Walkthrough and guide for South of Midnight

Story Chapters Guide. How to Complete South of Midnight. Secrets, Tricks.
Walkthrough and guide for South of Midnight
Author
Anton Latoshkin
Date of publication
6 April 2025

South of Midnight Walkthrough

Chapter 1

After a brief introduction about the Tapestry and the Spinners, you take control of Hazel as she assembles an emergency kit before the approaching storm.



This stylized prologue is the first of fourteen collectible "Story Books" that expand on the lore and world structure. These items are picked up automatically and allow you to replay chapters. Once in the living room, examine the plush toy on the chair, then head to the kitchen and examine the painting on the wall. Both items are marked with white circles. After doing so, turn around and take a look at the painting on the opposite wall. Finally, interact with the box on the floor to trigger a cutscene.

Once outside, Hazel should check on Beau. He lives in the house with the light on on the right side of the street, circled in the image below.

It turns out that Bo is fine, so head back to the first house across the street, closest to Hazel's house, to visit Mrs. Pearl. It's the only other house with a light on, and can be seen on the left in the image. Hazel's fears are justified: after meeting Mrs. Pearl, her attention is drawn to a trailer that has been swept away by the flood. Now you need to follow it down the flooded street. Run along a linear route, jumping over obstacles. After the cutscene, Hazel finds herself on solid ground, and the game introduces you to the dangers of the environment.

Cross the raging stream by jumping from a fallen tree onto the roof of a car, then follow the path towards the distant light. Squeeze through the narrow passage under the huge sign, then run forward, past the broken bridge, until you reach Hazel's house. Another cutscene will begin. Follow the instructions of the new tutorial and climb onto the broken bridge. Move along the ledges to get to the other side. Now you need to run forward without stopping: the storm is starting to do damage, so just move to the end of the street. Keep to the right side, and the camera will automatically direct you to some debris that you can use as a springboard. This part is mostly cinematic, and the game itself will lead you in the right direction - through the graveyard and to Bunny's giant house. After meeting her, a new tutorial will appear, dedicated to the Guiding Thread. If you ever get lost, press the right stick on the gamepad or the middle mouse button to see the path to the next objective.



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Approach the carriage, then follow the large spotlights to trigger a few short scenes in Hazel's dream. After waking up, examine the table to the right of the balcony - there is the first collectible to read: "Bunny's Note to Lily". Then go out onto the balcony and look to the left - there are ledges along the wall that you can use to get to another balcony on the opposite side of the house. This is the path to the study, where two more notes await you - one is on the table on the left, and one is on the chair on the right.

"Bunny's Diary Entry" is on the table, and "Bunny's Chair Entry" is on the chair itself. These two items complete the list of collectibles for Chapter 1. You can also examine a photo of Hazel's father in the room. When you're ready, try opening the door. It is locked, but the game will tell you that there is a secret passage hidden behind the bookshelf. Climb the stairs and open the chest to reveal the source of the voice.

After taking the mysterious items, exit through the window. Opening the collection menu, you'll find that these are the Magic Hooks, Hazel's primary tool for interacting with the mysterious threads. Follow the linear path until you reach your first Lament, a black and red lump that can be "untangled" with the Hooks. Clear the passage to complete the chapter.

Chapter 2

The chapter begins with another narrative recap of the events that occurred earlier, and once you regain control of Hazel, the second Tale Compendium is automatically added to the collection. Head to the riverbank, following the path that winds through the trees. When you reach a dead end, climb the rock on the right side of the path to reach higher ground. Continue along the linear path, and after an entry appears about Burdocks, spiky obstacles spawned by the Brand in this region, head down the ledges.



Continue through the thorn-covered forest until you reach a clearing where the first fight of the game will take place. At this point, it's worth familiarizing yourself with Hazel's current abilities:

  • Melee Attack (LMB) - Hook attacks at close range, which can be combined into a five-hit combo.
  • Power Attack (hold LMB) - A ranged attack that can be aimed while charging; deals more damage the longer the charge is.
  • Evasion (Left Ctrl) - A short dash that allows you to avoid enemy attacks. A perfectly executed dodge will activate a passive counterattack against enemies.
  • Unweave (E) - The ability to dispel defeated enemies before they disappear, which restores Hazel's health.

