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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 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.

The Plant chapter opens in the dock at the foot of Strut A. This stretch climbs Strut A, crosses the bridges to Strut B and Strut C, collects the bomb-disposal kit there and ends with the first charge frozen in the Strut C restroom. Saving changes line: from here on it is a Codec call to Rose on 140.96. On Normal you arrive without a firearm and the first one comes in Strut B, so the first three dog tags wait until then, on a short step back from that strut. Left for later: the other charges, Sensor B, the M9 and the SOCOM Suppressor (both in Strut F on Normal), and the extra guards who turn up on later passes. Every Shell 1 tag and pickup stays reachable until the Shell 1-2 bridge, much later in this run.

Area: Strut A, Deep Sea DockArea
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – The chapter starts here once the Tanker's closing scenes end: you surface in the dock's pool. The hatch up the steps leads to a corridor and a storage room, and the lift there is the way up.
Summary
The flooded dock at the bottom of Strut A, where the Plant chapter begins. The only way on is the hatch at the top of its steps.
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Codec: The Colonel, 140.85NPC
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – His are the first calls of the chapter, made as you step out of the pool. His line, 140.85, stays open from then on: call it for orders and advice.
Summary
The commanding officer on this mission, on 140.85. Call him for orders and advice at any point.
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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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Let a sea louse onto a RationAchievement
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – Climb the steps and check the middle of the lockers there for a Ration. Then lie flat on the dock floor next to the crawling sea lice and wait until one shows on the Ration in your item window. Shake it off by flicking quickly through your items: finishing the game with one aboard earns an odd codename.
Summary
Sea lice crawl about the dock and climb into your Rations if you lie still among them. The trophy pops the moment one gets in.
Trophies
  • Bronze · PlayStationMy Rations...
  • Achievement · XboxMy Rations...
  • Achievement · SteamMy Rations...
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Codec: Rose, 140.96, save lineNPC
Location
The Plant: Shell 1 · Strut A, Deep Sea Dock – Open the hatch at the top of the steps: short scenes play in the corridor and the storage room beyond it, and the Colonel then calls about the Node and brings Rose onto the line. From now on call 140.96 to save.
Summary
Rose logs your mission data on 140.96, and calling her is how you save in this chapter. There are no save points, and run 1 has no save limit.
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Log in at the first NodeQuest step
Location
The Plant: Shell 1 · Deep Sea Dock storage room – Step over the knocked-out guards in the storage room and log in at the computer Node. The guards start to come round as you finish, so call the lift at once, hide out of their sight until it comes down, and slip in.
Summary
Nodes are the computer terminals that load each area's map; this first one switches the radar on. Log in at the Node in every new area.
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Area: Strut A, RoofArea
Location
The Plant: Shell 1 · Strut A, Roof – The lift from the dock comes up here. Go to the chain-link fence in the far left corner, crawl through the hole at its foot, and the door just past it opens onto the Pump Room stairs.
Summary
The open roof of Strut A, fenced off from the rest of it. A gap low in the fence is the way through.
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Slip on gull droppingsOther
Location
The Plant: Shell 1 · Strut A, Roof – On the roof, run rather than walk over a patch of droppings and you slip and fall flat. Wearing a cardboard box keeps you on your feet.
Summary
Gulls nest on the roof, and their droppings send you sprawling if you run across them. A small gag, nothing more.
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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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Area: Strut A, Pump RoomArea
Location
The Plant: Shell 1 · Strut A, Pump Room – Go through the door past the roof fence and down the stairs; a scene shows where the Node is. With no gun yet, knock on a wall to draw the guard away, slip past to log in, then leave by the door on the left.
Summary
The pump hall inside Strut A, with a guard by its Node and doors out to the A-B and F-A bridges.
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Area: A-B Connecting BridgeArea
Location
The Plant: Shell 1 · A-B Connecting Bridge – Through the Pump Room's left-hand door. With no gun, hang off either railing and shimmy across past both guards, or sneak behind them and roll over the noisy deck panels; the door at the far end leads into Strut B.
Summary
The bridge from Strut A to Strut B, watched by two guards. An intercepted radio call plays as you step onto it.
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Area: Strut B, Transformer RoomArea
Location
The Plant: Shell 1 · Strut B, Transformer Room – Through the door at the end of the A-B bridge, walk forward down the corridor and the long scene starts. When it ends, log in at the Node and take the SOCOM bullets next to it.
