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Metal Gear Solid: Metal Gear Solid 100% Completion Guide

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Run 1: The Dock and the Heliport

Set up the run, slip past the Dock's guards, arm yourself at the Heliport and crawl into the Tank Hangar.

This is Run 1 of two on one save chain: a full sweep of the base now, then a lean second run for the rank. You land at the Dock with only the Scope and Cigarettes, so this stretch is about getting armed: Chaff, Stun Grenades and the SOCOM at the Heliport, then the upper duct into the Tank Hangar. Left for later: the photo spots here wait for the Camera. The guide lists one-off gear only, because ammo and grenades return to their rooms.

Start on Hard, in the English version

Play the English version and choose Hard when you start the new game. Run 2 loads this run's clear save and New Game+ keeps its difficulty, so a Normal clear can't be raised later, and the rank Run 2 is after needs Hard. Stay in the same language for both runs: each language keeps its own saves.

Expect no Rations on the floor

On Hard, Rations are not expected to lie around the base at all, so this guide never sends you to one. Your supply is what guards drop when killed, and beating a boss usually refills Life. The radar is also reported off when Hard begins, so no direction here relies on it.

How saving works

There are no save points. You save in the field by calling Mei Ling on the Codec at 140.96, and that line opens at the Heliport. Run 1 has no save limit, so save before anything risky; only Run 2 counts saves. A loaded file can put you a little before the spot where you saved.

Virtual save data for MantisHidden spoiler – activate to revealOtherMinor spoiler
Location
Dock · Master Collection launcher – At the launcher, before Start Game, pick Metal Gear Solid and open Edit Saved Data. Choose an empty slot, then Add Virtual Data and a game, and repeat for more. Do this before the Commander's Room scene; the fight doesn't depend on it, and it comes back on a new game.
Summary
Psycho Mantis reads your memory card and names the Konami games he finds there. The collection lets you add stand-in saves for him to read, which changes only what he says.
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DockArea
Location
Dock · South-east corner – You come out of the water in the south-east corner, unarmed. The trophy arrives with the new game, so there is nothing to do for it.
Summary
The cavern under the base, where the mission begins. Starting the new game earns Commencing Mission.
Trophies
  • Achievement · SteamCommencing Mission
  • Achievement · XboxCommencing Mission
  • Bronze · PlayStationCommencing Mission
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Codec: Roy Campbell, 140.85NPC
Location
Dock · South-east corner – The call plays by itself as you surface: he gives his number and shows you how the Codec works. He rings again when you walk up to the lift, telling you to hide until it comes back down.
Requires
Summary
Your commanding officer and the first voice on the Codec. He is the line to try when you don't know what comes next.
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Slow to the elevatorOther
Location
Dock · Forklift by the lift – Do this before you step on the lift: hide by the forklift beside it and wait a long while before riding up. About ten minutes is known to work. Run 1 has no clock to protect, but leave this out of the Elite run; it comes back on a new game.
Requires
Summary
Take your time on the Dock and Campbell remarks on it when you reach the Heliport. It's a small line, there for the curious.
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Ride the lift to the HeliportQuest step
Location
Dock · Lift at the north end – Slip past the two patrols along the far east wall, keeping out of the puddles, whose splashes carry, and tuck in by the forklift next to the lift. A third guard rides down on it: let him walk clear, then run aboard. If you are seen, dive through the gap in the south railing and hide in the water until it passes.
Requires
Summary
The lift at the back of the cavern is the only way up. It won't run during an Alert.
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HeliportArea
Location
Heliport · Lift from the Dock – The lift lets you out with the helipad ahead and its searchlights sweeping in front of the Hangar. A long Codec call plays on arrival, and Campbell points out the two ducts into the building.
Summary
The open yard in front of the Tank Hangar, swept by searchlights and watched by cameras and patrols. Your first weapons are all here, on the way to a duct.
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Codec: Mei Ling, 140.96, save lineNPC
Location
Heliport · Arrival call – She joins the arrival call and gives the number herself, though her radar lesson is skipped on Hard. Keep 140.96 to hand: dial it whenever you want to save.
Summary
She keeps your mission data, and this frequency is how you save for the whole game.
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Mei Ling refuses youOther
Location
Heliport · Any time, by Codec – Save first. Dial 140.96, turn down the save and repeat. She tells you to stop, goes quiet, and at last sticks out her tongue and shuts the line with no save offered. How soon she offers saves again isn't known, so if she stays silent, reload that save.
Summary
Keep ringing the save line without saving and she runs out of patience with Snake. A joke for a moment when you can afford it, and not for Run 2.
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Chaff GrenadeWeapon
Location
Heliport · Middle of the helipad – Circle the pad on its right side and stop at the opening in the fence. When the two searchlights swing clear of each other, sprint to the stack of three at the centre of the painted H. A light landing on you raises an Alert.
Summary
Scrambles cameras and other electronics for a short time when thrown. Your radar goes down with them while it lasts.
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Stun GrenadeWeapon
Location
Heliport · Open room on the west side – From the pad, carry on to the open storage room on the left as you face the Hangar. A scene shows the camera watching it: press against the wall and edge along beneath the camera, or jam it with Chaff, then take the three grenades inside.
Summary
Dazes the guards around you for a moment, long enough to get past them or out of trouble.
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SOCOMWeapon
Location
Heliport · Cargo truck – From the storage room, cross to the cargo truck parked in front of the Hangar, where guards patrol. Climb into the back and look behind the boxes on the bed. Take it now: left here it moves to the Thermal Goggles' room and then to the Holding Cells, and that can push the Goggles out of place.
Summary
Snake's first gun, and the Holding Cells fight needs it. Its shots draw guards until you find a Suppressor.
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Codec: Nastasha Romanenko, 141.52NPC
Location
Heliport · Any time, by Codec – With a weapon in hand, call Campbell on 140.85 and he passes on her number, then dial 141.52. If her line stays dead for now, he gives it again when you reach the Nuke Building.
Requires
Summary
The weapons and nuclear adviser, with something to say about most of your gear. She is optional all game long.
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Enter the Tank Hangar by a ductQuest step
Location
Heliport · Upper walkway duct – From the truck, make for the containers on the snowy bank to the east and climb the stairs beyond them, timing the second camera. Pause near the top until the walkway guard turns away, then head west along the walkway and crawl into the duct. The lower duct, past a sleeping guard to the north-west of the truck, also works, but it sits in a camera's view and has a flooded stretch.
Requires
Summary
Two ducts lead inside. The upper one is the quieter way in and comes out close to the Thermal Goggles.
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Codec: Master Miller, 141.80NPC
Location
Heliport · Inside the duct – He rings by himself during the crawl and gives his number. The call is certain in the lower duct; if the upper duct stays quiet, dial 141.80 yourself once you reach the Hangar walkway.
Summary
Snake's old mentor, who offers advice on Alaska's wildlife and on survival. He is optional throughout.
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Run 1: Tank Hangar and the Holding Cells

Take the Thermal Goggles from the upper walkway, ride down to the cells, reach the DARPA Chief and survive the first forced fight.

You come into the Tank Hangar with the SOCOM, Chaff and Stun Grenades. This stretch takes the Thermal Goggles from the upper walkway, rides the cargo lift to B1, crawls the vent to the DARPA Chief and ends with the first forced fight. Left for later: the Hangar's locked rooms need higher cards, so its sweep comes after the Armory, and the photo spots wait for the Camera.

Tank HangarArea
Location
Tank Hangar · Upper walkway – The upper duct ends at an open cover with a ladder below it: climb down onto the walkway above the floor, and Campbell rings to send you to the cargo lift. From the lower duct you come out on the floor's east side between two guards, and the stairs to the west take you up to the walkway.
Summary
The great garage at the heart of the base, with two tanks on the floor and a walkway round the upper level. Nearly every early trip runs through it.
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Thermal GogglesKey item
Location
Tank Hangar · Open room off the east walkway – From the ladder, get past the walkway camera with Chaff or by staying out of its view, and follow the walkway round to the open room on the east side, which needs no card. Jam the camera inside and look behind the crates beneath it. If the SOCOM lies here because you skipped the truck, the Goggles move to the Lv.6 room on Nuke Building B2, or may appear here once you climb to the duct and come back down.
Summary
Show pitfalls, laser wires and similar hidden dangers while equipped. The Armory's pitfalls come soon after this.
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Holding CellsArea
Location
Holding Cells · Cargo lift to B1 – Follow the walkway on past a locked Lv.1 door to the stairs, beat the camera there with Chaff or good timing, and go down, using the tanks to hide from the floor guards. The lift is the door marked EV at the back of the floor, right of the stairs: press its panel twice to hurry it, and pick B1 inside. It won't run during an Alert.
Summary
The cell block on B1, where the hostages are held. The cargo lift is the way down.
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Crawl the vent to the DARPA ChiefQuest step
Location
Holding Cells · Vent above the cells – Leave the lift, walk the corridor to its far end and climb the ladder there into the vent. Carry straight on along the main duct; the first branch to the left only holds SOCOM bullets.
Summary
The cell doors need a card you don't have yet, so the vent above them is the way to the Chief.
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Johnny Sasaki first seenNPC
Location
Holding Cells · Vent above the cells – Stop on the floor grates as you crawl and look down in first-person view: one of the early ones shows him grumbling at his post. His grate may sit along a branch to the left, so try those too.
Summary
The guard on duty at the cells, who has a nasty cold. You will run into him again.
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Meryl exercising in her cellOther
Location
Holding Cells · Vent, second-to-last grate – Stop at the grate just before the last one and look down in first-person view. Climb out by the ladder and crawl back to change her exercise; a few returns change the scene further. Do this before you drop into the Chief's cell, since the way back up then closes; it comes back on a new game.
Summary
Meryl trains in the cell below the vent, and the scene changes if you keep coming back to it. It's an optional look and nothing more.
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Meet the DARPA ChiefQuest step
Location
Holding Cells · DARPA Chief's cell – Crawl to the far end of the main duct, stand over the last grate and drop through into his cell. A long scene plays. When it ends, save before you walk out, because the fight outside is a tough one.
Summary
The first hostage, and the man you came to find. What he tells you sets up the rest of the mission.
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ID Card Lv.1Key item
Location
Holding Cells · DARPA Chief's cell – This one arrives by itself: the Chief gives it to you during the cell scene, so there is nothing to search for. Equip it once the fight below is over. Each new card replaces the last.
Summary
Opens Lv.1 doors, the first of seven levels. A card works only while it is equipped.
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Heavily armed Genome SoldiersBoss
Location
Holding Cells · Outside the Chief's cell – Shoot the first three yourself with the SOCOM the moment the scene ends, because Meryl only fires after that. When grenades fly in, get to the corners beside the door at once, since a blast can kill you outright. Fallen guards may leave ammo and Rations, and the fight is over when Meryl runs for the lift.
Summary
The first forced fight: soldiers come through the door in waves and there is no sneaking away. Clearing them opens the way to the Armory.
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Run 1: The Armory and Revolver Ocelot

From the Holding Cells to B2: C4, Grenades, the blasted walls of Armory South, Revolver Ocelot, the call to Meryl and the FAMAS.

One floor below the cells lies the Armory, empty of guards for now. You have ID Card Lv.1, the SOCOM and whatever grenades you took at the Heliport. This stretch takes the C4 and the Grenades, blasts through to the second hostage, beats Revolver Ocelot and makes the call that gets you out of the Tank Hangar. Most Armory doors still refuse you: the rooms behind Lv.4 and Lv.5 wait for the trip back for the PSG-1.

ArmoryArea
Location
Armory · B2 corridor – From the Holding Cells, ride the cargo lift down to B2. Trap doors lie in the corridor between the north rooms: a click underfoot means one is opening, so keep running. Thermal Goggles show them.
Summary
B2 storage level: two rows of three rooms around a corridor, with trap doors in the floor. Nobody guards it yet, so take your time here.
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C4Weapon
Location
Armory · North-centre room – From the lift, the north-centre room is the block straight ahead. Run down its right-hand side without stopping on the trap door, turn left to its door and open it with ID Card Lv.1 equipped.
Summary
Plastic explosive, and the only thing that breaks the cemented walls on this level. The route cannot go on without it.
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GrenadeWeapon
Location
Armory · South-west room – From the C4 room, cross to the south row and go to its west end. Keep ID Card Lv.1 equipped for the door; the Grenades are inside.
Summary
Your first stock of thrown explosives. The tank fight beyond the Hangar depends on them.
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Two more pale walls

The north wall has a pale patch on each side of the lift. Blasting the west one opens a room of Stun and Chaff Grenades. The east one opens a room of C4 and SOCOM bullets, with two trap doors in its floor. Both are optional stock, and both are worth having for the fights ahead.

Blow the south-west wallQuest step
Location
Armory · South wall, south-west corner – From the Grenade room, go to the south-west corner and find the stretch of south wall that is paler grey and knocks hollow. Set C4 against it, step well back and detonate; with no guards here, the blast raises no Alert. Two more walls follow, so if you hold fewer than two charges, step into the new corridor, then go back to the C4 room for more.
Requires
Summary
Opens the only way to Armory South, where the second hostage is held.
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Armory SouthArea
Location
Armory South · Blasted corridor – Go through the hole and follow the passage to the pale patch on its east wall, where the floor tiling stops. Blow it and walk east along the corridor beyond, to a pale patch on the north wall near its end. Save on 140.96 here, and leave the further wall to the east for the trip back: the rooms behind it need higher cards.
Summary
Blasted corridors leading to Baker's room. The radar is jammed here, which matters little: the corridor itself holds no soldiers.
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Ocelot's scornOther
Location
Armory South · Baker's room – Do this before you beat him, in the fight behind the north wall: lose, continue, and repeat. No exact number of losses is known. It costs nothing in Run 1, but it is not for the Elite run, where continues count.
Requires
Summary
A secret: lose to Ocelot enough times and the scene after the fight changes. He tells Snake he is disappointed instead of praising him.
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Revolver OcelotBoss
Location
Armory South · Baker's room – Blow the pale patch in the north wall and walk in. Stay out of the middle: touching the wires around Baker, or letting Baker be shot, ends the game. Keep running, since his bullets ricochet, and hit him with the SOCOM when he stops to reload after six shots; a Stun Grenade holds him still for a moment.
Requires
Summary
First boss, a gun duel around a bound hostage. Beating him earns ID Card Lv.2 and the trophy.
Trophies
  • Achievement · Steamvs. Revolver Ocelot
  • Achievement · Xboxvs. Revolver Ocelot
  • Bronze · PlayStationvs. Revolver Ocelot
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ID Card Lv.2Key item
Location
Armory South · Baker's room – It arrives by itself: Baker hands it over in the scene after the fight.
Summary
Opens Lv.1 and Lv.2 doors. It replaces your Lv.1 card and unlocks the FAMAS room and the Hangar rooms you could not enter before.
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Codec: Meryl Silverburgh, 140.15, from the Online ManualNPC
Location
Armory South · Baker's room – Open the Stance Menu, choose Online Manual and turn the 3D case over; 140.15 is on the back panel. Knowing the number is enough, so you can skip the manual and dial it.
Summary
Meryl's number. All Baker remembers is that it is printed on the game's CD case, and the collection keeps that case in its Online Manual.
PlayStation 4, PlayStation 5
Stance Menu: L1 + R1.
Xbox Series X|S
Stance Menu: LB + RB.
Nintendo Switch
Stance Menu: L + R. If that does nothing, follow the on-screen prompt.
PC (Steam)
Stance Menu: E + M on the keyboard.
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Call Meryl to open the cargo doorQuest step
Location
Armory · South-west room – Equip ID Card Lv.2 and leave Baker's room by its door, back through the south-west hole to the Armory. Guards patrol here now, so duck into the nearest room, the Grenade room, and dial 140.15 there, clear of the Armory South jamming.
Summary
Meryl goes to unlock the Lv.5 cargo door on Tank Hangar 1F, the only way on. The route stops until you make this call.
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FAMASWeapon
Location
Armory · South-east room – From the Grenade room, slip past the patrols to the east end of the south row and open the door with ID Card Lv.2. Infrared beams cross the room above crawling height: put on Thermal Goggles or light a Cigarette to see them, crawl under for the rifle and its bullets, and crawl back out. Skip it and a rifle is reported to turn up later in the Nuke Building or the Cave, in no fixed spot.
Requires
Summary
An assault rifle with automatic fire, for the forced fights later on. It makes noise, so it is no stealth weapon.
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Run 1: Hangar Sweep, the Canyon and the M1 Tank

Back on Tank Hangar 1F with Lv.2: the Suppressor, Box A and Mine Detector rooms, then the cargo passage, the Canyon's mines and the M1 Tank.

Meryl has the cargo door in hand, and ID Card Lv.2 opens the Hangar rooms you walked past on the way in. Sweep them first, then cross the sensor passage and the Canyon to the tank. On Hard, the radar is reported off, so read every mine with Thermal Goggles and not with the radar. The Canyon's ghosts wait for the Camera, on the trip back.

