge east of the hall, near the bar. Knocking on a wall draws him over; let him pass, then take him from behind.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
The other lounge guard on the first pass.
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Dog Tag: Deck B, Crew's Quarters, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-B, Crew's Quarters, passage – A brief scene points him out as you near his spot in the passage. He patrols on his own and rarely looks round: hold him up from behind.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
The Deck-B patrol, who doesn't notice much.
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Dog Tag: Deck B, Crew's Quarters, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Deck-B, Crew's Quarters – A second guard on Deck B carries a tag on Normal, but his post isn't recorded. Sweep the passage both ways, including the stretch toward the stairs up, before you climb.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
Normal adds a second Deck-B holder.
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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.
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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.
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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.
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Box 1 (Tanker, Deck-D food store)ItemMissablePoint of no return
Location
The Tanker · Deck-D, Crew's Quarters, food storeroom – At the top of the Deck-C stairs the mess hall lies to the left; go right instead and up into the food storeroom. The box is inside among the shelves.
Why you can lose it
The Tanker closes for this run once the Hold No. 3 terminal accepts the photos, and the upper decks may already be out of reach after the Deck-2 Starboard firefight. Take it before you head below.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of the seven boxes Moving Day needs, and a handy place to hide.
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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.
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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.
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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.
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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.
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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.
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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
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.
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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.
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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.
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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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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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.
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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.
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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
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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.
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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.
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Dog Tag: Hold No. 1, upper-level marine (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Hold No. 1, upper level – From the middle level, go to the right-hand railing, hang from it and shimmy all the way to the far end of the hold, then pull yourself up. A marine stands there: hold him up for his tag. Stay up high and carry on to the top-level door into Hold No. 2.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags, reached only along the railing route that needs Grip Lv. 3. Killing or alerting a marine here is a game over.
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Dog Tag: Hold No. 3, second-floor marine (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Hold No. 3, second floor, right – Before you go down, find the marine on the second floor on the right side and hold him up from behind for his tag.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags, reachable only by arriving along the top floors of the first two holds. Killing or alerting a marine here is a game over.
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Dog Tag: Hold No. 3, dozing marine (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Hold No. 3, right side – Slide down the pole to the floor and slip past the guard there. On the right, a marine keeps nodding off: come up behind him and hold him up for the tag.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags. Killing or alerting a marine here is a game over.
Report an issue
Dog Tag: Hold No. 3, marine by the camera (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Hold No. 3, left side – Cross behind the crowd to the left side of the hold. The marine near the big camera there carries a tag; hold him up from behind without a shot.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags. Killing or alerting a marine here is a game over.
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Dog Tag: Hold No. 2, projector marine (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Hold No. 2, by the projectors – From the Hold No. 3 floor, go back into Hold No. 2 by the floor-level way between the holds; it stays open until the photos are sent. Crawl under the projector beams to the marine standing next to the projectors and hold him up for his tag.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags, taken on a trip back into Hold No. 2. Killing or alerting a marine here is a game over.
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Dog Tag: Hold No. 2, left-side marine (Normal)CollectibleMissablePoint of no return
Location
The Tanker · Hold No. 2, left side – Still on the Hold No. 2 floor, a marine patrols the left side of the hold. Keep to the walls, move while the slides change and the room dims, and hold him up from behind.
Why you can lose it
Lost for this run once Otacon accepts the photos at the Hold No. 3 terminal: take him before that upload.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Normal's 33 Tanker tags. Killing or alerting a marine here is a game over.
Report an issue
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?
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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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Run 1: The Plant, Struts A to C

Climb out of the Strut A dock, cross to Struts B and C, pick up the bomb-disposal kit and freeze the first charge.
Thermal Goggles (Plant)ItemMissablePoint of no return
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – Dive into the dock pool and swim down to the floor. They sit against the pool's right-hand wall, low down near the bottom corner; surface again before the oxygen gauge runs out.
Why you can lose it
The route needs these goggles after the Shell 1-2 bridge, and once that bridge falls this dock is out of reach: take them before you climb out.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
Show whether a guard still carries his dog tag (it glows on his chest), and they are needed much later in this run. The spot is easy to swim past.
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Chaff Grenade (Plant)WeaponMissablePoint of no return
Location
The Plant: Shell 1 · Strut A, Roof – It lies somewhere out on this roof: sweep the open deck before you crawl through the fence. More Chaff lies on the broken stub of the B-C bridge and further round the struts.
Why you can lose it
This spot is out of reach once the Shell 1-2 bridge falls later in this run. More lie further on, but take this one here.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
Jams cameras and Cyphers for a short while. The first Chaff of this chapter, and one of the weapon types the Plant collection trophy counts.
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Dog Tag: A-B Connecting Bridge, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · A-B Connecting Bridge – With the SOCOM, go back out through the door you came in by to the A-B bridge. Wait for one of the two guards to turn away, come up behind him with the gun drawn, then step round in front and aim at his head until he shakes the tag loose. Take both guards now rather than on a later crossing.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags. Tags add up across difficulties toward the Bandana and the Stealth item.
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Dog Tag: A-B Connecting Bridge, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · A-B Connecting Bridge – The other guard on the same bridge. Hold him up from behind the same way, aim at his head from the front, and pick up the tag he drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags, from the second bridge guard.
Report an issue
Dog Tag: Strut A, Pump Room, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut A, Pump Room – Cross the A-B bridge to the Pump Room. Knock on a wall to turn the guard by the Node away from you, then hold him up from behind, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags, from the guard you slipped past at the Pump Room Node.
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Run 1: Struts D to F

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

Freeze the Strut A and Strut B charges, take the late guards' tags, then run the two timed legs to the Deep Sea Dock and the Strut E Heliport and win both fights there.
Box 1 (Plant, Pump Room)ItemMissablePoint of no return
Location
The Plant: Shell 1 · Strut A, Pump Room – Same room of pipes as the charge. Go over the small steps in its bottom-left corner, crawl under the first pipes on your right, then climb over the low block below them: the box sits there.
Why you can lose it
Pick it up while the charge brings you here; the Shell 1 struts are out of reach once the Shell 1-2 bridge falls, except for a short timed dash through Strut E much later.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
A cardboard box for perishable food, one of the five Plant boxes. Every box in the game counts toward the all-boxes trophy.
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Dog Tag: Strut A, Roof, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut A, Roof – Climb the Pump Room stairs back up to the Roof and look for the guard now posted there; sweep the roof if he is not in sight. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops. Taking him now, before the dock charge, beats coming back later, when mines are laid on this roof.
Why you can lose it
He is posted here only after Stillman's briefing; the Shell 1 struts are out of reach once the Shell 1-2 bridge falls, except for a short timed dash through Strut E much later, so take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags, held by a guard who joins the Strut A Roof once Stillman has been met.
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Dog Tag: Strut B, Transformer Room, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut B, Transformer Room – Leave the Pump Room by its top-left door, cross the A-B bridge and follow the corridor into the Transformer Room. A guard in the Transformer Room; sweep it. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
He appears only after Stillman's briefing; the Shell 1 struts are out of reach once the Shell 1-2 bridge falls, except for a short timed dash through Strut E much later, so take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags, held by a guard who only joins Strut B once Stillman has been met.
