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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: 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.

From Strut C the charge hunt runs clockwise round the ring: over the C-D bridge to Strut D, on through Strut E's Parcel Room and Heliport, and across the E-F bridge to Strut F, freezing a charge in each with the Coolant Spray while Sensor A points the way. You carry the SOCOM, the Thermal Goggles and the Lv.1 card. On the way: Stun Grenades, the Mine Detector, Claymores, the M9, the SOCOM's suppressor, the Digital Camera, three boxes, a Book and twelve tags, one strut at a time with no doubling back. Left for later: the Pump Room, Roof and Transformer Room charges and Sensor B (the next part), the bridge guards who only turn up later in the Plant, and Strut F's rooms behind higher card doors.

Taking tags on this loop

Come up behind a guard with a gun drawn to hold him up, step round to his front and keep aiming at his head (or groin) until he shakes; a tag, if he has one, is always the first thing he drops. A guard who won't give in can be wounded once in an arm or leg, quietly once the SOCOM's suppressor from Strut F is fitted, and then aimed at again. The Thermal Goggles show a tag on the chest of a guard who still carries one.

Area: C-D Connecting BridgeArea
Location
The Plant: Shell 1 · C-D Connecting Bridge – With the toilet charge frozen, walk back up the Dining Hall corridor and leave by the door at the far end of the hall. A camera watches the door at the bridge's far end: shoot it, jam it with Chaff, or keep tight to the wall and slip past.
Summary
The open bridge from Strut C to Strut D, the first leg of the loop.
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Area: Strut D, Sediment PoolArea
Location
The Plant: Shell 1 · Strut D, Sediment Pool – Go through the door at the far end of the C-D bridge. You come in at the head of the Sediment Pool's stairs, with the walkways circling the water below.
Summary
A strut built round a big settling pool, ringed by an upper and a lower walkway, with a Node on the lower one.
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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.
Report an issue
Freeze the Strut D charge(s)Quest step
Location
The Plant: Shell 1 · Strut D, Sediment Pool – Take the next stairs down to the lower walkway and follow it round to the Node; log in, then carry on round to the far side of the pool. The charge is under a hatch in the walkway: open it and spray it with the Coolant until it freezes. If Sensor A still shows a cloud afterwards, look under the hatch at the foot of the stairs as well.
Summary
One of the charges hidden round Shell 1. With Sensor A equipped it shows on the radar as a cloud, and the Coolant Spray freezes it.
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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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Area: Strut E, Parcel RoomArea
Location
The Plant: Shell 1 · Strut E, Parcel Room – At the end of the lower deck, climb the stairs and go through the door into the Parcel Room. The loading platform is at the south end of the room, the stairs down are on its left side and the stairs up are on the right.
Summary
Strut E's ground floor, a sorting hall of conveyor belts and shelves with a Node, stairs down to a lower room and stairs up toward the Heliport.
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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.
Report an issue
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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Area: Strut E, HeliportArea
Location
The Plant: Shell 1 · Strut E, Heliport – Back in the Parcel Room's main room, climb the stairs on its right side and go through the door at the top. Walk on and round the corner for a short scene; the big flight of stairs up to the pad is ahead.
Summary
Strut E's roof, a landing pad with a Harrier parked on it and containers round the edge.
Report an issue
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
Freeze the charge under the HarrierQuest step
Location
The Plant: Shell 1 · Strut E, Heliport – Walk up to the Harrier on the pad and crawl in under its landing gear, where the charge sits. Spray it with the Coolant until it freezes.
Summary
Strut E's charge, hidden under the jet on the pad.
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.
Report an issue
Area: Strut F, WarehouseArea
Location
The Plant: Shell 1 · Strut F, Warehouse – Go through the door at the end of the E-F bridge onto the Warehouse's top floor, which looks down on the crates below. A guard walks near the entrance.
Summary
A two-floor storage hall: a top floor of rooms and railings over a lower floor packed with crate stacks, and a Node room downstairs.
Report an issue
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
Freeze the Strut F chargeQuest step
Location
The Plant: Shell 1 · Strut F, Warehouse – Go round the corner to the left and look over the railing: the charge sits in a gap among the crates below. Flip over the rail above it, drop down between the crates and freeze it with the Coolant, then climb out of the stack onto the lower floor.
Summary
Strut F's charge, wedged among the crates on the lower floor.
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.
Report an issue
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.
Report an issue
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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To Catch a PredatorAchievement
Location
The Plant: Shell 1 · Strut F, Warehouse – Equip the Book and put it down in the path of a guard on his rounds, then back off and watch; the trophy pops when he stops to look at it. If no guard is left walking here, more Books lie in the Shell 1 Core later.
Requires
Summary
Lure a guard with the Book.
Trophies
  • Bronze · PlayStationTo Catch a Predator
  • Achievement · XboxTo Catch a Predator
  • Achievement · SteamTo Catch a Predator
Report an issue
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.
Report an issue

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.