SOCOM SuppressorUpgrade
Location
Tank Hangar · 1F east room – From the FAMAS room, head north past the patrols and ride the lift to 1F (it won't run during an Alert); Meryl calls on arrival to say the cargo door is open. Facing the north wall, the big cargo door is right of the lift and this room's door is just right of that. Open it with ID Card Lv.2, then choke the guard, who faces away and sometimes sleeps, or grab the Suppressor near him.
Requires
Summary
Silences the SOCOM, so a shot no longer brings nearby guards running. Select it as your item with the SOCOM equipped and the two combine.
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Cardboard Box AKey item
Location
Tank Hangar · 2F west room – From the east room, cross the floor to the stairs on the west side, left of the lift as you face it, and climb to the 2F walkway. Time the surveillance camera, then go in under it through the door on the west side with ID Card Lv.2. Chaff Grenades share the room, and you want them for the tank.
Requires
Summary
Hide inside it, and stay still while anyone is near. Marked To Heliport: it is also your ticket on a truck later.
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Mine DetectorKey item
Location
Tank Hangar · 2F north-east room – From the Box A room, follow the walkway round to the far side of the floor, crawling on the grating to stay quiet around the guard who walks it. The Lv.2 door is under the camera in the north-east corner. Pass it by and a spare is reported much later, behind a Lv.7 door.
Requires
Summary
Marks buried Claymores on the radar. With the radar reported off on Hard, expect it to show nothing here.
Report an issue
Save before the passage

A tripped sensor in the next room seals both doors and fills it with gas, so it is a real risk. Call Mei Ling on 140.96 before you step inside.

Cross the cargo passageQuest step
Location
Cargo passage · Sensor corridor – Get to Tank Hangar 1F, by the cargo lift if you are still in the Armory, and go through the cargo door, with Thermal Goggles on or a Cigarette lit to show the beams. Stop behind each line on the floor until the next sensor has climbed above Snake's head, then move up to the following line; don't count on crawling. At the far end, equip ID Card Lv.2 again for the door.
Summary
The corridor behind the door Meryl unlocked, and the only way to the Canyon. Moving infrared sensors sweep it from ceiling to floor.
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CanyonArea
Location
Canyon · South end – The Lv.2 door at the end of the cargo passage opens straight onto it. Stop just outside, because the ground ahead is mined.
Summary
The open ground between the Tank Hangar and the Nuke Building, mined at this end with a clearing to the north.
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Codec: Deepthroat, 140.48, incoming onlyNPC
Location
Canyon · South end – Take a few steps forward from the door and the call comes by itself, warning of Claymores and a tank. The number appears on the call, but dialling 140.48 reaches nobody.
Requires
Summary
A stranger on the Codec who warns you of what's ahead. You can only receive these calls.
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ClaymoreWeapon
Location
Canyon · South end – Five lie buried in the south of the Canyon, four in the middle and one to the south-west. Thermal Goggles show them. Crawl over each one to collect it, because walking onto one sets it off; without Goggles, crawl the whole stretch. To skip them, the lane right of the door is clear.
Summary
Directional mines you can plant yourself. This first stock is good for slowing the tank and for fights much later.
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M1 TankBoss
Location
Canyon · Clearing – Take the clear lane right of the door north past the mines, and the fight starts in the clearing. Throw a Chaff Grenade before you move to stop the main gun, then run in close, staying clear of the tracks, and throw Grenades at the gunner in the hatch until both gunners are down. More Grenades and Chaff lie around the north of the Canyon.
Summary
A tank and its two gunners block the way to the Nuke Building. Grenades are what kill it; beating it earns ID Card Lv.3 and the trophy.
Trophies
  • Achievement · Steamvs. M1 Tank
  • Achievement · Xboxvs. M1 Tank
  • Bronze · PlayStationvs. M1 Tank
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Run 1: The Nuke Building and the Cyborg Ninja

Past the no-weapons floor on 1F, down to B1 for the Nikita, through the B2 switchboard and gas corridor, and into the Lab for the Ninja fight and a new ally.

The M1 Tank is down and ID Card Lv.3 is in hand. This stretch crosses the Nuke Building from top to bottom: 1F, where nothing can be fired, B1 for the Nikita, and B2, where gas and a live floor stand between you and the Lab. Bring the Thermal Goggles and any Chaff you have. Left for later: Box B and the Lv.5 rooms on B1 (next section), the Lv.6 rooms (after the torture) and every ghost photo here (the Camera trip).

Nuke BuildingArea
Location
Nuke Building · 1F entrance – Go through the door on the north side of the Canyon, if the scene after the tank has not already put you inside. Just within, a walkway on the left climbs to a viewing station: first-person view from there shows the floor's layout.
Requires
Summary
The Nuclear Warhead Storage Building, the Nuke Building from here on. Weapons can't be fired on its ground floor.
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Reach the 1F lift unseenQuest step
Location
Nuke Building · 1F main floor – From the entrance, go north down the ramp and crawl under the part-raised door; Campbell and Naomi call about the weapons ban. Head west along the south wall, waiting in its alcoves as the patrol passes, then climb the west stairs to the lift. An Alert seals the door and fills the floor with gas, and the lift won't run during one.
Summary
The only way down to B1 and B2. No gun can be fired on this floor and only Chaff works, so being seen is a real problem.
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NikitaWeapon
Location
Nuke Building · B1 South room, east side room – Ride the lift to B1 and go through the Lv.3 door south of the lift into the big South room. Wait for the patrolling soldier to turn away, then open the Lv.3 door in the middle of the east side. The launcher and its missiles are inside.
Summary
The remote-guided missile launcher. B2 can't be crossed without it, because only a missile can reach the switchboard.
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Destroy the B2 switchboardQuest step
Location
Nuke Building · B2 gas corridor – From the B2 lift, go south through the airlock and stop at the corridor's edge: gas pours in and Deepthroat warns you off the floor. Steer a Nikita in first-person view south down the corridor, west into the open gun camera room, north through its far door and into the panel at the north-west. Keep it flying straight so the cameras can't hit it, and step back to the airlock for air between shots.
Requires
Summary
The gas corridor's floor is electrified until the switchboard goes. A Nikita is the only thing that can get there.
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Gas MaskKey item
Location
Nuke Building · B2 gas corridor, third door – With the floor dead, walk down the corridor from the airlock and take the third door on your right, with ID Card Lv.3 equipped; a gun camera watches the room. The second door needs Lv.4. Wear the mask here and swap back to the card only for doors, since the card must be equipped to open one.
Summary
Slows the O2 gauge in gas. It makes B2 far easier, and the last gas room of the run calls for it.
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Follow the Ninja to the LabHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Nuke Building · B2 corridor to the Lab – Walk down the gas corridor to its end and turn right at the fork. Slip past the gun camera over the far door and open it with Lv.3: the airlock beyond clears the gas. Go north through the corridor of dead soldiers until the Ninja appears, then follow him through the door at the end.
Summary
Someone has cut through the soldiers on the way to the Lab. The trail leads straight to the next fight.
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Cyborg NinjaHidden spoiler – activate to revealBossMinor spoiler
Location
Lab · Otacon's lab – He is waiting just inside. Unequip your gun and use punch, punch, kick, stepping clear when he leaps to stomp. When he cloaks, Thermal Goggles find him; when he walks up slowly, make him teleport, dodge the big punch and hit back. Once his bar is empty, keep away from the electric bursts and shoot him a few times to finish.
Summary
A hand-to-hand fight in the Lab: his sword turns bullets aside, so guns do nothing until the very end. Beating him brings ID Card Lv.4 and a new contact.
Trophies
  • Achievement · Steamvs. Ninja
  • Achievement · Xboxvs. Ninja
  • Bronze · PlayStationvs. Ninja
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Otacon first meetingHidden spoiler – activate to revealNPCMinor spoiler
Location
Lab · Otacon's lab – No searching needed. After the fight and a Codec talk, he comes out of the locker he was hiding in.
Summary
Hal Emmerich, known as Otacon, the engineer behind Metal Gear. He becomes your technical help for the rest of the mission.
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Codec: Otacon, 141.12Hidden spoiler – activate to revealNPCMinor spoiler
Location
Lab · Otacon's lab – He tells you the frequency in person during the same scene. Dial 141.12 whenever a machine or a locked way forward stumps you.
Summary
A contact you must dial yourself, and several later story steps depend on calling him.
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Night Vision GogglesKey item
Location
Nuke Building · B2 west area, topmost room – Leave the Lab, go back through the airlock and take the left side of the fork, along the missile's route. Head north through the gun camera room, with Chaff to blind the cameras, and open the Lv.4 door of the topmost room near the end. On the way back to the lift, the second door in the gas corridor now opens too: it holds Stun Grenades, which the next boss makes worth taking.
Summary
Lights up dark rooms, and the Cave is the one place they matter. Optional, but this is the easy moment.
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Run 1: Finding Meryl and Psycho Mantis

Box B, the disguised soldier on B1, ID Card Lv.5 and the PAL Card Key, then the Commander's Room, where Psycho Mantis has to be beaten with a controller trick.

You are heading for the lift with ID Card Lv.4 and Otacon's frequency. This stretch finds Meryl on B1, takes her Lv.5 card and the PAL Card Key, and ends in the Commander's Room. That fight is the one place the game reaches outside itself, so read the swap step before you go in. Left for later: the Lv.5 Armory rooms (the PSG-1 trip), the Lv.6 room on B1 (after the torture) and the ghost photos here (the Camera trip).

Cardboard Box BKey item
Location
Nuke Building · B1 South room, north-west side room – Ride the lift to B1 and go through the Lv.3 door into the South room. Keep out of sight of the two soldiers, go round the outside and open the Lv.4 door on the north-west side. If you are spotted and one soldier runs off, the box stays here for after the next scene.
Summary
The box addressed to the Nuke Building: wear it in a truck bed to be driven here. Worth having for the long walks back later.
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Save before you show yourself

The next two secrets pull against each other: the calls take time inside the bathroom, and the other needs you there within seconds. Save with Mei Ling on 140.96 now, do the calls, then load that save and make the fast run. Run 1 has no save limit.

Ladies' bathroom Codec callsHidden spoiler – activate to revealOtherMinor spoiler
Location
Nuke Building · B1 women's bathroom – Let the swaying soldier in the South room see you, follow her into the women's bathroom and stop short of the last stall. From there dial Mei Ling (140.96), Nastasha (141.52), Campbell (140.85), Otacon (141.12) and Miller (141.80). Do this before you walk into the last stall, which ends it; it comes back on a new game.
Summary
Your contacts each have something to say about where Snake is standing. Mei Ling's reply is the angriest.
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Follow Meryl into the bathroomHidden spoiler – activate to revealOtherMinor spoiler
Location
Nuke Building · B1 women's bathroom – Load the save if you made the calls. Let her see you, run after her the moment she bolts, and go straight to the last stall within about five seconds of her going in. Do this before the bathroom scene plays; it comes back on a new game.
Summary
Arriving fast plays a different version of the next scene. Slower arrivals get the ordinary one.
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Find Meryl on B1Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Nuke Building · B1 women's bathroom – On B1, take the Lv.3 door into the South room and pick out the soldier who walks with a sway; never shoot that one, because killing Meryl ends the game. Wait for the other to wander off or deal with him quietly, then step into her view so she runs to the women's bathroom on the north-east side. Follow her in and walk into the last stall, the third, to start the scene.
Summary
Meryl is hiding among the guards in a soldier's uniform. Finding her opens the way to the Commander's Room.
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ID Card Lv.5Hidden spoiler – activate to revealKey itemMinor spoiler
Location
Nuke Building · B1 women's bathroom – Meryl hands it over in the bathroom scene, so it arrives by itself.
Summary
Opens Lv.5 doors and everything below them, the Commander's Room included. It replaces Lv.4.
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DiazepamConsumable
Location
Nuke Building · B1 South room, south-west side room – From the bathroom go back into the South room; the guards have gone after the scene. Open the Lv.5 door on the south-west side. Stun Grenades also lie by the bookcase in the room's north-east corner.
Summary
Steadies the sniper scope. It restocks, so this is only the first pickup, and the rifle it helps comes later.
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Meryl blushesHidden spoiler – activate to revealOtherMinor spoiler
Location
Nuke Building · B1 corridor to the Commander's Room – Take the corridor beside the lift, on its left, past the men's toilet, and catch up with her. Hold first-person view on her until she reacts. Do this before you go through the door at the Cave's far end; it comes back on a new game.
Summary
Stare at her long enough and she reacts. A small scene with no effect on the mission.
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Meryl slaps SnakeHidden spoiler – activate to revealOtherMinor spoiler
Location
Nuke Building · B1 corridor to the Commander's Room – While she is beside you, punch her once with no weapon out, and she knocks Snake down. Never use a gun, because killing her ends the game. Do this before you go through the door at the Cave's far end; it comes back on a new game.
Summary
Hit her and she hits back harder. It costs a little Life and nothing else.
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The door locks behind you

Once you are through the Lv.5 door at the corridor's end, you can't leave until Psycho Mantis falls. Take Stun Grenades and the Thermal Goggles in with you, and save first. Loading a save made during the fight puts you back outside with Meryl.

Mantis Vision through Meryl's eyesHidden spoiler – activate to revealOtherMinor spoiler
Location
Commander's Room · Commander's Room – Open the Lv.5 door with Meryl and, once inside, hold the first-person view button: the picture comes from her and Mantis, not Snake. It keeps working during the fight, so do this before Mantis falls; it comes back on a new game.
Summary
While Meryl is under his control, first-person view stops being Snake's. It is one of the fight's small tricks.
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Meryl comes first

Walk round the desk toward the far door and Meryl turns her gun on you. Don't fire on her. Throw a Stun Grenade, which costs her no Life, or throw her or punch her down by hand. Mantis then appears and talks through your play record before the fight starts, and with vibration on he moves your controller.

Connect as P2 for Psycho MantisHidden spoiler – activate to revealOtherMinor spoiler
Location
Commander's Room · Commander's Room – Take the corridor beside the B1 lift, on its left, past the men's toilet, and open the Lv.5 door at its end. When the fight begins the screen goes black with a green HIDEO in the corner: open the Stance Menu then, with both shoulder buttons together (E + M on a keyboard; see the notes for your platform). Choose Controller Settings, go down to Controller Connection, switch it to Connect as P2 and confirm as you back out. He can now be hit.
Summary
He reads your moves and dodges nearly everything while you are on the first controller slot. The Master Collection swaps that slot in a menu, with one controller, on every platform.
PlayStation 4, PlayStation 5
L1 + R1 opens the Stance Menu. If it doesn't, press the PS button and go back into the game: the menu appears as you return.
Xbox Series X|S
LB + RB opens the Stance Menu.
Nintendo Switch
L + R opens the Stance Menu. If it doesn't, use the statues in the tip below, which need no menu.
PC (Steam)
E + M on the keyboard (the 1 key also works by default, and keys can be rebound), or LB + RB on a controller (L1 + R1 on a PlayStation pad). Campbell's hint may tell you to stop using keyboard and mouse, but the fix is still this swap, on a keyboard too.
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If the swap doesn't work: the statues

This works on any platform and needs no menu. During the fight call Campbell on 140.85 again and again until he brings up the controller port, about four calls. Let Snake die, then on the retry call again: he or Naomi points you to the masked busts on the left and right of the room. If no one does, die once more. Shoot the busts and Mantis can be hit; they won't break before that hint. Tick the Connect as P2 item anyway. A death costs nothing in Run 1, but this is not for the Elite run.

Psycho MantisHidden spoiler – activate to revealBossMinor spoiler
Location
Commander's Room · Commander's Room – Shoot him with the SOCOM or FAMAS, wearing Thermal Goggles when he cloaks (first-person view also shows him). Crawl under thrown furniture and run sideways from the paintings. At about half Life he takes Meryl again: stun or throw her, then do it once more at once when she turns the gun on herself, or the game ends.
Summary
The telepath of the unit, fought in the Commander's Room. With the slot swapped he is an ordinary gun fight, and beating him opens the way out.
Trophies
  • Achievement · Steamvs. Psycho Mantis
  • Achievement · Xboxvs. Psycho Mantis
  • Bronze · PlayStationvs. Psycho Mantis
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Set the controller back to P1

Before you walk on, open the Stance Menu again and set Controller Connection back from P2. Then leave by the door Mantis opens at the north of the room.

Run 1: The Cave and the Underground Passage

Meryl leads the way through the wolf cave and into a mined passage, and the walk ends with a forced trip back to the Armory.

The Commander's Room is behind you, you hold ID Card Lv.5, and Meryl is with you. This section crosses the Cave and the first half of the Underground Passage, then turns you round: the way on can't be forced without a weapon you don't have yet. The box trick at the far end of the Cave only works on this first crossing, so take it on the way through. The ghost spots in the Cave are left for the walk back, once you hold the Camera.

