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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: 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.

From the bridge below the Strut G ledge, this stretch follows the outside walkways of Strut L to the K-L bridge and the Shell 2 Core. The core's 1F room is sealed off by a live floor, so the first job is a guided missile launcher from the flooded basement, flown back up through a duct. A fight down in the flooded rooms follows, then an escort back out through 1F, over the K-L bridge and through Strut L, with nine new guards to hold up on the way. It ends at the Oil Fence, where the PSG1 covers a long, slow crossing. You carry the PSG1, the Stinger, the Coolant Spray, the Directional Microphone, the Thermal Goggles and the SOCOM with its suppressor. Nothing is left behind on purpose: the crossing closes Shell 2 for the run, and the warning before it lists every row to check first.

Area: L-G Connecting BridgeHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: Shell 2 · L-G Connecting Bridge – The drop off the end of the Strut G ledge lands you on this bridge. Put the guards on its far section to sleep or knock them down before you move along it.
Summary
A broken bridge leading on from Strut G, with guards on its far section and two gaps in the walkway.
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Codec: a new support contactHidden spoiler – activate to revealNPCMajor spoiler
Location
The Plant: Shell 2 · L-G Connecting Bridge – The Codec call that followed the Harrier fight added him to your list. His number is 141.12: dial it any time from here on.
Summary
Otacon joins the support team for the rest of the Plant. Call him for advice.
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Area: Strut L, PerimeterArea
Location
The Plant: Shell 2 · Strut L, Perimeter – Follow the L-G bridge's walkway: cartwheel over the first gap, then flip over the rail and hang to shimmy past the second. The ladder at the end climbs to the walkway round Strut L.
Summary
The narrow outside walkway round Strut L. Some of its plates give way, and guards look out through the windows along it.
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Area: K-L Connecting BridgeArea
Location
The Plant: Shell 2 · K-L Connecting Bridge – Move along the Perimeter walkway without lingering in sight of the windows, watching for loose plates. At the caved-in stretch round the corner, crouch with your back to the wall to squeeze under the debris. Past the next corner, flip over the railing and drop onto the bridge below.
Summary
The bridge past Strut K's doorway to the Shell 2 Core. Cyphers patrol it, and its far end has two gaps.
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Area: Shell 2 Core, 1FArea
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – Cross the bridge, climb the stairs past Strut K's doorway and throw a Chaff Grenade to blind the Cyphers. On the stretch to the core, cartwheel over the first gap and hang from the rail to shimmy past the second, then go in through the door. Scenes and Codec calls play as you enter.
Summary
The Air Purification Room on the core's ground floor. A live electric floor bars the way to a sealed room, and a lift goes down to the basement.
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Area: Shell 2 Core, B1 Filtration Chamber No. 1Area
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1 – Once the calls end, take the left-hand stairs down, climb the far side, follow the corridor and log in at the Node in the room on the right. Ride the lift down to B1 and log in at the Node to the right of the lift.
Summary
The core's basement, flooded below its entrance. You swim its corridors on one breath at a time, using the air pockets.
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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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NikitaWeapon
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1, end of the flooded corridor – From the Node, take the stairs down into the water and swim straight along the corridor to its far end: the Nikita lies there, with an air pocket above it. Swim back to the lift and ride up to 1F.
Summary
A launcher whose missiles you steer in flight. It is the only way into the sealed room on 1F, and one of the weapon types the Plant weapon trophy counts.
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Cut the floor power with a Nikita through the ductHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room – On 1F, walk down the corridor and the steps beyond it, climb onto the container there and fire a Nikita into the duct opening. Steer it through the duct into the sealed room and onto the power box in its corner; keep it clear of the man inside, and keep the flight short, as the missile's fuel runs out.
Requires
Summary
The electric floor outside the sealed room runs off a power box inside it. A missile flown through the air duct can reach the box.
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President JohnsonHidden spoiler – activate to revealNPCMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room, sealed room – With the power cut, walk across the dead floor and in through the door. A long run of scenes plays inside.
Summary
The hostage the mission was sent for, held in the sealed room. He hands over a card and a disc.
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Lv.4 CardHidden spoiler – activate to revealKey itemMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room, sealed room – Walk across the dead floor into the sealed room: the card is handed to you during the scenes there, and the trophy for the meeting pops with them.
Summary
Raises your card level to 4. It comes with the meeting in the sealed room, as does a trophy.
Trophies
  • Bronze · PlayStationBohemian Candidate
  • Achievement · XboxBohemian Candidate
  • Achievement · SteamBohemian Candidate
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MO DiscHidden spoiler – activate to revealKey itemMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, 1F, Air Purification Room, sealed room – Handed over in the same scenes as the Lv.4 Card. More long scenes play when you step back out of the room.
Summary
A data disc handed over with the Lv.4 Card. Keep it: the story needs it later.
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VampHidden spoiler – activate to revealBossMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1, room past the flooded passages – Ride the lift back to B1 and dive in: take the first right, the second left, along the corridor and the next left, then through the doorway on the right, left, and right again past the mines to a door. Cross the wrecked room beyond on its air pockets, open the far door and climb the stairs to the door at the top. In the fight, shoot out the four lights first, never step into the pool, shoot his thrown knives down in first-person view, and hit him with the Nikita or the Stinger when he is on your level. The trophy pops with the win.
Summary
A fight in a dim room built round a deep pool, against a foe who moves through water and shadow. Winning earns a trophy.
Trophies
  • Bronze · PlayStationVampire Slayer
  • Achievement · XboxVampire Slayer
  • Achievement · SteamVampire Slayer
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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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Emma EmmerichHidden spoiler – activate to revealNPCMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1, locker room – Past the Body Armor's passage, swim through the next door on the right to stairs leading out of the water. Through the door at the top, log in at the Node and open the lockers: one hides her, others hold Pentazemin, a Book and C4. A scene follows.
Summary
A hostage found hiding in a locker room past the flooded passages. She comes with you from here.
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Lead Emma out and douse the bridge fireHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1 to the K-L Connecting Bridge – Her locker is in the room up the stairs past the fight room's flooded passages: from the fight room, take the stairs into the water, swim through the door on the right and keep right through the next door to the stairs out of the water. Opening her locker pops the trophy. Lead her back the same way: wait at every air pocket, as she runs out of breath long before you do, take her hand on dry land, and sit out a scene in the fight room. Spray the sea lice in the lift hall with the Coolant Spray so she will pass, then ride up to 1F; the escort ends at a fire on the K-L bridge.
Summary
An escort from the locker room through the flooded basement, across 1F and over the K-L bridge, which ends once a fire on the bridge is out. Finding her earns a trophy.
Trophies
  • Bronze · PlayStationI Think You Need a Hug, E
  • Achievement · XboxI Think You Need a Hug, E
  • Achievement · SteamI Think You Need a Hug, E
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Codec: Emma EmmerichHidden spoiler – activate to revealNPCMinor spoiler
Location
The Plant: Shell 2 · Shell 2 Core, B1, Filtration Chamber No. 1 – Once she is with you, her Codec line appears in your list: call her on it. The line works for as long as she is at your side.
Summary
Her Codec line while she travels with you. A call at the right moment at the Oil Fence gives a short comic exchange.
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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.
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Lv.5 CardHidden spoiler – activate to revealKey itemMinor spoiler
Location
The Plant: Shell 2 · K-L Connecting Bridge – With the bridge guard's tag taken, shoot down the Cyphers, lead Emma across the bridge, now whole again, and spray the fire with the Coolant Spray until it dies. Walk on to the door beyond where it burned: she hands you the card in a scene there.
Summary
The highest card level. It opens the Lv.5 room in Strut E, where the Digital Camera lies: a second chance at it if the box ride was missed.
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Area: Strut L, Sewage Treatment FacilityHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: Shell 2 · Strut L, Sewage Treatment Facility – After the scene, go through the door past the burnt-out fire with Emma. Leave her just inside the entrance: two guards stand further in.
Summary
Two rooms inside Strut L, guarded by two soldiers. A second door leads on to the Oil Fence.
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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.
Report an issue
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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The Oil Fence closes Shell 2

