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



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

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



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

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



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

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




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



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



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



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



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



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



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

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.