CaveArea
Location
Cave · First room – From the Commander's Room take the north door, climb the stairs and open the Lv.5 door. Go north, crawl through the low gap, then head north-east into the dark part (Night Vision Goggles help, and a Stun Grenade stops the wolves). Go south as far as you can and crawl through the south-east hole into the lit end; a low gap on the south side of the dark part holds supplies, Diazepam among them.
Summary
A dark stretch of tunnels full of wolf dogs that go for Snake on sight. Meryl crosses it ahead of you and waits at the far door.
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Wolf-proof cardboard boxOther
Location
Cave · Lit end, by the door – Meryl is waiting at the door at the lit end, with a wolf pup nearby. Set a cardboard box as your quick-change item, hit Meryl once, then put the box on at once: she whistles, and the pup marks the box instead of biting you. Do this before you go through the door, because she only waits here on this first trip; it comes back on a new game.
Summary
A one-time trick that marks a cardboard box with wolf scent. Wear that box in the Cave afterwards and the wolves leave you alone.
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Underground PassageArea
Location
Underground Passage · South door – Go through the door at the lit end of the Cave. Follow Meryl's footprints north, or wear the Thermal Goggles and run the east wall; leaving and coming back wipes the footprints. Crawling over a mine picks it up, and there are four Claymores here to collect before you reach her.
Requires
Summary
A long hall with a minefield across its south half. Meryl marks a safe line through it as she walks.
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Meryl is shotHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Underground Passage · Past the minefield – From the Cave's lit end, go through the door and cross the mines to Meryl. The scene starts by itself when you reach her. Don't run out to help her: you are in Wolf's sights from here on.
Summary
Sniper Wolf hits Meryl and leaves her in the open as bait. No gun you carry can answer from this range.
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Harm Meryl after she is shotHidden spoiler – activate to revealOtherMinor spoiler
Location
Underground Passage · Past the minefield – Save first, since killing her may end the game. Straight after the scene, before you leave the hall, aim any gun at Meryl where she lies and hit her a few times. Be quick, since Wolf keeps firing at you. Do this before you leave: she is gone when you come back, and it only returns on a new game.
Summary
A hidden reaction: Campbell and Naomi turn on Snake if he shoots her now. It costs nothing in Run 1, but it is not one for the Elite run.
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Fetch the PSG-1 from the ArmoryHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Underground Passage · South door – Call Otacon on 141.12 and he names the Armory on Tank Hangar B2. Equip your Lv.5 card, then go back over the mines to the south door along the same wall you came in by, so the door opens without a wait in the line of fire. The way back starts through the Cave, the Commander's Room and the Nuke Building; the next section gives the quickest way on from there.
Summary
Wolf can't be fought without a sniper rifle, and the nearest one is back in the Armory. Tick this once you are out of the hall; the next section is the walk itself.
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Run 1: The Trip Back for the PSG-1

Out to the Armory for the PSG-1 and the Camera, then back to the Underground Passage with 24 ghost photos on the way.

Sniper Wolf holds the far end of the Underground Passage and can't be fought without a sniper rifle, so this section is one loop: out to the Armory for the PSG-1, then back to the Passage with the Camera. You hold ID Card Lv.5, which opens the rifle room. Nothing can be photographed on the way out, so all 24 ghosts here come after the Camera, on the way back. The rest come later in this run, apart from the one at the Dock, which is left for Run 2.

Take the story ghosts on this walk

Five ghosts rely on something the story may change: a body, a guard or an open door. They are Nishimura, Kitao, M. Kobayashi, Korekado and Kaneda. A few may not stay available and nothing warns you when one goes, so shoot all five on this trip rather than saving them for a later pass.

Truck fast travelOther
Location
Nuke Building · 1F truck – Go back through the Cave, the Commander's Room and B1, ride the lift up to Nuke Building 1F, and walk down to the truck on the main floor. Climb into the back, equip Cardboard Box A and wait: a soldier should spot the box and have you driven to the Heliport truck. With no Box A, cross the Canyon and the Tank Hangar on foot to the cargo lift instead.
Summary
A box worn in the back of a truck gets Snake driven to the place printed on it. Here it skips the Canyon, which now holds far more Claymores and new gun cameras.
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PSG-1Hidden spoiler – activate to revealWeaponMinor spoiler
Location
Armory · North-west room, Lv.5 – Get to Tank Hangar 1F, either by the truck above and the Heliport's lower duct north-west of it (a guard sleeps in front and a camera watches it), or on foot through the Nuke Building, the Canyon and the cargo door. Ride the cargo lift on the north wall to B2. Guards patrol here now and trap doors lie between the north rooms, so keep moving to the Lv.5 door of the north-west room. With Thermal Goggles or Cigarettes showing the beams, crawl slowly around the barrels to the rifle, then leave the same way.
Summary
The sniper rifle Sniper Wolf can't be fought without, and the reason for this whole trip.
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CameraKey item
Location
Armory South · Side area, Lv.4 room – Refill C4 in the north-middle Armory room if you are out, then go through the blown south-west wall and east along the Armory South corridor, past the hole into Ocelot's room. Blast the discoloured wall at the east end; gun cameras cover the side area beyond, so throw Chaff before stepping in and another before it wears off. At the top right, open the Lv.4 door (the Lv.6 door beside it waits for later) and take the Camera from the north side of the room. If the door refuses your card, come back for it with Lv.6 on the sweep after the torture.
Summary
Takes the photos that reveal ghosts, and Ghostly Encounter needs it. No objective ever points here, so it is easy to walk past.
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Ghost: Makimura, Camera room doorwayCollectible
Location
Armory South · Camera room doorway – Walk back to the Lv.4 door, stand in the open doorway and equip the Camera. Aim south at the bottom-right corner, framing the pipes that run into the floor and the two that leave the wall. Take the photo (Square on PlayStation; Circle and Cross zoom) and save it to the memory card.
Requires
Summary
The ghost the trophy route uses, because it costs no extra walking. Ghosts never show through the viewfinder, only in the saved photo.
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Ghostly Encounter: photograph a ghost and exorcise itAchievement
Location
Armory South · Main menu, Special, Album – A saved photo needs two free memory slots where a normal save needs one, so if the save is refused, try another virtual card. With the photo saved, save your game on Codec 140.96, quit to the game's main menu and open Special, then Album. Pick the save that holds the photo, open the picture and choose Exorcise, then load your game to carry on.
Summary
Exorcising one ghost photo earns the trophy, and any ghost counts. The Exorcise option appears only on a picture that holds a ghost, so it also proves the shot worked.
Trophies
  • Achievement · SteamGhostly Encounter
  • Achievement · XboxGhostly Encounter
  • Gold · PlayStationGhostly Encounter
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No Exorcise option means no ghost in that shot. Framing is strict, so return to the doorway and try again from a slightly different angle. Onoda's pillar, Kojima's poster and Korekado's urinals are good spares further along this walk; don't count on Kaneda's mirror for the trophy. Each language setting keeps its own saves, so open the Album under the language you played in.

Ghost: Onoda, Baker's pillarHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Armory South · Ocelot's room – Leave the side area and go through the blown north wall into Ocelot's room. Aim at the pillar Baker was tied to, just above where he hung.
Summary
A hidden staff ghost, seen only in the saved photo.
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Ghost: Nishimura, Baker's bodyHidden spoiler – activate to revealCollectibleMajor spoiler
Location
Armory South · Ocelot's room – In the same room, stand opposite Baker's body and frame him with part of the door on the right. If the body is gone, move on.
Summary
A hidden staff ghost that depends on something the story may change, so shoot it on this walk.
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Next stop is the Holding Cells: go back through the Armory to the cargo lift, ride up to B1 and take the Lv.1 door to the cells.

Ghost: Kitao, the DARPA Chief's bodyHidden spoiler – activate to revealCollectibleMajor spoiler
Location
Holding Cells · The Chief's cell – Photograph the DARPA Chief's body in his cell from any angle.
Summary
A hidden staff ghost that depends on something the story may change, so shoot it on this walk.
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Ghost: M. Kobayashi, naked guardCollectible
Location
Holding Cells · Room outside Meryl's cell – Outside Meryl's cell, open the Lv.1 door and go in. Any angle works on the naked guard lying there.
Summary
A hidden staff ghost that depends on something the story may change, so shoot it on this walk.
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The Heliport makes a loop with no ground walked twice: in by the upper duct, out by the lower duct, which drops you on Hangar 1F beside the cargo door. Box B in the Heliport truck would drive you to Nuke Building 1F instead, but then the first Canyon ghost lies across the whole minefield and back. Use the truck only if you are skipping both Canyon ghosts.

Ghost: Yoshimura, duct RationCollectible
Location
Tank Hangar · Upper duct, dead end – From Hangar 1F climb the stairs beside the lift and follow the 2F walkway to the ladder by the Mine Detector room. Climb into the duct, face the dead end past the vent cover, away from the Heliport, and photograph it. A Ration marks the spot on lower difficulties; on Hard expect none, so aim at the empty end.
Requires
Summary
A hidden staff ghost, seen only in the saved photo.
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Ghost: Shigeno, under the stairsCollectible
Location
Heliport · Foot of the north-east stairs – Crawl the duct out onto the Heliport walkway and go down the north-east stairs. At the foot, stand close to the container, under the security camera, then face west and aim left of the stairs.
Requires
Summary
A hidden staff ghost, seen only in the saved photo.
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Ghost: Tanaka, sleeping guardCollectible
Location
Heliport · Lower duct, north-west of the truck – Head north to the lower duct, north-west of the truck. From outside the security camera's view, frame the sleeping guard together with the wall right above the duct. If he has gone, the wall alone may still work.
Requires
Summary
A hidden staff ghost, seen only in the saved photo.
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The Canyon has been reseeded with far more Claymores and new gun cameras. Wear the Thermal Goggles to see the mines, since the Mine Detector shows nothing on Hard. Crawling over one takes it, and Chaff covers the cameras.

Ghost: Y. Kobayashi, the rockCollectible
Location
Canyon · Two rocks at the low end – Crawl the lower duct through the flooded stretch to the east side of Hangar 1F, then take the cargo door beside the east room, the passage (its beams are off now) and the far Lv.2 door. In the Canyon, go to the two big rocks at the low south-east end. Stand to their left with your back to the taller one and aim north at the middle of the lower one.
Summary
A hidden staff ghost, seen only in the saved photo.
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Ghost: Kozyou, container and pipesCollectible
Location
Canyon · North-east, top of the Canyon – Cross north to the container and the tank-like structure on the north-east side, at the Canyon's top end. Stand between the rock face and the container and aim west, getting in the two pipes and the metal block.
Summary
A hidden staff ghost, seen only in the saved photo.
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Ghost: Yamashita, warhead tipCollectible
Location
Nuke Building · 1F main floor – Enter by the door on the Canyon's far side, go down the right corridor and crawl under the part-raised door. Weapons can't be fired here and an Alert seals the door and floods the floor with gas, so stay unseen. Aim at the tip of the left-hand warhead, framing both warheads, the container edge on the left and the boxes under green covers.
Requires
Summary
A hidden staff ghost, seen only in the saved photo.
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Ghost: Shikama, electrified corridorCollectible
Location
Nuke Building · B2 gas corridor – Ride to B2 and go south through the airlock into the gas corridor with the Gas Mask on. Stand where you fired the Nikita at the switchboard and photograph the corridor floor.
Summary
A hidden staff ghost, seen only in the saved photo.
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Ghost: Matsuhana, hallway of dead soldiersCollectible
Location
Nuke Building · B2 hallway before the Lab – Go right at the fork, past the gun camera, through the Lv.3 door and the airlock, then north through the next door into the hallway of dead soldiers. Stand at the left wall and aim at the wall opposite.
Summary
A hidden staff ghost, seen only in the saved photo.
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Ghost: Kojima, Policenauts posterCollectible
Location
Lab · North-east wall – Carry on into the Lab and go to its north-east side. Photograph the Policenauts poster, the one showing robots.
Requires
Summary
A hidden staff ghost, and an easy spare for the trophy.
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Ghost: Takabe, through the windowsHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Lab · Computer room – In the computer room where you fought the Ninja, stand by the large computers ringed with windows. Aim east through the windows at the lower middle of the room. The exact spot is where a Ration lies on lower difficulties, so on Hard try a few positions.
Summary
A hidden staff ghost, seen only in the saved photo.
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Go back through both airlocks and ride the lift to B1. In the South room ahead of the lift, the south-west side room (Lv.5) has stocked up again with Diazepam, which steadies the PSG-1 for the fight ahead.

Ghost: Kaneda, women's restroom mirrorCollectible
Location
Nuke Building · B1 women's restroom – From the South room go into the women's restroom. Stop before the last stall and photograph the mirrors over the sinks. If the door won't open, move on: this ghost is optional.
Summary
A hidden staff ghost that depends on something the story may change, so shoot it on this walk.
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Ghost: Korekado, men's restroomCollectible
Location
Nuke Building · B1 men's restroom – Back at the lift, go up the corridor to its left and into the men's restroom. At the far left, stand behind the guard at the urinals and aim just left of him, getting him and the steam in frame. He comes and goes, so wait for him; if he never shows, aim at the urinals anyway.
Requires
Summary
A hidden staff ghost that depends on something the story may change, so shoot it on this walk.
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Ghost: Sasaki, wall picturesCollectible
Location
Commander's Room · In front of the desk – Follow the corridor on into the Commander's Room. Stand in front of the desk and aim north at the chair and the pictures on the wall.
Summary
A hidden staff ghost, seen only in the saved photo.
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Ghost: Shimizu, over the crawl tunnelCollectible
Location
Cave · First room after the crawl – Leave by the north door, take the stairs and the Lv.5 door into the Cave, go north and crawl the low gap. In the room beyond, move north, turn round and aim at the wall over the tunnel you came through.
Summary
A hidden staff ghost, seen only in the saved photo.
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Ghost: Mukaide, the puddleCollectible
Location
Cave · Puddle by the north wall – Deal with the wolves first: Stun Grenades stop them. In the same room, follow the north wall to the small puddle where the three paths meet, stand in it and aim south-west at the ground where puddle and wall join.
Summary
A hidden staff ghost, seen only in the saved photo.
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From the puddle head north-east into the dark, go south as far as the Cave allows, and crawl through the south-east hole to the lit end. The door there leads back to the Underground Passage, where the next section picks up with the PSG-1 ready.

Run 1: Sniper Wolf and the Torture

The rifle fight in the Underground Passage, the last save before the capture, and the torture, where this run gives up.

You are back in the Cave with the PSG-1, the Camera and everything the trip turned up. This stretch is short but it sets the rest of the run: the fight, two ghost spots that only open after it, one save you must not skip, and the torture, where Run 1 gives up on purpose. Read the warning before the torture step. The Lv.6 door past the capture and the Medical Room's own ghosts come in the next section.

Sniper Wolf IHidden spoiler – activate to revealBossMinor spoiler
Location
Underground Passage · South end of the hall – With the rifle, walk back through the Tank Hangar, the Canyon, the Nuke Building, the Commander's Room and the Cave. Go through the door at the Cave's lit end and run straight behind a wall on the left or right. Stay in cover while her red laser shows, step out when it drops, take Diazepam to steady the PSG-1, and fire before she does; a hit on you knocks your aim away. Expect the mines to be gone by now, but look before you run in case some remain.
Summary
A long-range duel down the length of the hall, and the reason for the whole trip. Beating her earns vs. Sniper Wolf.
Trophies
  • Achievement · Steamvs. Sniper Wolf
  • Achievement · Xboxvs. Sniper Wolf
  • Silver · PlayStationvs. Sniper Wolf
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Ghost: Nakamura, Meryl's bloodHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Underground Passage · Where Meryl fell – Walk north from the south door to where Meryl was shot, by the left wall as you face north. Photograph the pool of blood on the floor. Take it now, before the door at the far end.
Summary
A ghost photo spot on the floor of the hall. It opens once Wolf is beaten.
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Ghost: Shinkawa, Wolf's catwalkHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Underground Passage · Wolf's catwalk – Go to the north end of the hall and climb the stairs to the catwalk Wolf fired from. Stand by the first of the three pillars, against the rail, and aim west at the middle pillar. PSG-1 ammo lies up here, with more supplies under the stairs and by the barrels; none of this sets off the capture, which waits by the door.
Summary
A ghost photo spot up where Wolf was firing from. It opens once she is beaten.
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Mei Ling's warningHidden spoiler – activate to revealOtherMinor spoiler
Location
Underground Passage · Before the far door – Call Mei Ling on 140.96 while you are still clear of the door at the far end. She urges you to save and says something feels wrong. Do this before the capture below; it only returns on a new game.
Summary
A one-off Codec line: Mei Ling has a bad feeling and asks you to save.
Report an issue
Save, then walk to the Lv.6 doorHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Underground Passage · North door – Save with Mei Ling on 140.96, on a new slot rather than over an older save: it is your only way back if the torture goes wrong. Read the warning below, then walk to the Lv.6 door at the north end. Wolf and her soldiers stop Snake short of it, so you can't open it yet.
Summary
The last free moment before the torture, which has no Continue. Snake's gear is taken here, and all of it is waiting for him in the Medical Room.
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Point of no return: Run 1 must submit

This run gives up at the torture. Do not hold out. Press Select in the first session, and again in any session after it. Your choice here decides how this run ends and which reward it pays out. Giving up earns the Stealth Camouflage and its trophy, Dress For the Job, and Run 2 starts with the camouflage and relies on it to stay inside the Elite alert limit. Hold out through every session and you get the other reward instead, so Run 2 would go into its Elite attempt without the camouflage, and this guide's plan no longer fits. If that happens, load the save from before the door and give up this time. Nothing is lost by giving up now: Run 2 makes the other choice and collects the other reward.