The facility's second door leads straight into the Oil Fence crossing, and when the crossing ends, a scene moves you on and Shell 2, its bridges and Strut L are out of reach for the rest of this run. Before you take Emma through that door, check that you hold every one of these. Gear: AKS-74u Suppressor (on the wrecked Shell 1-2 bridge); Night Vision Goggles; Body Armor. Dog tags (Normal): Shell 2 Core, 1F Air Purification Room, guard 1; Shell 2 Core, 1F Air Purification Room, guard 2; Shell 2 Core, 1F Air Purification Room, guard 3; Shell 2 Core, 1F Air Purification Room, guard 4; Shell 2 Core, 1F Air Purification Room, guard 5; Shell 2 Core, 1F Air Purification Room, guard 6; K-L Connecting Bridge, guard 1; Strut L, Sewage Treatment Facility, guard 1; Strut L, Sewage Treatment Facility, guard 2. During the crossing itself: Emma's thoughts and the hair call; Directional Mic: Emma at the second column (2 of 2). A Normal tag missed here comes back only by playing the Plant on Normal again, and the trophy listen only on another Plant run that hears both places; this route does neither. Save with Rose on 140.96 before you go through.

Area: Strut L, Oil FenceHidden spoiler – activate to revealAreaMinor spoiler
Location
The Plant: Shell 2 · Strut L, Oil Fence – With both facility guards dealt with, go back for Emma, take her hand and lead her through the facility's other door, not the one you came in by. A scene plays and leaves you at the post, rifle in hand, as she starts out along the fence.
Summary
A sniping post high on Strut L, over the floating fence that runs across the water to Strut E.
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How the crossing runs

Emma walks the fence slowly, and the crossing runs on its own once it starts. Keep the PSG1 on the fence ahead of her the whole way, and switch to the Directional Mic only for two short listens: at the first column (optional) and at the second (needed for a trophy). If she dies, the game ends, so go back to the rifle as soon as each listen is over.

Cover Emma's crossing with the PSG1Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Plant: Shell 2 · Strut L, Oil Fence – From the post, put on the Thermal Goggles to show the Claymores, steady the scope with Pentazemin if you have it, and shoot every mine on the fence ahead of her, then the tower guards and Cyphers; tranquilizer rifle rounds lie nearby and more turn up when you run low. When she reaches the second column Pliskin calls: call him back on 141.80 and he fires at whatever you aim at. The third stretch of fence has more Claymores: clear them before she gets there.
Summary
Emma crosses the floating fence from Strut L toward Strut E while you keep her path clear from the sniping post. Mines, guards on the towers and Cyphers all stand in her way.
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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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Oil Fence sniping duelHidden spoiler – activate to revealBossMinor spoiler
Location
The Plant: Shell 2 · Strut L, Oil Fence – Partway along the third stretch, a scene cuts in and an attacker seizes Emma. Shoot him in the head with the PSG1 again and again, fast, without hitting her; aiming for the shoulder he leaves uncovered gives a bigger target, and Pentazemin steadies the scope. Too slow and the game ends. A scene follows the last shot.
Summary
A short sniping duel at the end of the crossing, with Emma held in front of your target.
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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.