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Dog Tag: Strut B, Transformer Room, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut B, Transformer Room – The other guard in the Transformer Room; sweep it. Hold him up the same way, from behind and then from the front. If he won't give in, wound him once in an arm or a leg with a suppressed gun and aim at his head again.
Why you can lose it
He appears only after Stillman's briefing; the Shell 1 struts are out of reach once the Shell 1-2 bridge falls, except for a short timed dash through Strut E much later, so take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
The second of the two late Strut B guards.
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Dog Tag: Strut C, Dining Hall, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut C, Dining Hall – From the Strut B charge, leave by the far door, cross the B-C bridge and enter the Dining Hall. A guard in the Dining Hall; sweep it. Hold him up from behind, then from the front, before you go near the pantry.
Why you can lose it
He appears only on the return for Sensor B; the Shell 1 struts are out of reach once the Shell 1-2 bridge falls, except for a short timed dash through Strut E much later, so take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of two guards who turn up in the Dining Hall only when you come back for Sensor B.
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Dog Tag: Strut C, Dining Hall, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut C, Dining Hall – The other new guard in the Dining Hall; sweep it. Take his tag the same way before the pantry: once Sensor B is in hand the clock leaves no time for him.
Why you can lose it
He appears only on the return for Sensor B; the Shell 1 struts are out of reach once the Shell 1-2 bridge falls, except for a short timed dash through Strut E much later, so take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
The second guard who arrives with the return for Sensor B.
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Dog Tag: Fatman (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport – After the scene, Fatman lies across the last charge. Pick him up, carry him the short distance he can be moved and put him down: a tag drops. Pick it up at once, before you freeze the charge; don't leave it for after the scene on the stairs.
Why you can lose it
Take it the moment it falls, before the last charge; the Shell 1 struts are out of reach once the Shell 1-2 bridge falls, except for a short timed dash through Strut E much later.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
A dog tag that falls when Fatman is moved after the fight. It counts toward Normal's 49 Plant tags.
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Run 1: The Loop Back and the Shell 1 Core

Loop back round the ring for the guards who arrive after the Heliport fight, open Strut F's Lv.2 rooms, then walk into the Shell 1 Core in uniform to find the hostage you were sent for.
Dog Tag: D-E Connecting Bridge, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · D-E Connecting Bridge – From the Heliport stairs, go back down into the Parcel Room and leave by the door you first came in through from the D-E bridge. A guard on the D-E bridge, one of two who only arrive after the Heliport fight; sweep both decks. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: D-E Connecting Bridge, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · D-E Connecting Bridge – The other new guard on the D-E bridge; sweep the upper and the lower deck. Check him with the Thermal Goggles if you are unsure which of the two still carries a tag.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: C-D Connecting Bridge, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · C-D Connecting Bridge – Go through the door at the bridge's end into Strut D, follow the Sediment Pool's upper walkway round to the head of the stairs and leave by the door there onto the C-D bridge. The camera over that door covers the start: shoot it, jam it with Chaff or slip past along the wall. A guard on the C-D bridge, new since the Heliport fight; sweep it. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: C-D Connecting Bridge, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · C-D Connecting Bridge – The second new guard on the C-D bridge; sweep the whole span to the Strut C door and take his tag the same way.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: B-C Connecting Bridge, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · B-C Connecting Bridge – Go into Strut C's Dining Hall and cross it to the door onto the B-C bridge, the one whose branch to the core is broken off. A guard on the B-C bridge, posted here only since the Heliport fight; sweep it. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut A, Pump Room, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut A, Pump Room – Cross into Strut B, go through the Transformer Room and out along the corridor onto the A-B bridge, then into the Pump Room. A second guard here carries a tag on Normal, post unrecorded; sweep both the Node room and the room of pipes, and check every guard with the Thermal Goggles before you leave.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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C4WeaponMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse, top-floor Lv.2 room – Leave the Pump Room for the F-A bridge (a Cypher patrols it) and enter the Warehouse by its top-floor door. The Lv.2 door to the room in the top-right corner of the map opens with the new card: the C4 is in a locker, with Claymores beside it. More C4 lies later, but take this one now.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
Plastic explosive you can stick to walls and set off from a distance. The first C4 of the Plant, one of the weapon types its weapon trophy counts.
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M4WeaponMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse, top-floor Lv.2 room – Back out on the top floor, go to the Lv.2 room on the middle of the map's left side. Infrared beams wired to Semtex cross it: crawl under them (Cigarette smoke shows where they run); their control unit sits on top of the locker nearest the door. The M4 lies inside. A duct on the room's left side can't be used yet.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
An assault rifle with a laser sight, one of the weapon types the Plant's weapon trophy counts.
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Dog Tag: Shell 1 Core, 1F, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, 1F – One of four 1F guards who carry a tag on Normal; no post is recorded. Past the entry corridor, the room to the south has a Node (log in) and C4, Chaff and a Book in its lockers. Sweep the floor from there, calmly, and hold up each guard you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, 1F – A second 1F holder, post unrecorded. Leave the Node room by its other door to the left-hand side of the floor and work along it toward the lift; the B-C bridge door halfway along is shut.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 3 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, 1F – A third 1F holder on Normal, post unrecorded. Check each guard on the floor with the Thermal Goggles and hold up the next one still showing a tag.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 4 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, 1F – The fourth 1F holder on Normal, post unrecorded. Before you ride the lift, look over every guard on 1F once more with the Thermal Goggles.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Box 4 (Computer Room)ItemMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – From the Node, cross the room: Box 4 sits across from the Node, near the parrot's cage and the Directional Mic. If it isn't there, try the side room on the right.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
The box for action figures, one of the five Plant cardboard boxes, and the seventh and last box on the route.
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Moving Day: all seven boxesAchievementMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – With Box 4 in hand the route has given you all seven: Box 1 (Tanker, Deck-D food store), the Wet Box, Box 1 (Plant, Pump Room), Box 2 (Warehouse), Box 3 (Heliport), Box 5 (Parcel Room) and Box 4 (Computer Room). The trophy is for the full set. Open the item menu and check: a missing Plant box can still be fetched before the Shell 1-2 bridge.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
Hold every cardboard box in the game: two from the Tanker and five from the Plant.
Trophies
  • Silver · PlayStationMoving Day
  • Achievement · XboxMoving Day
  • Achievement · SteamMoving Day
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – One of four computer room guards who carry a tag on Normal; no post is recorded. Sweep the room between the desks and the side hallways, staying in character, and hold up each one you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – A second computer room holder, post unrecorded. Keep sweeping, and check the guards you have already met with the Thermal Goggles.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 3 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – A third computer room holder, post unrecorded. Look into the west hallway by the lockers as well as the main room.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 4 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – The fourth computer room holder, post unrecorded. Check every guard on B2 with the Thermal Goggles before you go back to the lift.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 1 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B1 – Leave the Node room and wait for the guard who patrols the corridor to pass. Come up behind him with a gun out (don't fire), step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Requires
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 2 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B1 – Another B1 guard carries a tag on Normal, post unrecorded. Sweep the floor outside the hall door and hold him up the same way.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 3 (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Shell 1 Core, B1 – The third B1 holder on Normal, post unrecorded. Check every guard on the floor with the Thermal Goggles before you open the hall: after the scene inside, they will shoot on sight.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, the Shell 1 Core is seen again only on a timed dash to its lift much later, and the lift ride on that dash ends the visit. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Directional Mic: the corner door in the hostage room (1 of 2)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 1 · Shell 1 Core, B1 hostage hall – During the scene with Ames you are asked to point the mic through the wall at a meeting. Once the voices start, aim a little to the left, at the door in the far corner, and hold it there: a guard is groaning in the toilet behind it. Stay on him until he stops; faint noise from a distance doesn't count. To be safe, play on to the second listen without quitting the game in between.