Submit to the tortureHidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Medical Room · Torture room – Snake wakes up strapped to Ocelot's machine after the scenes. When the first session starts, press Select (or whatever your pad uses for it) to give up, and do the same if another session follows; there is no need to mash. Don't let the life bar run out and don't use auto-fire: a death here is a game over back to your last save.
Why you can lose it
Get through every torture session without giving up and this step is gone for the run, and with it the Stealth Camouflage. Only a save from before the capture brings it back.
Point of no return
The last torture session ending without you having given up. From there the run is set on the other reward, and only the save from before the Lv.6 door gets the choice back.
Summary
Run 1 gives up on purpose. That sets how the run ends and pays out the Stealth Camouflage that Run 2 needs.
PlayStation 5
Select is the touch pad on PS5 for the Codec, so expect the same here. If the on-screen prompt shows another button, use that one.
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Run 1: The Cell and the Last Sweep

Otacon's visit, the way out of the cell, Snake's gear, and one last walk through the Tank Hangar, Armory and Nuke Building on the way back to the Lv.6 door.

Snake wakes in a cell with nothing but the Codec. This section gets him out, back into his gear and on a last walk through the rooms behind him, now that ID Card Lv.6 opens every door they have left. It ends at the Lv.6 door in the Underground Passage. The door itself, and everything past it, is the next section.

Annoying JohnnyHidden spoiler – activate to revealOtherMinor spoiler
Location
Medical Room · Cell – You come round in the cell with the guard, Johnny, on the other side of the door. Knock or throw a punch combo in the cell and he shouts at you. Do this before the escape below; it only returns on a new game.
Summary
A small reaction in the cell: make a racket and the guard outside yells at Snake to pipe down.
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Call Otacon from the cellHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Medical Room · Cell – Once you have control in the cell, open the Codec and call Otacon on 141.12. Then wait: Johnny bolts for the toilet and Otacon comes to the door. If you are dragged off for another session first, give up again as before, and wait back in the cell.
Summary
Otacon can get to the cell, but he has to hear from you first. His visit is what makes the escape possible.
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ID Card Lv.6Hidden spoiler – activate to revealKey itemMinor spoiler
Location
Medical Room · Cell door – Nothing to do here: Otacon passes it to you at the cell door during his visit, along with a Ration. Equip it for the doors ahead.
Summary
Opens Lv.6 doors and everything below them, so the last locked rooms behind you open up. It replaces Lv.5.
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KetchupHidden spoiler – activate to revealKey itemMinor spoiler
Location
Medical Room · Cell door – It arrives by itself in the same visit from Otacon. The escape step below says how to use it.
Summary
A bottle for faking a wound. It's one of the two ways out of the cell.
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HandkerchiefHidden spoiler – activate to revealKey itemMinor spoiler
Location
Medical Room · Cell door – It arrives by itself in the same visit from Otacon. Keep it for the Cave at the end of this section.
Summary
Sniper Wolf's handkerchief. With it equipped, her scent keeps the Cave's wolves from going for Snake.
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Escape the cellHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Medical Room · Cell – While Johnny is away or dozing, either lie down, equip the Ketchup and press the action button to burst it under Snake, then stay still, or crawl under the bed. When he opens up and comes in, get up and throw or choke him, or slip round him and out of the door (leave him awake for the Johnny's dash secret). If he catches you at it he stops falling for it: you get one more session, so give up again, and the next time he runs for the toilet the Ninja opens the door.
Summary
Johnny has to open the door himself, so the trick is to give him a reason.
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Johnny's dashHidden spoiler – activate to revealOtherMinor spoiler
Location
Medical Room · Corridor to the torture room – With Johnny still awake, run from the open cell for the Lv.6 door to the torture room, with the card equipped. He gives chase and may fire, then as you go through the door a short scene sends him racing for the toilet. Knock on the toilet door and he groans. Do this before you leave the Medical Room; it only returns on a new game.
Summary
A short gag if you leave the guard on his feet: his stomach gives out mid-chase.
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Forgetting your itemsHidden spoiler – activate to revealOtherMinor spoiler
Location
Medical Room · Corridor to the torture room – Out of the cell, before you touch the gear, call Otacon on 141.12 and then your other contacts. Do this before the next step; it only returns on a new game.
Summary
Your Codec contacts have something to say about Snake running around without his gear. Otacon's reply is the one to hear.
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Recover the gear and throw away the bombHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Medical Room · Torture room – From the cell corridor go through the Lv.6 door at the north-west into the torture room. The gear is in the box at the north-east, behind the machine; a gun camera in that corner covers the room, so stay out of its view until you have Chaff back. Open the items menu straight away. A Timer Bomb may be in the list, and it is reported mainly on runs that held out, but check every time. If it's there, highlight it and press the action button to throw it away; left alone it goes off on Snake.
Summary
Everything taken at the capture is here, and picking it up puts Snake back in his suit. Ocelot may have left something extra in the pile.
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Ghost: Sonoyama, back of the torture machineHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Medical Room · Behind the torture machine – From the gear box, walk round behind the machine and photograph the back of it.
Summary
A hidden staff ghost, seen only in the saved photo.
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Ghost: Okajima, the body in the cellHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Medical Room · Cell – Go back through the Lv.6 door to your cell, where the body still lies. Stand to its left and aim at the left foot, with part of the wall in frame.
Summary
A hidden staff ghost, seen only in the saved photo.
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This is your last walk through these rooms

Finish the Tank Hangar, Armory, Canyon and Nuke Building before you open the Lv.6 door in the Underground Passage. No hard lock is reported past that door, but no way back is confirmed either, and the walk doesn't come back. If you do leave something behind, two things have a second spot further on: Body Armor in the Blast Furnace and a Mine Detector in Warehouse North. If the Camera's door refused your card on the rifle trip, Lv.6 opens it: ride the cargo lift to B2, follow the Camera's directions, then come back to the Medical Room for the two ghosts above.

The way back runs out of the torture room's east door, up the cargo lift to Tank Hangar 1F, across the Canyon to the Nuke Building and down to B1. Body Armor and Medicine are short detours from that walk. It's worth restocking first, because the next section is a long climb under fire: ride the lift to the Armory on B2 for Stun Grenades above all. Meryl's old cell, behind the Lv.1 door on B1, has Chaff under the bed, and the Lv.6 room next to the Camera's in Armory South holds Stun and Chaff.

Snake's coldHidden spoiler – activate to revealOtherMinor spoiler
Location
Tank Hangar · Any time after the cell – Because this run gave up, Snake may start sneezing at some point after the escape; it's said to be likelier if you threw or choked Johnny, and it doesn't always come. If it does, call Otacon on 141.12 for the Medicine's whereabouts, then Campbell and Mei Ling for their reactions. Medicine, below, cures it.
Summary
Johnny's cold can spread to Snake, who then sneezes at random, and a sneeze can bring nearby guards over.
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Body ArmorHidden spoiler – activate to revealArmorMinor spoiler
Location
Nuke Building · B2 west area, Lv.6 room – From the Nuke Building 1F lift ride down to B2 and go south through the airlock. Wear the Gas Mask if you have it, walk down the gas corridor and go west into the gun camera room the Nikita crossed, throwing Chaff at the cameras. The Lv.6 door is in that west area at its south end, so equip the card for it. If Thermal Goggles lie here instead, take them: the armor is then in the Blast Furnace, in the room past the steam room, which is also its fallback if you skip this one.
Summary
Cuts the damage Snake takes from gunfire while equipped, which pays off straight away in the next section.
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MedicineHidden spoiler – activate to revealKey itemMinor spoiler
Location
Nuke Building · B1 South room, west side room – Ride the lift to B1 and go through the Lv.3 door south of it into the South room. On the west side, between the two side rooms you opened with Lv.4 and Lv.5, a Lv.6 door hides the Medicine. Use it if Snake has the cold.
Summary
Cures Snake's cold. Nothing else needs it, so it only matters if he is sneezing.
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Return to the Underground PassageHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Underground Passage · North end, Lv.6 door – Leave the torture room by the east door under the camera, throwing Chaff first and again for the two gun cameras in the corridor outside, then ride the cargo lift to Tank Hangar 1F. Go through the cargo door to the Canyon, now thick with Claymores and gun cameras: use Thermal Goggles or crawl. With Box B you can skip it by taking a duct to the Heliport and wearing the box in the truck. From Nuke Building 1F take the lift to B1 (if you made the detours above, pick up here) and follow the corridor left of the lift to the Commander's Room. Go out by its north door and up the stairs to the Lv.5 door, equip the Handkerchief, cross the Cave as before, and walk north up the Passage to the Lv.6 door. Stop there.
Summary
Back to the spot where Snake was captured, on foot, with the Lv.6 card this time.
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Run 1: Communications Tower A

The forced Alert and the Rope, the run up the tower, the rappel down its side, and the walkway to the Stinger.

You are at the Lv.6 door with your gear back and, if you made the detours, the Body Armor. Past this door is one long stretch: an Alert you can't avoid, a climb with soldiers behind you, a rappel under fire, and three soldiers on the walkway. Save before you open the door and carry as many Stun Grenades as you can. The section ends just inside Tower B with the Stinger; the rest of that tower comes next.

Communications Tower AHidden spoiler – activate to revealAreaMinor spoiler
Location
Communications Tower A · Entrance corridor – Equip ID Card Lv.6 and open the door at the north end of the Underground Passage. Follow the corridor up and round; ammo lies at the first corner. Get ready here, because the next door starts the Alert.
Summary
The first of the two towers. The corridor inside is the last quiet moment before the climb.
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RopeHidden spoiler – activate to revealKey itemMinor spoiler
Location
Communications Tower A · Small room past the corridor – Open the Lv.6 door at the north end of the Underground Passage and follow the corridor to the next door. With the Lv.6 card and Stun Grenades both equipped, open it, throw a grenade in, wait a couple of seconds and enter. The camera spots Snake whatever you do, and the guards come at once. The Rope lies in this small room, just behind you as you come in. Take it before you run: pass it by and you have the climb to do twice.
Summary
The only way off the tower's roof. Without it there is no getting across to Tower B.
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Climb Tower A under AlertHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Communications Tower A · Stairs to the roof – Go through the next door to the foot of the tower and run up the stairs to the south, with the Body Armor on if you have it. Throw a Stun Grenade every few seconds and clear whoever stands in front of you. Ignore the frozen Lv.6 door partway up; it won't open from this side. On the top landing the soldiers have a clear shot, so run round it to the ladder in the south-west corner, and don't spend a Ration there, as your life is about to be refilled. Up on the roof, with the Lv.6 card back on for the door, head north to the bridge, and the Hind D destroys it in a scene.
Summary
A forced chase up the whole tower. Killing soldiers doesn't help, since more keep coming, so the job is to keep moving.
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Point of no return: the rappel

Take the photo before Snake goes over the side. The ghost Sato can only be photographed up here on the roof, and rappelling takes you away from it. Shoot it first, then save, so a bad descent doesn't cost you the climb. If you go over without it, only a save from before the rappel brings it back.

Ghost: Sato, ruined pillarHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Communications Tower A · Roof, by the ruined pillar – With the bridge gone, stay on the roof and turn back to the ruined pillar. From there aim north at the broken rail, with the satellite dish below it in frame.
Why you can lose it
This photo only exists on the Tower A roof. Once Snake goes over the side on the Rope your chance on this run is gone, and only a save from before the rappel brings it back.
Point of no return
Snake going over the side of the Tower A roof on the Rope. From there the walk goes down and across to Tower B, and only a save from before the rappel gets you back to the roof.
Summary
A hidden staff ghost, seen only in the saved photo. The wrecked roof is its one chance.
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Rappel down Tower AHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Communications Tower A · Outside wall – Equip the Rope and walk to the rail at the north-east corner of the roof. Snake goes over by himself, your life is refilled, and Campbell calls with the controls. Kick off the wall and press down while you're away from it to descend, adding left or right to jump sideways. The steam hurts more than the Hind, so jump clear of the jets and stick to the stretches of wall without any.
Summary
With the bridge gone, the side of the tower is the only way on. The Hind D fires on you all the way down.
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Walkway soldiersHidden spoiler – activate to revealBossMinor spoiler
Location
Tower walkway · South end of the walkway – At the foot of the rope, take the C4 by the east corner and leave the frozen door alone, since you don't need it. Stay at the south end, as far left as you can get, and steer Nikita missiles along the walkway into the group until all three are down; the PSG-1 also works from a distance. Two Stun Grenades thrown in quick succession can get you past without killing, but the timing is tight.
Summary
Three soldiers wait at the far end of the walkway, and they all open fire if you cross before they are dealt with.
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Ghost: Dolph, down through the railHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Tower walkway · Middle of the walkway – With the soldiers down, stop halfway along the walkway. Facing north, aim west over the left guardrail and tilt down into the dark, between the top and middle bars, with part of the right-hand building in frame. Do it here rather than further on, because the Hind comes back near the far end.
Summary
A hidden staff ghost, seen only in the saved photo. Take it on this trip: no return to the walkway is confirmed.
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StingerHidden spoiler – activate to revealWeaponMinor spoiler
Location
Communications Tower B · Room at the end of the walkway – Cross to the north end of the walkway. The Hind flies in as you near it, so keep moving and run left through the Lv.6 door into Tower B. The Stinger and its missiles lie in this first room.
Summary
A homing missile launcher, and the only weapon that can target the Hind D. The next boss can't be fought without it.
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Run 1: Communications Tower B and the Hind D

Down to the broken stairs, back to Otacon at the lift, up to the roof for the Hind D, and the ambush in the lift on the way to 1F.

You have the Stinger and the walkway is behind you. This tower is a loop: the stairs fail partway down, the lift is dead, and the only way on is up to the roof and back. Bring Chaff for the stairs and keep the Stinger's ammo for the roof. One secret needs setting up ahead of time: Mono TV depends on a choice on the title menu, so read it before you start the climb. The Snowfield comes in the next section.

Communications Tower BHidden spoiler – activate to revealAreaMinor spoiler
Location
Communications Tower B · Door south of the Stinger room – From the Stinger room, go south through the door. Grenades and SOCOM and FAMAS ammo lie north of the lift, a short way east of where you come in.
Summary
The second tower. Its lower stairs have collapsed and its lift has stopped, so you can't simply walk out.
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See the broken stairs and meet OtaconHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Communications Tower B · Stairs, then the lift – From the Stinger room, go through the south door and turn right on screen, which is Snake's left as he walks in. Follow the stairs all the way down to the broken flight at the bottom; the next scene won't play unless you get there. Climb back to the floor you came in on and go round to the lift, where Otacon is waiting.
Summary
Otacon only comes to fix the lift once Snake has seen that the stairs are gone. Until then the tower has no way down.
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Mono TV reactionHidden spoiler – activate to revealOtherMinor spoiler
Location
Communications Tower B · Title menu first, then the roof – Set this up now, at the lift, before you climb. Mono has to be chosen in the audio options of the main title menu; the pause menu won't do it. Save on 140.96, go back to the title menu, set the sound to Mono (it may read Monaural) and load your save. Then, in the Hind fight below, call Campbell on 140.85 while the helicopter is out of sight. Make the call before the Hind goes down; it comes back on a new game. If your title menu shows no Mono choice, skip this.
Summary
Campbell, Naomi and Mei Ling are baffled to learn Snake has no stereo television. It only plays if the game is already set to Mono when you reach the Hind.
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Hind DHidden spoiler – activate to revealBossMinor spoiler
Location
Communications Tower B · Roof – From the lift, climb the stairs on its right as you face it. Gun cameras watch every few floors, one at first and four by the end, so look ahead in first-person view and throw Chaff before you reach them. On the top floor, walk past the ladder for Stinger ammo and Chaff, then climb the north-east ladder and go through the door with the Stinger ready. Shelter behind the big tank while the guns fire, step out when they stop, find the Hind by eye and by its rotors, hold until the square turns red, and shoot. When it sinks below the roof, wait for it to rise and keep your aim up. Stay at the north end for its first missile, and get to the west side and crawl for its last one.
Summary
Liquid's gunship, waiting on the roof of Tower B. Only the Stinger can reach it, and beating it earns vs. Hind D and gets the lift running.
Trophies
  • Achievement · Steamvs. Hind D
  • Achievement · Xboxvs. Hind D
  • Silver · PlayStationvs. Hind D
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Stealth soldiers in the liftHidden spoiler – activate to revealBossMinor spoiler
Location
Communications Tower B · Lift – Once Otacon says the lift works, go back down the stairs, throwing Chaff for the same cameras. Save on 140.96 before you step in: you don't want to fight the Hind twice. Choose floor 1 and ride on through the warning buzzer. When Otacon's call ends, the four are on you: Thermal Goggles show them, and the FAMAS is the fastest answer. Without it, throw one at the others, choke the first to rise, and repeat.
Summary
Four soldiers in the camouflage suits missing from Otacon's lab, riding down with Snake. It's a forced fight in a small space.
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Restock before you leave

The roof has more Stinger ammo up the steps in its south-east corner, if you still want it. On 1F, PSG-1 ammo lies under the broken stairs north of the lift, and Chaff and FAMAS ammo lie east of it. More PSG-1 ammo waits just past the south door, with SOCOM and FAMAS ammo at the north-west corner of the hallway. You will want the PSG-1 full for what comes next.