Summary
The transformer hall of Strut B. A long scene plays as you walk in, and its Node sits beside a pile of SOCOM bullets.
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Iroquois PliskinHidden spoiler – activate to revealNPCMinor spoiler
Location
The Plant: Shell 1 · Strut B, Transformer Room – He steps in during the Strut B scene, introduces himself as Iroquois Pliskin, and tells you who the attackers are before he leaves.
Summary
A Navy SEAL lieutenant who survives the attack on his team in Strut B. He becomes an ally on the Codec.
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SOCOMWeapon
Location
The Plant: Shell 1 · Strut B, Transformer Room – Handed over by the surviving SEAL during the Strut B scene, so there is nothing to look for. Load up on the SOCOM bullets by the Node before you move on.
Summary
A lethal pistol, and the first gun of this run on Normal. With it you can hold guards up for their dog tags.
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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.
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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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Gull-shooting callOther
Location
The Plant: Shell 1 · Strut A, Roof – From the Pump Room, climb the stairs back up to the roof, where the gulls gather, and keep shooting them until the call comes. Answer with the apology so saving works again. Leave this off the no-kill and Big Boss runs, in case a gull counts as a kill.
Requires
Summary
Shoot enough gulls and the Colonel and Rose call to scold you. Rose then won't save until you apologise in that call.
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Area: B-C Connecting BridgeHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: Shell 1 · B-C Connecting Bridge – Go back over the A-B bridge and through the Transformer Room to the door at its far end. A scene plays as you step out; then cross without stopping, since a Cypher flies in if you hang about. Chaff lies on the broken stub that points toward the core, close to a long drop.
Summary
The bridge from Strut B to Strut C. A scene here wrecks its branch toward the Shell 1 Core, and Cyphers patrol it if you linger.
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Area: Strut C, Dining HallArea
Location
The Plant: Shell 1 · Strut C, Dining Hall – Through the door at the end of the B-C bridge, into the corridor that leads to the hall. Walking on down the corridor into the hall starts the scene.
Summary
The canteen of Strut C, with restrooms off its entrance corridor. The bomb-disposal briefing happens here.
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Restroom callsOther
Location
The Plant: Shell 1 · Strut C restrooms – Do this before you walk on into the hall. In the men's room, stand at a urinal, look at it in first-person view and call the Colonel. Calling from the women's room earns a scolding instead, and Rose may refuse to save until you apologise.
Summary
Codec gags in the Strut C restrooms: a private moment in the men's room, a telling-off in the women's.
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Peter StillmanHidden spoiler – activate to revealNPCMinor spoiler
Location
The Plant: Shell 1 · Strut C, Dining Hall – Walk on down the corridor into the hall and the scene begins: he is waiting there, and Pliskin joins the briefing.
Summary
The bomb-disposal expert on the Plant. He briefs you on the charges and gives you the kit to find and freeze them.
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Coolant SprayWeapon
Location
The Plant: Shell 1 · Strut C, Dining Hall – Handed over in the Strut C briefing along with Sensor A and the Lv.1 card. The trophy for learning to freeze the charges pops during this scene.
Summary
Freezes a charge's detonator when sprayed on it for a few seconds; it also wakes knocked-out guards. A trophy pops during the lesson on using it.
Trophies
  • Bronze · PlayStationBomb Squad
  • Achievement · XboxBomb Squad
  • Achievement · SteamBomb Squad
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Sensor AItem
Location
The Plant: Shell 1 · Strut C, Dining Hall – Given in the same briefing. Equip it after logging in at a strut's Node and walk toward the cloud on the radar to close in on that strut's charge.
Summary
Picks up the vapour leaking from a charge and marks the rough area on the radar as a cloud.
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Lv.1 CardKey item
Location
The Plant: Shell 1 · Strut C, Dining Hall – The third gift of the Strut C briefing, so there is nothing to search for.
Summary
Opens Lv.1 doors, such as the rooms off the Strut F Warehouse's lower floor. Higher cards come later in the run.
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Freeze the Strut C chargeQuest step
Location
The Plant: Shell 1 · Strut C restrooms – Log in at the Node at the far end of the hall (a Ration lies under a table), then walk back down the corridor into the women's restroom. Face the mirror with the Coolant Spray in hand, tilt your view up to the right-hand corner of the ceiling and spray the charge until it is frozen. Check the stalls for ammo on the way out.
Summary
The first of the charges spread round the struts. Each one is frozen the same way.
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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.