STW…01 file (folder MGS_PW_SAVE/ww of a Checkpoint / JKSV export)Player profile
R&D
FOR INFORMATION. This tab unlocks nothing — it answers “what does the game want before this line shows up in R&D?”. ✅ / ❌ are read from your save (mission finished, soldier with the skill); team levels are what you type below.
| # | MISSION | SHORTEST TIME | KILLS | ALERTS | RANK | REWARD RECEIVED? | REWARDS |
|---|
Column “REWARD RECEIVED?”: I look in your save for the object the mission gives — ✅ found, ❌ missing, ❔ not detectable yet (most rewards are R&D blueprints, which the save stores without a name).
SOLO records, same as the in-game “Mission report” screen. “---” = not applicable (boss, vehicle…). Names marked ≈ are deduced from the Main Ops order and still need checking; missions never finished are not listed. Editing a rank only rewrites the record: the game hands out rewards at the end of a mission, so it will not grant an S-rank item afterwards.
FOR INFORMATION — completionist checklist. Nothing here is unlocked or written: it only reads your save and tells you what is still missing for 100 %. The two Main Op goals are every Main Op at A, then every Main Op at S (BIG BOSS title).
Blueprints to collect
A blueprint (“Design Specs”) must be in your hands before the R&D line even appears. ✅ = the mission that gives it is finished in your save. ⚠ = the mission is finished but the blueprint is an S-rank reward and you are not at S. ❌ = mission not done. 🔍 = picked up inside the stage, so finishing the mission is not enough — I cannot tell whether you actually grabbed it.
This list is rebuilt from the missions, not read from the save, so it is incomplete: a check against a real R&D “Key items” screen found 19 blueprints the game hands out without any mission listing them (the magazines, the cookbook, the Kampfpistole, the recipes…). Until the save's own blueprint table is located, treat a ❌ as “probably missing”, not as proof.
Main Ops — rank goals
Collections
Light cell = board obtained. Click a cell to add or remove it. Same layout as the in-game screen.
| NAME | LIFE | PSYCHE | ⚔ COMBAT | 🔧 R&D | 🍲 MESS | 💊 MED. | 📁 INTEL | GMP+ |
|---|
| # | VEHICLE | LIFE | % | ATTACK | ARMOR | 4th GRADE | ? A | ? B | STATUS |
|---|
“Duplicate” makes a full-HP copy of the vehicle (same model, same stats). “Add” builds a new one from a model captured in a real save. The garage holds 50 vehicles. Only the 4th of the six in-game <CARAC> grades is stored per unit. Tanks and armored vehicles read it from ARMOR (999 shows S), helicopters from ATTACK (9999 shows S) — all checked in game. The S button writes whichever field that vehicle's class uses. The other five grades come from the model and its weapons, not from the save. ? A / ? B differ between two units of the same model but change nothing visible — still unidentified.
Parts in stock
| # | PART | CONDITION | MOUNTED |
|---|
Fragments in progress (x/5)
A mounted part cannot be removed here: take it off in the game first.