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Metal Gear Solid 2: Sons of Liberty: Metal Gear Solid 2: Sons of Liberty 100% Completion Guide

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Run 1: The 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.

You come back into Strut A over the F-A bridge with the Coolant Spray, Sensor A, the Lv.1 Card, the M9, the SOCOM and the Mine Detector. This stretch freezes the charges left in Strut A and Strut B, takes the guards who only turn up on this second pass, then picks up Sensor B, which starts the first of two timed legs. It ends on the Strut E Heliport with a new card and a uniform. Left for later: the guards who only show up after the Heliport fight and the Lv.2 rooms in Strut F, which the next section sweeps.

Freeze the Pump Room chargeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · Strut A, Pump Room – From the F-A bridge, enter the Pump Room and take the door into the south room full of pipes. Keep to the right-hand side, step over the low stairs beside the pipes and crawl left beneath them, then turn and crawl along the red pipe: the charge is at its end. Freeze it with the Coolant Spray.
Summary
One of the charges the bomb hunt asks for, tucked among the pipes in the Pump Room's south room.
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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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Check the Strut A roof with Sensor AHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · Strut A, Roof – Still on the Roof after his tag, equip Sensor A and look past the fence gate in the corner you crawled through. If the sensor finds a charge there, freeze it. If the roof reads clean, there is no charge on this difficulty: go back down to the Pump Room.
Summary
A charge is reported on the Strut A Roof on harder settings; on Normal the roof is expected to read clean. A quick look settles it while you are here for the guard.
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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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Freeze the Transformer Room chargeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · Strut B, Transformer Room – With both guards dealt with, go to the far end of the main transformer room, by the door and the fuse box. One cabinet door stands open flat against the wall there: kick it or swing it shut, and freeze the charge it was hiding.
Summary
The Strut B charge, hidden behind a transformer cabinet's door.
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Two timed legs ahead

Taking Sensor B starts a countdown of a few minutes to the Deep Sea Dock, and the fight there is followed by a second countdown, about as long, to the Strut E Heliport. Take the two Dining Hall guards before you open the pantry, and save through Rose first. Running out of time ends the game, but the ring of struts stays open once both legs are done.

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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Sensor BHidden spoiler – activate to revealItemMinor spoiler
Location
The Plant: Shell 1 · Strut C, Dining Hall pantry – Go into the room where Stillman briefed you and open the pantry he was hiding in: Sensor B lies inside. A Codec call follows, then the countdown starts.
Summary
The second sensor, which finds the large charge at the Deep Sea Dock. Taking it starts the countdown to the dock.
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Freeze the charge under the mini-subHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – Run back through Strut B to the Pump Room, up the stairs to the Roof and down in the freight lift. Cross the storage room to the first room of the chapter, where the mini-sub hangs over the pool. Crouch at the pool's south edge, look up in first-person view and spray the charge; if it is out of reach, hang from the north rail, shimmy east into the cage with the diving suits and spray it from the pedestal there.
Summary
A large charge fixed to the underside of the mini-sub that hangs over the Deep Sea Dock pool. It has to be frozen before the clock runs out.
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FortuneHidden spoiler – activate to revealBossMinor spoiler
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock storage room – After the Codec call at the pool, walk into the storage room with the first Node. Keep moving and keep out of her sight: her shots smash whatever you hide behind. Leave the SOCOM ammo on the floor until the end. The fight stops when the Colonel calls, and its trophy comes with it.
Summary
A fight you can't win by damage: she shrugs off every hit, so the goal is to stay alive until it ends.
Trophies
  • Bronze · PlayStationLady Fortune
  • Achievement · XboxLady Fortune
  • Achievement · SteamLady Fortune
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Freeze the Heliport chargeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport – The scene after the fight leaves you on the Strut A Roof with the clock running and Claymores laid on it: equip the Mine Detector before you move. Go down through the Pump Room, over the F-A bridge and through Strut F, then cross the E-F bridge (Gun Cyphers) into the Parcel Room and climb its big stairs to the pad. Freeze the charge in the centre.
Summary
The charge in the middle of the Strut E Heliport, on the second countdown, which starts on the Strut A Roof. Freezing it starts the next fight.
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FatmanHidden spoiler – activate to revealBossMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport – The fight starts when the centre charge is frozen. Each time he plants charges, find them with Sensor A, on the sides, tops and undersides of the containers (crawl under, or look in first-person view), and freeze them before they go off. In between, knock him over with a punch-punch-kick combo, a Claymore or shots while he stops to catch his breath, and hit his head while he is down. Use the M9 for those head shots: a non-lethal win is the safe way to get his tag. His trophy comes with the win.
Summary
The bomb expert behind the charges, on roller skates. He plants fresh charges round the pad while you fight him.
Trophies
  • Bronze · PlayStationParty's Over
  • Achievement · XboxParty's Over
  • Achievement · SteamParty's Over
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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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Move Fatman and freeze the last chargeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport – With Fatman moved off it, the charge is uncovered where he lay. Freeze it with the Coolant Spray before the countdown ends; a Codec call follows.
Summary
The last charge sits under Fatman when the fight ends, with a countdown running.
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Cyborg NinjaHidden spoiler – activate to revealNPCMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport stairs – After the Codec call, walk to the stairs down from the pad: the scene starts there.
Summary
First meeting with the Cyborg Ninja, who hands over the gear for the Shell 1 Core and points you at the hostages held there.
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Lv.2 CardHidden spoiler – activate to revealKey itemMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport stairs – After the last charge, walk to the stairs down from the pad: the card is handed over in the scene there. Cards work just by walking up to a door; there is nothing to equip.
Summary
Opens the three Lv.2 rooms in the Strut F Warehouse, which hold the AKS-74u the Shell 1 Core needs.
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B.D.U.Hidden spoiler – activate to revealItemMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport stairs – Handed over in the same scene on the Heliport stairs, with the Lv.2 Card.
Summary
The guards' uniform. Worn with an AKS-74u in hand, it lets you through the Shell 1 Core as one of them.
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Cell PhoneHidden spoiler – activate to revealItemMinor spoiler
Location
The Plant: Shell 1 · Strut E, Heliport stairs – Handed over in the same scene on the Heliport stairs; check it is in your items before you head back down to the Parcel Room.
Summary
A phone handed over with the card and the uniform. Nothing on the route uses it.
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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.