INDIE GAME / PLAY GUIDE
SILT Possession Guide | Biting, Breaking, Poison, Electricity, and Teleportation
Released: four-chapter PC / console main game · Updated 2026-10-13
Match abilities to obstacles. Some situations allow possessing machine switches and tentacles as well as creatures.
Representative Ability Targets
A quick reference for abilities that open obstacles. Use with the chapter-order checklist below for all 12 types; do not count different individuals of the same fish as separate types.
| Landmark / target | Action | Check if blocked |
|---|---|---|
| Fanged fish | Bite through chains and ropes | Rocks require a different creature |
| Hard-headed fish | Charge glass and breakable walls | First rock passage |
| Small-fish swarm | Pass narrow gaps and gather companions | Enter poison clouds, then carnivorous plants |
| Long, thin fish | Pass quickly between plants | Forest's upper-left branch |
| Ray | Short-range teleportation through pillars, spikes, and fans | Break a route for your body with a crab |
| Electric eel | Power generators and wiring | Approach a generator and use the ability |
| Crab | Break spikes and machinery with its hard shell | Put it on the lift first |
| Explosive creature | Explosions deal with rocks, worms, and the final boss | Distinguish the explosion location from the creature that must eat it |
Repel Leeches with Light
Aim your light toward leeches. On the forest return route carrying a bait bug on your head, the bug also provides light, and turning lets you shake off attached leeches.
Plants reacting to directed light also appear with the final chapter's tentacles. Where the tentacle light and your light must illuminate different mushrooms, do not stop after using just one.
Switches Beyond Your Body's Reach
After powering the factory, operate possessable switches. Spikes and fans passable only by rays must be destroyed by crabs before your body can pass, too.
Check All 12 Possession Types in Chapter Order
Possession Novice/Journeyman/Expert require possessing five/eight/12 different types in the same playthrough. Do not add machine-switch activations or separate individuals of one type. English labels are source-matching references, not official names for every Japanese UI entry.
| Landmark / target | Action | Check if blocked |
|---|---|---|
| 1 | Scissorfish | Fanged fish | Chapter 1's starting room, beside the leg chain | Bite the chain to free your body |
| 2 | Slipperfish | Small fish | Around the central coral in Chapter 1's second room | Pass a small gap and chain possession to the fanged fish |
| 3 | Blockhead | Hard-headed fish | Chapter 1's glass obstacles | Charge glass and walls |
| 4 | Toxfish | Poison-producing fish | Chapter 2's first poison-cloud location | The creature producing poison is itself possessable |
| 5 | Ratfish | Long, thin fish | Chapter 2's corridor of carnivorous plants | Swim quickly through to the fish-swarm side |
| 6 | Leech | Chapter 2's bait return route beneath the tree | Possess one, rather than merely repelling them with light |
| 7 | Bulbfish | Glowing bait bug | Chapter 2's bait branch for the birds | Confirm possessing the bug as well as picking it up |
| 8 | Shimmerfish | Ray | Pillar route after Chapter 3 begins | Teleport to the opposite side |
| 9 | ElectricEel | Electric eel | Beside Chapter 3's first generator | Electrical ability |
| 10 | Hardshell | Crab | Chapter 3's spiked-belt room | Break spikes and machinery |
| 11 | Jellymine | Explosive creature | Chapter 4's three underground worms at the lower right | Feed it to them / explode beside rocks |
| 12 | GrowLamp | Glowing tentacle | Tentacle in Chapter 4's final room | Aim separately from your body's light |
Frequently asked questions (FAQ)
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