Metal Gear Solid 6

Metal Gear Solid 6 (or MGS6) is an upcoming Open-World Stealth Game developed for the PC, PlayStation 4 and Xbox One. It is the sixth numbered entry in the Metal Gear series and acts as a sort of conclusion to the Big Boss Quadrology (MGS3, Peace Walker, MGSV and MGS6) seeing Big Boss' last operations before fully becoming the antagonist he is shown to be in the original Metal Gear and Metal Gear 2.
Similar to its predecessor, Metal Gear Solid V: The Phantom Pain, the game is Open-World although features smaller and more densly packed locations than its predecessor focusing on more complex layouts to the overall maps and not just that of the major fortifications.
==Plot==
===Synopsis===
MGS6 takes place in the late 1980s starting in 1986 and ending in 1987 it chronicles Big Boss, now the leader of the faction known as Outer Heaven, following on intel gathered by the Outer Heaven organization as to the supposed whereabouts of former XOF researchers involved in the development of Metal Gear Sahelanthropus from Metal Gear Solid V, who have sought out various Soviet-backed and NATO-backed groups within Eastern Europe for protection.
Knowing the danger the technology of Metal Gears would give to either side should the development of them get out to the governments, Big Boss is sent in by Outer Heaven to personally stop the development and either capture or eliminate the XOF researchers.
The game is split up between seven primary chapters with the first acting as a sort of introduction for players less familiar with the series and its gameplay and the latter six forming the primary plot of the game.
===Act 1: The Devil’s Horn===
The first act of the game takes place in the Veliriba River, the player has an introduction to the controls and major mechanics and takes control of Big Boss during this chapter, hunting down a supposed XOF Researcher who escaped the devastation during the Phantom Pain Incident and has become a member of an organization known as the Spectre Frogs.
The Act plays out similar to other introductory chapters in the Metal Gear series, it is made apparent that more is going on that Big Boss or Ocelot were informed of with the state of the Outpost Base which is introduced here and serves as the player’s hub between missions being at a much lower quality of care than Mother Base in the Seychelles or the developing Outer Heaven. In addition, it’s revealed that the Spectre Frogs are much more aware of Big Boss’ presence in the region that is initially let on with the player having repeat encounters with the two heads of the Spectre Frogs; Alligator Bones and Radoman Savicevic. The former being a devout nationalist of the Romanian People with a strong spiritual connection to the afterlife noting that he is able to see the spectres of the many people Big Boss has directly or indirectly killed. By contrast Radoman Savicevic who initially appears to be a USSR backed nationalist sent in by the USSR to sow discourse and encourage a counter-revolution to the rising desire for democracy in Romania is show by the end to in fact be a NATO infiltrator who was seeking to uncover Soviet secrets while starting up a deliberately doomed to fail communist uprising.
Throughout the chapter the player helps a NATO backed anarchist group known as The Krildija who are extremists by nature although seem to share many of the same beliefs as Big Boss in that idealization of the soldiers and recognition of their efforts, however both Big Boss and Ocelot comment on how the group has taken their beliefs to such an extreme with the player needing to decide to what extent they’re willing to assist the Krildija fearing they may turn on Big Boss.
In the end the player is able to successfully take down the XOF Researcher eliminating them due to their insane rambling about creating a new Metal Gear known as Metal Gear Basilosaurid which would reap fear into the worlds’ navies. In addition, the Spectre Frogs are dismantled leaving only small splinters of their remnants in the region with both Alligator Bones and Radoman dead. The player’s decision as to what to do with The Krildija also comes to a head here as the player is able to eliminate their leaders as well, collapsing both regimes in the process although leaving the region in turmoil as a result.
===Act 2: Unravelling the Fox===
In this act, Big Boss, tracks down rumours of an XOF Researcher working within the Qiepulli Mountain region, a zone on the Albanian-Yugoslavic Border where an established religious order known as the Aurora Eels has control of the region, being shown to possess even greater power than that of the Soviet forces or NATO forces in the region. The group espouse ideals seemingly hypnotizing the populace of the region to fight on their behalf. With little to no leads, Big Boss is sent in to track down information about the group and the rumours of an XOF Researcher as well as a Metal Gear known as Metal Gear Hirsti.
During this act, Big Boss meets via radio an individual simply known as Fleur Whistle a mysterious individual who Ocelot attempts to track their signal although has no luck. The questionable individual provides information to Big Boss and the Outpost Base about the Aurora Eels informing them of the existence of the One that Covers Parasite being prevalent in the region with a variant known as the Queen being used to control the people who reside in the villages on the mountain.
During the Act the player comes into contact with the various members of the Aurora Eels each utilizing a variant of the Parasite. As Big Boss is able to subdue and kill each one, a distinct scream is heard emanating from the mountain and the oddity of the parasites becomes more extreme with the more advanced Parasite Units appearing and Ocelot commenting how it seems the entire Mountain has come under the delusion of the organization.
As Big Boss finally is able to reach the Qiepulli Cathedral at the peak of the mountain, Fleur Whistle contacts the player after a prolonged absence informing Big Boss that they’ve been infected with the Slave a parasite counterpart to the Queen that is what allowed the Aurora Eels to control the populace. Warning Big Boss that they need to find a counter-agent within the labs at the cathedral. As the player approaches the labs the effects of the parasite become more apparent with the player seeing visions of one of the leaders of the Aurora Eels, Mother Lenda as well as even temporarily shifting their view from Big Boss to the guards within the facility and hearing the voices of the others with the parasite in their heads. Eventually Big Boss is able to get to the lab and tracks down a counter-agent, which the Fleur Whistle appears to have deliberately left for the player.
Injecting themselves with the counter-agent much to the concern of Ocelot, Big Boss is able to come to his senses seeing that much of his surroundings were not as they seemed with the Cathedral being in tattered ruins. Managing to then track down and kill Mother Lenda, Big Boss discovers that her counterpart, Father Temale had successfully completed the Metal Gear Hirsti, attacking Big Boss shortly after his confrontation with Mother Lenda. Defeating the leader of the cultish organization, Big Boss is informed by Fleur Whistle that the group never had an XOF Researcher and that there is another player at work that had provided the Aurora Eels with the information they needed to construct a Metal Gear. Ocelot and Fleur Whistle converse over the matter and wonder if it’s Cipher’s work.
===Act 3: Submerged in Falsehoods===
During this chapter the player heads to Reknaiite Basin, Central Bulgaria at the behest of Ocelot and the Fleur Whistle hoping to track down reports of another XOF Researcher and the development of a Metal Gear known as Metal Gear Chiroptera. Arriving in the region the player finds that the area is a considerable conflict zone between NATO and USSR backed forces with strong presence by both where in previous areas they had been more covert about their presence. A group known as the Maelstrom Spiders also appears to be in the area, Ocelot noting that they’re a local militia who supposedly date back hundreds of years to ancient dynasties in the region and have been fighting to free the region from either sides control, noting the seeming similarity to Outer Heaven.
Believing the group to be hiding an XOF Researcher, Big Boss infiltrates the organization, coming to contact with various members of the group. However, quickly, Big Boss finds the group is much more welcoming, seemingly many of its members having been inspired by Big Boss’ actions and ideology revering him as a hero of sorts. Initially taken aback by this, the group requests Big Boss’ assistance in driving out the NATO and USSR backed forces. With little in the way of leads and Fleur Whistle having been strangely absent for some time, Ocelot suggests Big Boss just play along with them for the time being.
Following several missions where the player helps the Maelstrom Spiders deal with NATO and USSR forces throughout the region, the player is able to get a personal meeting with the groups leader, Byakhideya who attempts to compare themselves to Big Boss although is quickly shot down when he challenges Big Boss to a fist fight, handily losing due to Big Boss’ CQC capabilities. Believing the group to be not much more than rookies who are only out for the adrenaline of conflict, Big Boss leaves, however the Maelstrom Spiders view this as a betrayal on their agreement and Byakhideya sends the other members out to hunt the player down. During Big Boss’ escape they happen upon a small village that the player is able to take refuge in, here meeting with a young girl known simply as The Wolf who helps the player navigate through the more dangerous sections of the escape even managing to knock out several of the guards for the player to help them although in turn the player helping by eliminating guards for her as well. Upon escaping the grasp of the Maelstrom Spiders, Big Boss decides to bring The Wolf back to the Outpost Base seeing her courage and persistence as being advantageous in getting child soldiers rescued from the conflict zones to fall in line.
After coming to blows with his former allies, Big Boss is forced to kill the commanding members of the Maelstrom Spiders, finding out through the dying breath of Oranzrets, the group’s Shaman of the Sun, that what Big Boss was shown of the group was only a ruse, intended to get Big Boss caught in their web. Finally, being contacted once more by Fleur Whistle, Big Boss is able to strategically track down and eliminate the XOF Researcher working for the Maelstrom Spiders finding out that Byakhideya had been in contact with the group responsible for sending the XOF Researcher out to them.
By dealing with the remaining members of the Malestrom Spiders, destroying the incomplete Metal Gear Chiroptera and leaving Byakhideya to die in the burning wrecked remains of his Metal Gear, Big Boss departs from the area as the last forces of the Maelstrom Spiders are snuffed out by the encroaching NATO and USSR forces which had retaliated in kind for Big Boss’ previous actions in the region.
===Act 4: Lines in the Sand===
Unlike previous acts, this one takes place entirely in the Outpost Base, the Act starts initially with the base being attacked by a previously unknown organization who in the previous act Big Boss had unearthed following the death of Byakhideya was known as Tri Golovy Smerti a seemingly USSR backed group that was sent to deal with PFs and eliminate them while absorbing their valuable assets into the organization making it more powerful. Ocelot compares the group in a sense to a tumour, stealing nutrients from the healthy surrounding organisms to enrich itself while making the host weaker in the process.
