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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 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.

With the Lv.3 Card in hand, this stretch heads back out of the Shell 1 Core to the Strut F Warehouse, where three top-floor rooms now open: the PSG1 sniper rifle, its tranquilizer twin, the RGB6 and hand Grenades. From there it crosses Strut E to the Strut D Sediment Pool and the bridge to Shell 2, which is rigged with charges that the rifle has to shoot out one by one. You carry the SOCOM, the M9, the AKS-74u, the Coolant Spray and the Thermal Goggles. What follows the charge units closes Shell 1 for the rest of the run, so the warning before them lists every Shell 1 row to check first. Nothing is left behind on purpose: the next section carries on in Shell 2.

PSG1Hidden spoiler – activate to revealWeaponMinor spoiler
Location
The Plant: Shell 1 · Strut F, Warehouse, top floor – The scene leaves you in the B1 corridor without your disguise, so the core's guards now open fire on sight. Take the lift up to 1F, slip or fight past the guards and cameras to the way out, and follow the branch back onto the E-F bridge. Cross to Strut F and go through the door onto the Warehouse's top floor, where the Lv.3 doors now open just by walking up to them. The PSG1 and its ammo are in the middle room on the right-hand side of the floor, as the map shows it.
Summary
The sniper rifle. The bridge to Shell 2 can't be crossed without it, and it is needed again later in the Plant. One of the weapon types the Plant weapon trophy counts.
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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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Area: Shell 1-2 Connecting BridgeArea
Location
The Plant: Shell 1-2 Bridge · Shell 1-2 Connecting Bridge – From the Grenade room, leave the Warehouse by the top-floor door to the E-F bridge, cross it into Strut E's Parcel Room and take the D-E bridge into the Strut D Sediment Pool. Head down its stairs to the door at the top centre of the map, which opens onto the Shell 1-2 bridge. Step out, then stop: nothing on the bridge can be walked past until the charges are dealt with.
Summary
The long two-level bridge from Strut D across to Shell 2, with a big tank on its deck and a door at the far end. Charges cover it from end to end.
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Shooting the charge units closes Shell 1

Once every charge unit on this bridge is shot out, walking on starts events you can't undo, and the Shell 1 struts, their bridges and the Shell 1 Core are out of reach for the rest of this run, except for a short timed dash through Strut E much later. Check that you hold every one of these first; a Normal tag missed here can only be taken by playing the Plant on Normal again. Strut A: Thermal Goggles (Plant); Chaff Grenade (Plant); Box 1 (Plant, Pump Room); Strut A, Pump Room, guard 1; Strut A, Pump Room, guard 2; Strut A, Roof, guard 1. A-B bridge: A-B Connecting Bridge, guard 1; A-B Connecting Bridge, guard 2. Strut B: Strut B, Transformer Room, guard 1; Strut B, Transformer Room, guard 2. B-C bridge: B-C Connecting Bridge, guard 1. Strut C: Strut C, Dining Hall, guard 1; Strut C, Dining Hall, guard 2. C-D bridge: C-D Connecting Bridge, guard 1; C-D Connecting Bridge, guard 2. Strut D: Strut D, Sediment Pool, guard 1; Strut D, Sediment Pool, guard 2; Strut D, Sediment Pool, guard 3. D-E bridge: Stun Grenade (Plant); D-E Connecting Bridge, guard 1; D-E Connecting Bridge, guard 2. Strut E: Box 5 (Parcel Room); Mine Detector; Strut E, Parcel Room, guard 1; Strut E, Parcel Room, guard 2; Box 3 (Heliport); Strut E, Heliport, guard 1; Strut E, Heliport, guard 2; Strut E, Heliport, guard 3; Dog Tag: Fatman. E-F bridge: Claymore. Strut F: Box 2 (Warehouse); SOCOM Suppressor; M9 (Plant); Book; C4; M4; PSG1-T; RGB6; Grenade (Plant); Strut F, Warehouse, guard 1; Strut F, Warehouse, guard 2; Strut F, Warehouse, guard 3. F-A bridge: F-A Connecting Bridge, guard 1. Shell 1 Core: Box 4 (Computer Room); Shell 1 Core, 1F, guard 1; Shell 1 Core, 1F, guard 2; Shell 1 Core, 1F, guard 3; Shell 1 Core, 1F, guard 4; Shell 1 Core, B2 Computer Room, guard 1; Shell 1 Core, B2 Computer Room, guard 2; Shell 1 Core, B2 Computer Room, guard 3; Shell 1 Core, B2 Computer Room, guard 4; Shell 1 Core, B1, guard 1; Shell 1 Core, B1, guard 2; Shell 1 Core, B1, guard 3. Boxes: Moving Day: all seven boxes. Save with Rose on 140.96 before you start shooting.

Shoot every Semtex control unitHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1-2 Bridge · Shell 1-2 Connecting Bridge – Stay by the door, equip the PSG1 and work round the bridge in the scope; Pentazemin, if you carry any, stops the sway. On Normal the units sit: over the door you just came through (turn round); two at the foot of the stairs straight ahead; on the big tank on the deck; one on each side of the door at the far end; behind the flag on the left; along the bridge's left-hand side; on a ledge down and to the right, outside the bridge; and one strapped to a Cypher drone hovering out toward Shell 2. Hit only that unit, never the drone, or the units have to be done again. When the last one goes, walk forward to start the scene.
Summary
Semtex charges line the bridge to Shell 2, each wired to a small control unit. The way across stays shut until every unit has been shot out.
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StingerHidden spoiler – activate to revealWeaponMinor spoiler
Location
The Plant: Shell 1-2 Bridge · Shell 1-2 Connecting Bridge – After the scene, Pliskin drops the launcher and its missiles onto the bridge from the helicopter overhead. Pick both up straight away, before the jet opens fire.
Summary
A lock-on missile launcher, thrown down to you from a helicopter at the start of the fight. The only weapon that works on the jet, and needed again near the end of the Plant.
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HarrierHidden spoiler – activate to revealBossMinor spoiler
Location
The Plant: Shell 1-2 Bridge · Shell 1-2 Connecting Bridge – Equip the Stinger and fire each time the lock-on settles on the jet; Pliskin throws down more missiles and Rations as you run short. Keep the lock on the jet, never on the friendly helicopter. Duck behind the big blocks on the lower deck when missiles come in, and drop to the lower deck when it swoops low over the bridge. Partway through, a short scene shows it lining up to rake the bridge: flip over a railing and hang there until the blast has passed. The trophy pops when the Harrier goes down.
Summary
A Harrier jump jet attacks the bridge with its cannon and missiles. Bringing it down earns a trophy.
Trophies
  • Bronze · PlayStationNo-Fly Zone
  • Achievement · XboxNo-Fly Zone
  • Achievement · SteamNo-Fly Zone
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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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Cross the wreck to the Strut G ledgeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 1-2 Bridge · Pipe and Strut G outer ledge – From the suppressor, get up onto the ledge that runs round the outside of Strut G. (The other way across the wreck: flip over the right-hand railing, shimmy along until you hang above the pipe, drop onto it and walk it, then climb the ledge on the right at its end. Gull droppings on the pipe make you slip.) Move steadily along the ledge, as parts of it fall away under you. Once round the corner, flip over the railing and drop to the bridge below.
Summary
With the bridge gone, the way to Shell 2 is a narrow ledge round the outside of Strut G, reached past the fire or along a pipe beneath the wreck.
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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.