Why you can lose it
This listen works only while the hostage-room scene plays and can't be repeated once that scene ends this run; missing it means doing both listens again on a later run.
Point of no return
The scene with Ames in the hostage hall ends.
Summary
The first of two listens with the Directional Mic that together earn a trophy; the second comes much later in the Plant. Both are needed in the same run.
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Run 1: The Sniper Rifle and the Shell 1-2 Bridge

Open the Strut F Lv.3 rooms for the sniper rifle and three more weapons, shoot out every charge unit on the bridge to Shell 2, win the fight there and climb across to the far side.
PSG1-TWeaponMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse, top floor, PSG1 room – In the same room as the PSG1, look for the vent opening. Crawl inside: the PSG1-T lies in the duct beside the room. Crawl back out the way you went in.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
A sniper rifle that fires tranquilizer rounds: it puts guards to sleep from long range. One of the weapon types the Plant weapon trophy counts.
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RGB6WeaponMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse, top floor – Back out on the top floor, go to the Lv.3 room in the top-left corner of the map. The RGB6 and its rounds are inside.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
A six-shot revolving grenade launcher: heavy, loud damage, best kept for big targets. One of the weapon types the Plant weapon trophy counts.
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Grenade (Plant)WeaponMissablePoint of no return
Location
The Plant: Shell 1 · Strut F, Warehouse, top floor – The third Lv.3 room is in the bottom-left corner of the top floor on the map; the Grenades are inside. With this room done, every door on the Warehouse's top floor has been opened.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, these struts are out of reach except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
Hand grenades, the third kind of thrown grenade in the Plant after Chaff and Stun. Take them for the Plant weapon trophy.
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AKS-74u SuppressorHidden spoiler – activate to revealItemMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 1-2 Bridge · Shell 1-2 Connecting Bridge, wreck – The fight leaves the bridge broken into pieces. Cartwheel across the gap in the shattered walkway, then spray the fire beyond it with the Coolant Spray until it goes out: the suppressor lies behind where the flames were.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before you leave the wrecked bridge, as the route doesn't come back here.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
Fits the AKS-74u and quiets its shots. Take it here: the Plant weapon trophy is safest with every weapon and attachment in hand.
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Run 1: Shell 2 and the Oil Fence

Cross Strut L to the Shell 2 Core, open the sealed room with a guided missile, win the fight in the flooded basement, lead the way back out and cover the Oil Fence crossing with the sniper rifle.
Night Vision GogglesItemMissablePoint of no return
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1 – They lie somewhere in the flooded part of B1, close to the corridor that leads to the Nikita. Search the water around that corridor on the swim there and back, and surface at an air pocket before the O2 gauge runs out.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
Goggles that brighten dark places. Nothing on the route needs them, but they are a one-off pickup in this basement.
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Body ArmorItemMissablePoint of no return
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1, flooded passages past the fight room – Leave the fight room, take the stairs down into the water and, minding the mines, swim through the door on the right and turn right again at once. The armour is down the second passage on the left; swim back out the same way.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
A vest that softens gunfire. Useful in the heavy fights at the end of the Plant.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 1 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – Back on 1F with Emma, new guards now patrol the Air Purification Room: on Normal, six of them carry tags. Let go of her hand and leave her behind, then sweep the floor for the first. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 2 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – A second guard of the 1F patrol; sweep the floor. Hold him up from behind, then from the front, and keep aiming at his head until the tag falls.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 3 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – A third guard of the 1F patrol; sweep the floor. Same hold-up: from behind, then round to his front with the gun on his head.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 4 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – A fourth guard of the 1F patrol; sweep the floor. If he won't give in, wound him once in an arm or a leg with the suppressed SOCOM and aim at his head again.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 5 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – A fifth guard of the 1F patrol; sweep the floor. The Thermal Goggles show which guards still carry a tag on their chest.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 6 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – The last guard of the 1F patrol; sweep the floor. With all six tags taken, go back for Emma and lead her out through the door you came in by.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
Report an issue
Dog Tag: K-L Connecting Bridge, guard 1 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · K-L Connecting Bridge – Out on the K-L bridge, a guard now stands where there was none on the way in; sweep the bridge. Leave Emma behind and hold him up before you go near the fire.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
Report an issue
Dog Tag: Strut L, Sewage Treatment Facility, guard 1 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Strut L, Sewage Treatment Facility – Go on into the facility without Emma: one of the two guards ahead. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut L, Sewage Treatment Facility, guard 2 (Normal)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Strut L, Sewage Treatment Facility – The other guard, further in. Same hold-up; if he won't give in, wound him once in an arm or a leg with the suppressed SOCOM and aim at his head again.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Emma's thoughts and the hair callHidden spoiler – activate to revealOtherMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Strut L, Oil Fence – When Emma reaches the first column, aim the Directional Mic at her to hear her private opinion of you, then call her at once on her Codec line for a short exchange about your hair. Then straight back to the rifle.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
A comic aside on the crossing: what she thinks of you, then a call about your hair. Gone once she is across.
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Directional Mic: Emma at the second column (2 of 2)Hidden spoiler – activate to revealAchievementMissablePoint of no returnMinor spoiler
Location
The Plant: Shell 2 · Strut L, Oil Fence – When Emma reaches the second column, the big tower, and goes behind it, aim the Directional Mic at the tower: she runs into a guard, Johnny, and the two of them talk. Keep the mic on them until he leaves; the trophy pops if the hostage-room listen was heard earlier in this run. Don't quit the game between the two listens.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
The second of the two places where the Directional Mic picks up Johnny's stomach trouble. The trophy needs both places: hear both in this run to be safe.
Trophies
  • Bronze · PlayStationJohnny on the Spot
  • Achievement · XboxJohnny on the Spot
  • Achievement · SteamJohnny on the Spot
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Run 1: The Timed Run to the Credits

Beat the countdown from Strut E to the Shell 1 Core lift, follow the last rooms to the rooftop fight, then watch the closing scenes and save the clear data.
Dog Tag: Parcel Room, conveyor-belt guard (Normal)CollectibleMissablePoint of no return
Location
The Plant: Shell 1 · Strut E, Parcel Room – Climb the stairs from the Material Distribution Facility (a box of SOCOM ammo sits on the way), take the door up there, then climb the next flight into the Parcel Room. A guard who wasn't here before stands by the conveyor belts, listening to music. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops. Keep an eye on the clock.
Why you can lose it
He appears only during the timed run; the Shell 1 Core lift at the end of this timed run takes you off the Big Shell for the rest of the run, so take it on the way to the lift.
Point of no return
Riding the Shell 1 Core lift at the end of the timed run.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item. This guard only turns up on the timed run.
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Dog Tag: Pliskin (Normal)CollectibleMissablePoint of no return
Location
The Plant: The Last Stretch · Ascending Colon – Still in the practice, knock Pliskin out: a dart from the M9 or a few punches will do it. Then pick him up and drop him, again and again, until a tag falls, and take it. Never kill him: that ends the game.