The enemies in South of Midnight are called Wraiths, and the first enemy you encounter here is a Ravager. These creatures are melee-only, so you can feel safe at a distance from them. Use this encounter to get used to Hazel's abilities and practice well-timed dodges.

Keep in mind that Wraiths can interrupt your attacks even while comboing, so it's a good idea to cancel your combo with a dodge if necessary. If an enemy starts glowing yellow, it's preparing for an all-out attack that you'll want to keep away from. However, after such an attack, it will have a long recovery period, giving you an opportunity to counterattack.

You can move around the arena freely, changing your position as needed. You can also restore health by using a nearby Green Life Spiral. Note that on difficulties higher than Easy, these spirals can only be used once per battle.



To progress further, you need to defeat four Ghosts, after which a Brand knot will appear that needs to be untangled. After destroying it, follow the voices coming from the new passage. Jump into the well and go along the underground tunnel until you find a magical loom.

After the cutscene, Hazel receives the second Magic Item - a spinning wheel. This magical thing allows her to see past events and interact with objects from the past.

Go through the same exit as the ghosts, and soon you will come across another knot that needs to be untangled. After this, a tutorial window will appear telling you about the upgrade menu. Open it by pressing "Up" on the D-pad or "U" on the keyboard. Upgrades are purchased for a resource called "Fluff", which is represented by white knots - they also need to be untangled to get currency.

You now have five Fluff, and the game forces you to spend them on the Slash Step skill, which allows Hazel to instantly attack after dodging.



Collect the Fluff lying near the exit of the tunnel, then move on and crawl through the crevice to activate a cutscene. Enter the first building on the left, where you will find the first note in this chapter - Weaver's Call. Interact with the mural to add it to your collection.

Before moving on, take a look around. There are two more Fluff nodes in this small area: one hidden behind the last building on the left, and one on the roof of the far right building. We've marked them in the image below. After exploring the area, the next step is to enter the room with purple plants growing outside. Follow the glowing thread, climb up the ledge, and then go around the building and drop inside through the hole in the roof.

Inside, Hazel gains her first spell, Weave. Out of combat, it is used to briefly materialize Echo objects from the past. In combat, it binds enemies, increasing damage taken and immobilizing them. Unweave enemies in combat to speed up the spell's cooldown.

Activate Weave (LB on a controller or Q on a keyboard) to solidify the table, then use it to climb outside. Before moving on, return to where you jumped inside the building. An echo has appeared there, which will help you reach Fluffy on a high ledge.

Then head to where the ghosts were running and create a bridge of echoes with Weave to cross the gap. Move forward until you reach a new combat area.



This time, you need to defeat two Ravagers to undo the knot and get rid of the surrounding Burdock.

Before entering the building, turn right to find more Fluff. This node was probably visible from the other side of the river, but there was no way to reach it earlier. If you haven't spent Fluff, you should have about 50 by now, and can buy the Air Slash skill. However, we recommend saving another 30 Fluff and buying the Brand's Bane upgrade for the Weave spell to increase the damage it deals in combat.

Return to the main path and find another Magic item, the Spindle, and along with it, learn the Thread Push spell. It allows you to move objects and destroy fragile barriers while exploring. In combat, it pushes enemies back and disrupts their attacks.

Use Thread Push (RT on a gamepad or R on a keyboard) to break the wooden planks blocking the way.

Instead of following the thread, turn left into the thicket and find a sheet of metal on the ground. Flip it over with the String Push to get Fluff and unlock the Treasure Hunter achievement.

Next, you need to climb the small building on the left. To do this, use the String Push to move the cart and create a platform.

After a few battles, finding the notes Spirits, Speak to Me! and Please Talk to Me... and exploring hidden areas, you will get to a cave where you will learn how to throw objects. Use this skill to break the roots blocking the way.

At the end of the chapter, Hazel goes through a crevice and gets to the surface.

To be continued...



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