There are fourteen chapters in South of Midnight, each developing Hazel's story and the intricate lore of the mysterious events around Prospero. Progressing through South of Midnight, you'll notice that a huge part of the gameplay includes tracking down different types of collectible items, such as readable notes and glyphs, health filaments, Floofs, tin flips, and more.

If you manage to track down all the 2000+ collectibles in the game, you'll unlock a variety of different achievements. Here, I have briefly examined each chapter and the other magical objects and collectible items. Readable collectibles are abundant in South of Midnight, but they add a layer of depth to the narrative that makes them worth tracking down if you enjoy the story.

South of Midnight Chapter 1: Night Of The Flood

Sink Your Hooks Into South Of Midnight

In Chapter 1 of South of Midnight, "Night of the Flood," you're introduced to Hazel as a hurricane hits her town. You'll check on some of her quirky neighbors, see some ominous goings-on, and trek through the storm to Bunny’s mansion on the other side of town.

Related
Can You Save In South Of Midnight?

South of Midnight uses an auto-save feature for progress, and does not allow for manual saves. Thankfully, those auto-saves are fairly frequent.

In Chapter 1, Hazel gains access to magical Hooks, enabling her to interact with strange strands in the world. The chapter sets a mystical, Southern-Gothic tone that makes the game special. You'll also be introduced to your first readable collectibles as you wake up 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.

In Chapter 2, Hazel learns her first spells and picks up her next magical objects. You'll learn Strand Push and Pull, and have your first of many opportunities to flip a tin. Tin flips are another common collectible type in South of Midnight that require you to use Strand Push to flip over the aluminum s scattered around Prospero. Hazel fights her first Haints in Chapter 2 and introduces the core combat, which isn't extremely complex, but I still find it fun despite it not presenting much of a challenge.

Storybook

Other Voices, Other Looms

Magic Objects

Distaff, Spindles

Readable Collectibles

4

Tin Flips

4

Floofs

135

This is also your first introduction to Floof, which is the main source for upgrading your various skills and enhancing their effects. Floof is essentially another collectible to add to the list, and is gained in many different ways, including glowing Floof strands that you can absorb, tin flips, from stones in Crouton areas (see below), and more. Collecting all Floof in the game unlocks the Floof Seeker achievement.

South of Midnight Chapter 3: A Big Fish

Meet The Magical Catfish, Who Is Kind Of A Big Deal

As the chapter title suggests, you'll run into a big catfish during Chapter 3, who is a core part of the main story. You'll get the Bottle, another magical object that absorbs items from Hazel's vision-dreams. Completing the chapter will also unlock your first pattern, Benjy. Patterns are all story-related collectibles that unlock after reaching certain milestones in the narrative. You'll have seven readables to grab, four tin flips, and your first Health Filament in South of Midnight.

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 flying through the air, suspended over the mouth of a giant alligator in South of Midnight.

This chapter involves a big bad alligator that Hazel eventually ends up facing off against (and getting swallowed by), but not until the next chapter. Chapter 4 is a pretty light one in of collectibles and Floofs, and the second Health Filament is available there as well. You'll only need to track down three readables and three tin flips, make sure to get them before advancing to Chapter 5, or you'll have to run through the level again.

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 is a pretty long chapter that includes your first real test of fortitude for fetching and finding collectibles. There are eleven readables, seven tin flips, and a health filament, not to mention a ton of different Floof locations. You'll face off against Two-Toed Tom, the giant alligator that's been stalking around in Chapters 4 and 5, and you'll actually end up getting swallowed. However, this is also the chapter where you gain access to Crouton, your magical little 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

South of Midnight dead two-toed tom art sketch

After being swallowed up by Two-Toed Tom and defeating him from the inside, you'll be barfed back out to start Chapter 6. This chapter has another ten readables, four tin flips, and yet another Health Filament. You'll also unlock another new pattern for Bunny and gain another 215 Floofs if you can manage to find all of them.

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

In Chapter 7, Hazel will go on a search for her mother's ex to find more information about what is going on. This is a daunting chapter regarding collectible items, with fifteen different readables, and nine tin flips. , if you miss any of these and want to make sure you collect them all, you'll have to start the entire chapter over, so it's good to know what to expect.

