
Character Skills
Overview
"What Remains of Edith Finch" is a narrative-driven exploration game with no traditional combat, leveling, or skill trees. Instead, each playable character possesses a unique set of "skills" tied to their story sequences. These abilities are narrative tools that allow the player to experience the character's perspective and actions. Below is a comprehensive guide to every playable character's skills, including their effects, usage context, and tips for full immersion.
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Edith Finch (Main Protagonist)
Edith navigates the Finch house and reads journal entries. Her "skills" are interactive exploration and reading.
Journal Reading
- Effect: Edith can read journal entries left by her relatives. This triggers narrated memories and unlocks new areas.
- Cooldown: Instant; each journal is a one-time use.
- Upgrades: None.
- Combo/Synergy: None.
- Recommended Build: Always read every journal entry thoroughly to piece together family history.
- When to Use: Whenever you find a journal on a desk, shelf, or bed. Interact to start the associated story.
- Effect: Edith can pick up notes, photographs, and other mementos. This often reveals hidden text or triggers environmental changes.
- Cooldown: Single-use per object.
- Upgrades: None.
- When to Use: Any interactable item highlighted by the cursor.
- Effect: Molly turns into a cat. She can jump, climb ledges, and squeeze through tight gaps. Movement is agile but limited to short distances.
- Duration: Until the player progresses through the attic and kitchen sequence.
- Cooldown: One-time use within the story.
- When to Use: Initially after eating the pet bird pie. Navigate the house as a cat.
- Effect: Molly turns into an owl. She can fly freely in an open forest environment. Controls involve directional flight, dodging obstacles, and chasing prey (rabbit).
- Duration: Until the rabbit is caught.
- When to Use: After leaving the house window. Follow the rabbit through the night forest.
- Effect: Molly transforms into a shark, swimming in the ocean. She can accelerate, breach the surface, and devour fish. Movement is fast but must avoid the abyss.
- Duration: Until she swims into the setting sun.
- When to Use: After the owl sequence ends, the ocean sequence begins. Dive and eat fish to continue.
- Effect: A brief transformation into a massive, undefined sea creature. The player controls upward swimming toward lights. This is the most abstract form.
- Duration: Very short (about 20 seconds).
- When to Use: Immediately after the shark sequence, as the final transformation.
- Effect: Barbara screams, shattering objects and stunning enemies (e.g., the monster). This is the primary offensive skill during the comic panels.
- Cooldown: Requires a "sound meter" to refill; scream is usable every few seconds after a short recovery.
- When to Use: Whenever enemies appear in the comic panels. Use to break barriers and defeat monsters.
- Effect: Barbara moves from panel to panel. Some panels require clicking specific objects (like a record player or door). This is the exploration skill.
- Duration: Each panel is a discrete segment.
- Cooldown: Not applicable.
- When to Use: Progress through the comic by interacting with highlighted elements.
- Effect: Barbara can activate objects to advance the story. The record player creates a distraction; the light switch reveals the monster.
- Cooldown: One-time per object.
- When to Use: Follow the comic narrative prompts.
- Effect: Sam uses a bolt-action deer rifle. Aim using iron sights; hold breath to steady. One shot kills the deer if aimed at the heart/lungs.
- Cooldown: After firing, must manually cycle the bolt (press a button). No ammo limit per scene.
- When to Use: During the deer encounter. Aim carefully for a clean kill.
- Effect: Sam uses a vintage camera to take pictures of the deer (and later, his sons). Framing the shot within the viewfinder captures the image. Photos affect the narrative.
- Cooldown: Each photo takes a few seconds to compose; no limit.
- When to Use: After the hunt, take photos of the dead deer and your sons. The game requires specific shots to progress.
- Effect: Calvin pumps a swing to gain height. Rhythmically pressing a button (or leaning forward/backward) increases arc.
- Duration: About 30 seconds until full height is achieved.
- Cooldown: One-time sequence.
- When to Use: During Calvin's story, pump until the swing reaches maximum arc.
- Effect: Calvin counts each back-and-forth swing, aiming for a target number (e.g., 100). The player must focus on timing and number increments.
- Cooldown: Continuous.
- When to Use: Count aloud or mentally as the game does it for you; simply keep swinging.
- Effect: Gus holds a kite string. The player can tilt the controller/mouse to steer the kite in the wind. The goal is to guide the kite through rising winds.
- Duration: Several minutes as the storm intensifies.