Why you can lose it
It is his alone and this is the moment to take it; the blade practice in the Ascending Colon ends with a scene that starts the Ileum fight, so take it during the practice.
Point of no return
The blade practice in the Ascending Colon ends and the Ileum fight begins.
Summary
One of Normal's 49 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item. Pliskin carries this one himself.
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Zoom in on the background in the closing sceneHidden spoiler – activate to revealAchievementMissablePoint of no returnMinor spoiler
Location
The Plant: The Last Stretch · Closing scene – Watch the scenes after the duel without skipping. In the last one, out in the street, wait until the talk turns to the dog tags you are wearing, then hold the zoom button (R1; on some setups L2 or R2) and steer the view with the right stick across the background. A figure stands back there watching the two of you: keep zoomed in on him until the trophy pops.
Why you can lose it
It can only be done during that scene; the closing scenes play once per run, so watch them through without skipping; a miss waits for the next run's ending.
Point of no return
The closing scenes after the rooftop duel play to the end.
Summary
A trophy for spotting someone in the background of the closing scene.
Trophies
  • Bronze · PlayStationVamp Eyer
  • Achievement · XboxVamp Eyer
  • Achievement · SteamVamp Eyer
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Run 2: Easy, the Tanker Tags

Replay the Tanker on Easy from run 1's clear save for that difficulty's 26 dog tags, from the Aft Deck to the photo upload in Hold No. 3.
Dog Tag: Aft Deck, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Aft Deck, port side – From the start, go round the port (left) side of the deck. The guard walks round the corner past the stairs, near the hatch: come up behind him with the M9 drawn, then step in front and aim at his head until the tag drops.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Aft Deck, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Aft Deck – A second Aft Deck guard carries one; his post isn't recorded. Sweep the open deck and its port side, checking each guard's chest in first-person view for a glint.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Aft Deck, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Aft Deck – A third Aft Deck guard holds one, post unknown as well. Keep sweeping until three tags from this deck are in hand, then head for the hatch.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck A, Crew's Quarters, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-A, Crew's Quarters, corridor – Inside the hatch, follow the passage to the locker room. The guard walks the corridor to the right as you come back out of it: hold him up from behind.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck A, Crew's Lounge, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-A, Crew's Lounge, hall – Through the sliding door at the end of the corridor, a short scene shows two lounge guards. Wait for the one pacing the hall to turn his back, then hold him up.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck A, Crew's Lounge, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-A, Crew's Lounge, bar – The other guard keeps to the bar side of the lounge, east of the hall. Knock on a wall to draw him over, let him pass and take him from behind.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck B, Crew's Quarters, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-B, Crew's Quarters, passage – Climb the lounge's central stairs and take the door on the right. A brief scene shows the lone guard patrolling the passage; he rarely turns, so hold him up from behind.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck D, Crew's Quarters, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-D, Crew's Quarters – A guard on Deck D; sweep it. Climb through Deck C to Deck D, where several guards patrol with little cover. Check each chest from a distance and hold up the holder before you step into the food storeroom on the right, which brings the next one.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck D, storeroom stairs guard (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-D, Crew's Quarters, storeroom stairs – Go right at the top of the Deck-C stairs into the food storeroom, with its box and shelves. A guard then comes up the stairs and turns back almost at once: wait by the door and hold him up as soon as he shows. Hiding in the box or under the middle shelves keeps you out of sight if he comes in.
Why you can lose it
He heads back down soon after he arrives, so catch him at once. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Olga (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Navigational Deck, Wing – Where the fight ends, pick up her sleeping body and drop it, again and again, until the tag falls.
Why you can lose it
Take it before you leave the Navigational Deck. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Navigational Deck Wing guard (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Navigational Deck, Wing – Climb back down the mast with the goggles and go down the steps, then head right: a guard comes out through a door. Hold him up for his tag.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck A, Crew's Lounge, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-A, Crew's Lounge – Go back in through the Bridge side door and down through Deck D, Deck C and Deck B to the lounge, where a third guard now patrols. If he isn't there, step out and come back in through the lounge's south-east door to make him appear.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Engine Room, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Engine Room, inside the door – Go through the door into the main hall straight away: a guard stands right beside it on the first catwalk and leaves if you are slow. Hold him up from behind.
Why you can lose it
He walks off if you linger, so take him on arrival. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Engine Room, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Engine Room, below the first steps – From the door guard, walk to the top of the first flight of steps and look down: a guard paces the level below. Go down while his back is turned and hold him up.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Engine Room, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Engine Room, lower level – At the foot of the first steps, swing over the railing on the right and drop to the level below. A guard stands just round the corner there, usually facing away.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Engine Room, guard 6 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Engine Room – A guard in the Engine Room; sweep it. Before you climb back up, check every guard on the lower levels, the bridges and the walkways toward the big central stairs for a glint on the chest, and hold up the one still wearing a tag.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Engine Room, guard 4 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Engine Room, top of the far stairs – Climb the large central stairs, follow the walkway round to the left side of the hall and go up the steps there. A guard patrols the top by the exit door; hold him up as he turns away.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Engine Room, guard 5 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Engine Room, sensor room – Go through the exit door and up into the small room with lockers and crates. A scene shows a guard coming in and radioing his check: once the radio is away, hold him up before he walks back out. A locker on the left is a good place to wait.
Why you can lose it
He walks back out if you are slow, so take him during his visit. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck 2, Port, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-2, Port, third bay on the right – Shoot out the sensor room's three Semtex units with the USP and take the hatch beyond. Run down the Deck-2 Port passage into the third bay on the right; a guard halts in front of it, so step out behind him for the hold-up.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck 2, Port, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-2, Port, the corner – Where the passage turns a corner, wait for the guard lost in the music on his headphones and come up behind him.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Dog Tag: Deck 2, Port, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Deck-2, Port, by the exit door – Past the corner, the last guard stands near the exit door and keeps nodding off between radio check-ins. Move in while he dozes and hold him up from behind.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared.
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Retake the marine photo if run 1 missed itOtherMissablePoint of no returnNG+1
Location
The Tanker · Hold No. 1 – Do this first on arrival: look over the front of the briefing group for the marine in his underwear, best seen from the ladder on the right side of the hold; he is there only if you reach the holds quickly. Photograph him with the Camera you started with (the Digital Camera doesn't count) and keep the shot. Upload it at the Hold No. 3 terminal before the four photos of the machine, then tick run 1's marine photo row as well.
Why you can lose it
Lost for this run once Otacon accepts the four photos at the Hold No. 3 terminal: take it on arrival in Hold No. 1 and upload it first.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
Only if the marine photo's trophy didn't pop in run 1. On Easy the marine in his underwear is also one of Hold No. 1's tag holders.
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Dog Tag: Hold No. 1, front-row marine (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Hold No. 1, front of the briefing group – Climb down the ladders to the floor. The marine at the front of the group, the one in his underwear, carries a tag and is hard to reach unseen. Put every marine in the group to sleep with M9 darts, drag him aside and stand over him with the gun aimed as he comes to: he is held up at once and the tag drops. Then climb back up the first ladder.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared. Killing or alerting a marine here ends the game.
