So, you’ve knocked out a guard in Metal Gear Solid Delta: Snake Eater, and now you're just standing there, awkwardly waiting. Maybe you need to interrogate him for a secret radio frequency. Maybe you realized he’s the guy carrying the film reel and you accidentally slammed him into the dirt before you could shake him down. Honestly, we’ve all been there. Getting an enemy to sleep is the easy part—the tranquilizer pistol (Mk22) is basically a "nap button." But waking them up? That’s where things get a bit more hands-on.
In MGS Delta, "waking up" isn't just a courtesy. It’s a tactical necessity. If you want to hold an enemy up for loot or information, they need to be conscious. You can’t exactly interrogate a guy who is currently dreaming about Siberian sunsets.
MGS Delta Wake Up Enemies: The Quickest Methods
The absolute fastest way to wake up a downed enemy in Metal Gear Solid Delta is the three-hit melee combo. You don't need fancy equipment. You just need your fists.
Basically, you stand over the unconscious body and hit the melee button (Circle on PlayStation, B on Xbox, or your mapped CQC key). Snake will throw two punches and then a kick. That final kick is the magic touch. It snaps the guard out of their "stars" or "Zzz" state immediately.
But wait. There’s a catch.
💡 You might also like: Outer Wilds Echo of the Eye is the Scariest Masterpiece You’ll Ever Play
If you just spam the combo, they’ll wake up and immediately try to shoot you or call for help. The trick is to be ready. As soon as Snake’s boot hits their ribs and they start that "ugh, what happened" animation, you need to have your weapon ready. Aim it at them the second they start to sit up. If you time it right, Snake yells "Freeze!" and you’ve successfully transitioned a knockout into a hold-up.
The Pick-Up and Drop Technique
If you find the kicking combo too aggressive—or if you're worried about accidentally killing a guard in a high-stress area—you can go the "shake them awake" route.
- Approach the body.
- Use the CQC button to pick them up (Snake hoists them onto his shoulder).
- Immediately press the button again to drop them.
In previous games, doing this repeatedly would shave time off the wake-up timer. In Delta, it feels a bit more inconsistent than the kick, but it’s a quieter way to get them moving if you’re trying to stay completely silent and don't want the "thud" of a boot to alert a nearby patrol.
Why Bother Waking Them Up?
You might be wondering why you’d ever want an enemy awake. Isn't a sleeping guard a safe guard?
👉 See also: Would you like to sign my petition? The story behind the meme that changed gaming
Not always.
First off, Interrogation. If you want to find out where the local ammo cache is or get the frequency for the "Healing Radio" (which is a lifesaver for stamina), you need them talking. You can’t interrogate a sleeping person. You have to wake them up, then grab them from behind or hold them up at gunpoint.
Secondly, the "Permanent" Hold-Up. This is a pro tip that most newcomers miss. If you wake a guard up and then hold them up while they are on the ground, they stay there. Permanently. Well, until an alert happens or another guard finds them. It’s actually more reliable than a tranquilizer dart because darts eventually wear off. A guard lying on the ground with his hands behind his head is essentially out of the mission.
Waking Enemies to Get Film Reels
One of the big additions (and returning challenges) in MGS Delta is the hunt for film reels. Certain guards carry these, and you have to hold them up and "threaten" them to get the reels to drop.
If you accidentally knock one of these guys out, you must wake them up to get the item. You can’t just loot a body like in modern RPGs. It’s a bit of a dance: kick them, aim the gun, wait for them to shiver, and then profit.
The Risks of the Wake-Up Game
Don't get cocky. Waking up enemies in MGS Delta is inherently risky.
The moment a guard wakes up, their "internal clock" resets. If you aren't quick with the "Freeze!" command, they will go into a "Caution" state. They might not trigger a full-blown combat alert immediately, but they’ll definitely be suspicious.
Also, keep an eye on your surroundings. The sound of Snake kicking a guy or the guard’s initial groan of pain can be heard by nearby patrols. If you're in a tight spot, like the Bolshaya Past base, make sure you drag the body into tall grass before you try to wake them up.
Step-by-Step: The Perfect Wake-Up to Hold-Up
If you want to master this, follow this specific sequence. It works almost every time.
- Step 1: Approach the sleeping/unconscious guard.
- Step 2: Stand directly over them.
- Step 3: Perform the Punch-Punch-Kick combo.
- Step 4: The moment the kick lands, hold the Aim button (L2/LT).
- Step 5: As they start to rise, Snake will automatically hold them up.
Once they’re in the "Freeze" position, you can move to their front, aim at their head or... lower regions... and they'll eventually shake out whatever items they're carrying. If you're done with them, you can either CQC slam them back down or just leave them there at gunpoint while you crawl away.
Honestly, the CQC system in Delta is much more fluid than the original, but it still requires that "Metal Gear" rhythm. Don't rush it. If you mess up the timing, just slam them back down and try again. They’re a bit groggy; they won't mind.
To get the most out of your stealth runs, practice the wake-up kick in a cleared area first. Once you have the muscle memory for the "Kick-then-Aim" transition, you'll be able to strip every guard in the jungle of their supplies without ever firing a lethal shot. Check your inventory for any film reels you might have missed by accidentally leaving guards asleep, and head back to earlier areas if you need to complete your collection.