Run 1: The Snowfield Rematch

A parachute in a tree, the second fight with Sniper Wolf, and a sweep of the rooms around the field before the stairs down.

You leave Tower B through its south hallway. This stretch is the rematch in the open, then the storage rooms around the field, which hold much of the stock for the fights below. Finish the rooms before you take the stairs in the north-west room. The middle room on the north side needs ID Card Lv.7, which you don't have yet, so leave it.

SnowfieldHidden spoiler – activate to revealAreaMinor spoiler
Location
Snowfield · South entrance – From the lift on Tower B 1F, take the south-east door, follow the hallway and leave by the Lv.6 door at its end. PSG-1 ammo lies to the right as you come out.
Summary
An open field ringed by small storage rooms, with a truck on its west side.
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Liquid's parachuteHidden spoiler – activate to revealOtherMinor spoiler
Location
Snowfield · South-east corner – Before you walk north, go right from the entrance to the south-east corner, by the PSG-1 ammo. Press Snake against the east wall until the view pulls out to show the tree. If no call starts, study the parachute in first-person view. If the fight starts first, come back here after it.
Summary
A parachute caught in a tree, and a short Codec talk about how it came to be there.
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Sniper Wolf IIHidden spoiler – activate to revealBossMinor spoiler
Location
Snowfield · Open field – From the lift on Tower B 1F, take the south-east door, throw Chaff for the gun cameras in the hallway, and leave by the Lv.6 door at its end. Walk north towards the middle of the field for the scene, then fall back to the south-east corner, where PSG-1 ammo appears as the fight starts. Take Diazepam, steady the PSG-1 and keep her in the scope as she moves between the trees to the north. Or stay hidden behind the snow bank and steer a Nikita round the left of the field, since a missile from the front won't land. The Stinger works too. When she is down, walk up to her for the scene.
Summary
The second duel, now with trees and snow banks for her to hide behind. Beating her earns vs. Sniper Wolf (Rematch).
Trophies
  • Achievement · Steamvs. Sniper Wolf (Rematch)
  • Achievement · Xboxvs. Sniper Wolf (Rematch)
  • Gold · PlayStationvs. Sniper Wolf (Rematch)
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Sweep the rooms now

Most rooms around the field have gun cameras, and some have trapdoors, so open each door and throw Chaff before you run in. West side: the north room (Lv.6) has Nikita ammo, and Diazepam lies under the tree just south of it. East side: the north room (Lv.6) has PSG-1, SOCOM and FAMAS ammo, and the south room (Lv.6) has Chaff and Grenades. North-east room (Lv.6): mines line the floor, so crawl in for five Claymores, Diazepam and Stun Grenades.

Cardboard Box CHidden spoiler – activate to revealKey itemMinor spoiler
Location
Snowfield · West side, south room – Walk to the west side of the field, past the truck, and take the southern of the two rooms; your Lv.6 card opens it. Throw Chaff through the door for its two gun cameras, then run in for the box.
Summary
The last of the three boxes. Worn in the back of a truck, it gets Snake driven to the Snowfield.
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Ghost: Kinbara, top of the stairsHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Snowfield · North-west room, stairs – Enter the north-west room, the left one of the three on the north side, and throw Chaff for its cameras. SOCOM ammo lies in the north-west corner, under a camera. Go round to the stairs down, stop at the top and aim the Camera down the steps.
Summary
A hidden staff ghost, seen only in the saved photo.
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Wolf at Sniper Wolf's bodyHidden spoiler – activate to revealOtherMajor spoiler
Location
Snowfield · Where the fight ended – From the top of the stairs, carry on down until the game moves you to the next area, then turn round and walk back out to the spot where she fell. Look for a wolf and a bloodstain in the snow, then return to the north-west room.
Summary
Go back to the field after the stairs and her body has gone. A wolf has taken its place.
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Run 1: Blast Furnace and Cargo Elevator

A ledge over the lava, the steam room, and two big lifts down to the Warehouse door, with an ambush on the first.

You come down from the Snowfield with its rooms swept. The required path here is short: cross the furnace, reach the bottom floor, and fight your way down the lifts. The side trips are the steam room and five ghosts, all on or just off that path. A later trip passes through these rooms again, but take the photos now while you are here. Vulcan Raven and the Warehouse come in the next section.

Blast FurnaceHidden spoiler – activate to revealAreaMinor spoiler
Location
Blast Furnace · Upper platform – From the north-west room of the Snowfield, go down the stairs and through the door at the bottom. If your version shows a disc prompt here, follow it. The floor is noisy and a soldier stands on the north-west of the platform, so deal with him before you move on.
Summary
Three floors of walkways above the lava, with the way to the Cargo Elevator on the bottom floor.
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Rats and the teamHidden spoiler – activate to revealOtherMinor spoiler
Location
Blast Furnace · Any floor – No spot is fixed: watch for rats as you work down these floors and shoot them. It can take a few before the call comes. Rats near the Communications Towers count too. Keep this out of Run 2, since nobody has confirmed whether a rat counts as a kill.
Summary
Shoot rats and your team takes it badly. Campbell or Naomi calls to tell Snake off.
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Ghost: Yoshioka, catwalk wallHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Blast Furnace · Upper platform, left catwalk – With the soldier on the upper platform dealt with, walk out on the left catwalk as you came in, where the furnace opens up in front of you. Aim across at the west wall and get the ledge with the pulley in frame.
Summary
A hidden staff ghost, seen only in the saved photo.
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Destroy the craneHidden spoiler – activate to revealOtherMinor spoiler
Location
Blast Furnace · Upper platform – Stand where the soldier was, on the north-west of the upper platform, and fire Nikita or Stinger missiles at the crane until it drops into the lava. C4 is also reported to work. The blast can bring guards and an Alert, so do it after the photo above and leave it out of Run 2. Do this before you cross; it comes back on a new game.
Summary
The moving crane on the west wall can be blown off it, which makes the crossing easier.
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Ghost: Togo, behind the Nikita ammoHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Blast Furnace · Steam room – Cross from the west end of the south walkway, flat to the wall, crouching as the crane comes, and take the stairs to the bottom floor. Crawl through the gap in the south wall, opposite the large door with the red light, into the steam room. Wait for each jet to stop before you run past it, go left to the pipes, and aim at the north wall behind the Nikita ammo.
Summary
A hidden staff ghost, seen only in the saved photo.
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Past the steam room

PSG-1 and Nikita ammo lie in the steam room. Crawl under the pipe at its far west end to reach a room with two gun cameras, and throw Chaff as you come in. Stinger ammo and Chaff lie here. If you still have no Body Armor, it is here too, behind the three electrical boxes. Then go back the way you came to the bottom floor.

Ghost: Hirano, down the shaftHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Cargo Elevator · Top of the first lift – On the bottom floor, take the large door with the red light. FAMAS and SOCOM ammo lie along the east and west sides of the room, the east stock behind the containers. Walk north to the lift and, before you touch the panel, go to the nook on its north edge and aim the Camera down into the dark of the shaft.
Summary
A hidden staff ghost, seen only in the saved photo.
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Cargo Elevator soldiersHidden spoiler – activate to revealBossMinor spoiler
Location
Cargo Elevator · First lift – From the field, enter the north-west room, throw Chaff for its cameras and take the stairs down into the Blast Furnace. Deal with the soldier on the upper platform, go to the west end of the south walkway, press flat to the wall and edge north, crouching as the crane comes; if it hits you, you fall and the game ends. Take the stairs to the bottom floor and go through the large door with the red light. Walk north to the lift, wait for it, save on 140.96, and use the panel on the right. When the three drop in, use the FAMAS or throw them over the side. The lift stops at the relay room once they are down.
Summary
Three soldiers drop onto the first lift as it starts down. This lift is the only way to the Warehouse.
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Ammo in the relay room

On your way across the room below, FAMAS ammo lies in the west corner beside the first lift and at the north-east corner, with SOCOM ammo on the narrow path north-west of the second lift.

Cargo ElevatorHidden spoiler – activate to revealAreaMinor spoiler
Location
Cargo Elevator · Relay room – Still on the first lift, throw Chaff for the gun camera before you step off. Go east across the relay room. Claymores lie near the south-east corner, and Thermal Goggles show them: walk round them, or crawl over them to collect five. Step onto the second lift and use its panel to ride to the bottom.
Summary
The relay room between the two big lifts, and the second lift down to the Warehouse.
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Ghost: Mori, second stageHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Cargo Elevator · Second lift – As the lift starts down, stand in the middle with your back to the Warehouse side and aim at the south wall, getting its rungs and control panels in frame. If the ravens appear first, make the call below and take this when the lift stops just above the Warehouse.
Summary
A hidden staff ghost, seen only in the saved photo.
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Ravens or crowsHidden spoiler – activate to revealOtherMinor spoiler
Location
Cargo Elevator · Second lift – While the lift is still moving, call Miller on 141.80 as soon as the ravens appear. You must call before he calls you: after that the talk is gone for this run, though it comes back on a new game. For the extra line, shoot a raven once the lift stops, where a Stinger is the easy way, before you go through the Warehouse door; Campbell or Naomi will scold you for it. Keep the shooting out of Run 2, since no one has confirmed how a raven counts.
Summary
Miller corrects Snake on ravens and crows, and adds a short talk on the birds. Shoot one first and Vulcan Raven has an extra line for you.
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Ghost: Uehara, ceiling lightsHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Cargo Elevator · Foot of the second lift – With the lift stopped at the bottom, walk to its south end and aim up at the nearest pair of ceiling lights.
Summary
A hidden staff ghost, seen only in the saved photo.
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Stock up, then the north door

Look behind the containers on both sides at the foot of the second lift: Nikita ammo and C4 to the west, more Nikita ammo to the east. You will want them in the next fight. The last step here is the walk north to the Warehouse door, which the next section starts with.

Run 1: The Warehouse and Vulcan Raven

The cold store at the foot of the Cargo Elevator: Vulcan Raven, ID Card Lv.7 and two ghost spots, the second on the catwalk beyond the Lv.7 door.

You are at the foot of the second lift with the Nikita, the Stinger, C4 and any Claymores you took on the way. This stretch is one boss, the last ID card and two ghosts. You will walk the Warehouse and the room north of it several more times in the next section, so nothing here has to be rushed, but the fight starts the moment you go in.

WarehouseHidden spoiler – activate to revealAreaMinor spoiler
Location
Warehouse · South door – From the foot of the second lift, cross the frozen ground to the door on the north side. Take what you want from around the lift first, because the fight below starts as you step in.
Summary
A freezing store of stacked containers at the bottom of the second lift. The cold works on your Rations, and a boss is waiting inside.
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Frozen rationsHidden spoiler – activate to revealOtherMinor spoiler
Location
Warehouse · Anywhere inside – Carry a Ration into the Warehouse and stay; the fight below usually lasts long enough. Equip a frozen one to thaw it, or stand somewhere hot like the Blast Furnace, and an equipped Ration doesn't freeze at all. Master Miller warns of this on 141.80. Do it before the third PAL key in the next section.
Summary
A small touch of realism: stay in this cold long enough and a Ration in your inventory freezes solid and can't be eaten.
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Vulcan RavenHidden spoiler – activate to revealBossMinor spoiler
Location
Warehouse · Among the containers – From the foot of the second lift, take the door to the north: Raven attacks as you enter. Keep out of his front and fire the Nikita from a corner so the missile reaches him from the side or behind, since he shoots down anything coming at his face; the Stinger, and C4 or Claymores left on his path, work too. He speeds up as his life drops and brings containers down, and it takes a dozen or more missiles.
Summary
A giant with a heavy gun, hunting you around the containers. Beating him earns vs. Vulcan Raven and the last ID card.
Trophies
  • Achievement · Steamvs. Vulcan Raven
  • Achievement · Xboxvs. Vulcan Raven
  • Gold · PlayStationvs. Vulcan Raven
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ID Card Lv.7Hidden spoiler – activate to revealKey itemMinor spoiler
Location
Warehouse · Where Raven falls – Raven hands it over in the scene after the fight, so it arrives by itself. The Lv.7 door is in the north wall of the Warehouse.
Summary
The last card level. It opens the door out of the Warehouse and every Lv.7 door left in the base.
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Ghost: Toyota, middle containerHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Warehouse · Middle container – With Raven gone, walk to the container at the centre of the room and photograph it. Any side will do.
Summary
A hidden staff ghost, seen only in the saved photo.
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Supplies in Warehouse North

The room past the Lv.7 door has Chaff in the south-west corner, by the door you come in by, and Stinger ammo by its north-west door. More Stinger ammo waits up the east stairs. If you passed up the Mine Detector earlier, a spare is reported up the stairs there too, though it shows nothing on Hard.

Ghost: Negishi, falling waterHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Warehouse · Warehouse North catwalk – Open the Lv.7 door, throw Chaff at once for the gun cameras and run north along the right wall, around the two floor traps. Stop halfway along the catwalk, face north and aim left and down at the water falling there, with a stretch of guardrail in the picture.
Summary
A hidden staff ghost, seen only in the saved photo.
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Run 1: The Underground Base and the PAL Key

The climb over Metal Gear REX to the Command Room, then three round trips that end with a key in each terminal.

You hold every ID card now. This section is the climb to the Command Room and then the walk the run has been heading for: three round trips out of that room, to the ditch at the bottom of the hall, to the Warehouse and to the Blast Furnace, each ending at a terminal. These trips are your last free walking in this run, so use them for anything still open in these rooms. The one ghost that needs the fight itself comes in the next section.

Underground BaseHidden spoiler – activate to revealAreaMinor spoiler
Location
Underground Base · 1F – Leave Warehouse North by its north-west door and follow the corridor until a scene shows REX. Stairs drop into the water on your right as you walk in; leave them for now. The way up is the ladder at the north-east end of the floor.
Summary
The vast hall built around Metal Gear REX, with walkways on three levels and a drainage ditch at the bottom. Every trip in this section crosses it.
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Ghost: Kimura, rail gun tipHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Underground Base · 3F scaffold to the cockpit – Climb the north-east ladder, go left and north to the second ladder, then take the ladder in front of you onto REX's head, cross it and go down the far ladder to 3F. Walk out along the scaffold that leads to the cockpit, minding the guard on this level, and aim at the tip of REX's rail gun. If nothing comes through, stand at the foot of the Command Room stairs, turn a little to the right and try the claw on its left arm instead.
Summary
A hidden staff ghost that depends on something the story may change, so shoot it before the third key.
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Reach the Command RoomHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Command Room · Stairs off 3F – Open the Lv.7 door in the Warehouse's north wall, throw Chaff and run north along the right wall past the two floor traps, then leave by the north-west door. Follow the corridor into the hall and round to the north-east ladder. Climb it, go left and north to the second ladder, climb that, take the ladder onto REX's head, cross and go down the far ladder. Go north, west, then south past the patrolling guard, and east up the stairs into the room.
Summary
The room with the three terminals the PAL key belongs in. The scene inside explains how the key works, and then you lose it.
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The PAL key: three shapes, used in this order
KeyHow to get itTerminal (as you face them)
Room temperatureAs it comesLeft
Cold: blue, with a new symbolWait in the WarehouseMiddle
Hot: red, with a new symbolWait in the Blast Furnace steam roomRight
Recover the PAL keyHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Underground Base · 1F drainage ditch – An Alert starts as the scene ends, so run: down the stairs, back along the walkway and over REX's head, where the soldiers give up the chase, then down the ladders to 1F. Save, then take the stairs into the ditch, right of the corridor you first came in by, and run through the water collecting everything; it drains life slowly, and any bomb you pick up must be thrown away from the item menu at once. If a good search finds no key, or Master Miller calls about a rat, then a rat has it: get back up on the pathway by the stairs and kill it with the SOCOM or FAMAS, or leave a Claymore or C4 where it runs, near its holes. The Mine Detector shows nothing on Hard, so search on foot; Thermal Goggles may show items lying in the water.
Summary
Ocelot shoots the key out of Snake's hand, down to the bottom of the hall, and nothing goes on without it.
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Enter the room-temperature keyHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Command Room · Left terminal – From the ditch climb back the way you know: north-east ladder, second ladder, over REX's head, down the far ladder and along 3F past the guard to the stairs. Throw Chaff as you go in: two gun cameras watch this room, and being seen here is reported to flood it with gas. With the key equipped, walk up to the left terminal as you face the three of them.
Summary
The first of the three keys. It goes in as it is, so this trip is only the climb back.
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Ghost: Kutome, Command Room mapHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Command Room · Centre of the room – Still in the room, with the cameras jammed (throw more Chaff if it has faded), move to the centre with your back to the middle terminal. Photograph the world map on the wall facing you.
Summary
A hidden staff ghost that depends on something the story may change, so shoot it before the third key.
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Cool the key and enter itHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Warehouse · Then the middle terminal – From the left terminal go back down the stairs, over REX's head, down to 1F and along the corridor to Warehouse North. Throw Chaff, cross to the south door clear of the floor traps and go through into the Warehouse. Stay a little over a minute, until the item menu shows the key blue with a new symbol, then hurry back the same way, because it reverts if you dawdle. Throw Chaff in the Command Room and use the middle terminal; if the key has reverted, go back and cool it again.
Summary
The second key. Cold changes its shape, and the place cold enough for it is the Warehouse.
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Stock the Stinger on these trips

The fight after the third key runs on Stinger missiles. Ammo lies along the east and west walls of the Warehouse, in the room past the Blast Furnace steam room and at the south-east end of 3F here. Four more sit behind a Lv.7 door in the Snowfield's middle north room; that is a detour up from the Blast Furnace, so go before you start warming the key.