After surviving the attack, a sense of dread and fear is washed over the base with many of the soldiers believing their safety has been compromised. During this act, Big Boss must go around and fortify the base while also making plans with Ocelot to abandon the base in replacement of a new one, acquired on the southern coast of Iran in an area known as Ali’iiman Wal’amal Bay. More covert attacks come during the act however with severe damage being dealt to the Outpost Base leaving it more exposed to attacks with each passing mission.
Eventually the attacks stack up and Big Boss along with the soldiers at the Outpost Base are able to leave as preparations are completed at the new Outpost Base. During the escape Big Boss ensures their presence in the area is completely destroyed while also making sure the escape groups make it out safely. In the final mission of the Act, Big Boss is assisted by Ocelot who arrives on horseback to help the player out of the area and to escape, being pursued by the Tri Golovy Smerti forces and their new Metal Gear, Metal Gear Vincite. Fortunately, the duo is able to escape getting into contact with Drop Dead who’d been among the first to move to the new base.
===Act 5: The Rule of Truth===
The fifth act of Metal Gear Solid 6 is by far the largest and sees Big Boss going after the mysterious Tri Golovy Smerti organization and to put a stop to Metal Gear Vincite. The act begins with Big Boss heading into the Huallrab Canyon a large and expansive area that's dominated by conflict through USSR soldiers who control the checkpoints along the major roads with small rebel groups scattered throughout. After making contact with an informant in the region, Big Boss is tasked with helping the local rebel forces against the USSR under the guise of acting as a NATO-backed agent, however partway through one of the missions, the Tri Golovy Smerti appear, unleashing a noxious gas wiping out most of the rebel forces Big Boss was with and nearly killing Big Boss in the process.
Evading the enemy forces by sneaking through the facility that the rebels were attacking, Big Boss manages to acquire a data package that contains information about movements of USSR weapons that the rebels intend to attack. Ocelot notes that it's possible that destabilizing the power of the region has brough the Tri Golovy Smerti out and so suggests that Big Boss should continue helping the rebel forces. It is however at this time during the following mission to intercept a USSR convoy that a NATO-backed military force appears, firing on the rebels and slaughtering most in the process. Confused by this, Big Boss is contacted by the Fleur Whistle who informs the player that the contents of the convoy are in fact a cooperation between NATO and the USSR. Fearing as to what the two superpowers might be planning, Big Boss manages to track the convoy, following it to a seemingly impenetrable base located high up on the canyon's walls.
Theorizing the location is where the Metal Gear Vincite is likely being located, Big Boss is sent in to infiltrate the base, utilizing one of the nearby outposts to gain access to the base through a decoding software. Entering into the base, Big Boss finds the unusual layout of the area to be tricky to navigate, gradually working through the outer layer of the base to deactivate a jamming device to get into contact with his support team.
After entering the base proper, Big Boss finds the base's interior to be huge, having been built into the cliff-side and spanning underground several levels, he slowly navigates around the base finding out reports of a hostage being held within the base itself. Investigating further, Big Boss eventually tracks down the individual the guards had locked up finding it to be one of the XOF Researchers who had been reported working with the Aurora Eels, much to Big Boss' surprise however the XOF Researcher truly knew nothing of the Metal Gear Sahelanthropus project and had been assigned to much more minor tasks, after the discussion however, Big Boss is informed by Ocelot that without an open environment it'd be incredibly difficult to rescue any prisoners and suggests Big Boss find an area to use the Fulton on the XOF Researcher. After traversing more of the facility, Big Boss comes across one of the commanders of the base, an individual known as The Crane, a strange individual who's eccentricities resulted in the rooms prior to the one Big Boss encounters him in to be covered in the bodies of his victims. After a brief confrontation and surviving a near encounter with a strong acid from The Crane's darts, the commander manages to escape the encounter warning Big Boss that his entry into their base won't be taken lightly.
After travelling a little further on, Big Boss manages to find an open area, a hangar where the base's helicopters are stored. Having reached the area however, the base goes into an alert phase after The Crane informing the base of Big Boss' presence locking the way back. After evading the alert phase long enough, Big Boss goes to track down a new route back to the XOF Researcher, along the way finding a security keycard used by one of the base's captains and is able to return to the XOF Researcher although unfortunately finds them already dead, evidence of one of the Commanders of the base having been involved as carved into the Researchers skin is a message telling Big Boss to come to the base's Armoury. With little other leads, Big Boss accepts the risk of walking into a trap and carefully navigates past the heightened security, along the way overhearing from some soldiers about reports of another XOF Researcher, the one that was supposedly in contact with the Malestrom Spiders although doesn't hear the researcher's location.
Reaching the Armoury of the base, Big Boss is confronted by several members of the Tri Golovy Smerti, The Bear, The Stork and The Walrus. Although initially revelling in the presence of Big Boss, The Bear quickly composes himself and introduces their group more properly to Big Boss, asking him to show them the man of legend they'd heard about. Big Boss challenges The Bear to a battle, unarmed, during the battle The Stork and The Walrus converse with Big Boss about their group's ideals and that Big Boss' beliefs of what it means to be a soldier and misguided, stating that he has become blind to the savagery of battle even comparing The Bear who's inability to talk during their battle to that of Big Boss when infiltrating. Despite losing the fight, The Bear bellows in laughter, offering to let Big Boss kill him where he stands and although Big Boss is initially egged on by Ocelot, he halts and spares The Bear stating that he wishes for them to fight again. In the small discussion The Stork and The Walrus having left leaving two small pieces of tech for Big Boss to track each of them down.
After heading deeper into the base, Big Boss hears over the loudspeaker the supposed leader of the Tri Golovy Smerti, The Dolphin who welcomes Big Boss and offers her condolences that they cannot meet face-to-face informing Big Boss that what they seek won't be found. Shortly after this speech, Big Boss comes across a small enclosed cave with moss and other small plants growing around it, a pack of wolves nestled within the cave attack Big Boss however he handidly deals with them, getting a radio call from Fleur Whistle shortly afterwards warning Big Boss that the cave system he's entered is an ancient passageway that was used long ago by Russian soldiers to get the drop on their enemy noting that using heavier weapons particularly around the support structures of the caverns could bring them down. Big Boss heads deeper into the cavern, once more hearing The Stork who remarks that Big Boss reminds her of a child she had long ago, comparing Big Boss' persistence to his task to the determination her child had for going against her wishes. Upon reaching an opening in the cave system once more, Big Boss confronts The Stork along with The Crane, the two moving in a sort of dance as they talk to Big Boss.
Battling the duo, The Crane and The Stork discuss Big Boss' ideals and wonder if it was the truths he was told, the circumstances, the goal of peace or perhaps simply revenge that brought him to their base, with The Crane believing Big Boss' ideals to be simply that, an unrefined mess that will eventually lead him to destruction whilst The Stork suggests that perhaps Big Boss simply enjoys the lifestyle and is afraid of losing it. As the battle concludes, both commanders kneel defeated at Big Boss who prepares to kill them both, however in a last minute of desparation, The Crane sacrifices himself releasing a chemical bomb he adorns as a necklace allowing The Stork to escape and causing part of the cavern to come down on itself.
Escaping from the cave-in, Big Boss finds himself deeper into the base than expected, Ocelot commenting on how the intel team didn't detect the base beyond the cavern. Suggesting that Big Boss keep going on ahead, he eventually comes across a large open cavern environment with a waterfall bringing fresh water from above, a large base situated in the middle of the cavern with a perimeter wall around it. Puzzled by the structure, Big Boss heads onwards hearing the voice of another member of the Tri Golovy Smerti, The Owl who warns Big Boss that he's in her sights as a shot is fired, echoing through the cave. Initially looking around to find the source of the gunfire, Big Boss contacts Fleur Whistle who notes that The Owl is an ace sniper and is likely using the wind channels of the cavern to find Big Boss. As Big Boss carefully navigates his way along the cavern's winding crevices he nears the perimeter wall where the guards are on alert, having evaded The Owl's shots. Big Boss manages to surpass the perimeter entering into the base, however hears The Owl warn Big Boss that he's entered a much more dangerous area than her sniping perch. Just as The Owl finishes her sentence, a large tank bursts out from around the corner of one of the outpost towers in the area with The Bear inside declaring that he's ready for their rematch. With little space to hide, Big Boss navigates around the vehicle, strategically destroying its gunner turrets eventually causing the motor to stall either from his damage or simply the vehicle running out of fuel leaving it stranded.
The Bear hopts out of the vehicle, commending Big Boss on his tenacity, revealing the presence of a large eight chambered grenade launcher hidden beneath his coat. Firing one of the shots as a warning to Big Boss the proper fight against The Bear begins, with Big Boss using his surroundings to avoid The Bear once again however the explosive power of his grenade launcher quickly tearing through Big Boss' cover. After unleashing a wave of gunfire onto The Bear he collapses from exhaustion, lying defeated on the ground, Big Boss looks over The Bear who begins to tell Big Boss how he admired the stories he'd heard about Big Boss as being a legendary soldier of the battlefield and seems to regard Big Boss as someone to aspire to, however Big Boss retorts by commenting on how the path he's taken is not one he'd wish on even his greatest of enemies. The Bear seems to reach a sense of clarity, sighing that perhaps Big Boss is right and begins to divulge information to Big Boss giving him a keycard that will allow access into the base and is about to tell Big Boss about Metal Gear Vincite however is promptly shot by The Owl who warns Big Boss that he won't be getting information like that for free even from someone blinded by his grandeur.