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Dog Tag: Hold No. 1, upper-level marine (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Hold No. 1, upper level – From the middle level, hang from the right-hand railing and shimmy all the way to the far end of the hold, then pull yourself up. A marine stands there: hold him up. Stay high and carry on to the top-level door into Hold No. 2.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared. Killing or alerting a marine here ends the game.
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Dog Tag: Hold No. 3, second-floor marine (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Hold No. 3, second floor, right – Cross Hold No. 2 along its upper level into Hold No. 3. Before you go down, find the marine on the second floor on the right side and hold him up from behind.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared. Killing or alerting a marine here ends the game.
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Dog Tag: Hold No. 3, dozing marine (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Hold No. 3, right side – Slide down the pole to the floor and slip past the guard there. On the right, a marine keeps nodding off: come up behind him and hold him up.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared. Killing or alerting a marine here ends the game.
Report an issue
Dog Tag: Hold No. 3, front-row marine (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Tanker · Hold No. 3, front row – The last holder sits in the front row of this hold's crowd. Look along the row in first-person view for the glint of a tag, then dart the row to sleep, drag him aside and hold him up with the M9 aimed as he wakes.
Why you can lose it
The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal: take this tag before that upload.
Point of no return
Otacon accepts the four photos at the Hold No. 3 terminal: the Tanker chapter ends for this run.
Summary
One of Easy's 26 Tanker tags. Tags add up across difficulties on one save and count once the chapter is cleared. Killing or alerting a marine here ends the game.
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Run 2: Easy, the Plant Tags

Walk the Plant again on Easy for its 44 dog tags, from the dock guards at the start to the ally's tag near the end, then save the clear data that unlocks the first two tag rewards.
Dog Tag: Strut A, Deep Sea Dock, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – Through the hatch, the corridor leads to the storage room where guards lie knocked out; log in at the Node there and they start to come round. Two guards in the dock area carry tags on Easy and no post is recorded: sweep the storage room and the corridor. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it before you ride the dock lift up.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut A, Deep Sea Dock, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – The second dock holder; sweep the same rooms and hold him up out of the first guard's sight. Ride the lift only with both tags in hand.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it before you ride the dock lift up.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut A, Pump Room, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut A, Pump Room – The guard by the Pump Room's Node, met as you come down the stairs from the Roof. With the M9 in hand there is no need to wait: knock on a wall to turn him away, then come up behind him with the gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: A-B Connecting Bridge, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · A-B Connecting Bridge – Out through the Pump Room's left-hand door onto the A-B bridge: two guards stand on it. Wait for one to turn away and hold him up. Take both on this first crossing rather than later.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take both bridge guards on the first crossing: one of the pair may be gone later.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: A-B Connecting Bridge, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · A-B Connecting Bridge – The other guard on the same bridge. Hold him up from behind, step round to his front and aim at his head until the tag falls, then go on into Strut B.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take both bridge guards on the first crossing: one of the pair may be gone later.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut D, Sediment Pool, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut D, Sediment Pool – After Strut C, cross the C-D bridge (a camera watches its far door) into the Sediment Pool. The guard posted by the stairs you come in on: work down behind him and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut D, Sediment Pool, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut D, Sediment Pool – The guard on the lower walkway who radios in to his base. Take his tag with a hold-up and leave him standing: if he misses a report, a team comes looking.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut E, Parcel Room, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut E, Parcel Room – Over the D-E bridge into the Parcel Room. Two guards here carry tags on Easy and no post is recorded for either: sweep the floor between the belts and shelves and hold up each one you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut E, Parcel Room, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut E, Parcel Room – The second Parcel Room holder, post unrecorded; check the guards you have met with the Thermal Goggles. If no second holder turns up now, the tag may belong to a guard by the conveyor belts who arrives only on the timed run after the Oil Fence: look for him then.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut E, Heliport, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut E, Heliport – The guard watching the E-F bridge through binoculars from above. Before you climb the big stairs from the Parcel Room to the pad, go round to the left to come up behind him, and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut E, Heliport, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut E, Heliport – A second Heliport guard carries a tag on Easy, post unrecorded. Sweep the pad and the ground round the stairs and hold him up before you freeze the charge under the Harrier.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut F, Warehouse, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut F, Warehouse – Across the E-F bridge (Gun Cyphers and Claymores) into the Warehouse. The guard you meet just inside, before the corner to the left: hold him up before you go on.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut F, Warehouse, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut F, Warehouse – A second Warehouse guard carries a tag, post unrecorded. Sweep the lower floor's aisles between the crate stacks.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
Report an issue
Dog Tag: Strut F, Warehouse, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut F, Warehouse – A third Warehouse holder on Easy, post unrecorded. Sweep the top floor too, and check every guard with the Thermal Goggles before you leave the strut.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: F-A Connecting Bridge, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · F-A Connecting Bridge – Leave the Warehouse onto the F-A bridge. Jam the Cypher with Chaff or shoot it low, then come up behind the bridge guard and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut A, Roof, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut A, Roof – After the Pump Room charge, climb the stairs back up to the Roof: a guard is posted there now that Stillman's briefing is over; sweep the roof if he is not in sight. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops. Taking him now beats coming back later, when mines are laid on this roof.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut B, Transformer Room, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut B, Transformer Room – Back down through the Pump Room and over the A-B bridge into the Transformer Room. Two guards stand here now that Stillman has been met, posts unrecorded: sweep the room. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut B, Transformer Room, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut B, Transformer Room – The other new guard in the Transformer Room; sweep it. Take his tag the same way before you freeze the Strut B charge.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut C, Dining Hall, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut C, Dining Hall – From the Strut B charge, cross the B-C bridge into the Dining Hall: two guards arrive here when you come back for Sensor B. A guard in the Dining Hall; sweep it. Hold him up before you go near the pantry.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut C, Dining Hall, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut C, Dining Hall – The other new guard in the Dining Hall; sweep it. Take his tag before the pantry: once Sensor B is in hand the clock leaves no time for him. Save with Rose before you open the pantry.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Fatman (Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+1Minor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport – When the Heliport fight is won, Fatman lies across the last charge. Pick him up, carry him the short way he can be moved and put him down: a tag drops. Pick it up at once, then freeze the charge.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it the moment it falls, before the last charge.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: D-E Connecting Bridge, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · D-E Connecting Bridge – Out of the Parcel Room by the door to the D-E bridge. A guard on the D-E bridge, one of two who only arrive after the Heliport fight; sweep both decks. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: D-E Connecting Bridge, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · D-E Connecting Bridge – The other new guard on the D-E bridge; sweep the upper and the lower deck, and check him with the Thermal Goggles if you are unsure which of the two still carries a tag.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
Report an issue
Dog Tag: C-D Connecting Bridge, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · C-D Connecting Bridge – Through Strut D, round the Sediment Pool's upper walkway to the door at the head of the stairs, and out onto the C-D bridge (a camera covers that door). A guard on the C-D bridge, new since the Heliport fight; sweep it. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: C-D Connecting Bridge, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · C-D Connecting Bridge – The second new guard on the C-D bridge; sweep the whole span to the Strut C door and take his tag the same way.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
Report an issue