The third key ends free movement for this run

Entering the third key starts a forced chain to the end of the run. Expect no way back to any room after it, so treat the right terminal as your last stop. Take the ghosts Kimura (3F) and Kutome (Command Room) before you use it. Nothing flags them and nothing tells you if they go. Any secret still open in the Warehouse, on the Cargo Elevator or in the Blast Furnace goes for this run too. Save just outside the Command Room before you go in.

Heat the key and enter itHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Blast Furnace · Then the right terminal – From the middle terminal repeat the trip to the Warehouse, now patrolled by guards, and leave by its south door. Ride the second lift up, go west across the relay past the gun camera and the extra Claymores, and ride the first lift up. Back in the Blast Furnace, go into the steam room across the floor from the Cargo Elevator door, keep out of the steam and wait a little over a minute, until the key turns red with a new symbol. Hurry back the same way without stopping, as the Warehouse cold can undo the heat and a long Codec call comes on the way. Save outside the Command Room, throw Chaff and use the right terminal; if the key has cooled, go back and heat it again.
Summary
The third and last key. Heat changes it again, and the heat is all the way back at the Blast Furnace.
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Run 1: Metal Gear REX, Liquid and the Ending

The chain the third key sets off: the gas, two last boss fights, the escape, the reward and the save that carries everything into Run 2.

The third key is in, and from here the run moves on rails: the gas, Metal Gear REX, a fist fight, the escape, the credits and a save prompt. There is one ghost to catch inside the REX fight. Read the warnings below when you reach them, above all the last one: the save after the credits is the most important moment in this guide.

Escape the gasHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Command Room · Inside the room – Let the scenes and Codec talk at the right terminal run. When you have control, equip the Gas Mask and call Otacon on 141.12; after a few seconds he unlocks the door, and you can walk out onto 3F.
Summary
The room shuts and starts filling with gas once the third key is in, and you can't open it yourself.
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Point of no return: the end of the REX fight

One ghost exists only during this fight: Mizutani, at the DANGER barrels. Once REX falls it is gone for this run, so shoot it before you finish the fight. Save now, while you are outside the Command Room and before you follow Liquid, so a missed photo means reloading rather than losing it.

Ghost: Mizutani, DANGER barrelsHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Underground Base · REX arena, south-west – Follow Liquid east to start the fight. As soon as you can move, throw Chaff to blind REX, then run south-west to the three sets of barrels marked DANGER. Stand at the middle pair, face south and photograph the bottom pair. Do it in the first phase, while Chaff still works.
Why you can lose it
This ghost only exists during the fight. Once REX falls it can't be shot, and only a save from before the fight brings it back.
Point of no return
REX falling at the end of the fight. Mizutani's ghost goes with it, and only a save from before the fight gets it back.
Summary
A hidden staff ghost that can only be shot while the REX fight is running.
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Metal Gear REXHidden spoiler – activate to revealBossMinor spoiler
Location
Underground Base · REX arena – From the Command Room door follow Liquid east until the fight starts. Throw Chaff at once, fire the Stinger at the radome on REX's left shoulder and move straight after each shot, repeating until a scene ends the first phase. Then aim at the open cockpit from middle range, stepping in when it launches missiles; Chaff may stop helping here, so rely on moving. More Chaff and Stinger ammo lie around the arena, and a direct stomp from its feet kills you outright.
Summary
The walking tank itself, in two phases, and only the Stinger hurts it. Beating it earns vs. Metal Gear REX.
Trophies
  • Achievement · Steamvs. Metal Gear REX
  • Achievement · Xboxvs. Metal Gear REX
  • Gold · PlayStationvs. Metal Gear REX
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Liquid SnakeHidden spoiler – activate to revealBossMinor spoiler
Location
Underground Base · On top of REX – The scene after REX puts you here with no gear and no Rations, and about two and a half minutes on the clock. Land punches, then get clear before he answers. When he crouches he is about to charge, so step aside and hit him as he recovers. An empty life bar doesn't end it: you must knock him off the edge with a last combo. Tap the action button to climb back if you are the one knocked over, and expect a longer clock if you lose and continue.
Summary
The last fight, bare-handed on top of the wreck against a clock. Beating him earns vs. Liquid Snake.
Trophies
  • Achievement · Steamvs. Liquid Snake
  • Achievement · Xboxvs. Liquid Snake
  • Gold · PlayStationvs. Liquid Snake
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Escape along the Supply RouteHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Supply Route · Parking garage and tunnel – Go through the door the scene brought you in by and follow the route up into the parking garage, where soldiers ambush you. Equip any Ration you hold, keep behind the jeep's right side until your partner calls, then climb on; expect no Rations on the floor on Hard. Fire the mounted gun with Square on PlayStation, holding Triangle for first-person view. Shoot the barrels to open the gate and to clear both checkpoints, then keep firing at Liquid's jeep to stop him shooting until you reach daylight. Dying restarts the whole escape.
Summary
A ten-minute run for the exit, on foot and then on the back of a jeep.
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This reward comes only from giving up

The next two items come only to a run that gave up at the torture. If this run held out, it pays the other reward and the plan for Run 2 no longer fits. Load the save from before the Lv.6 door, give up this time and walk the rest again.

Point of no return: watch the credits, then save

Let the credits run to the very end: a save prompt follows them, and you must say yes to it. This is the highest-stakes moment in the guide, because everything in Run 2 depends on this clear save. Run 2 can only start from it, and the Stealth Camouflage only exists in runs loaded from it, so turning the prompt down breaks the whole chain. Read the screen, don't press through it, and put the save in a new slot of its own. Keep that slot untouched for good: every Elite retry reloads it.

Otacon EndingHidden spoiler – activate to revealEndingMajor spoiler
Location
Supply Route · Past the tunnel – Nothing to do here: after the chase the closing scenes run by themselves. The jeep crashes, FOXDIE claims Liquid, and Snake and Otacon ride away on a snowmobile. Keep watching through the credits.
Summary
The ending for a run that gave up at the torture. Meryl is found dead on top of REX, so Otacon is the one who drives the jeep and leaves the island with Snake.
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Stealth CamouflageHidden spoiler – activate to revealKey itemMinor spoiler
Location
Supply Route · After the credits – Nothing to pick up: it is handed over in the closing scenes, and the codename and reward appear after the credits. It can only be used in a run loaded from the clear save below. The trophy may pop now or only once that save is made, so go straight on to it.
Summary
This run's reward. It hides Snake from guards and cameras, and Run 2 relies on it for the Elite alert limit.
Trophies
  • Achievement · SteamDress For the Job
  • Achievement · XboxDress For the Job
  • Gold · PlayStationDress For the Job
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Save the clear data to a safe slotHidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Supply Route · Post-credits prompt – When the game asks after the credits, choose to save and pick a new slot, never one holding another save. Then look at your save list: the clear save shows as Dock in a coloured slot. Leave that slot alone from now on and make every Run 2 save in a different one.
Why you can lose it
Leave the prompt without saving and there is no clear save to start Run 2 from, and the Stealth Camouflage is lost with it. Only finishing the run again from an earlier save brings the prompt back.
Point of no return
Leaving the save prompt after the credits without saving. Only finishing the run again from an earlier save brings it back.
Summary
The save that carries the run forward. Run 2 and every Elite retry start from this file.
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Run 2: The Elite Run to the Torture

New Game+ on Hard with the Stealth Camouflage: the Elite limits, then the walk from the Dock to the torture, where this run holds out.

Run 1 gave you the Stealth Camouflage, a clear save and every boss trophy. Run 2 is a different job: one clean pass through the story for Elite, and the other ending for the Bandana. It is not a second sweep. Skip the ghosts, secrets and side rooms unless a step below asks for them. This section runs from the Dock to the torture, and the next carries on from the cell to the end.

The Elite limits: the Fox codename needs all six, on Hard
LimitStay insideWhat to watch
ClockUnder 3:00:00Scenes and Codec calls are reported to run the clock, so skip each one you can. Pausing is reported not to.
Continues0Dying is not the problem; pressing Continue is. At the continue screen, back out to the main menu and load a save instead.
Alerts4 or fewerThe story forces some. Finished runs on record show 3 or 4, with and without the camouflage, so treat one as your whole margin.
Kills24 or fewerBosses are reported not to count. Wolves are reported to count, and a few fights push guards at you.
Rations1 or fewerA Ration that is equipped when Life runs out fires by itself and counts. Keep them unequipped.
SavesUnder 80Plenty: finished runs on record used 6 to 19. Each one takes about 20 seconds of clock.
If a limit breaks

Every player needs this run's ending, so the choice is only how to get there. Before the torture: load your last good Run 2 save from before the slip, since a load is not a Continue. With no such save, reload Run 1's clear save and start again. After the torture: play on to the end. The Bandana and Decked Out ask for the ending and not the limits, so finishing banks both, along with a new clear save. Then retry Elite from that save, with both rewards in your items. A retry that already holds the Bandana has no need to hold out at the torture, and giving up there is quicker.

Wearing the Stealth Camouflage

Equip it at the Dock and keep it on. Guards and cameras can't see Snake, and it is reported to pass infrared sensors without tripping them. It does nothing against bosses, the Cave wolves or allies, and nothing in alarms the story sets off. Guards still hear noise, though they lose interest when they find no one. It is worn from the item menu, so a card, the Goggles, the Gas Mask or a box each means taking it off: swap to the card for a door, then straight back.

Only the camouflage is sure to start with you. The Camera is reported to as well, though one reading needs both endings. Every other weapon, card and item lies where it lay in Run 1, so the table below is your shopping list, in walking order. The cards arrive with the story as before. Leave the Mine Detector, the Night Vision Goggles, the Suppressor and the Body Armor.

What to pick up again, and why this run wants it
TakeWhereFor
Chaff and Stun GrenadesHeliport: the pad, then the west storage roomM1 Tank, Ocelot, Meryl
SOCOMHeliport: the cargo truckThe cell fight, Ocelot, Psycho Mantis
Thermal GogglesTank Hangar: open east room on the walkwayThe Ninja, Psycho Mantis, the lift soldiers, the key in the ditch
C4Armory: north-centre room, Lv.1The walls to Baker
Stun and Chaff stockArmory: behind the pale patch in the north wall, west of the lift (C4)A restock near the cell level for Tower A
GrenadesArmory: south-west room, Lv.1M1 Tank
FAMASArmory: south-east room, Lv.2Psycho Mantis and wearing down guards in the lift fights
Cardboard Box A and ChaffTank Hangar: 2F west roomThe truck to the Heliport
NikitaNuke Building B1: South room, east side room, Lv.3The B2 switchboard, Sniper Wolf II, Raven
Gas MaskNuke Building B2: gas corridor, third door, Lv.3The gas corridor and the Command Room
Stun GrenadesNuke Building B2: gas corridor, second door, Lv.4Meryl, the Cave, Tower A
Cardboard Box BNuke Building B1: South room, north-west side room, Lv.4The truck back to the Nuke Building
DiazepamNuke Building B1: South room, south-west side room, Lv.5Sniper Wolf
PSG-1Armory: north-west room, Lv.5Sniper Wolf
Rope, then StingerTower A, then the room at the walkway's endThe rappel, the Hind D, REX
How to save on this run

Save on 140.96 at each named spot below and before each boss. Use two Run 2 slots in turn, so a save made just after a slip still leaves the one before it. The save after Sniper Wolf gets a third slot of its own, because it is your only way back if the torture goes wrong. Never write over Run 1's clear save: it is where a full restart begins.

Load the clear save and start NG+ with the Elite limitsQuest stepNG+1
Location
Dock · Main menu, then the water's edge – At the game's main menu, load the clear save you kept from Run 1: it shows as Dock in a coloured slot. A fresh new game would carry nothing over. When Snake comes out of the water, open the item menu, check the Stealth Camouflage is listed and equip it.
Summary
Run 2 is New Game+ from Run 1's clear save, so it stays on Hard and the Stealth Camouflage comes with it. The clock and all six limits start here.
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Ghost: Muraoka, the DockCollectibleNG+1
Location
Dock · South-east corner – Look in your items. A clear is reported to leave the Camera there, though one reading needs both endings; if it isn't listed, move on. If it is, stay in the south-east corner where you came out of the water, stand by the pipe on the north side and aim south at the two other pipes, then save the photo. The spot may instead be the tunnel you swam in through, so take that too. Put the camouflage back on, and leave any exorcising until the run is over.
Summary
A hidden staff ghost, seen only in the saved photo. Run 1 passed it before it held the Camera, so this is the first chance.
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Watch on this stretch

The camouflage covers the Dock, the Heliport and the Hangar, so walk past guards rather than deal with them. The danger to your kill count is the fight outside the Chief's cell, which the camouflage can't help with. An expert line takes just one kill there by holding guards up as shields. You don't need that: killing the first three is the safe trade, then leave the rest to Meryl.

Run 2: Dock to Revolver OcelotHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Armory South · Dock to Baker's room – Walk the ground of Run 1's first three sections, taking the gear in the table. Ride the Dock lift, cross the Heliport by the pad, the storage room and the truck, and take the upper walkway duct into the Hangar. Ride the cargo lift to B1, climb the ladder into the vent and drop through the last grate. Save as soon as you land. In the fight, shoot the first three the moment the scene ends, because Meryl only fires after that; from then on hit a guard no more than three times and let her finish him. When she leaves, ride the lift to B2, take C4 and the Grenades, and blow the pale patch west of the lift now, while no guards are here, so its Stun and Chaff room is open for later. Blow the south-west wall, then the east and north walls to Baker. Fight Ocelot as before: stay out of the middle, keep running, shoot him when he reloads, and use a Stun Grenade to pin him. Touching the wires or letting Baker be shot ends the game, so load if that happens.
Summary
Checkpoint for the first stretch: the Dock, the Heliport, the Tank Hangar, the Holding Cells, the Armory and Ocelot. Tick it when Baker has given you ID Card Lv.2.
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Watch on this stretch

Guards now patrol the Armory, and the camouflage handles them. It isn't reported to help with mines, so keep to the clear lane. The Nuke Building's 1F is the place it earns its keep, since no gun can be fired there and an Alert seals the door and floods the floor with gas.

Run 2: Canyon and M1 Tank to Cyborg NinjaHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Nuke Building · Baker's room to Otacon's lab – Run 1's Canyon and Nuke Building sections cover this ground. Equip ID Card Lv.2, leave Baker's room and go back through the south-west hole into the Armory. Step into the Grenade room and dial Meryl on 140.15, then take the FAMAS from the south-east room; the camouflage is reported to clear its beams. Ride the lift to Hangar 1F and fetch Box A and Chaff from the 2F west room. Save, then go through the cargo door: the same report covers the passage sensors, and if one trips and the room seals, load rather than face the gas. Equip Lv.2 for the far door. In the Canyon take the lane right of the door, throw Chaff before the tank fight starts and throw Grenades at the gunner until both are down. In the Nuke Building walk to the west stairs and the 1F lift, take the Nikita on B1, then on B2 fly a missile into the switchboard and take the Gas Mask. Go right at the fork, through the Lv.3 door and on to the Lab. Fight the Ninja with your hands, as in Run 1: gun away, punch, punch, kick, Thermal Goggles when he cloaks, and shoot him once his bar is empty.
Summary
Checkpoint for the second stretch: Meryl's call, the cargo passage, the Canyon, the M1 Tank, the Nuke Building and the Ninja. Tick it when Otacon has given you ID Card Lv.4.
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Psycho Mantis: use the controller swap, never the statues

The statue route costs a death, and the retry it needs is a Continue, which ends the Elite attempt. Use the swap in the step below. If it won't work, load your save and try again rather than letting Snake die and pressing Continue.