With the Keycard in hand, Big Boss heads into the base proper, sneaking through the main entry environment, navigating past dangerous traps laid throughout. While travelling through in search of some sort of control room, Big Boss is contacted by Fleur Whistle who informs him that the XOF Researcher the Maelstrom Spiders had been working with is located in the basement area and is being held up by one of the members of Tri Golovy Smerti. Duybious of this knowledge, Big Boss questions Fleur Whistle on why they know as much as they do asking if they're part of the group, however Fleur Whistle reassures Big Boss, stating that they're fighting to defeat a common enemy and that they have no intention of willfully sending Big Boss into a trap. Just as the call ends, Big Boss sees a large individual carrying two massive weapons on their back head down the elevator to the lower floors. Following the individual, Big Boss discovers they're the seventh member of the Tri Golovy Smerti, The Bison. Overhearing a conversation between The Bison and one of the guards, Big Boss unearths that the weapons are intended for some kind of machine. Tailing The Bison while also evading the detection of enemies, Big Boss manages to follow him down to a warehouse of sorts deep beneath the Base.
Although seemingly being undetected by The Bison, Big Boss is alerted that he's being watched by The Walrus. Apologizing for not properly being able to converse with Big Boss before, asks Big Boss if they'd be willing to participate in a little activity to pass the time. Big Boss initially teasing the idea attempts to leave however finds that the elevator has stopped functioning with The Bison now even deeper in the facility and out of sight of Big Boss. Pleased that Big Boss has decided to stay, The Walrus explains that he'd been looking for an opportunity to test a new sort of technology but the others of the Tri Golovy Smerti had shot the ideas down and states that he intends to test them on Big Boss, stating that he doesn't mind if Big Boss ends up destroying his creations as they're just concepts anyhow. Taking cover in part of the room, Big Boss contends with a large automated robot using an advanced AI core, heavily armoured, Big Boss uses either the weapons with him or the weapons acquired in the surrounding area from patrolling guards to defeat the hulking machine. Successfully downing the machine, The Walrus congratulates Big Boss on his success although notes that it's not that simple as the machine, splits into four smaller machines each possessing different capabilities. The Walrus explains that his machines carry the pieces to make the Level 2 Security Card and that Big Boss will need to hunt them down if he wants to find The Bison.
As Big Boss travels deeper through the Warehouse level of the facility, he interacts through radio calls with The Walrus and The Dolphin, each discussing their ideologies and history, with The Walrus being much more dismissive of Big Boss noting that he'd allowed himself to become too much of a figurehead giving Cipher power and control over organizations that Big Boss isn't even aware of. Big Boss also overhears The Owl during this sequence, who comments of Big Boss' skill remarking that it's a shame they are working for opposing interests as she'd heard many great things about him. Big Boss questions The Owl on why she'd kill The Bear for his respect of Big Boss yet professes her own respect, The Owl touting that The Bear did not have respect but was blinded by a faith he'd created, noting that she'd often overhear The Bear talk about what he thought Big Boss was like and not what he'd done, even commenting that she'd heard from XOF Researchers about the pathetic capture of Big Boss at OKB Zero. Eventually reaching and destroying the last of the four machines which had in fact been following Big Boss the entire time, disguised with a rudimentary invisibility camouflage, Big Boss finds himself confronted directly with The Owl, seeing her properly for the first time. The Owl challenges Big Boss to a quick fight, handing him a combat knife, as the two fight, she probes Big Boss for his intentions, wondering why she thinks that destroying their Metal Gear would bring him comfort. Eventually Big Boss gains the upperhand in the battle and disarms The Owl, who congratulates Big Boss on his victory, allowing him to leave as she disappears via a smoke grenade.
Travelling down into the bowels of the facility, Big Boss finds the facility's lowest floords to be filled with pipes and machines, humming and whirring to a chaotic noise. In the distance, Big Boss hears The Bison call out to him, demanding that Big Boss come to face his end. Somewhat off-put by the showiness of The Bison, Big Boss regardless traverses the heavily guarded area, avoiding the machines which make even the normal paths through difficult. Eventually after travelling to the main control tower in the area and activating several machines, Big Boss makes it to a large energy room where the power for all the machines from the above floors was being sent. The Bison greets Big Boss initially taking on his grand standing from before appearing very confident in the greatness of their battle, however just as he stands directly in front of Big Boss, The Bison punches one of the generators, causing it to spin out of control, destroying much of the room they're in and causing them to fall into the chasms beneath the facility. Alone and away from the rest of the base it's shown that The Bison is not the selfish and outright villainous individual he'd made himself out to be, talking to Big Boss from amongst the shadows of the depths of the chasm while avoiding direct conflict. Big Boss and The Bison talk, The Bison elaborating on his history, noting that in reality he is very much a pacfist, seeing the conflict that The Dolphin seeks to avoid as only leading to more conflict in the long run. Big Boss questioning The Bison as to why he would work with The Dolphin if their ideals are so divergent, however The Bison notes that while much of the staff in the base follow The Dolphin blindly, there is always a dissenting opinion present to counter The Dolphin's leadership, noting that out of fear for the danger Metal Gear Vincite could pose to the world, he'd personally installed a kill switch into the machine that the program's AI will eventually access. The Bison further elaborates that there is an exit to the chasm however only one of them can return, noting that should Big Boss die here than his (The Bison's) plans to keep the world in a more peaceful state could be achieved sooner. As the pair reach a large room with a shallow body of water in the middle, The Bison once again appears from the shadows, pointing up to a small stream of water filtering from above, noting that the entrance back to the facility is located above, however to get to it, Big Boss will need to defeat The Bison who blocks his path.
After their battle, defeated and exhausted, The Bison admits defeat, admiring Big Boss' skill in combat and handing him a small disc which he informs Big Boss contains combat data on Metal Gear Vincite. Big Boss questions The Bison as to why he wants to stay and die in the chasm, to which The Bison simply notes that he's lived a long life and was prepared for Big Boss to have struck him down in battle. Big Boss makes his ascent back up into the facility, now as an unknown entity as he hears over the loudspeaker, The Dolphin informing the soldiers to return to their normal duties under the assumption that The Bison killed Big Boss. Big Boss gets into contact with Ocelot who informs Big Boss that following the upload of data from that disc The Bison gave them he'll track down a possible weakness in Metal Gear Vincite's armour. Big Boss comments that before that he'll need to take out the group's communications array, noting that it appears as though the Tri Golovy Smerti have been bringing in soldiers from further out to protect the base.
Heading up the long ascent through the base, Big Boss soon reaches a large satellite dish, one of the only external structures peaking above the caverns the base is built within. Approaching the dish however, Big Boss is halted by a gunshot. Initially taking cover, he attempts to discern where the gunfire came from, however hears the voice of The Owl who tells Big Boss that she can't allow him to shut down their communications array. Big Boss asks The Owl if she knows what they're doing to which The Owl rebuttals commenting that she's well aware of Metal Gear Vincite and asks Big Boss if he knows what Vincite's purpose is. Initially about to respond he pauses, The Owl laughs at Big Boss' lack of awareness, commenting that Metal Gear Vincite will bring about a new era of peace, going so far as to call Big Boss' beliefs of an Outer Heaven a phony peace. The Owl then tells Big Boss that he will die and their plans will be completed calling Big Boss a fool who'll bring the world to bloodshed if he were to continue on. Big Boss gets into the battle with The Owl, however is soon sent a contact by Fleur Whistle who informs Big Boss that he's left him a weapon to help out, a High-Caliber Thermal Sniper Rifle allowing Big Boss to more effectively counter The Owl. After trading blows back and forth between the peaks of the base, The Owl reveals her usage of the one that covers in this case the Camouflage Parasite. Seemingly disappearing at will, Big Boss continues to take shots eventually wearing her down, leaving The Owl defeated, collapsing at the feet of Big Boss seemingly defeated. Big Boss goes over to the Satellite Dish and is about to shut it down, however one last gunshot is heard as the control box is destroyed, deactivating the Satellite Dish as The Owl gets up as the sun begins to creep above the horizon she regains some of her energy, Big Boss recognizing the photosynthetic abilities. The Owl tells Big Boss that she will do for him that one last favour, as she stands up, she informs Big Boss that Metal Gear Vincite is being kept in an area of the base where external surveillance cannot penetrate. Just as Big Boss is about to question her further, The Owl steps towards the edge of the tower and jumps off, as she falls Big Boss witnesses The Owl's skin seem to break off as her body erupts into a dust cloud after her arms are torn off.
Returning back down the tower, carefully avoiding the guard patrols as Big Boss overhears The Dolphin talking to The Walrus about their plans, The Walrus noting how he's still uncertain about the capabilities of their Metal Gear as The Dolphin reassures him that Metal Gear Vincite is operating within normal parameters. Eventually getting back down to the main area, Big Boss witnesses Metal Gear Vincite appear before him with The Dolphin addressing a crowd of soldiers. The Walrus and The Stork both being present announce to the soldiers that their plans are in the final phase and stand to gaze at Metal Gear Vincite as it towers above them, revealing one of its arms to be capable of converting into a Railgun which Metal Gear Vincite in turn fires at a closed set of doors where it appears to have originated from, destroying several of the massive doors before hitting a target shown on monitors in front of The Dolphin. The soldiers cheer as The Dolphin concludes the demonstration, before The Walrus whispers something into his ear causing The Dolphin and The Walrus to quickly walk off as Metal Gear Vincite is directed by The Stork to return to its holding area. Surprised to see the Metal Gear's capabilities, Big Boss is contacted by the Fleur Whistle who informs Big Boss that they'd gone over Vincite's blueprints while Big Boss was dealing with The Owl, informing them that the kill switch The Bison had originally programmed into the AI had been removed. Ocelot chimes in noting that Big Boss is going to have to destroy the Metal Gear directly then, Fleur Whistle however counters stating that something is off about the capabilities of Metal Gear Vincite, noting that the AI technology within it doesn't seem to be that advanced, this causes Big Boss to pause as Ocelot notes that they saw a similar thing during the Phantom Pain Incident and wonders if it's the Third Child again. Fleur Whistle attempts to probe Big Boss for questions about the Third Child however Big Boss warns Fleur Whistle that it's not a topic up for discussion and ends the transmission.