Dog Tag: B-C Connecting Bridge, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · B-C Connecting Bridge – Cross the Dining Hall to the door onto the B-C bridge, the one whose branch to the core is broken off. A guard on the B-C bridge, posted here only since the Heliport fight; sweep it. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
Report an issue
Dog Tag: Strut A, Pump Room, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Strut A, Pump Room – Through the Transformer Room and over the A-B bridge into the Pump Room. A second guard here carries a tag since the Heliport fight, post unrecorded: sweep the Node room and the room of pipes, and check every guard with the Thermal Goggles before you leave for the F-A bridge.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, 1F – Inside the Shell 1 Core in uniform, three 1F guards carry a tag on Easy; no post is recorded. Sweep the floor calmly, without running into anyone, and hold up each guard you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, 1F – A second 1F holder, post unrecorded. Work along the left-hand side of the floor toward the lift and hold him up the same way.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
Report an issue
Dog Tag: Shell 1 Core, 1F, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, 1F – The third 1F holder on Easy, post unrecorded. Check every guard on the floor with the Thermal Goggles before you ride the lift down to B2.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – Down the lift to B2. Four computer room guards carry a tag on Easy; no post is recorded. Sweep the room between the desks and the side hallways, staying in character, and hold up each one you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – A second computer room holder, post unrecorded. Keep sweeping, and check the guards you have already met with the Thermal Goggles.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – A third computer room holder, post unrecorded. Look into the hallways off the room as well as the main floor.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 4 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – The fourth computer room holder, post unrecorded. Check every guard on B2 with the Thermal Goggles before you take the lift to B1.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 1 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, B1 – On B1, leave the Node room and wait for the guard who patrols the corridor to pass. Come up behind him with a gun out (don't fire), step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 2 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, B1 – Another B1 guard carries a tag on Easy, post unrecorded. Sweep the floor outside the hall door and hold him up the same way.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
Report an issue
Dog Tag: Shell 1 Core, B1, guard 3 (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: Shell 1 · Shell 1 Core, B1 – The third B1 holder on Easy, post unrecorded. Check every guard on the floor with the Thermal Goggles before you open the hall: after the scene inside, they shoot on sight.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1's struts, bridges and core are out of reach except for a short timed dash from Strut E to the core's lift much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
Report an issue
Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 1 (Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+1Minor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – Back on 1F with Emma, new guards patrol the Air Purification Room: on Easy, three of them carry tags. Let go of her hand and leave her behind, then sweep the floor for the first. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
Emma's Oil Fence crossing: when it ends, a scene moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
Report an issue
Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 2 (Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+1Minor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – A second guard of the 1F patrol; sweep the floor. Hold him up from behind, then from the front, and keep aiming at his head until the tag falls.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
Emma's Oil Fence crossing: when it ends, a scene moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
Report an issue
Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 3 (Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+1Minor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – The third guard of the 1F patrol; sweep the floor and check with the Thermal Goggles. With all three tags taken, go back for Emma and lead her out through the door you came in by.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
Emma's Oil Fence crossing: when it ends, a scene moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: K-L Connecting Bridge, guard 1 (Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+1Minor spoiler
Location
The Plant: Shell 2 · K-L Connecting Bridge – Out on the K-L bridge, a guard now stands where there was none on the way in; sweep the bridge. Leave Emma behind and hold him up before you go near the fire, then lead her across and spray the fire out.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
Emma's Oil Fence crossing: when it ends, a scene moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut L, Sewage Treatment Facility, guard 1 (Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+1Minor spoiler
Location
The Plant: Shell 2 · Strut L, Sewage Treatment Facility – After the scene past the burnt-out fire, go through the door into the facility with Emma and leave her just inside the entrance. Go on alone: one of the two guards ahead. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
Emma's Oil Fence crossing: when it ends, a scene moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Strut L, Sewage Treatment Facility, guard 2 (Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+1Minor spoiler
Location
The Plant: Shell 2 · Strut L, Sewage Treatment Facility – The other guard, further in. Hold him up the same way, then go back for Emma.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
Emma's Oil Fence crossing: when it ends, a scene moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item.
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Dog Tag: Pliskin (Easy)CollectibleMissablePoint of no returnNG+1
Location
The Plant: The Last Stretch · Ascending Colon – Still in the practice, knock Pliskin out with an M9 dart or a few punches, keeping the blade off him. Then pick him up and drop him, again and again, until a tag falls, and take it. Never kill him: that ends the game.
Why you can lose it
It is his alone and this is the moment to take it; the blade practice in the Ascending Colon ends with a scene that starts the Ileum fight, so take it during the practice.
Point of no return
The blade practice in the Ascending Colon ends and the Ileum fight begins.
Summary
One of Easy's 44 Plant tags. Plant tags add up across difficulties toward the Infinity Wig and the Plant Stealth item. Pliskin carries this one himself.
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Run 3: Very Easy, the Tanker Tags

Start the Very Easy run from the Easy clear save and walk run 1's Tanker route again for Very Easy's 24 dog tags, from the Aft Deck to the photo upload in Hold No. 3.
Dog Tag: Aft Deck, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Aft Deck, port side – Same post as on Normal. From the start, go round the port side: the guard walks the deck round the corner, near the hatch at the foot of the stairs. Hold him up from behind with the M9, step in front and aim at his head until the tag drops.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Aft Deck, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Aft Deck – A guard on the Aft Deck; sweep it. His post isn't recorded, so check every guard on the open deck and its port side for a glint on the chest in first-person view, and hold up any who still wears a tag before you take the hatch.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Aft Deck, guard 3 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Aft Deck – A guard on the Aft Deck; sweep it. Keep checking the deck's guards until three Aft Deck tags are in hand, then head for the hatch at the foot of the port stairs.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Deck A, Crew's Quarters, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-A, Crew's Quarters, corridor – Same post as on Normal. Follow the passage to the locker room; the guard walks the corridor to the right as you come back out of it. Hold him up from behind for his tag.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Deck A, Crew's Lounge, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-A, Crew's Lounge, hall – Through the sliding door at the end of the corridor, a short scene shows two guards on patrol. One paces up and down the hall: wait until he turns his back, then hold him up from behind.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Deck A, Crew's Lounge, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-A, Crew's Lounge, bar – The other patrol keeps to the lounge east of the hall, near the bar. Knock on a wall to draw him over, let him pass, then take him from behind.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
Report an issue
Dog Tag: Deck B, Crew's Quarters, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-B, Crew's Quarters, passage – Climb the lounge's central stairs and take the door on the right at the top. A brief scene points out the guard patrolling the passage; he rarely looks round, so hold him up from behind. He is the only Deck B holder on Very Easy.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Deck D, Crew's Quarters, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-D, Crew's Quarters – A guard on Deck D; sweep it. Up the Deck-C stairs, several guards patrol a crowded deck with little cover. Check each one's chest for a glint and hold up the one still wearing a tag before you go into the food storeroom on the right.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Deck D, storeroom stairs guard (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-D, Crew's Quarters, storeroom stairs – Same as on Normal: once you step into the food storeroom (the one with Box 1 and the shelves of food), a guard climbs the stairs and then turns to go back down. Wait by the door and hold him up the moment he shows; hiding in the box or under the middle shelves keeps you out of sight if he comes in.
Why you can lose it
He heads back down soon after he arrives, so catch him at once, before the Deck-2 Starboard firefight. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
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Dog Tag: Olga (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Navigational Deck, Wing – With the fight won, pick up her sleeping body and drop it, again and again, until the tag falls.
