The collectible hunt continues! We’ve been gathering them all, and here’s a rundown of every readable found in Chapter 5 – Everything That Rises. There are 11 readables in total, along with 1 health filament. Here’s a walkthrough to guide you through their locations.
Readables Collectible 1: Burrower’s – Pieces of the Self
Chapter 5 of South of Midnight kicks off with a few grapple points to help you cross the water. Follow the path straight ahead until you come across a gap in a hedge. Squeeze through, and on the other side, Hazel finds a piece of her house along with her toy, Crouton.
Crouton can be reshaped to navigate tight spaces, adding a layer of challenge to the gameplay. Take control of Crouton and guide it through the glowing tree log, as demonstrated in the tutorial. Continue through the underground tunnel and interact with the Stigma at the end to clear the area’s corruption, which allows Crouton to collect the “Floof” beneath the metal platform.
Check the hollow tree next to the log where Hazel sent Crouton—you’ll find a Readables collectible inside. Then, head down the Strand past the Jolene advertisement until you reach an area with a school bus. To the left, there’s a house with a barricaded crawlspace. Use “Strand Push” to break the barrier and send Crouton in. On the other side, head up the ramp and interact with the pile of stones on the tree stump to gather another Floof.
Next, cross the water and use Crouton to destroy the explosive mushrooms near the thorn-covered area so Hazel can proceed. Follow the Strand into the brown train car. Inside, break through another barricaded crawlspace and have Crouton eliminate the Stigma on the other side.
Switch back to Hazel and explore the newly accessible area. You’ll find a Floof behind a barrier—just be careful of the nearby explosive mushroom. Deal with it first, then grab the Floof. Afterward, continue following the Strand to move on to the next section.
Readables Collectible 2: Statue Flyer
In this part of Chapter 5, you’ll spot the Giant Statues in the distance. Begin by climbing onto the truck on your right—at the end of the path, you’ll find a Floof.
Continue forward to encounter the giant gator from Chapter 4 once more. When you reach the water, toss Crouton across to destroy the Stigma, clearing the way for Hazel to cross safely. Before proceeding along the Strand, take a moment to inspect the shed suspended in the tree. Send Crouton through the crawlspace to retrieve a Floof hidden inside.
Next, make your way to the diner affected by Haint corruption. You’ll find a Readable collectible attached to a nearby fence pole. Finally, head toward the Giant Statues, defeat the Haint, destroy the Stigma, and collect the memory sealed within the bottle.
Readables Collectible 3: Burrower’s Iron
Before heading straight to the church after the battle, climb onto the giant axe to reach Auntie Belle’s advertisement and collect the Floof at the top. You can interact with Auntie Belle’s entrance door, but it simply adds to the narrative and doesn’t count as a collectible. Behind the building, you’ll find another truck with an explosive mushroom—destroy it, climb onto the truck, and use the grapple to glide onto the roof of a house in the water to grab another Floof.
Now, head toward the church where more explosive mushrooms block your path. Once Hazel makes it across, she reunites with Ms. Pearle and Jolene.
After the cutscene, explore the area around the church. Near the entrance, you’ll find a Readables collectible sitting on top of a crate.
Readables Collectible 4: Hollow Dreamers
There’s also a crawlspace beneath the church, accessible from the side near the animal pens. Break the barricade and send Crouton in to retrieve a Floof.
Behind the church, drop down to the water to find another Floof. Then head across to the flooded village. In the first house on the right, you’ll spot a Floof guarded by two explosive mushrooms—clear them out to collect it.
Check the veranda of the same house—there’s a Readables collectible resting on the couch. Continue to the next area, where Hazel must face a Haint and clear another Stigma. On top of a nearby mobile home, you’ll find another Floof; use the nearby grapple point to reach the roof.
To leave the area, climb up a nearby rock. At the water tower, turn right to enter the next section of the flooded village. After another encounter with the giant gator, look to the right for explosive mushrooms near a metal sheet—flip it to find a Floof underneath. From there, use the grapple point to cross over, fight the Haint on the other side, and clear the final Stigma.
Readables Collectible 5: Kids Need a Hand
Before heading to the house located in the former Flooded Village Stigma fight area, use the grapple point to reach the large statues near the diner. In the middle of the sunflower field, you’ll spot a small water tower with a Health Filament on top. To climb it, make use of two nearby objects: a cart and a shed.
Start by climbing onto the cart, then use the shed to cross over to the water tower and collect the Health Filament. Once done, return to the house at the old Stigma site in the Flooded Village. Inside, you’ll find a Readables collectible on the dining table.
Readables Collectible 6: Jo’s Penance
Head upstairs and look for a Readables collectible on the bedroom table. After grabbing it, leave the house and make your way toward Monarch Cotton. In the next area, Hazel spots Beaux resting on a bench near the petrol station. Head behind the building, use “Weave” on the truck, climb up, and jump across to the roof—you’ll find a Floof up there.