More TBA
==Gameplay==
As with MGSV before it, MGS6 is an Open-World Stealth Game, encouraging the player to avoid detection from enemies and focus on stealthy movement, reconnaissance and information gathering. Big Boss as with previous games is fairly vulnerable to combat and so it is best to avoid combat where possible and only engage when all other options are exhausted or the player is outfitted with considerable firepower.
The player's main interactions in the game come between Radio Communication with the player's supporting cast of characters which provide the player with information about various aspects of the world including weapons, environments, history and tactics. The other main interaction the player will have is with the enemies of the game, primarily comprised of humans the player has several options on how to handle enemies and like MGSV before it the player is able to recruit enemies to their side serving as part of Outer Heaven's forces.
Locations in MGS6 can have a variety of factors that the player must account for when approaching them, whether this be animals, communications arrays, modes of entry into the location, enemy movements and much more, as such reconnaissance plays just as much of an important role as in MGSV and the player's ability to tag and identify things is expanded with more variables being able to be added to the map.
===Free Roam===
Free Roam is the standard exploratory game mode and allows the player to actively explore the six conflict zones in the game without any constraints put on by the game's Missions. Here the player is able to freely tackle the various outposts and settlements of the enemies as well as find hidden treasures and alike with various side ops being accessible through this mode which can help the player not only in the main missions but also with unlocking additional content.
It should be noted that in Free Roam the player is able to "capture" enemy bases, this allows the player to temporarily gain resources from that base for a time until the enemy forces repopulate the base. Bases are repopulated every few days although this can be made less frequent by the player taking out the communications systems of the bases and also dealing with the patrols for that particular base.
===Missions===
Missions are the means by which the story is progressed through, each chapter has its own missions focusing around one of the six areas. Missions typically have some constraints to them not found in Free Roam and focus much more heavily on stealth-based gameplay meaning where the player could have gone more gung-ho in Free Roam they'll need to be more tactical in Missions.
Missions can be taken at any time via the player's iDroid either during Free Roam or at the Outpost Base, when the player takes on a mission they'll be taken from wherever they are and begin said mission. It should be noted however that the palyer cannot begin a Mission while in Free Roam if they're in a location with an active Alert Status and the player will be informed they need to leave the Hot Zone first.
===Outpost Base===
Balkan Outpost Base No.3 or simply the Outpost Base is the player's main hub in-between missions, here the player is able to freely relax and explore the base finding various soldiers either part of Outer Heaven or that have been recruited by the player during their travels. Similar to Mother Base from MGSV the player is able to upgrade the Outpost Base although due to its much smaller size the upgrades are more so focused on small-scale upgrades such as improving the Communications Tower or outfitting the Armory with better weapons. In addition the player can customize the Outpost Base to a much greater degree than Mother Base with much of the focus being put on letting the player give the Outpost Base their own style.
===Fulton & T.D.===
As with Peace Walker & MGSV before it, MGS6 features the Fulton Surface-to-Air Recovery System, a means by which the player is able to recruit Soldiers, acquire animals and resources and steal various technology and equipment from the enemy forces in the game. Like with the previous games, the Fulton is able to be upgraded allowing it to pick up heavier objects eventually allowing the player to steal things as large as APCs and Tanks from the battlefield. The caveat to this however is that any object being Fultoned cannot be occupied by a conscious individual and any living things that are Fultoned must be knocked out in some manner.
T.D. is the main pilot featured in MGS6, initially rescued by Big Boss early on in the first chapter he serves an important role in providing the player both with support in the air via Supply Drops and Helicopter Gunfire and also retrieves any Fultons the player sends.
==Characters==
===Main Cast===
Big Boss 	
The main and playable character of Metal Gear 6, Big Boss is the official leader of the organization known as Outer Heaven, a group who serves as a sanctuary for soldiers and shares no allegiance with any one nation, rather acting as an independent military force that would serve both as a deterrent for conflict and mercenaries for hire. Big Boss is shown to be a fairly serious individual by the time MGS6 takes place, having witnessed significant damage dealt against him and his comrades by the various governments of the world and still holding resentment towards the US and USSR over the death of his mentor, The Boss.
Big Boss is however not without his humour, regarded as having dry humor for most common things although finding humor in the more absurd much more easily. His relationship with his fellow members of Outer Heaven is both one of respect and comrodery and he isn't above spending time with the low level grunts of Outer Heaven.
Revolver Ocelot	
Also known as Shalashaska, Revolver Ocelot is one of Big Boss' closest comrades, having a long-standing friendly rivalry with the legendary mercenrary, Ocelot has never been above challenging Big Boss to test his skills either directly or indirectly. Although now older and wiser than his youth when they first met, Ocelot is shown to still be quick-witted often bantering with Big Boss and other Outer Heaven members as well as showing a restrained appreciation for skillful and elegant gunplay.
During the game Ocelot serves as one of the main mission directors keeping Big boss up to date on the objectives of his missions and providing information pertaining to the particular missions. Ocelot also acts as Big Boss' eyes and ears into the activities going on back at Outer Heaven's main base and keeps the player updated with the state of things in Outer Heaven.
Drop Dead 	
Drop Dead is the head operative of the Outpost Base in the Balkans, a boysterous individual who rose up through Outer Heaven through his impressive field operations in Europe. Although Big Boss and a few others refer to him by his code name most of the on-based recruits refer to him as Big Bear as both a nod to Big Boss, Drop Dead's Russian heritage and his surprisingly friendly and protective demeanour towards his recruits.
Drop Dead often contrasts with Big Boss on the specific ideology of Outer Heaven believing that sometimes Big Boss strays too heavily towards the idea of an army without nations and fails to remember the individual people who make up that army. Drop Dead also serves as the second and more prominent mission director providing Big Boss with his objectives especially in many of the missions focused on activities specific to the region they're in rather than solely the XOF researchers.
Saint F. Cain 	
Saint F. Cain is the player's navigation expert and an aspiring recruit who notes having worked at Mother Base for the Diamond Dogs prior to joining Outer Heaven proper. Saint is shown to take her role fairly seriously and is a vehement believer in the ideology of Big Boss' Outer Heaven. She is also shown to still hold some sway towards the ideologies of the USSR due to her upbringing although she keeps this subdued during her regular dialogue and only when talking inquiring information from her relating to various locations in the game or getting her input on various items the player comes across does Saint more explicitly show her inner conflicting views.
Saint serves as the player's Navigator, helping Big Boss by providing information about the land and what sorts of fauna and flora the player will find throughout a given area as well as providing information about the various defensive outposts and bases across each area. She is also shown to be somewhat knowledgeable in heavier grade weapons such as Tanks and Artillery providing her input when they're brought up.
ERL 	
ERL is a researcher who works for Outer Heaven and was assigned to the Outpost Base to perform research into the development of technology found in the USSR's "Iron Curtain" and determine if any of it was relevant to Outer Heaven and to report it back to Big Boss. ERL is a bit of a meek individual, having been overshadowed by more notable researchers in Outer Heaven he's regarded more so as a background entity by many with Ocelot even getting his codename wrong a few times when they first meet. He is shown to have a misguided understanding of Huey's role in Outer Heaven and seems to aspire to be more like the former researcher not fully understanding the twisted nature of Huey's personality.
ERL provides information about technology and equipment that the player has and acquires throug the game, he is shown to be very well-versed in the technology that the enemy factions possess and can even help the player by identifying weak points of the various enemy equipment and how to exploit those weaknesses.
Constable 	
Constable is the Weapons Master of the Outpost Base, more hard-lined than most in Outer Heaven he is among the oldest of the entire organization having originally served in WWII and later during Korean War under a more command role. Constable is portrayed to also have a distrust towards governments having resentment towards both sides of the cold war due to how he saw both the soldiers he fought alongside and those he fought against falling by such vast numbers. Believing that the idea of Outer Heaven is the only solution which can silence the hatred between ideologies he joined during the early years of the organization.
Constable serves as the player's weapons expert, providing information relating to the various weapons the player comes across and being able to exposit about various equipment the player can use and find. He also expresses great interest in the various weapons the player comes across, expressing a desire to one day have a complete collection of the various firearms that have come into use ever since the start of the Cold War.
The Wolf 	
The wolf is a young Kurd girl who is met during the second act of the game, attempting to escape the persecution of Iraqi soldiers working under the guise of members of the USSR in the region. Due to the conflict going on during the time, she eventually ends up being rescued by Big Boss along with a few other Kurds who'd fled with her. Despite her young age, The Wolf is an incredibly persistent and determined individual, showing skills that would make her a considerable soldier particularly her uncanny ability to track a target.
It's not known what her real name is, however the player can learn quite a bit from The Wolf particularly pertaining to her upbringing and she also helps out at the Outpost Base with regards to handling rescued Child Soldiers, able to keep many of them in-line and following Big Boss' orders with regards to performing duties within the base.