Watch on this stretch

The camouflage does nothing in the Cave. Wolves track by scent, and each one you kill is reported to count, so hold them off with Stun Grenades and never shoot. You cross the Cave three times here. If you hold Box A, Run 1's wolf-proof box trick at the lit end covers the next two crossings: it is the one secret worth repeating.

Run 2: Psycho Mantis to Sniper WolfHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Underground Passage · Otacon's lab to the Lv.6 door – Run 1's sections from Finding Meryl to Sniper Wolf cover this ground. From the Lab, go back through the airlock, take the Stun Grenades from the gas corridor's second door with Lv.4 and ride the lift to B1. In the South room take Box B from the north-west side room, then let the soldier with the sway see you: allies see through the camouflage, and killing her ends the game. Follow her into the women's bathroom for ID Card Lv.5, take Diazepam from the south-west side room, and save before the corridor, since a load from inside the fight puts you back with Meryl. In the Commander's Room stun Meryl when she turns on you. When the screen goes black with a green HIDEO in the corner, open the Stance Menu with both shoulder buttons, choose Controller Settings, go down to Controller Connection, switch it to Connect as P2 and confirm as you back out. Shoot Mantis, with Thermal Goggles when he cloaks; at half Life stun Meryl again, then once more when she aims at herself. Afterwards set the slot back the same way. Cross the Cave and the mines to Meryl, and when she is shot leave by the south door, card equipped, along the wall you came in by. Go back to Nuke Building 1F, wear Box A in the truck to reach the Heliport, and take the lower duct and the cargo lift to B2 for the PSG-1 in the Lv.5 north-west room. Ride up, take a duct to the Heliport truck and wear Box B, or cross the Canyon on foot, crawling for its new mines. Back through B1, the Commander's Room and the Cave, fight Sniper Wolf from behind a wall as in Run 1, with Diazepam. Then save to the slot you keep for this moment, read the warning below and walk north to the Lv.6 door.
Summary
Checkpoint for the third stretch: Meryl, Psycho Mantis, the Cave, the trip for the PSG-1 and Sniper Wolf. Tick it when you are saved and walking to the Lv.6 door.
PlayStation 4, PlayStation 5
L1 + R1 opens the Stance Menu. If it doesn't, press the PS button and return to the game: the menu appears as you come back.
Xbox Series X|S
LB + RB opens the Stance Menu.
Nintendo Switch
L + R opens the Stance Menu. If it doesn't, stop and load your save rather than let Snake die: the statue route needs a death.
PC (Steam)
E + M on the keyboard, or LB + RB on a controller (L1 + R1 on a PlayStation pad).
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Point of no return: Run 2 must hold out

Your first Run 2 holds out at the torture: never give up. Give up once, in any session, and the run is set on the reward you already hold, so the Bandana, Decked Out and the Tuxedo that needs both endings are out of reach for this run. Be sure the save you just made is in its own slot. A death here is a game over back to that save, with no Continue to press, and reloading costs you nothing under the limits. If you give up by mistake, load that save at once. Only a retry that already holds the Bandana may give up.

Resist Ocelot's torture to the endHidden spoiler – activate to revealQuest stepMissablePoint of no returnNG+1Minor spoiler
Location
Medical Room · Torture room and cell – Snake wakes strapped to the machine after the scenes. Hammer the action button to hold the life bar up (Circle on the classic pad; follow the prompt if yours differs), and keep off Select, which gives up. Expect two sessions or more, each about five shocks long on Hard. Don't use auto-fire: input that is too fast gets Snake shot. With the pad flat on a table, rubbing a pen or a marble across the button is a common way to keep up. You wake in the cell between sessions, so call Otacon on 141.12 straight after the first, since he may only come if called. After the second, Johnny runs to the toilet and Otacon brings the Ketchup, the Handkerchief, ID Card Lv.6 and a Ration: leave that Ration unequipped.
Why you can lose it
Give up in any session and this step is gone for the run, and with it the Bandana. Only the save from before the Lv.6 door brings it back.
Point of no return
Giving up in any torture session. From that press the run is set on the reward you already hold, and only the save from before the Lv.6 door gets the choice back.
Summary
Run 2 holds out through every session. That sets how the run ends and pays out the Bandana, the last reward on the chain.
PlayStation 5
Select is the touch pad on PS5 for the Codec, so expect the same here and keep your thumb off it.
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Naomi's arm massageHidden spoiler – activate to revealOtherNG+1Minor spoiler
Location
Medical Room · Cell – Once the second session is over and before you escape, call Naomi on 140.85, the number she shares with Campbell. Snake mentions his arm and she asks you to hold the pad against yours. It needs vibration on, and the only cost is a little clock.
Summary
A hidden Codec scene for runs that hold out: Snake's arm aches, and Naomi treats it through the pad's vibration.
PC (Steam)
An older PC release skipped this scene, so it may not fire here.
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The sessions are over and you are still in the cell. The next section starts with the escape.

Run 2: The Elite Run to the End

From the cell to the end of the Elite run: the bomb in your gear, the towers, the last bosses, the score screen and the save that closes the chain.

You are in the cell with ID Card Lv.6, the Ketchup and the Handkerchief, and the torture is behind you. This section walks the rest of the story with the same limits running. Every boss here already paid its trophy in Run 1, so win each fight the quick way and move on. What is left to earn is at the very end: the Bandana, the codename, and the clear save that keeps them.

Throw away the bomb in your gear

A run that holds out is expected to find a Timer Bomb among its returned items. The moment Snake has his gear back, open the item menu, highlight it and press the action button. It runs for about two and a half minutes, and a call comes with about one minute left. If it goes off, that is a death: back out and load, and never press Continue.

Watch on this stretch

Tower A's alarm is forced: a camera spots Snake whatever he wears. Count it as one of your four, and don't shoot on the stairs, since more guards only keep coming and each kill counts. Stun Grenades are the answer: a stun-only climb on record throws about seven. Restock on the way out of the cells, in the room behind the pale patch west of the Armory lift, one stop down from B1; guards patrol there now, so wear the camouflage. More lie by the bookcase in the north-east of the B1 South room, and in the Rope room. On Tower B take the Stinger ammo on the top floor and up the roof's south-east steps. The four soldiers in the lift are the other kill trap: expert runs take just one by holding a soldier up so the others shoot him. If Snake starts sneezing, the sound draws guards: Medicine is on Nuke Building B1, in the Lv.6 room across from the lift.

Run 2: Communications Towers and Hind DHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Communications Tower B · Cell to Tower B 1F – Run 1's sections from the cell to Tower B cover this ground. Start in the cell and save first. While Johnny is away, use the Ketchup lying down or crawl under the bed, then throw him or slip round him when he comes in. A failed try means one more session, so hold out again. In the torture room a gun camera watches from the north-east corner and you have no camouflage yet, so keep out of its view on the way to the box behind the machine: being seen here spends your spare Alert. Take your gear, throw away the bomb and put the camouflage on. Leave by the east door, ride the cargo lift down to B2 for Stun Grenades if you are short, then up to Hangar 1F. Take a duct to the Heliport and wear Box B in the truck to Nuke Building 1F, or cross the Canyon crawling. Go through B1 and the Commander's Room, equip the Handkerchief for the Cave so the wolves leave you alone, and walk north up the Passage through the Lv.6 door. In Tower A throw a Stun Grenade into the camera room before you enter, take the Rope and run the stairs to the ladder in the south-west corner, stunning as you go. Cross the roof until the bridge falls, equip the Rope, go over the north-east rail and save at the bottom. Two Stun Grenades in quick succession get you past the walkway soldiers without a kill; if the timing beats you, Nikita missiles from the south end cost three. Take the Stinger at the far end. As in Run 1, walk down to the broken stairs, meet Otacon at the lift, climb to the roof and beat the Hind from behind the big tank. Go back down, save and ride the lift to 1F, where Thermal Goggles show the four soldiers.
Summary
Checkpoint for the fourth stretch: the cell escape, the walk back to the Passage, both towers, the Hind D and the lift soldiers. Tick it when the lift reaches Tower B 1F and the soldiers are gone.
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Watch on this stretch

This stretch is short and mostly fights. Raven takes a dozen or more missiles, so stock up before the Warehouse door: Nikita ammo lies behind the containers on both sides at the foot of the second lift, and the Stinger can make up the rest. The Cargo Elevator's three soldiers are the kill trap: wear them down with the FAMAS, then hold one so the others hit him, as in the last lift. Nobody has confirmed how rats and ravens count, so leave them alone. A fall in the Blast Furnace is a game over, which here means load, not Continue.

Run 2: Sniper Wolf rematch to Vulcan RavenHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Warehouse · Tower B 1F to the Warehouse – Run 1's Snowfield, Furnace and Warehouse sections cover this ground. From the lift on Tower B 1F take the south-east door and the hallway to the Snowfield, and walk north for the scene. Fall back behind cover at the south end and steer a Nikita round the left of the field to hit her from behind, or use the PSG-1 with Diazepam. When she is down, take the north-west room and the stairs into the Blast Furnace. Go to the west end of the south walkway, press flat to the wall and edge north, crouching for the crane. Take the stairs to the bottom floor and the door with the red light. Save at the lift, use the panel, deal with the three, then go east across the relay past the gun camera and the Claymores to the second lift, and take the north door. Keep out of Raven's front and fire Nikita missiles from a corner so they reach him from behind or the side; the Stinger works too.
Summary
Checkpoint for the fifth stretch: the Snowfield, the Blast Furnace, the Cargo Elevator and the Warehouse. Tick it when Raven has given you ID Card Lv.7.
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Watch on this stretch

An Alert follows the scene in the Command Room by force, so that is another of your four. Don't throw the guard on the way in: one who gets up near the stairs can raise an Alert as the scene starts, so let him walk past first. A terminal needs the key equipped, which takes the camouflage off under two gun cameras, and being seen there is reported to flood the room with gas: throw Chaff before you swap. REX runs on Stinger missiles, so collect ammo on the key trips, along the Warehouse's east and west walls and at the south-east end of 3F. Liquid's fist fight and the last escape are where a Continue is most tempting. It gives more time on the fight's clock and it ends the attempt, so back out and load instead. If you have not spent your one Ration, the last escape is the place for it: equip one there, knowing a second use breaks the limit.

Run 2: PAL key, Metal Gear REX and Liquid SnakeHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Underground Base · Warehouse to the end of the Supply Route – Walk Run 1's route: the Lv.7 door, north along the right wall past the two floor traps, out by the north-west door, then the north-east ladder, the second ladder, over REX's head and down the far ladder, and north, west and south past the guard to the stairs. After the scene, run back over REX and down to 1F, save, and search the ditch; Thermal Goggles show items in the water, and any bomb you pick up must be thrown away at once. If the key isn't there or a call mentions a rat, shoot the rat or leave C4 where it runs. Throw Chaff, equip the key and use the left terminal. Cool the key in the Warehouse until it turns blue and use the middle terminal. Heat it in the Blast Furnace steam room until it turns red, hurry back, save outside the Command Room and use the right terminal. Put the Gas Mask on, call Otacon on 141.12 and walk out onto 3F. Save there, before you follow Liquid. Fire the Stinger at the radome on your right as you face REX, throwing Chaff to stop his missiles, then at the open cockpit, and stay clear of his stomp. On top of REX you have fists only and about two and a half minutes: knock Liquid off the edge. On the Supply Route, try a save as soon as you have control, then dodge the garage guards until your partner calls, board the jeep, shoot the barrels at each gate rather than the soldiers, and keep firing at Liquid's jeep.
Summary
Checkpoint for the last stretch: the Underground Base, the three shapes of the key, REX, Liquid and the escape. Tick it when the final chase is over.
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Keep the game running through the credits

Nothing left in the run can change the reward: holding out set it. What can still go wrong comes after the credits, where the score screen and the save prompt wait. Let the credits play out, and read the save step below before they end.

Meryl EndingHidden spoiler – activate to revealEndingNG+1Major spoiler
Location
Supply Route · The way out – It plays by itself once the chase is over, with Meryl beside Snake in the jeep and then on the snowmobile. There is nothing to press until the credits have finished.
Summary
Meryl survives REX and leaves the base with Snake. Holding out at the torture is what set this ending.
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BandanaHidden spoiler – activate to revealKey itemNG+1Minor spoiler
Location
Supply Route · Closing scenes – It arrives by itself: you are handed it in the closing scenes, and it shows in your items on the next run from this file. The trophy is reported both at the end of the run and only once the clear data is saved, so don't count it until the save below is done.
Summary
Unlimited ammo while it is equipped, as long as the weapon holds at least one round. It earns Decked Out and is the last reward on the chain.
Trophies
  • Achievement · SteamDecked Out
  • Achievement · XboxDecked Out
  • Gold · PlayStationDecked Out
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Elite: Fox codenameHidden spoiler – activate to revealAchievementNG+1Minor spoiler
Location
Main menu · Score screen after the credits – The score screen follows the credits and shows your time, saves, continues, alerts, kills and Rations, with the codename. Fox earns Elite. Any other name means a limit slipped: take the save below all the same, then load that new clear save for another attempt, this time with both rewards in your items. That attempt can give up at the torture to save time.
Summary
The codename on the score screen, and the hardest trophy on the list. On Hard, all six limits give Fox.
PlayStation 4, PlayStation 5, PC (Steam)
If Hard defeats you, the Japanese version is reported to give Fox on its one setting under the same limits. It is a free language download with its own saves, so nothing from these runs carries into it. Reports also describe Elite firing after loading a clear save in the French version; treat that as a bug, not the route.
Trophies
  • Achievement · SteamElite
  • Achievement · XboxElite
  • Gold · PlayStationElite
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Point of no return: the save prompt

Save at the prompt after the credits. It is the last step of the run, and it does not come back. Skip it and this clear is lost: no file with both rewards, none of the extras in the next section, and the Bandana's trophy is reported to wait on this save. Write to a new slot, not over Run 1's clear save, and keep both files until every trophy is in.

Save the clear dataHidden spoiler – activate to revealQuest stepMissablePoint of no returnNG+1Minor spoiler
Location
Main menu · Prompt after the credits – When the game offers to save after the credits, accept and pick a new slot. The file shows as Dock in a coloured slot, and that is what the next section loads.
Why you can lose it
Press past the prompt without saving and this clear is gone. Only another full run from Run 1's clear save brings it back.
Point of no return
Pressing past the save prompt after the credits without saving. It doesn't return, so the run's clear data goes with it, and only another full run from Run 1's clear save brings it back.
Summary
The save after the credits writes the file that carries both rewards. It closes the two-run chain.
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After Both Endings: Tuxedo and Crimson Ninja

Two looks that appear on a third start from the second clear save: Snake's Tuxedo and a red Ninja.

Both endings on one chain open two cosmetic extras. Neither is needed for 100% and neither carries a trophy, so this is a short look rather than a third run. You hold your latest clear save, with the Stealth Camouflage and the Bandana in it, and the game stays on Hard. No limits apply here. Quit as soon as you have seen what you came for.

TuxedoArmorNG+1
Location
Heliport · Dock lift scene – Load your latest clear save and ride the Dock lift. Snake still looks the same at the Dock; he changes into the Tuxedo in the lift scene on the way to the Heliport, so a few minutes is all this takes. If he doesn't, the two clears may not be on one chain. A retry after a failed Elite run may also have used up the third start, since one reading shows it on every third start and another on each later one.
Summary
An outfit for Snake that needs both endings on one chain. There is nothing to pick up: he simply wears it.
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Crimson NinjaHidden spoiler – activate to revealOtherNG+1Minor spoiler
Location
Nuke Building · Otacon's lab – Play on from the Tuxedo, as in Run 1, to the Lab on Nuke Building B2 and his fight there; that spot is the sure one. He should already be red in the scene that ends the Ocelot fight, so you may be able to stop there.
Requires
Summary
On this start the Ninja's armour turns red and grey. It is the same fight with a new colour.
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Special Missions

All 300 VR Training missions on the European Special Missions, in an order that opens every locked category on the way.

This section stands apart from the two runs, so take it before, between or after them, over as many sittings as you like. The prize is Practice Makes Perfect, for all 300 VR Training missions on one version. The walk uses the European Special Missions, because nobody has reported that version failing. Working down the list opens each locked type before you need it, and tips appear only for the missions known to cause trouble.

Pick your version first

Saves don't carry between the VR titles, so all 300 have to be cleared on one of them. Set up Special Missions before you play a single mission. The Training option on Metal Gear Solid's own menu is a separate, smaller set and doesn't count toward the 300.

About the US VR Missions

Special Missions runs at 50 Hz, so it feels slower than the 60 Hz US VR Missions. The US version failed to award the trophy at launch. Players report it working on the current patch, but no patch note confirms that, so 300 missions aren't worth the gamble. If you already hold 100% there with no trophy, update the game and load that save first: it popped on load for one player.