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, you'll start off with Hazel learning how to ride wind tunnels across large distances. This is a very light chapter by all means, and is a desperately needed reprieve from some of the heavy collecting you've done over the past three levels. There are only four readable collectibles in this chapter and just three tin flip locations, as well as a relatively small number 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

In Chapter 9, you'll meet Itchy, a wise old man with some helpful information about Huggin' Molly, who's supposedly been plucking children out of their beds and gobbling them up. Itchy is a great character and will give you a few chuckles, no doubt.

Related
How Many Chapters Are In South Of Midnight

South of Midnight is Compulsion Games’ latest, and its Southern Gothic story is broken up into distinct chapters despite its relatively brief runtime.

This level is pretty long and is a return to form in of collectible items. There are another twelve readables here, which actually still aren't even close to the most you'll have to collect in a single level. There are also nine tin flips, another Health Filament, and 295 Floofs total - though these are consistently awarded in multiples, never one at a time.

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

Chapter 10 gives you a significant break in of collectible items, and you'll get to meet a giant baby creature named Honey who wants to have some fun and play a little game with Hazel. At the beginning of this level, you get a visit from Catfish once again, and he gives you some words of wisdom. You can then track down five more readable collectibles and another health filament.

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

Once you start Muddy Waters, Honey, the big bay creature, will kick through the cave to let you out, and you'll be off. You'll find eight more readables in this chapter but only one additional tin flip, which is more sparse in the game's final chapters. There are still plenty of Floofs to pick up, though, as well as the penultimate Health Filament. Once you complete the chapter, you'll receive the final pattern in the game, Altamaha-ha, or 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

Chapter 12 is really gearing up for the climax of the story and starts with Hazel being dropped off by Roux, the tall Ferryman. This is a massive level, with an absurd amount of readable collectibles, though, to be fair, most of them are grouped together in exact locations. There are nineteen readables in Chapter 12, and you'll get a bunch of them in the horse-drawn carriage that really opens up on the inside. The last two tin flips are here also, and if you've collected them all, it 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

You'll start Chapter 13 right back at the beginning of the game, finding yourself in Hazel's house with the same layout. Hazel's mother then comes in as if nothing had happened. As with everything in South of Midnight, however, things are not as they first appear, and it turns out this is all part of Roux's illusion. This is the shortest chapter in of collectible fetching, with only two readables and 15 Floofs to grab.

Storybook

The Crossroads

Readable Collectibles

2

Floofs

15

South of Midnight Chapter 14: Midnight

The End Of Hazel's Epic Journey

South of Midnight Hazel and Lacey standing near the collapsed Flood mansion.

Chapter 14 marks the end of Hazel's long journey to find her mother. She figures out what is happening in Prospero and finally comes to understand the complexities of dealing with grief. While the details of South of Midnight's ending are extremely complex and delve into themes of trauma and loss, the gameplay itself has more or less come to an end. There are no more collectibles or Floofs in Chapter 14 as it is strictly a cinematic chapter. However, you'll now have all the chapter-related achievements in the game.

Related
South Of Midnight Review: A Gorgeous Southern Gothic Adventure That Can Be A Little Tedious

South of Midnight is visually striking, and its narrative pulls at your emotions with an incredible cast, but its mechanics don’t necessarily impress.

Overall, there are more than 2,000 different collectible items across all the chapters of South of Midnight, and tracking them all down can be a real grind. The story, however, is well worth playing through the game, even if you don't care to track down each and every collectible item. If you manage to track down all the readables and Floofs, you'll earn the Lore Master and Floof Seeker achievements as well. Overall, these achievements require a lot of somewhat tedious seeking and finding, and it's a real test of patience to 100% South of Midnight's achievements.

mixcollage-03-dec-2024-12-00-pm-5642.jpg

Your Rating

South of Midnight
Released
April 8, 2025
ESRB
rp
Developer(s)
Compulsion Games
Publisher(s)
Xbox Game Studios
Engine
Unreal Engine 5