Frank Jaeger 	
An informant and soldier who communicates with Big Boss via radio periodically, Frank Jaeger provides information to Big Boss regarding the status of events unfolding in the US particularly pertaining to operations where Outer Heaven is actively involved. Only a few months prior to the time where the game takes place, Frank Jaeger had been rescued along with his adoptive sister, Naomi Hunter by Big Boss from the Mozambican Civil War, a conflict which Outer Heaven initially entered into however had to remove themselves from when an information leak got out about their potential involvement. Since then, Frank & Naomi has been kept as a secret of Outer Heaven to their involvement in that Civil War and use aliases whilst in the US.
The player can learn quite a bit about the NATO operations going on from Frank in the various areas of conflict the player visits. Frank also discloses information about the operations being conducted by the US in relation to the conflict zones, helping the player identify points when enemy bases will be at their weakest.
Fleur Whistle 	A mysterious individual who's identity is kept a mystery throughout much of the game, they act as an informant for Big Boss, providing him with information pertaining to various missions and also filling him in on certain background information pertaining to particular characters. The mystery surrounding the character acts as a bit of suspicion among the rest of the cast with some trusting Fleur Whistle to a degree while others believe they're an agent of Cipher working against Big Boss.
The Crane 	
A master of Chemical Weapons, The Crane is a deluded individual who is obsessed with the art of the chemical weapons he uses and the pain they inflict. Born in the early 1900s in Vietnam, The Crane spent his early years on the run as his family were part of a persecuted group targeted by military PFs in the region who'd moved in on their lands to built military fortifications. Spending much of his life on the run, The Crane eventually found himself along with remnants of his kin in the USSR's Serbian region where the blistering cold killed many who were not prepared for the weather.
As The Crane got older, he found a fascination with chemicals, as during his time on the run had learned from the elders of his group about the use of plant chemicals to create foul odours that could deter pursuers and even bring them to the point of tears. From a young age, The Crane had himself been exposed to Chemical Weapons although much milder than the ones he would later go on to use against his victims. Becoming known as a serious through to anti-soviet groups along the siberian frontier. The Crane was eventually recruited into the Tri Golovy Smerti where his talent for Chemical Weapons truly blossomed, allowing him to effectively act as a one-man army, capable of taking out convoys with his chemical traps using technology gathered from XOF remnants to even incorporate the Metallic Archaea organisms to create dazzling patterns of destruction and carnage.
The Crane is a dangerous and maddened individual, it's believed the effects of the chemicals he used had impacted his mind severely and the disfigurements on his face from early tests gone foul he describes as marks his chemicals have given to him. He also regards his Chemical Traps with meticulous detail, ensuring that everything is aligned perfectly for an impressive display, sometimes to the detriment of his own security as it can leave him vulnerable to attack.
The Bear 	
Originally hailing from Panama, The Bear is of US heritage, his family having originally been from the United States before moving to Panama where he was born in the 1950s. Due to his father's military history, The Bear was raised under a very strict regime of beliefs, although sadly during an accident early on in The Bear's childhood, his father and older siblings were killed a vehicular accident leaving The Bear as the man of his household. As his upbringing had influenced his ideology significantly, The Bear believed that great strength was what was needed to keep his family safe and inspired by Big Boss' Snake Eater Operation he joined a local PF in the neighbouring country of Costa Rica who ran operations for the US to keep the countries of Central America under control and also to prevent them from becoming too powerful.
As he got older, The Bear witnessed the rise of MSF, believing that he too could emulate that success and so after rising through the ranks of his PF, managed to splinter the PF into smaller local groups, maintaining control of the regions by recruiting local militias and ex-soldiers from the very countries as their loyalties made them easier to work with. It was at this time however that the then USSR backed Tri Golovy Smerti made a move on Costa Rica, able to rapidly snuff out the PFs that The Bear had built up, he saw a man who's strength and leadership that rivalled Big Boss' in The Dolphin. After a ferocious battle which had torn up much of The Bear's old PF's base, he swore loyalty to The Dolphin and joined the Tri Golovy Smerti hoping it would allow him to rise to the greatness of Big Boss.
In many regards, The Bear is shaped by those he regarded as father figures, his rough upbringing giving him a rigid set of beliefs but a very strong sense of loyalty and honour as he would respect those he would go to battle against. In addition while The Bear loved the sense of fight, he saw how effective avoiding combat could be and how presenting an overwhelming force could just as effectively ignite a conflict as deter one.
The Bison 	
Born in New Zealand in the early 1900s, The Bison is of mixed descent having both European and Maori ancestors, learning a great deal about both of his family's histories. The Bison seems to hold an almost innate fear of conflict, not just believing it to be a last resort, this stems from his time growing up in the wake of World War I were he witnessed the suffering his father and older siblings had come back with due to exposure to chemical weapons. The Bison learnt to create machines between the wars, working with various companies and eventually moving overseas, losing contact with his family as his business interactions became more questionable as he shifted from simply creating machines to help people to also create machines to help control people believing that creating a protective shield around humanity would prevent suffering that his family had gone through as a result of the war. When World War II broke out, The Bison found himself sent into conflict, although initially willing to fight, serving diligently to bring supplies to allied troops via the US Convoys he witnessed several ship sinkings causing his fear of conflict to intensify.
By the 1950s, The Bison moved to the regions of Eastern Europe, hoping to develop technologies once again to help people as he believed he was personally responsible for their suffering following World War II, however he was quickly realized for his potential and instead began to work on creating machines for the USSR, improving existing industrial designs. Due to his upbringing The Bison would often confide in those he could trust about his dissatisfaction with his actions and eventually would come into contact with The Dolphin, who offered The Bison a way out, deliberately setting The Bison with tasks to help provide a better life for soldiers returning from conflicts through machines that would provide medical assistance.
With the plans to create Metal Gear Vincite, The Bison realized that The Dolphin was planning to use the same forms of control that he'd witnessed twice before, although fearing what would happen to him should he go against them, The Bison complied with The Dolphin's wishes and helped to construct Metal Gear Vincite alongside XOF Researchers who'd worked on Metal Gear Sahelanthropus, intending to make it a device to prevent suffering through absolute control.
The Owl 	
The Walrus 	
The Stork 	
The Dolphin 	
===Antagonist Groups===
Spectre Frogs 	
A small military force situated within the territory of Yugoslavia, although USSR backed, the group is regarded as more of an after-thought mainly to weed out the rebel groups stationed across the Veliriba River. The group is one of the more hot-headed encountered in the game, shown to be lead by the charismatic, albeit naive Otor Datrov. The Faction adopted in XOF Researcher Lyadov Petrovich who served a more tangential role developing what would be unused amphibious equipment for XOF which eventually lead to him contributing towards Sahelanthropus' development through providing technology to help with marine navigation.
The Spectre Frogs seek to develop a Metal Gear that would be capable of Amphibious traversal not only rocketing the group's power in the region significantly but giving them the ability to assert control over the NATO backed region of Greece further to the south.
*Notable Figures: Otor Datrov (Leader), Lyadov Petrovish (Head Researcher), Alligator Bones (Commander)
*Tech Specialism: Amphibious/Aquatic Combat
*Metal Gear: Basilosaurid
Aurora Eels 	
A NATO backed group who have become notorious in the region due to their border attacks on both Albania and Yugoslavia. The group is descirbed as being extremists of an ideological nature, wanting to create a new social order built on their self-propheced forms of purity. The group is most notable for their dual leaders Father Temal and Mother Lenda who're described as being persuasive like a pair of vipers, co-ercing their subjects to follow their whim.
Supposedly, even the XOF Researcher with them, Malinov Sergei Antonovich was persuaded through their smoothwords to join their side, developing a Metal Gear that would help them spread their new world order across the world once they'd established themselves within Albania and Yugoslavia more properly.
*Notable Figures: Father Temale (Leader), Mother Lenda (Leader), Malinov S. Antonovich (Head Researcher), Paradise Lion (Combat Specalist), Ethereal Ox (Scouting Specialist), Man of the Blue (Head Sniper), Paradise Eagle (Rogue Agent)
*Tech Specialism: Aerial Combat, Sniping
*Metal Gear: Hirsti
Maelstrom Spiders	
The Maelstrom Spiders are an anarchic group that exist in the Reknaiite Basin, they're recognized as an independent movement neither aligned with the NATO powers or the USSR and are believed to herald from an ancient lineage of lords who controlled the land of the basin for hundreds of years. The descendants are masters of the terrain, using camouflage to their advantage and being keenly aware of disturbed ground.
Even the USSR who control the greater region fear them describing them as Mist Walkers due to their ability to appear from fog that forms periodically in the area and kill the USSR Soldiers then disappear just as the fog begins to recede. It's believed that an XOF Researcher who had defected after the events that transpired in MGSV has joined the group helping to develop technology for them to assert dominance over the area and to push out any competition.
*Notable Figures: Byakhideya (Leader), Chervesten (Head Hunter), Rozovets (Nature Guardian), Oranzrets (Shaman of the Sun), Roshchina Valentinovna (Head Researcher)
*Tech Specialism: Camouflage
*Metal Gear: Chiroptera
Tri Golovy Smerti	
The Tri Golovy Smerti is a renegade organization found around the Balkan States which serves an alliance with the USSR to maintain soviet control of the regions. The group is itself not truly allied however and frequently goes against the USSR's back to make deals with NATO and also rogue PF groups including having provided supplies for the previous three smaller organizations that Big Boss had taken down earlier in the game.
The group is known for their ruthlessness in combat and cutthroat business tactics, often able to pressure any competition they have for weapons manufacturing or soldier deployment out of the region. According to intel gathered about the group later in the game, they believe that many supposed truths of the world are simply lies and seeks to unveil those who deceive the populace believing Big Boss and Outer Heaven have ulterior motives that they refuse to admit to.
