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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.
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: 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.
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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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.
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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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.
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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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.
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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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.