South of Midnight: Complete Guide to All Chapters and Collectibles

South of Midnight is an intricate game divided into fourteen chapters, each offering an engaging narrative centered on Hazel and the enigmatic occurrences in Prospero. As you delve into this mystical journey, you’ll discover that a significant element of gameplay revolves around uncovering various collectibles, including notes, glyphs, health filaments, Floofs, tin flips, and much more.

By successfully locating over 2000 collectibles scattered throughout the game, players can unlock a range of achievements. In this guide, we will review each chapter alongside the magical objects and collectible items that enhance the lore and storytelling experience. Collectibles that are readable enrich the narrative, making them all the more rewarding for those who appreciate the story.

South of Midnight Chapter 1: Night Of The Flood

Sink Your Hooks Into South Of Midnight

Chapter 1 collectibles location view.
Chapter 1 collectibles location.
Another collectibles location in Chapter 1.

In the opening chapter titled “Night of the Flood,”players are introduced to Hazel as her town is battered by a hurricane. This chapter incorporates her eccentric neighbors and a series of ominous happenings, culminating in their trek to Bunny’s mansion across town.

As the narrative unfolds, Hazel gains access to magical Hooks that allow her to manipulate the strange threads of her reality. The Southern-Gothic atmosphere established in this chapter sets a unique tone for the game, accompanied by the introduction of the first readable collectibles upon waking after the storm.

Storybook Night of the Flood
Magic Object Hooks
Readable Collectibles 3

South of Midnight Chapter 2: Other Voices, Other Looms

Fight Your First Haints & Learn Some Cool Moves

Hazel casting magic in South of Midnight.

Chapter 2 sees Hazel acquiring her initial spells, including the essential Strand Push and Pull. Here, she learns to flip tin collectibles scattered across Prospero, an activity requiring the use of Strand Push. This chapter introduces core combat with Hazel facing her first Haints, a combat experience that remains enjoyable despite its simplicity.

Additionally, players will be introduced to Floof, a collectible vital for upgrading skills and enhancing their effects. Floof is collected in various ways, such as absorbing glowing strands, executing tin flips, and gathering stones from designated areas like Crouton. Unlocking all Floof collectibles is necessary for the Floof Seeker achievement.

Storybook Other Voices, Other Looms
Magic Objects Distaff, Spindles
Readable Collectibles 4
Tin Flips 4
Floofs 135

South of Midnight Chapter 3: A Big Fish

Meet the Magical Catfish, Who Is Kind of a Big Deal

Encounter with the magical catfish.
Catfish return.
Hazel interacting with the giant catfish.

Chapter 3 brings forth a significant encounter with a giant catfish central to the storyline. Players will acquire the Bottle, a magical object capable of absorbing items from Hazel’s dreams. This chapter also unlocks the first narrative pattern, Benjy, alongside seven readable collectibles, four tin flips, and your first Health Filament.

Storybook A Big Fish
Magic Objects Bottle
Readable Collectibles 7
Tin Flips 4
Health Filament 1 of 9
Floofs 385
Pattern Benjy

South of Midnight Chapter 4: Wicked Temper

A Giant Alligator Stands Between Hazel & Her Mother

Hazel confronting a giant alligator.

This chapter revolves around a formidable alligator, which Hazel ultimately faces (and is swallowed by) in the subsequent chapter. In terms of collectibles, Chapter 4 is relatively light, offering only three readables and three tin flips. It also introduces the second Health Filament, which players should aim to collect before moving on to Chapter 5 to avoid revisiting this chapter.

Storybook Wicked Temper
Readable Collectibles 3
Tin Flips 3
Health Filament 2 of 9
Floofs 110

South of Midnight Chapter 5: Everything That Rises

Time To Go Toe To Toe With Two-Toed Tom

Chapter 5 overview.
Chapter 5 introduction.
Two-Toed Tom encounter.

In this extensive chapter, players face their first major challenge in locating collectibles. Hazel contemplates battling Two-Toed Tom, the giant alligator lurking in earlier chapters. Chapter 5 features eleven readables, seven tin flips, and a health filament, in addition to a multitude of Floof locations. This chapter also introduces Crouton, Hazel’s whimsical patchwork doll companion.

Storybook Everything That Rises
Magic Object Crouton
Readable Collectibles 11
Tin Flips 7
Health Filament 3 of 9
Floofs 295
Pattern Two-Toed Tom

South of Midnight Chapter 6: Hush, Hush, Sweet Cherie

See You Later, Gator

Two-Toed Tom being defeated.

After narrowly escaping being swallowed by Two-Toed Tom, players are expelled back into the world of Chapter 6. This chapter includes ten readables, four tin flips, and yet another Health Filament. Additionally, players unlock a new pattern for Bunny, along with 215 available Floofs.