*Notable Figures: The Dolphin (Leader), The Walrus (Communications Expert), The Bison (Head of Maintenance), The Stork (Psycho-Analyist), The Bear (Vehicular Captain), The Owl (Anti-Spy Assassin), The Crane (Chemical Expert)
*Metal Gear: Vincite
==Locations==
MGS6 is split between six locations excluding the Outpost Base, all situated in Southern Europe primarily around the Balkans. The Regions are as follows;
*Veliriba River - Vojvodina, Yugoslavia
*Qiepulli Mountain - Dibër, Albania
*Reknaiite Basin - Haskovo, Bulgaria
*Dondereen Cayon -  Nimba, Liberia
Each location offers its own environment generally distinct from one another and their own faction. In addition the regions also features both NATO and Soviet backed military presences which serve more of a side role, controlling minor outposts typically around the fringes of the territories and also working alongside the primary faction if they're aligned to that group.
It should be noted that the locations presented in MGS6 although based on the real topography of their regions are not real locations.
===Veliriba River===
The Veliriba River is the first setting in the game and is located in Eastern Yugoslavia in the region of Vojvodina. The location is a series of intersecting rivers overlooked by two large hillsides dotted with old villages left abandoned due to military presence in the area being ramped up over the mid-1980s in the region. The region is primarily filled with small USSR encampments which follow along a large circular road that makes up the main path through the area. The ruins of the small villages contain NATO-backed forces which use the villages as cover from the USSR and frequently have to abandon them leaving them open to the player.
Veliriba River's centerpieces are the two radio towers which provide communications between the USSR and the Spectre Frogs, the faction which Outer Heaven believes the XOF Researcher had joined up with. The two radio towers are known as the Ulja Tower and Les Tower.
===Qiepulli Mountain===
A mountainous region which is the setting of the second act of the game, it is located along the border between Albania and Yugoslavia in a region known as Dibër. The accessible sections of the mountain are a series of winding roads which lead up and down the mountain forming rings from which many outposts are located. The area is controlled primarily by the USSR however a sizeable NATO-backed force exists in the region from which advanced technologies are used to perform attacks on the USSR facilities. The area is fairly rural and the outposts run by the USSR are poorly maintained. A notable group which NATO supports in the region are the Aurora Eels an extreme group who's actions are condemned by the people who still reside in the region due to their indifference between Soldiers and Civilians.
The most notable landmark in the area is the Qiepulli Cathedral a large religious settlement built at the top of the mountain which although is under the control of the USSR has maintained much of its beautiful architecture and acts almost as a beacon for all those on the mountain. Another notable aspect of the mountain is the tale of men at night who become possessed by foul spirits contorting their bodies and causing them to go on bloody rampages leaving only carnage in their wake.
===Reknaiite Basin===
The Reknaiit Basin of central Albania is sometimes nicknamed as the Garden of Eternal Life, it is a land that has long been considered by the people native to the surrounding lands as sacred and as such is much less developed than other areas. Much of the beauty of the land comes from unique and strange animals and flora found throughout and many describe the area as a dense jungle-like environment as a result making it incredibly tricky to navigate due to the thick brush and large shearing waterfalls which lead into the area's basin.
At the center of the area is the Reknaiite Lake a large lake which has one of the only major buildings in the area constructed on the island in the center, sometimes described as a fortress the small village is notable for having served as both a mighty protector for those living within as well as their own coffin from time to time, earning the island the nickname of the Reaper's Grove. There is a noticeably minor presence of the USSR and NATO in the area, with the former's only notable outpost being located near the rim of the basin and the latter having only minor patrols without any permanent outposts of control.
===Huallrab Canyon===
More TBA
==Equipment==
As with previous Metal Gear Games, the player's equipment is as important as their skills, having appropriate equipment for a particular mission can make it flow much smoother than if the player brings completely mismatched equipment. Equipment like in MGSV is split up between several categories;
*Weapons - Lethal and Non-Lethal firearms that the player is able to use to eliminate or incapacitate their enemies, weapons come with a wide variety of upgrades and additional features allowing the player to customize their weapon loadouts pretty heavily. Weapons also includes explosives such as Grenades, C4, Landmines and Trip Mines.
*Items - Objects which provide the player with direct support in the field, this includes both Stealth and Exploration, these are typically things to help the player with navigation rather than Combat or Reconnaissance.
*Tools - Objects which provide the player with support to their Reconnaissance as well as general support such as the Fulton Device.
*Uniforms - The player's outfit, matching an outfit to the terrain improves the player's stealth and ability to avoid detection but also allows the player to choose more combat-focused attire for a Loud approach as opposed to a Stealth approach.
*Buddy Equipment - Equipment for the player's buddy, this varies according to the buddy specifically although is overall the same as the player's four categories albeit with less variety due to the limitations of each buddy.
===Items & Tools===
Throughout the game the player will find a wide variety of items and tools to use, some are able to be developed at the Outpost Base while others must first be discovered and used during a particular mission. Some items and tools are consumable while others have a durability and others still can be used as long as the player brings them on the mission or supply drops them.
Item 	Description
Cardboard Box 	
A simple yet effective item, the Cardboard Box allows the player to blend in as long as they're not moving. It's effective in built-up areas but stands out in Outposts and especially on the road drawing unwanted attention from Guards and Patrols. The box is also extremely effective against robotic enemies as they cannot detect the player's presence, however Dogs, Wild Animals and enemies with Thermal Goggles can see right through the disguise and will attack immediately.
The Cardboard Box can be customized in a number of ways allowing the player to camouflage better with certain surroundings or use pin-ups to distract guards.
Thermal Goggles 	Obtained fairly early in the game, they're useful for detecting sources of heat making Heated Floors as well as enemies more easy to identify, their penetration is however lacking and cannot see through walls unless upgraded and are rendered ineffective when near an open fire.
Night-Vision Goggles	Otherwise known as the NVG, Night-Vision Goggles are able to improve vision during the night although emit a small sound as a result, they can be upgraded to replace the functionality of Thermal Goggles allowing the player to not only see more easily at night but detect enemies. They can however be jammed by Jamming Devices and Chaff Grenades.
Phantom Cigar 	A specialized cigar developed during the Phantom Pain Incident, it can be used in two ways one is to emit a small puff of smoke either grabbing an enemy's attention, temporarily blinding them or revealing hidden objects. Alternatively it can be used to relax one's mind allowing time to pass much faster.
Pentazemin 	A drug that is created from medicinal plants, it improves aiming while active by reducing the swing one's motions have while aiming, addiction can lead to jitteriness in the user's grip causing them their swing to become worse.
Noctocyanin 	A drug that enhances the user's sensors allowing them to more easily detect living organisms, it is ineffective for dealing with robotic enemies however. The effect also renders the player more aware of their noise making it easier to sneak. A side effect of overuse is that addiction to Noctocyanin leads to the user's vision becoming partially impaired resulting in it being harder to detect enemies.
Acceleramin 	This drug is useful in its effects of increasing the brain processes of the mind, while active the drug increasing the firing and reload speed of the user as well as their movement speed and who quickly they can knock an enemy out. The duration of Reflex Mode is also increased, addiction to Acceleramin however can lead to the individual being more sluggish and innacurate with weapons.
Battle Armor 	Not a type of uniform, but rather an equipment which provides Big Boss defensive bonuses against damage, Battle Armor both reduces damage and reduces the probability of knockdown from heavier weapons (excluding explosives), it does however have a trade-off in reducing Big Boss' overall camouflage as well as making noise more prominent.
Sneaking Suit 	A specialized with noise-dampening qualities, minimizing the amount of noise produced by Big Boss while moving, the suit also has an innate dampening effect on Thermal Goggles & NVG making it a good counter to both. The suit does however leave Big Boss vulnerable to attacks more so than usual.
Fulton Device 	A balloon capable of extracting people, animals and cargo from battlefields, its effectiveness varies with the weather and the target. Due to improvements in detection systems, the traditional larger Fulton Devices are no longer used.
Drum Barrel 	A large barrel which is useful in infiltration serving similar purposes to the Cardboard Box, it is more defensive than the Box however with reduced mobility in exchange for greater strength and the ability to roll allowing Big Boss to knock over and even knock out enemies with it.
==Base Building==
MGS6, like in Peace Walker & MGSV before it allows the player to customize their base of operations, the Outpost Base in this case. Unlike the previous games however the Outpost Base is a very small location being more compact and having generally more of a frontier role than the main hub role that Mother Base served in the previous two games. There are four key components to customizing and upgrading the Outpost Base;
*Mechanical Upgrades - These are upgrades which directly affect the player's ability in Free Roam and Missions, they provide access to upgrades for weapons as well as new equipment and allow for more staff to be stationed at the Outpost Base increasing the maximum potential level for each field of operation.
*Structural Upgrade - These are upgrades to Outpost Base which improve its defensive abilities, by upgrading these the player unlocks more side content to do at Outpost Base that is related to gameplay such as Target Practice, Stealth Simulations and Firing Ranges.
*Morale Upgrades - These are upgrades which improve the morale of Outpost Base, they are typically leisure-related upgrades which provide the recruits of Outpost Base with things to do when not on duty and also provides the player with access to a few completely optional minigames categorized under R&R.
*Aesthetics - Not upgrades but rather aesthetic elements to Outpost Base which the player can customize giving the base their own personal style, some of these are unlocked in-game either through scanning the object directly, unlocking it through side objectives from the main missions, completing side ops or completing various Challenge Tasks. Some are only able to be purchased with the in-game resources.
Combat Team 	Recruits assigned here can be sent on small operations in the six regions, typically making it easier to traverse the region in some manner due to interference. The Combat Team is also critical to developing Jamming Equipment designed to counter the technology the enemy possesses.