Why you can lose it
Take it before you leave the Navigational Deck. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
Report an issue
Dog Tag: Navigational Deck Wing guard (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Navigational Deck, Wing – Climb the mast for the Thermal Goggles as in run 1: past the crate on the right side of the deck, up the steps beyond it, then the ladder to the top. The Engine Room's Semtex units are found with them. Coming back down the steps, head right: a guard walks out through a door. Hold him up for his tag.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
Report an issue
Dog Tag: Deck A, Crew's Lounge, guard 3 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-A, Crew's Lounge – Go back into the Bridge and head down: past the beams, through Decks D, C and B to the lounge, where a third guard now patrols. If he isn't there, step out of the lounge and come back in through its south-east door to make him appear.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
Report an issue
Dog Tag: Engine Room, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Engine Room, inside the door – Go through the door into the main hall at once: a guard stands right beside it on the first catwalk and walks off if you are slow. Hold him up from behind for his tag.
Why you can lose it
He leaves his post if you linger, so take him on arrival. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
Report an issue
Dog Tag: Engine Room, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Engine Room, below the first steps – From the door guard, walk to the top of the first flight of steps and look down: a guard paces the level below. Go down while his back is turned and hold him up.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
Report an issue
Dog Tag: Engine Room, guard 3 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Engine Room, lower level – At the foot of the first steps, turn right to the railing, swing over it and drop to the level below. A guard stands just round the corner, usually facing away; hold him up for the tag.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
Report an issue
Dog Tag: Engine Room, guard 4 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Engine Room, top of the far stairs – Climb the large central stairs, follow the walkway round to the left side of the hall and go up the steps there. A guard patrols the top by the exit door; hold him up as he turns away.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
Report an issue
Dog Tag: Engine Room, guard 5 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Engine Room, sensor room – Go through the exit door and up into the small room with lockers and crates. A scene shows a guard coming in to radio his check. Once the radio is away, hold him up before he walks back out; a locker on the left hides you while he looks round.
Why you can lose it
He walks back out if you are slow, so take him during his visit. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
Report an issue
Dog Tag: Deck 2, Port, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-2, Port, third bay on the right – In the sensor room, find the green Semtex control units with the Thermal Goggles and shoot each with the USP, as in run 1, then take the hatch beyond to Deck-2 Port. Hurry along it and duck into the third bay on the right: a guard walks along and halts in front of it. Come out behind him and hold him up.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
Report an issue
Dog Tag: Deck 2, Port, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-2, Port, the corner – Where the passage turns a corner, wait for the guard with headphones on, lost in his music, and come up behind him for the hold-up.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
Report an issue
Dog Tag: Deck 2, Port, guard 3 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Deck-2, Port, by the exit door – Past the corner, the last guard stands near the exit door and keeps nodding off between radio check-ins. Move in while he dozes and hold him up from behind.
Why you can lose it
Take him before the Deck-2 Starboard firefight; the decks above may be out of reach after it. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth.
Report an issue
Dog Tag: Hold No. 1, projector marine (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Hold No. 1, by the projector – Same marine as on Normal. Climb down the ladders to the floor and keep to the back wall toward the projector: the marine standing beside it has a tag. Hold him up from behind and take it without a shot, then climb back up the first ladder.
Why you can lose it
Take him before the photo upload. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth. Killing or alerting a marine here is a game over.
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Dog Tag: Hold No. 1, upper-level marine (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Hold No. 1, upper level – From the middle level, go to the right-hand railing, hang from it and shimmy all the way to the far end of the hold, then pull yourself up. The marine there carries a tag: hold him up. Stay high and carry on to the top-level door into Hold No. 2.
Why you can lose it
Take him before the photo upload. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth. Killing or alerting a marine here is a game over.
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Dog Tag: Hold No. 3, second-floor marine (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Hold No. 3, second floor, right – Cross Hold No. 2 along its upper level to the top-level way into Hold No. 3; Hold No. 2 has no holder on Very Easy. Before you go down, find the marine on the second floor on the right and hold him up from behind. He can only be reached by arriving this way.
Why you can lose it
Take him before the photo upload. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth. Killing or alerting a marine here is a game over.
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Dog Tag: Hold No. 3, dozing marine (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Tanker · Hold No. 3, right side – Slide down the pole to the floor and slip past the guard there. On the right, a marine keeps nodding off: come up behind him and hold him up for the tag.
Why you can lose it
Take him before the photo upload. The Tanker closes for this run once Otacon accepts the photos at the Hold No. 3 terminal.
Point of no return
Otacon accepts the four RAY photos at the Hold No. 3 terminal: the closing scenes play and the Tanker chapter ends for this run.
Summary
One of Very Easy's 24 Tanker tags. Tags add up across difficulties on one save toward the Tanker Stealth. Killing or alerting a marine here is a game over.
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Run 3: Very Easy, the Plant Tags

Play the Plant again on Very Easy for its 43 dog tags, then take the two Stealth trophies at the clear and save the clear data.
Dog Tag: Strut A, Deep Sea Dock, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – Through the hatch, the storage room's guards lie knocked out; log in at the Node there and they start to come round. Two guards in the dock rooms carry tags on Very Easy and no post is recorded: sweep the storage room and the corridor as they stand. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops. The Thermal Goggles show which guards still have a tag.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut A, Deep Sea Dock, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – The other dock holder; keep sweeping the same rooms and hold him up the same way, out of the first guard's sight. Ride the lift only with both tags in hand.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut A, Pump Room, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut A, Pump Room – The guard by the Node, the same post as in run 1. As you come down the Pump Room stairs, knock on a wall to turn him away, then come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: A-B Connecting Bridge, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · A-B Connecting Bridge – Leave the Pump Room by the left-hand door onto the A-B bridge: two guards watch it. Wait for one to turn away, then hold him up. Take both on this first crossing, since one of the pair may not be there later.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: A-B Connecting Bridge, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · A-B Connecting Bridge – The other guard on the A-B bridge. Hold him up from behind, then from the front, before you go on into Strut B.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut D, Sediment Pool, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut D, Sediment Pool – After Strut C and the C-D bridge, you come into the Sediment Pool at the head of its stairs. The guard posted at those top stairs, as in run 1: work down behind him and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut D, Sediment Pool, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut D, Sediment Pool – The guard on the lower walkway who radios his base from time to time. Take his tag with a hold-up and leave him on his feet: if he misses a report, a team comes looking.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut E, Parcel Room, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut E, Parcel Room – Over the D-E bridge into the Parcel Room. A guard in the Parcel Room, post unrecorded; sweep the floor between the belts and shelves and hold up each guard you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut E, Parcel Room, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut E, Parcel Room – A second Parcel Room holder, post unrecorded. Check every guard here with the Thermal Goggles. If no second holder turns up on this pass, look again by the conveyor belts on the timed dash late in the run, where a guard listening to music may appear.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut E, Heliport, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut E, Heliport – Up the Parcel Room's right-hand stairs and out toward the pad. The guard watching the E-F bridge through binoculars, as in run 1: before you climb the big stairs to the pad, go round to the left to come up behind him, and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut E, Heliport, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut E, Heliport – A second Heliport holder, post unrecorded; sweep the pad and the ground round the stairs before you go back down.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut F, Warehouse, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut F, Warehouse – Over the E-F bridge (Claymores: Mine Detector on) and in at the Warehouse's top floor. The guard you meet just inside, before the corner to the left, as in run 1. Hold him up before you go on.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut F, Warehouse, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut F, Warehouse – A second Warehouse holder, post unrecorded. Sweep both floors, the lower floor's aisles between the crate stacks included, and check each guard with the Thermal Goggles.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: F-A Connecting Bridge, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · F-A Connecting Bridge – Out on the F-A bridge, by either the lower-floor or the top-floor door. The bridge guard, with a Cypher on patrol: jam it with Chaff or shoot it down, then come up behind the guard and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut A, Roof, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut A, Roof – With the Pump Room charge frozen, climb the stairs back up to the Roof: a guard is posted there now that the Strut C briefing is done. Sweep the roof and hold him up. Take him now: later in the run Claymores are laid up here.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut B, Transformer Room, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut B, Transformer Room – Back down through the Pump Room, over the A-B bridge and into the Transformer Room. One of two guards who only join Strut B after the Strut C briefing; sweep the room. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut B, Transformer Room, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut B, Transformer Room – The other late Strut B guard; sweep the Transformer Room, the upper level by the stairs included, and hold him up the same way before you freeze the charge.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut C, Dining Hall, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut C, Dining Hall – Out of Strut B by the far door, over the B-C bridge and into the Dining Hall. One of the two guards who arrive when you come back for Sensor B; sweep the hall and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut C, Dining Hall, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut C, Dining Hall – The other new Dining Hall guard. Take his tag before you open the pantry: once Sensor B is in hand, the clock leaves no time for him.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Fatman (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport – When the Fatman fight ends, he lies across the last charge. Pick him up, carry him the short way he moves and put him down: a tag falls. Take it at once, then freeze the charge he was covering before its countdown ends.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item. Fatman drops it after the fight.