Set up Special MissionsQuest step
Location
Special Missions · Master Collection launcher – At the launcher, pick the entry named Special Missions; go by the name, because its place in the list varies. Choose a language next, such as English (UK). Without the European pack it won't open, so install it as your platform's note says.
Summary
The European version of the VR disc, and the one this walk uses. It needs a free regional pack unless your copy is European.
PlayStation 4, PlayStation 5
After Special Missions and English (UK), choose Download European Pack. It takes you to the PlayStation Store, and your account's region doesn't need to match.
PC (Steam)
Close the game. In your Library, right-click it, open Properties, go to the DLC section and tick the European pack, then let the install finish before you launch. The in-game Download button is gone. The pack list depends on which regional version you own: buyers of the European version already have Special Missions and add the others.
Xbox Series X|S, Nintendo Switch
The steps for this platform aren't confirmed. The regional versions are free extra downloads, so look for the European version in the game's download menu or on its store page.
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Git GudAchievement
Location
Special Missions · VR Training – Start Special Missions, open VR Training, then Sneaking Mode, and clear any one mission. If nothing pops, clear one mission in the VR Missions entry as well: that is the title this trophy is confirmed on, and the walk then goes straight back to Special Missions.
Summary
One cleared VR mission earns this trophy, so it arrives on your first sitting.
Trophies
  • Achievement · SteamGit Gud
  • Achievement · XboxGit Gud
  • Bronze · PlayStationGit Gud
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Most missions come in two forms, Practice with no timer and Time Attack with a limit and three record times, and both count. For Time Attack a finish inside the limit is enough; only the 1 Min. Battles ask for a placing. The title shows a Progress figure when you start it, so use that as your check. More options appear as it rises, and how the first three modes open up isn't charted, so clear whatever is listed and look again. Save before you back out to the launcher.

The walk's running total. Progress is what the title should read after each type, and the last column shows what that figure opens. Finishing VR Mission takes it to 100%.
TypeMissionsRunning totalProgressOpens
Sneaking: No Weapon303010%
Sneaking: SOCOM306020%
Weapon Mode80140About 47%
Advanced Mode80220About 73%Puzzle (50%), Mystery (70%)
1 Min. Battle vs. Target9229About 76%
1 Min. Battle vs. Enemy9238About 79%
Vs. 12 Battle824682%NG Selection (80%)
Puzzle10256About 85%Ninja (85%)
Mystery10266About 89%
Variety1327993%
NG Selection8287About 96%
Ninja3290About 97%
VR MissionOne sitting of ten maps100%
Sneaking: No Weapon, 30 missionsAchievement
Location
Special Missions · VR Training: Sneaking Mode – From VR Training, open Sneaking Mode, then No Weapon. Clear all of Practice, which teaches you the guards' routes, then all of Time Attack. Being spotted ends the attempt at once.
Summary
Fifteen Practice and fifteen Time Attack missions. Reach the goal without being seen, with nothing in your hands.
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Sneaking: SOCOM, 30 missionsAchievement
Location
Special Missions · VR Training: Sneaking Mode – Back in Sneaking Mode, open SOCOM and clear both lists. Being spotted ends the attempt here too. On mission 3 the first guard will catch you unless you knock on a wall.
Summary
Fifteen Practice and fifteen Time Attack missions. Kill every guard unseen, and the goal appears.
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Weapon Mode, 80 missionsAchievement
Location
Special Missions · VR Training: Weapon Mode – From VR Training, open Weapon Mode and clear the Practice and Time Attack lists for all eight weapons, from the SOCOM to the Stinger. Only your own explosives can kill you here.
Summary
Eight weapons with five levels each, in Practice and Time Attack. Destroy every target, and the goal appears.
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Weapon Mode tips

Grenade: one bursts about five seconds after you pull it, and holding the button keeps it in your hand, so watch the count. Claymore: in Time Attack you collect most mines on site, so take the Mine Detector and crawl. Nikita: flown straight the missile gathers speed, in long mazes it can run dry, and unequipping it sets it off early. PSG-1: levels 3 and 5 have tiny target hitboxes, so wait until the target is fully out of cover. Diazepam steadies the scope, but fetching it costs time in Time Attack. Stinger: only one missile can fly at a time, so wait for the blast.

Photoshoot with Mei Ling and NaomiOther
Location
Special Missions · Extra Mode – Back out of VR Training to the title's menu and open Extra Mode, then Photoshoot. It should be open now that Progress is past 30%. If it isn't listed, it may instead want a best time on all 30 Sneaking Time Attacks, so look again at the end.
Summary
A five-minute camera session with either model, as a reward. No trophy needs it, and it adds nothing to Progress.
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Advanced Mode, 80 missionsAchievement
Location
Special Missions · VR Training: Advanced Mode – From VR Training, open Advanced Mode and clear each weapon's Practice and Time Attack lists. Dying fails the mission now. By the end of this mode Progress is past 70%, so Puzzle and Mystery are open.
Summary
The same eight weapons against guards instead of targets. Kill them all, and the goal appears.
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Advanced Mode tips

Grenade: a guard's shot makes Snake drop a held grenade at his own feet. Claymore: the least reliable weapon. Set with a guard already in its cone it may kill, wound, do nothing for a moment or blow up in your face, and the noise alerts everyone. Nikita level 3: stand three steps from the bottom, fire down the screen, fly round the outside of the stage and hit the wall behind the guard. PSG-1: shooting a wall draws guards to you.

1 Min. Battle vs. Target, 9 missionsAchievement
Location
Special Missions · VR Training: Special Mode – Special Mode opens as you work through the other three modes; from VR Training, pick it and open 1 Min. Battle, then vs. Target. A clear may not be enough here: aim for the top three on the scoreboard or the mission fails.
Summary
One mission per weapon plus one unarmed. Destroy as many targets as you can in a minute.
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1 Min. Battle vs. Enemy, 9 missionsAchievement
Location
Special Missions · VR Training: Special Mode – In Special Mode, open 1 Min. Battle, then vs. Enemy. The top-three rule still applies, and dying fails the mission as well.
Summary
The same nine loadouts against guards who can kill you. Your score is the number you bring down.
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Vs. 12 Battle, 8 missionsAchievement
Location
Special Missions · VR Training: Special Mode – In Special Mode, open Vs. 12 Battle. Four guards are on the map at once, each kill brings a replacement, and ammo never refills, so count your shots. In mission 6 the weapons wait at the top right of the map: get there quietly.
Summary
Kill 12 guards inside five minutes with a fixed loadout. Clearing these is what pushes Progress past 80%.
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Puzzle, 10 missionsAchievement
Location
Special Missions · VR Training: Special Mode – In Special Mode, open Puzzle. Death fails missions 1 to 4 and 8, and being spotted fails 5, 7, 9 and 10. The harder ones are in the table below; left, right, top and bottom there mean the screen.
Summary
Kill guards or reach the goal in some unusual way. Opens at 50%, and clearing it carries Progress past 85%.
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Puzzle: the hard missions
MissionWhat to do
4You get 50 Stinger missiles for 29 cubes. Clear the ones in plain view first by chaining blasts. For those behind walls, lock on, then shoot through the closest opening while the lock still holds.
5The 140 FA-MAS rounds are exactly enough, and the floor is noisy. Run from the first second and fire on the move, waiting until each wall is in range. One wasted round ends your chances.
6Nikita. Keep the missile at full speed on the shortest line or its fuel gives out. Press R1 to burst it between each pair of blocks, then take the rest from right to left so you keep your own way through.
7Collect the Mine Detector, then crawl between the lights to reach the Claymores. Set one at the wall in front of the goal with part of its cone on your side, and step into it. You have the health for the blast; being seen is what fails you.
8Each grenade blast flips the columns it reaches on the floor far below. Match the checks on your own platform to the column layout to work out where to throw. You hold 30 grenades, and four is the fewest that solves it.
9Probably the most maddening of them: the gap between guard and camera is tiny. You have three C4. Knock on the black pillar at the bottom right to bring the guard over, trail him back without touching him or showing on camera, and stick a charge on his back. Set it off as he walks near the cameras.
10Snow. Take the Mine Detector, then the Claymore in the space above the guard. Crawl across the gap going out and walk back upright, so your prints draw him along. Set the mine at the wall by the goal, then hit him so he stumbles into it.
Mystery, 10 missionsAchievement
Location
Special Missions · VR Training: Special Mode – In Special Mode, open Mystery. Accusing the wrong man fails missions 1 to 9, so read the clue first and use the table below; directions there mean the screen.
Summary
Work out who killed the guard, then drag the killer to the goal. Opens at 70%.
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Mystery: the clue and the answer
MissionWhat to do
1The security camera was smashed high up, so the killer is very tall: bring in the giant.
2The dead man tore off his attacker's mask. Find the guard with a sock over his face.
3Ice cream lies by the body. Get close to the guards: the one whose breath makes no steam did it.
4Smashed glasses. Throw each guard clear of his post; the one who then walks into a wall can't see, and he is your man.
5The killer bolts. Skip the chase: go right, take the first left, make for the top left of the big room, then keep left along the corridor to head him off. He is the left one of the two soldiers coming at you.
6The blood spells Johnny, the jail guard. Of the soldiers nearest the cell, he is the leftmost.
7Crawl, which shows the prints better, and track them to the killer. Two other guards' trails cross his.
8The killer has the shakes. Study each soldier in first-person view and pick the one with the racing heart.
9More broken glasses. Take the disguise from the crate in the bottom-right room and stroll past the soldiers; the short-sighted one salutes you as his boss.
10A joke mission. Wait five minutes and the victim gets up and leaves.
Variety, 13 missionsHidden spoiler – activate to revealAchievementMinor spoiler
Location
Special Missions · VR Training: Special Mode – In Special Mode, open Variety. Each mission states its own objective, and the ones that trip people up are in the table below.
Summary
Odd one-off jobs, each with its own way to fail. Missions 12 and 13 are untimed jokes that still count.
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Variety: the hard missions
MissionWhat to do
1Drag the guard onto the marker and snap his neck there. He slips free unless you keep pressing Square to choke him again, at least five times on the way.
2Knock on the walls to lure the guard to the hole, then punch and kick him in.
6The guards wear stealth camouflage. Watch for the faint shimmer and shoot them from a distance.
8Five moving targets among patrols, and you can't hit a single guard. Pick up the Diazepam as you climb to the highest platform, then snipe. For the last target, wait for the leader to step forward.
11Shooting 20 targets brings out a UFO. Bring it down before it carries Snake off.
12Keep Genola from reaching Meryl: lock the Stinger on his head, belly and legs in turn.
13Two Genolas. Floor the one on the right, the first in, before both stop walking. When he gets up he turns on the other, and their brawl ends the mission.
NG Selection, 8 missionsAchievement
Location
Special Missions · VR Training: Special Mode – In Special Mode, open NG Selection. Death fails any of these, and being caught fails 2, 3, 5, 7 and 8. Tips for the worst ones are in the table below.
Summary
Hard tasks on tight limits, with mission 8 untimed. Opens at 80%.
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NG Selection: the hard missions
MissionWhat to do
2A tiny map. Throw a grenade straight away and duck behind the tall column.
3When the guard turns, step forward, stop and get into the cardboard box. Stay dead still as he comes past, then choke him as he moves off.
4Shoot one target and the blasts spread to the rest. Hold off for about half a second first, or the chain forms out of line.
5Crawl, and time yourself off the first guard's walk back to his post. The whole mission hangs on it.
8Hide in the passage and wait. When the killer goes back to the body for his book, grab him and drag him to the goal.
Ninja, 3 missionsHidden spoiler – activate to revealAchievementMinor spoiler
Location
Special Missions · VR Training: Special Mode – In Special Mode, open Ninja; the walk passed 85% at the end of Puzzle. In each mission the goal appears in the back room once the job is done. Dying fails it, and the table below has the moves and the jobs.
Summary
You play as the Ninja for three short jobs. Opens at 85%.
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Ninja: controls (PlayStation buttons) and missions
MissionWhat to do
ControlsSquare slashes on the move and cuts a throat from standing, X jumps and Circle slices. R1 electrocutes and L1 toggles stealth, and both drain your health. The Square spin jump is your quickest move.
1Cut down the 15 wooden targets and leave the soldiers. Being seen doesn't end this one.
2Kill 30 guards.
3Kill Solid Snake, the man with no balaclava, and nobody else, and stay out of sight. He starts in one of three spots: by the stairs on the left, right in front of the goal, or on patrol beside a guard on the right. Restart if he is on patrol, because that start can't be won. A quick line when he is close: sprint the length of the hall with the sword idle, keep hard left past the guard, then turn left round the corner and carry straight on.
VR Mission, ten mapsAchievement
Location
Special Missions · VR Training: Special Mode – In Special Mode, open VR Mission. A death restarts the current map, with the clock kept where it stopped. Your gear comes only from pickups on the maps, and Rations are few and guarded, so dodge fights and save ammo.
Summary
One sitting of ten maps in a row against an 18-minute clock. With everything else cleared, Progress should read about 97% before you start.
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Practice Makes PerfectAchievement
Location
Special Missions · VR Training: results screen – With all 13 types cleared, Progress reads 100% and the trophy should pop on that last clear. Choose Exit from the results, look at what follows, then save before you leave the title. If Progress falls short, go through each mode's lists for the mission you missed.
Summary
The trophy for every VR Training mission on one version. It is the reason for this whole section.
Trophies
  • Achievement · SteamPractice Makes Perfect
  • Achievement · XboxPractice Makes Perfect
  • Gold · PlayStationPractice Makes Perfect
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View the Metal Gear RAY concept artHidden spoiler – activate to revealOtherMinor spoiler
Location
Special Missions · VR Training: after the last mission – It appears when you choose Exit after your final mission. Do this before you save: the art is reported not to come back once you have saved at this point.
Summary
A piece of concept art as the reward for clearing everything. No trophy needs it.
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Trophy Table

Every trophy with the item that earns it on this route, and how the lists differ between platforms.

Ten trophies come from the bosses of Run 1 and one from starting the game. Two come from the two endings, one from the codename on Run 2, and the rest from the Camera, the Screenplay Book and Special Missions. Rows whose item names a late story moment are hidden until you reveal them.

All 19 trophies (Xbox and Steam: the same list without the Platinum), with the item that earns each on this route
TrophyPlayStation gradeSectionItem
SolidifiedPlatinum (PlayStation only)22. From the Menus: Screenplay Book and Title ScreenCover-to-Cover Solid
Commencing MissionBronze1. Run 1: The Dock and the HeliportDock
vs. Revolver OcelotBronze3. Run 1: The Armory and Revolver OcelotRevolver Ocelot
vs. M1 TankBronze4. Run 1: Hangar Sweep, the Canyon and the M1 TankM1 Tank
vs. NinjaBronze5. Run 1: The Nuke Building and the Cyborg NinjaCyborg Ninja
vs. Psycho MantisBronze6. Run 1: Finding Meryl and Psycho MantisPsycho Mantis
vs. Sniper WolfSilver9. Run 1: Sniper Wolf and the TortureSniper Wolf I
vs. Hind DSilver12. Run 1: Communications Tower B and the Hind DHind D
vs. Sniper Wolf (Rematch)Gold13. Run 1: The Snowfield RematchSniper Wolf II
vs. Vulcan RavenGold15. Run 1: The Warehouse and Vulcan RavenVulcan Raven
vs. Metal Gear REXGold17. Run 1: Metal Gear REX, Liquid and the EndingMetal Gear REX
vs. Liquid SnakeGold17. Run 1: Metal Gear REX, Liquid and the EndingLiquid Snake
Git GudBronze21. Special MissionsGit Gud
Cover-to-Cover SolidSilver22. From the Menus: Screenplay Book and Title ScreenCover-to-Cover Solid
Decked OutGold19. Run 2: The Elite Run to the EndBandana
Dress For the JobGold17. Run 1: Metal Gear REX, Liquid and the EndingStealth Camouflage
EliteGold19. Run 2: The Elite Run to the EndElite: Fox codename
Practice Makes PerfectGold21. Special MissionsPractice Makes Perfect
Ghostly EncounterGold8. Run 1: The Trip Back for the PSG-1Ghostly Encounter: photograph a ghost and exorcise it
How the lists differ by platform
PlatformListNotes
PlayStation 4 and PlayStation 519 trophies: 1 Platinum, 9 Gold, 3 Silver, 6 BronzeThe only list with a Platinum.
Xbox Series X|S18 achievementsThe PlayStation list without the Platinum.
Steam18 achievementsThe PlayStation list without the Platinum.
Nintendo SwitchNoneThe game has no trophy list here. The route is the same, without the rewards.

About this guide

Two runs on Hard in the English version, on one save chain. New Game+ keeps the difficulty of the save it loads, so Hard is chosen at the very start. Run 1 sweeps everything and submits to the torture. Run 2 is the codename run: under three hours, no continues, and strict limits on alerts, kills, Rations and saves. The 300 Special Missions sit outside both runs.

Last verified: Nov 4, 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.