R&D Team 	The R&D Team is the main means by which the player is able to develop new weapons and items to use in their missions and free roam. R&D affects not only which things the player can research but also how quickly they're able to research those things based on the specialty leanings of the individual recruits.
Resource Team 	The Resource Team is one of several means by which the player can acquire the resources necessary to develop new equipment and upgrade the Outpost Base. The Resource Team will naturally gather resources over time with the rate at which they gather resources dependent on their specialty leanings. In addition higher levelled Resource Teams will allow for better trading prices for Resources letting the player sell Resources at higher prices and buy Resources at lower prices.
Support Team 	The Support Team provides the player with help and access to development of equipment which will allow the player to be more easily able to live off the land during Free Roam and also during Missions if need be. The Support Team is also needed to develop many of the defensively geared equipment Big Boss can acquire as well as being able to find new uses for the various Flora the player comes across.
Intel Team 	Recruits assigned to the Intel Team will gather information for Big Boss to help him when infiltrating an enemy base and to keep the player up to date with the location of various resources on each of the maps. By having a higher level Intel Team the player can get more specific and detailed information about enemy bases including likely guard positions, locations of various valuables and hidden entrances. A high level Intel Team is also needed for developing the more advanced Reconnaissance equipment.
Espionage Team	Recruits assigned to the Espionage Team will help the player by actively messing with the enemy forces in a given region, the effect of their presence in a region is felt more over time so the player will not immediately see the positive effects of them being planted in a region until a few in-game days have passed. The Espionage Team primarily reduces enemy rations and steals ammunition, leaving the enemies in a weakened state and also being able to mess with the electronics allowing for the player to enter into bases whose lights have been shut off and alike. The degree to which the Espionage Team can mess with the enemies improves with the level of the overall team.
==Enemies==
As with previous Metal Gear Games there are several enemies that appear in the game, most enemies are human enemies although there are variations according to certain attributes as well as some robotic enemies and wild animals.
Enemy Name 	Description
PF Grunt 	The lowest level military units, PF grunts are the foot units for most Private Forces and are typically seen in the more local and lower grade PFs where they're more accepted. They're not well-trained and although are quite capable of using a gun aren't particularly observant of their surroundings.
PF Captain 	Distinguished from the Grunts by their berets, the Captains are able to organize the forces to fight more effectively, making eliminating them effective in sowing discourse among outposts.
USSR Soldier 	The USSR Soldiers are much more well-trained soldiers who are effective in combat and are generally more observant of their surroudnings, they have light armour which makes using small arms against them ineffective and also carry higher grade radios allowing on the move contact between soldiers.
NATO Soldier 	The NATO Soldier like the USSR Soldier is a more well-trained foot unit compared to the PF Grunt, they have partial armour and will typically wear helmets making headshots ineffective from above and behind.
Snipers 	Free-lance mercenaries who work separately from regular Private Forces, they often charge for a higher price and offer coverage of a large area in part thanks to their excellent aim. Snipers work in duos and trios with one usually serving to guard the others.
PF Heavy Trooper 	A more dangerous PF Grunt who is equipped typically with either a Shotgun or Grenade Launcher and wears heavy armour protecting much of their body. Though their face is still vulnerable one would have to get fairly close to get a good shot on them. Some also carry around a shield which they can use to block out even heavy weapons fire.
Flame Trooper 	Specialized PF Units which are trained to fight with the extreme temperatures of Flamethrowers, they're usually found on their own separate from other soldiers due to the incredible danger they pose.
Commando 	Commandos are a dangerous unit encountered rarely in the game which roam between outposts, they wear location appropriate stealth attire and travel in groups of two to five. If they're alerted to the player's presence they can set nearby enemy outposts to alert.
PF Scouts 	PF Scouts are duos which monitor large areas by travelling either via foot or vehicle, checking on the state of outposts. They're easily identifiable due to the radio equipment they carry, they're quite lightly armed however and so can be easily overwhelmed when between outposts.
Attack Dog 	Common among PFs, these half-dog, half-wolf mixes are used by PFs to help them control a large area. Typically a handler will stay with the Attack Dog and use the animal's advanced sense of smell to pick out Big Boss from long distance. When they're not being used for guard or attack duty they have to be kept in cages due to their threat to the other guards.
Walker Gear 	Originally designed by Huey Emmerich and distributed to the Soviets and PFs via the XOF during the events of MGSV, Walker Gears are small mechs which are include both manned and unmanned variants. Both serve similar functions offering high protection for the user and being able to be equipped with heavier weapons than regular soldiers. The Unmanned Walker Gears are extremely rare however as they're still an emerging technology and the competition against more conventional transport makes Walker Gears as a whole unpopular with some PFs.
Bomber Gear 	A low-cost Walker Gear variant that was rapidly mass-produced, they have a very rudimentary AI and are used as suicide drones, sent in to inflict massive damage. They remain inactive and have to be turned on either remotely or directly. They will charge towards a target and although are mindful of pre-existing obstructions will not account for temporary obstructions such as vehicles and cardboard boxes.
Scouter Gear 	A rare although tricky to deal with Walker Gear variant, they're a non-combat orientated Walker Gear that has advanced scanning technology allowing them to move around an outpost patrolling for infiltration, they use sonar pulses to detect entities within a small radius and have an eight-facing camera that allows them to observe from multiple angles. If alerted to the player's presence they will set off an alarm.
Aerial Gear 	A variant of Walker Gears which is capable of low-level flight, they need to be manned to operate but are useful in surveying a large area and are more cost effective than a helicopter.
Hazards 	Description
Surveillance Cameras	Surveillance Cameras can be found in the larger bases throughout the game, they can be disabled by using Chaff Grenades or Jamming Devices, alternatively they can be destroyed with a lethal weapon. It should be noted however that if one is destroyed while the Communications Array for that base is still active it will send the base into a Combat Status temporarily.
Security Cameras 	Security Cameras are largely the same as Surveillance Cameras however come equipped with a gun-mounted turret allowing the camera to attack the player should they be detected by it. If the camera is disabled or destroyed this will also deactivate the turret.
Land Mines 	Land Mines can be found later in the game, used by enemies against the player, they're small immobile explosives which emit a small red light and explode if the player or an enemy gets too close to them. They can be detonated from afar with a weapon although the explosion will alert any nearby guards.
Electrified Fence 	Electrified Fences can be found among various bases and outposts throughout the game, they can be used when dealing with guards by throwing a guard into the fence to kill them. They will have a power supply at some point of the fence which can be disabled or destroyed to remove the electricity flowing through the fence.
Electrified Floor 	Electrified Floors are a rare hazard seen only in the largest bases in the game, they're extremely dangerous as they will take away a massive chunk of the player's health on contact. The only way to deal with an Electrified Floor is to destroy or deactive the control box or to wear Rubber Attire to counteract the effects.
Heated Floor 	Heated Floors are type of floor found periodically throughout the game, there are two types; Powered and Unpowered. In the case of the latter they're clearly visible as hot coals in the place of pavement or a dirt track, they can be dealt with by pouring water onto the floor cooling it down. It should be noted that remaining still on a heated floor or going prone at all will cause the player to take damage. The Powered variants will have a control box similar to Electrified Floors which must be destroyed or deactivated to turn the heated floor off.
Laser Grid 	Laser Grids are a hazard found in the more advanced bases, they're undetectable with normal vision and so the player must use Thermal Goggles (or the Thermal Upgrade to the NVG) to detect them, alternatively using the Phantom Cigar will cause them to appear when the player is near. They can be avoided by walking or crawling underneath them or can be deactivated by disabling or destroying their control box.
Pitfall 	Pitfalls are large holes dug into the ground, they're typically disguised with plant coverings although others are disgiuised with dirt or even items. If a pitfall is activated then a guard who patrols and discovers it will be sent into Alert phase. Pitfalls can generally be identified by small pegs around the area indicating where the tarp is located.
Gas Canister 	Gas Canisters are foundthroughout the game and come in two varieties; Red which contain a fire snuffing gas which can also act as a smoke cloud and Yellow which contain a poisonous gas. Shooting a gas canister will cause it to explode although shooting its nozzle will cause it to spray its gas not alerting guards. Some Yellow Gas Canisters may be hooked up to a pump which causes them to consistently release toxic gas into an area, destroying the cas canister or the pump will clear the area of toxic gas within a few seconds.
==Weapons==
As with MGSV before it, MGS6 offers a wide selection of Weapons each with customizeable features, the players ability to customize weapons is made available after completing a Side Op similar to in MGSV although can be done much earlier. Prior to that point the player can only use the default options for weapons.
The following are Factors which impact a weapon's performance;
*DMG - The Damage of a weapon, the higher the value the more is inflicted, on certain enemies this also designates a threshold to bypass armour or to remove limbs from robotic enemies.
*Force - The Force of a weapon determines how many shots it takes from the weapon to knock an enemy down if the shot is not lethal, higher values dictate a greater force meaning less shots to knock the target down.
*PNT - The Penetration of a weapon is a number from 1 to 8 which dictates what sort of piercing that weapon has, higher penetration values allow for the weapon to be fired through thicker materials such as Canvas and even Concrete.
*Min. RNG & Max. RNG - The Minimum & Maximum Range of a weapon are two values which indicate specific ranges where the properties of the projectile in a weapon will change. Minimum Range is where a projectile will begin to drop-off while the Maximum Range is the point where it is no longer viable for dealing damage.
*F. Spd - The Firing Speed of a weapon is the rate at which the weapon can be fired, some weapons will have this value denoted as "MNL" which means the weapon needs to be fired manually each time and the Firing Speed is wholly dependant on the player.
*R. Spd - The Reload Speed of a weapon is the speed at which it can be reloaded, the higher the value the faster the weapon can be reloaded.