- Cooldown: Not applicable; continuous.
- When to Use: During the beach sequence. Keep the kite aloft by adjusting to wind direction.
- Effect: Gus casts a fishing line. When a fish bites, the player must tug the line (press a button) to reel it in.
- Duration: Short minigame within the story.
- Cooldown: Single catch.
- When to Use: Early in the beach segment, before the kite sequence.
- Effect: Lewis must chop fish heads, gut fish, and place fillets on a conveyor belt. Each task requires a button press. Speed increases over time.
- Cooldown: Continuous tasks with no rest.
- When to Use: During the "real world" sections of the story.
- Effect: Lewis imagines himself as a king, general, or hero. The player can look around the fantasy environment. No active combat; it's a visual exploration of his daydream.
- Cooldown: Toggles automatically or via a prompt when Lewis's focus wavers.
- When to Use: Whenever the real world becomes repetitive; the fantasy world grows more detailed as the story progresses.
- Effect: The player must alternate between real-world tasks and fantasy exploration. Ignoring the real world for too long causes warnings; completely focusing on fantasy leads to story climax.
- Cooldown: None – it's a choice.
- When to Use: Balance both to experience the full narrative. The game does not punish either extreme.
Object Interaction
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Molly Finch (Age 8 – Night of the Starfish Incident)
Molly's sequence is a surreal transformation journey. Her skills are the animal forms she assumes.
Cat Form
Owl Form
Great White Shark Form
Tentacle Monster (Unseen Sea Creature)
Tips: Each transformation is triggered automatically by story progression. No manual activation is required. To fully experience Molly's story, follow visual clues (the rabbit, the fish, the lights).
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Barbara Finch (Teenager – Horror Comic Fan)
Barbara's story is presented as a 1950s horror comic. Her skills are comic-book action beats.
Scream (Combat Ability)
Comic Panel Navigation
Environmental Interaction (Record Player, Light Switch)
Tips: The scream ability is required to open the final door. Spam it as needed; no penalty.
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Sam Finch (Adult – Hunter)
Sam's story is a hunting expedition with his son. His skills are hunting and photography.
Rifle Aiming & Firing
Camera Photography
Tips: The camera skill is used twice: once for the deer photo, once for the family photo. Ensure the subject is centered.
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Calvin Finch (Child – Swing at the Bluff)
Calvin's sequence is a short but intense physical challenge.
Swing Pumping
Counting (Mental Skill)
Tips: There is no failure state – the sequence ends dramatically after reaching peak height. Enjoy the moment.
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Gus Finch (Teenager – The Wind and the Kite)
Gus's story takes place on a stormy beach. His skills involve controlling the kite and interacting with the environment.
Kite Flying
Fishing (Minor Skill)
Tips: The kite is the main skill; losing control does not cause failure but affects narrative tone. Follow the wind.
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Lewis Finch (Young Adult – Cannery Worker)
Lewis's story is a dual-reality experience: one half at a cannery assembly line, one half in a fantasy kingdom. His skills toggle between these worlds.
Cannery Assembly Line Work
Daydreaming (Fantasy World)
Balance Between Real and Fantasy
Tips: This is the only segment with a mechanical choice. To see the true ending, let the fantasy world consume Lewis completely.
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Summary Table
| Character | Skills | Key Action | Duration |
|---|---|---|---|
| Edith | Journal Reading, Object Interaction | Click / Read | Entire game |
| Molly | Cat Climbing, Owl Flying, Shark Swimming, Sea Creature | Movement / Chase | ~5 minutes |
| Barbara | Scream, Panel Navigation, Object Activation | Click / Scream | ~3 minutes |
| Sam | Rifle Shooting, Camera Photography | Aim / Shoot / Photo | ~4 minutes |
| Calvin | Swing Pumping | Rhythmic Input | ~1 minute |
| Gus | Kite Flying, Fishing | Tilt / Reel | ~6 minutes |
| Lewis | Cannery Work, Daydreaming | Toggle / Click | ~8 minutes |
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Final Tips
- No fail states – you can never die or get stuck. All skills are purely narrative.
- Replayability – Revisit chapters via chapter select to capture different screenshots (Sam) or explore different fantasy paths (Lewis).
- Achievement/trophy hunting – Some skills require specific actions, like taking a perfect deer photo. See the Achievements guide for details.
This guide covers every distinct skill in "What Remains of Edith Finch". Enjoy the journey!