Storybook Hush, Hush, Sweet Cherie
Readable Collectibles 10
Tin Flips 4
Health Filament 4 of 9
Floofs 215
Pattern Bunny

South of Midnight Chapter 7: A Barman Is Hard to Find

Track Down Hazel’s Mom’s Ex-Boyfriend

Opening scene of Chapter 7.
Collectibles location in Chapter 7.
Another collectibles location.
Exploration in Chapter 7.
Storybook A Barman Is Hard To Find
Readable Collectibles 15
Tin Flips 9
Health Filament 5 of 9
Floofs 230
Pattern Rougarou

South of Midnight Chapter 8: Their Eyes Were Watching

Ride Like The Wind And Gain A New Skill

Chapter 8 collectibles.
Tin flip collectibles in Chapter 8.
Hazel flying through wind.

In Chapter 8, Hazel learns to ride wind tunnels, enabling her to traverse greater distances. This chapter provides a light reprieve from the intense collectible hunting of previous levels, offering only four readable collectibles, three tin flips, and a modest amount of Floof.

Storybook Their Eyes Were Watching
Readable Collectibles 4
Tin Flips 3
Floofs 80

South of Midnight Chapter 9: Of Webs And Woman

Itchy & The Spider Lady, Huggin’ Molly

Hazel meets Itchy.
Itchy's character in Chapter 9.
Schoolboy character in Chapter 9.

During Chapter 9, gamers encounter Itchy, a wise old man who shares amusing insights about the menacing Huggin’ Molly, terrifyingly rumored to snatch children from their beds. This character adds a humorous touch to the gameplay.

Storybook Of Webs And Woman
Readable Collectibles 12
Tin Flips 9
Health Filament 6 of 9
Floofs 295

South of Midnight Chapter 10: Light In The Darkness

A Big Baby & Some More Help From Catfish

Hazel and the giant baby creature.
Gigantic baby creature in Chapter 10.
Hazel and Crouton.

As Chapter 10 unfolds, players encounter a whimsical giant baby creature named Honey while receiving guidance from the Catfish. This chapter presents an opportunity to gather five new readable collectibles along with another health filament, breaking away from the extensive collection tasks of earlier chapters.

Storybook Light In The Darkness
Readable Collectibles 5
Health Filament 7 of 9
Floofs 100

South of Midnight Chapter 11: Muddy Waters

Getting By With A Little Help From Your Friends

Hazel in a battle scene.
Bottle tree weave.
Bottle tree weave with Hazel.

As the Muddy Waters chapter begins, players are liberated by Honey, who breaks through the cave to assist Hazel. Here, eight more readables await collection, yet only one tin flip is available. Collectible Floofs are plentiful in this chapter as well. Once completed, players receive the final narrative pattern, Altamaha-ha, relating to the Honey Island Swamp Monster.

Storybook Muddy Waters
Readable Collectibles 8
Tin Flips 1
Health Filament 8 of 9
Floofs 220
Pattern Altamaha-ha / Honey Island Swamp Monster

South of Midnight Chapter 12: The Crossroads

There’s No Turning Back For Hazel Now

Roux, the tall Ferryman.
Hazel dances on stage.
Character from the endgame.

This chapter sets the stage for the climax of the narrative, commencing with Hazel’s arrival via Roux, the towering Ferryman. This expansive level contains an impressive number of readable collectibles, most found in easily accessible locations. There are nineteen readables to discover, and the concluding two tin flips can be gathered here as well. Collecting them all unlocks the “A Great Southern Tradition”achievement.

Storybook The Crossroads
Readable Collectibles 19
Tin Flips 2
Health Filament 9 of 9
Floofs 130

South of Midnight Chapter 13: Past Isn’t Past

Back To Where It All Began

Hazel and her mother in Chapter 13.
Roux speaks to Hazel.
Hazel listens to Roux.

Chapter 13 transports players back to the beginning, recreating the familiar setting of Hazel’s home. The chapter is particularly brief regarding collectible acquisition, featuring merely two readables and a collection of 15 Floofs.

Storybook Past Isn’t Past
Readable Collectibles 2
Floofs 15

South of Midnight Chapter 14: Midnight

The End Of Hazel’s Epic Journey

Hazel and Lacey at the Flood mansion.

Concluding Hazel’s adventure, Chapter 14 encapsulates her realization regarding the events in Prospero and the intricate nature of processing grief. While the ending delves into profound themes of trauma and loss, gameplay largely reaches its conclusion in this cinematic chapter, devoid of collectibles or Floofs. Completing it ensures that players receive all chapter-related achievements.

In total, there are over 2,000 collectibles throughout the chapters of South of Midnight, presenting a challenge that rewards dedicated players. While the quest for such collectibles may feel tedious, the storytelling is compelling enough to warrant the effort, even for those less inclined toward meticulous collection. Successfully tracking down all the readables and Floofs will unlock the Lore Master and Floof Seeker achievements. Completing the game 100% indeed tests one’s perseverance.

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