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Dog Tag: D-E Connecting Bridge, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · D-E Connecting Bridge – From the Heliport stairs, go back down into the Parcel Room and out by the door to the D-E bridge. One of two guards who only arrive here after the Heliport fight; sweep both decks. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: D-E Connecting Bridge, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · D-E Connecting Bridge – The other new D-E bridge guard; hold him up the same way before you go on into Strut D.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: C-D Connecting Bridge, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · C-D Connecting Bridge – Through the Sediment Pool to its door onto the C-D bridge. One of two guards posted here since the Heliport fight; sweep the bridge and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: C-D Connecting Bridge, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · C-D Connecting Bridge – The other new C-D bridge guard; same hold-up before you cross into Strut C.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: B-C Connecting Bridge, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · B-C Connecting Bridge – Through Strut C and out onto the B-C bridge. The guard who now stands on it; sweep the bridge and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut A, Pump Room, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Strut A, Pump Room – Through the Transformer Room and over the A-B bridge into the Pump Room. A second guard here since the Heliport fight, post unrecorded; sweep the Node room and the room of pipes and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, 1F – Over the F-A bridge to Strut F for the AKS-74u, then in at the core's 1F door in uniform. A 1F guard, post unrecorded; sweep the floor calmly, from the Node room to the lift, and hold up each guard you find.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, 1F – A second 1F holder, post unrecorded. Keep sweeping, and check each guard on the floor with the Thermal Goggles.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, 1F or B1 guard (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, 1F or B1 – One more Very Easy holder stands either on 1F or on B1. Before you ride the lift, look over every 1F guard with the Thermal Goggles; if none still shows a tag, he is on B1, so check there after the computer room.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – Ride the lift down to B2 (in uniform, AKS-74u in hand) and go into the computer room. One of four holders here, post unrecorded; sweep between the desks and the side hallways and hold him up.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – A second computer room holder, post unrecorded; keep sweeping and check the guards you have met with the Thermal Goggles.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 3 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – A third computer room holder, post unrecorded. Look into the west hallway by the lockers as well as the main room.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, B2 Computer Room, guard 4 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, B2 Computer Room – The fourth computer room holder, post unrecorded. Check every guard on B2 with the Thermal Goggles, and pick up the Directional Mic on the room's left side before you go back to the lift.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 1 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, B1 – Ride the lift up one floor to B1. The guard who patrols the corridor, the one you will drag to the retinal scanner: let him pass, then hold him up from behind and in front for his tag first.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 2 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, B1 – Another B1 holder, post unrecorded; sweep the floor outside the hall door and hold him up the same way.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 1 Core, B1, guard 3 (Very Easy)CollectibleMissablePoint of no returnNG+2
Location
The Plant: Shell 1 · Shell 1 Core, B1 – A third B1 holder, post unrecorded. Check every guard on B1 with the Thermal Goggles, then drag the patrolling guard to the scanner and go on to the hostage hall.
Why you can lose it
The Shell 1-2 bridge is the deadline: once it falls, Shell 1 is out of reach for the rest of this run except for a short timed dash through Strut E much later. Take it on this pass.
Point of no return
Shooting out every Semtex control unit on the Shell 1-2 bridge: walking on starts the fight that wrecks it, and Shell 1 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 1 (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – Back on 1F with Emma, new guards patrol the Air Purification Room. Let go of her hand and leave her out of the way, then sweep the floor for the first of three holders. Come up behind him with a gun out, step round to his front and aim at his head until the tag drops.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 2 (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – A second guard of the 1F patrol; sweep the floor and hold him up the same way.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Shell 2 Core, 1F Air Purification Room, guard 3 (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – The third 1F holder; check every guard on the floor with the Thermal Goggles, then go back for Emma and lead her out by the door you came in through.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: K-L Connecting Bridge, guard 1 (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: Shell 2 · K-L Connecting Bridge – Out on the K-L bridge, a guard now stands where there was none on the way in. Leave Emma behind and hold him up before you go near the fire; then shoot the Cyphers, lead her across, and spray the fire out for the Lv.5 Card scene.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut L, Sewage Treatment Facility, guard 1 (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: Shell 2 · Strut L, Sewage Treatment Facility – Through the door past the burnt-out fire into the Sewage Treatment Facility. Leave Emma just inside the entrance and go on alone: two guards stand further in. Hold up the first.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Strut L, Sewage Treatment Facility, guard 2 (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: Shell 2 · Strut L, Sewage Treatment Facility – The other guard, further in. Same hold-up; if he won't give in, wound him once in an arm or a leg with the suppressed SOCOM and aim at his head again.
Why you can lose it
The Oil Fence crossing is the deadline: once it ends, Shell 2, its bridges and Strut L are out of reach for the rest of this run. Take it before then.
Point of no return
The end of Emma's Oil Fence crossing: the scene that follows moves you on to Strut E with a clock running, and Shell 2 can't be walked back into this run.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item.
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Dog Tag: Pliskin (Very Easy)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
The Plant: The Last Stretch · Ascending Colon – Still in the practice, knock Pliskin out with an M9 dart or a few punches. Pick him up and drop him, again and again, until a tag falls, and take it. Never kill him: that ends the game.
Why you can lose it
It is his alone and this is the moment to take it: the blade practice in the Ascending Colon ends with a scene that starts the Ileum fight, so take it during the practice.
Point of no return
The blade practice in the Ascending Colon ends and the Ileum fight begins.
Summary
One of Very Easy's 43 Plant tags. Plant tags add up across difficulties on one save toward the Plant Stealth item. Pliskin carries this one himself.
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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.