*Spread - The Spread of a weapon is the variance in its firing trajectory when fired in rapid succession, this is a result of the recoil from the weapon.
*A-Aim - The Auto-Aim is an innate correction in weapons which makes them auto-lock onto targets who are close to where the player is aiming, the effect is generally very minor although more noticeable on close-range weapons than on Sniper Rifles.
Weapon Classification 	Weapon Classification 	Weapon Classification 	Weapon Classification 	Mods 	Mods 	Mods 	Mods 	Mods
Minimum Factors 	Minimum Factors 	Minimum Factors 	Minimum Factors 	Minimum Factors 	Minimum Factors 	Minimum Factors 	Minimum Factors 	Minimum Factors
DMG 	Force 	PNT 	Min.RNG 	Max.RNG 	F.SPD 	R.SPD 	Spread 	A-Aim
Assault Rifles 	Assault Rifles 	Assault Rifles 	Assault Rifles 	Muzzle, Barrel, Stock, Sights, Magazines, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion, Gadgets 	Muzzle, Barrel, Stock, Sights, Magazines, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion, Gadgets 	Muzzle, Barrel, Stock, Sights, Magazines, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion, Gadgets 	Muzzle, Barrel, Stock, Sights, Magazines, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion, Gadgets 	Muzzle, Barrel, Stock, Sights, Magazines, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion, Gadgets
705 	285 	2 	45 	85 	640 	700 	505 	405
Shotguns 	Shotguns 	Shotguns 	Shotguns 	Muzzle, Barrel, Stock, Sights, Magazines, Ammo Holder, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion, Gadgets	Muzzle, Barrel, Stock, Sights, Magazines, Ammo Holder, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion, Gadgets	Muzzle, Barrel, Stock, Sights, Magazines, Ammo Holder, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion, Gadgets	Muzzle, Barrel, Stock, Sights, Magazines, Ammo Holder, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion, Gadgets	Muzzle, Barrel, Stock, Sights, Magazines, Ammo Holder, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion, Gadgets
610 	425 	3 	30 	55 	205 	450 	185 	440
Grenade Launchers 	Grenade Launchers 	Grenade Launchers 	Grenade Launchers 	Barrel, Stock, Sights, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Ammo Conversion 	Barrel, Stock, Sights, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Ammo Conversion 	Barrel, Stock, Sights, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Ammo Conversion 	Barrel, Stock, Sights, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Ammo Conversion 	Barrel, Stock, Sights, Upper Mounts, Under Mounts, Side Mounts, Foregrip, Ammo Conversion
3090 	1715 	8 	25 	45 	95 	350 	300 	405
Sniper Rifles 	Sniper Rifles 	Sniper Rifles 	Sniper Rifles 	Muzzle, Barrel, Stock, Sights, Magazines, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion 	Muzzle, Barrel, Stock, Sights, Magazines, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion 	Muzzle, Barrel, Stock, Sights, Magazines, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion 	Muzzle, Barrel, Stock, Sights, Magazines, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion 	Muzzle, Barrel, Stock, Sights, Magazines, Under Mounts, Side Mounts, Foregrip, Suppressor, Ammo Conversion
2390 	1080 	6 	100 	250 	100 	400 	395 	120
Machine Guns 	Machine Guns 	Machine Guns 	Machine Guns 	Muzzle, Barrel, Stock, Sights, Magazines, Under Mounts, Side Mounts, Foregrip, Ammo Conversion 	Muzzle, Barrel, Stock, Sights, Magazines, Under Mounts, Side Mounts, Foregrip, Ammo Conversion 	Muzzle, Barrel, Stock, Sights, Magazines, Under Mounts, Side Mounts, Foregrip, Ammo Conversion 	Muzzle, Barrel, Stock, Sights, Magazines, Under Mounts, Side Mounts, Foregrip, Ammo Conversion 	Muzzle, Barrel, Stock, Sights, Magazines, Under Mounts, Side Mounts, Foregrip, Ammo Conversion
900 	365 	5 	48 	72 	620 	600 	570 	300
Rocket Launchers 	Rocket Launchers 	Rocket Launchers 	Rocket Launchers 	Sights, Side Mounts, Ammo Conversion, Gadgets 	Sights, Side Mounts, Ammo Conversion, Gadgets 	Sights, Side Mounts, Ammo Conversion, Gadgets 	Sights, Side Mounts, Ammo Conversion, Gadgets 	Sights, Side Mounts, Ammo Conversion, Gadgets
3075 	3300 	8 	210 	630 	60 	250 	325 	350
Shield 	Shield 	Shield 	Shield 	Armour, Gadgets 	Armour, Gadgets 	Armour, Gadgets 	Armour, Gadgets 	Armour, Gadgets
Shields are capable of deflecting damage when carried or can be placed to act as a blockade against attacks.	Shields are capable of deflecting damage when carried or can be placed to act as a blockade against attacks.	Shields are capable of deflecting damage when carried or can be placed to act as a blockade against attacks.	Shields are capable of deflecting damage when carried or can be placed to act as a blockade against attacks.	Shields are capable of deflecting damage when carried or can be placed to act as a blockade against attacks. 	Shields are capable of deflecting damage when carried or can be placed to act as a blockade against attacks. 	Shields are capable of deflecting damage when carried or can be placed to act as a blockade against attacks. 	Shields are capable of deflecting damage when carried or can be placed to act as a blockade against attacks. 	Shields are capable of deflecting damage when carried or can be placed to act as a blockade against attacks.
Handguns 	Handguns 	Handguns 	Handguns 	Muzzle, Barrel, Magazines, Under Mounts, Suppressor, Weapon Conversion, Ammo Conversion, Gadgets 	Muzzle, Barrel, Magazines, Under Mounts, Suppressor, Weapon Conversion, Ammo Conversion, Gadgets 	Muzzle, Barrel, Magazines, Under Mounts, Suppressor, Weapon Conversion, Ammo Conversion, Gadgets 	Muzzle, Barrel, Magazines, Under Mounts, Suppressor, Weapon Conversion, Ammo Conversion, Gadgets 	Muzzle, Barrel, Magazines, Under Mounts, Suppressor, Weapon Conversion, Ammo Conversion, Gadgets
530 	250 	1 	32 	96 	375 	850 	270 	485
Revolver 	Revolver 	Revolver 	Revolver 	Muzzle, Barrel, Sights, Upper Mounts, Under Mounts, Ammo Conversion, Gadgets 	Muzzle, Barrel, Sights, Upper Mounts, Under Mounts, Ammo Conversion, Gadgets 	Muzzle, Barrel, Sights, Upper Mounts, Under Mounts, Ammo Conversion, Gadgets 	Muzzle, Barrel, Sights, Upper Mounts, Under Mounts, Ammo Conversion, Gadgets 	Muzzle, Barrel, Sights, Upper Mounts, Under Mounts, Ammo Conversion, Gadgets
1520 	810 	2 	32 	48 	150 	375 	165 	440
Submachine Guns 	Submachine Guns 	Submachine Guns 	Submachine Guns 	Muzzle, Stock, Sights, Magazines, Upper Mounts, Under Mounts, Foregrip, Suppressor, Ammo Conversion 	Muzzle, Stock, Sights, Magazines, Upper Mounts, Under Mounts, Foregrip, Suppressor, Ammo Conversion 	Muzzle, Stock, Sights, Magazines, Upper Mounts, Under Mounts, Foregrip, Suppressor, Ammo Conversion 	Muzzle, Stock, Sights, Magazines, Upper Mounts, Under Mounts, Foregrip, Suppressor, Ammo Conversion 	Muzzle, Stock, Sights, Magazines, Upper Mounts, Under Mounts, Foregrip, Suppressor, Ammo Conversion
615 	200 	2 	36 	50 	860 	800 	475 	400
Grenade 	Grenade 	Grenade 	Grenade 	Flare, Fragmentation, Incendiary, Smoke, Fog, Flashbang, Sleeping Gas, Noxious Gas 	Flare, Fragmentation, Incendiary, Smoke, Fog, Flashbang, Sleeping Gas, Noxious Gas 	Flare, Fragmentation, Incendiary, Smoke, Fog, Flashbang, Sleeping Gas, Noxious Gas 	Flare, Fragmentation, Incendiary, Smoke, Fog, Flashbang, Sleeping Gas, Noxious Gas 	Flare, Fragmentation, Incendiary, Smoke, Fog, Flashbang, Sleeping Gas, Noxious Gas
Grenades are able to be thrown, rolled or placed and can be held to reduce the time before detonation 	Grenades are able to be thrown, rolled or placed and can be held to reduce the time before detonation 	Grenades are able to be thrown, rolled or placed and can be held to reduce the time before detonation 	Grenades are able to be thrown, rolled or placed and can be held to reduce the time before detonation 	Grenades are able to be thrown, rolled or placed and can be held to reduce the time before detonation 	Grenades are able to be thrown, rolled or placed and can be held to reduce the time before detonation 	Grenades are able to be thrown, rolled or placed and can be held to reduce the time before detonation 	Grenades are able to be thrown, rolled or placed and can be held to reduce the time before detonation 	Grenades are able to be thrown, rolled or placed and can be held to reduce the time before detonation
==Trivia==
*Similar to previous Metal Gear games, MGS6 follows a general theme for its plot and characters, that being REPLICATION
*It is not clarified in-game whether the Diamond Dogs had been absorbed into Outer Heaven at this point as they're not directly mentioned.
**It is known however that Kazuhira Miller had left the organization by this stage with conversations between Big Boss and Ocelot confirming this.
**It's also shown that Ocelot has left Venom Snake more or less to his own devices serving much more as a mediary between the real Big Boss and Venom Snake.
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