Metal Gear Solid Delta: Snake Eater - Skills
The survival and combat skills of Metal Gear Solid Delta: Snake Eater: the techniques and systems Snake uses to stay unseen, stay fed, stay patched up and stay alive in Soviet territory. These range from CQC and camouflage management to the Survival Viewer, the cure system and the alert-and-evasion...
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of 10 entries
· updated 2026-09-15
| Name | Type | Description | Weapon Type | Cost | Prerequisite |
|---|---|---|---|---|---|
| CQC (Close Quarters Combat) | Special Skill | The hand-to-hand system The Boss taught Snake, built on grabs, holds, throws and knife work. | Hands / Knife | 0 SP | Available from the start of the campaign |
| Interrogation | Special Skill | Holding a soldier in a CQC grip and interrogating them reveals radio frequencies, item caches, patrol information and story hints. | CQC | 0 SP | CQC grab on a living, conscious enemy |
| Camouflage Index | Core System | The camouflage system that rates Snake's uniform and face paint against the terrain he is standing on and reports the match as a percentage. | Uniform and Face Paint | 0 SP | Collect uniforms and face paints in the field |
| Survival Viewer | Core System | The menu hub for everything survival-related, split into Cure, Food and Back. | Equipment | 0 SP | Inherent to the campaign |
| Stamina and Food | Core System | Stamina drains with movement, combat, holding actions and cold, and it is refilled by eating. | Survival | 0 SP | Capture or collect food, then eat it from the Survival Viewer |
| Cure System | Core System | Injuries are tracked by body part and by type, and each requires the right remedy: bandages for cuts, a splint for broken bones, a suture kit for deep wounds, styptic for bleeding and disinfectant for infection. | Medical | 0 SP | Medical supplies found in the field; treated in the Survival Viewer |
| Foraging and Wildlife Capture | Special Skill | Hunting, trapping and gathering across Tselinoyarsk: frogs, snakes, fish, birds and mushrooms, plus the fruit and rations scattered in the field. | Survival | 0 SP | Equipped weapons and captured creatures; stored in the Survival Viewer |
| Alert, Evasion and Caution | Core System | The escalating detection states that govern every guard encounter. | Stealth | 0 SP | Inherent to all areas |
| Codec and Radio Support | Special Skill | The radio network linking Snake to Major Zero, Para-Medic and Sigint. | Communications | 0 SP | Radio frequencies from the mission briefings |
| First-Person Aiming and Sniping | Special Skill | Switching to a first-person view to line up a precise shot, essential for tranquiliser work, headshots and the campaign's sniper duels. | Firearms | 0 SP | Any equipped firearm |
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