Leave Beaux and his boats behind, then cross the water where the dogs are. Look for a damaged “Flood” advertisement with a Floof sitting on top. After crossing, head uphill and jump onto the sign to collect it. Continue forward into the next area while avoiding the infamous sh*t sprinkler.
Once past the sprinkler, go down the slope to the right to find another Floof near the Water Tower. Then, climb to the top of the area and cross over, dodging another sprinkler along the way. On the other side, Hazel will need to scale a tall metal frame beside a massive flower. At the base of the frame, use “Strand Push” to clear the overgrowth blocking the path—this marks the beginning of the “Monarch Cotton” climb.
Readables Collectible 7: Yard Sale Notice
At the top of Monarch Cotton, Hazel spots another Stigma located at the Old Farm. Climb down to find a large barn area with a sprinkler. Use “Strand Push” to open the barn doors and head inside. There, flip a metal sheet to collect a Floof.
Push open the gates on the far side to exit the barn. In the middle of the flooded area, you’ll notice a squealing, distressed pig—Hazel becomes concerned that it might attract the gator. Cross over to reach the pig, and flip another metal sheet nearby for a Floof. Approach the pig and use “Strand Pull” to move it. Soon after, a gator will appear. When the cutscene ends, cross to the other side using a grapple point and prepare to face another Stigma.
After the encounter, look for an overgrowth-covered area and clear it to reveal a generator. Activate it to power the hayball mechanism. Once triggered, the hayball will drop into the river, giving you a way across—just watch out for the sprinkler along the way! This brings you to the larger farm zone, the Old Farm. Start by flipping a metal sheet near a picnic table on the right to collect another Floof.
Before taking on the two Stigmas in this area, be sure to explore and gather all collectibles first. Head into the barn and push open the doors. Inside, you’ll spot a Floof positioned near a high window. Move the cart on the opposite side, climb onto it, and use it to reach the window and grab the Floof. There’s another Floof located high on the windmill. At its base, find a crate that you can “Weave” and push toward the windmill. Use it to climb up and retrieve the Floof. From the top of the windmill, parkour your way across to the hayball tower.
Nearby, you’ll reach a mobile home at the back of the house with a Readables collectible placed on a chair. Behind the house, near the water, flip another metal sheet to collect a Floof. As you head back toward the farm, you’ll spot a Floof just beneath the Stigma battle zone. Use the grapple point to reach it. Then, return to the farmhouse—behind it, you’ll find one more metal sheet to flip for a final Floof.
Readables Collectible 8: Honor thy Father and Mother
Head inside the Old Farmhouse. On the lounge table, you’ll find a Readables collectible. Upstairs, there’s a Floof waiting in the bedroom.
Readables Collectible 9: A Bashful Farmhand in the Setting Sun
You’ll also find another Readables collectible in the second bedroom. Once you’ve collected everything, it’s time to destroy the two Stigmas in the area—one is to the left of the farmhouse, and the other is behind the barn. This section of the chapter wraps up with a chase sequence, similar to the one in Chapter 4.
Readables Collectible 10: The Pigs are a Loss
After the chase sequence, you’ll arrive at a new area across the water from the Old Farm. Before crossing over, you have the opportunity to destroy another Stigma site for some extra Floof. Follow the Strand to the Pig Factory, where you’ll come across a door that requires power. The switch doesn’t work, so trace the yellow cable to a small, barricaded passage. Use “Strand Push” to clear the barricade, then summon Crouton to enter the passage. Inside, use the small ramp to reach the generator and activate it.
Once inside the Pig Factory, follow the hallway to the first room. On top of a wooden table, you’ll find a Readables collectible. Continue into the next room, which is filled with dead pigs, and look for another barricaded passage. Use “Strand Push” to break it open. Then, summon Crouton and send him to the left to press a button, clearing the way for Hazel to proceed.
Before clearing the Tangle in this room, look around for a metal sheet you can flip to collect a Floof. Once you’ve grabbed it, go ahead and interact with the Tangle to clear it.
Readables Collectible 11: Sutter’s Will and Testament
Once outside, follow the path leading to a small island. Here, you can collect another Floof by “Weaving” a trailer and a shed in the water. Continue along the path until Hazel arrives at the radio tower. Begin by destroying the two barricades at the top of the tower using stones from the nearby pile. Then, “Weave” the truck, climb onto it, “Weave” the hay pile, and use it to reach the top of the tower. From there, cross over to the other side.
Enter the battle zone to face off against Two-Toed Tom, who has three health bars. Dodge his attacks by double jumping and gliding until the church bell appears. Once it does, pull the bell to make Tom collapse, giving Hazel a chance to attack his tongue.
When his health drops by one-third, Tom will kick the bell away, forcing Hazel to follow it to a new arena. Repeat the process to take down another third of his health. The bell will fly off again, leading you to the final stage of the fight. This time, Hazel will need to ring the bell by throwing a stone at it. After the battle, Tom swallows Hazel, and the rest of the chapter unfolds inside his body. Follow the path until you enter a large chamber.
Like in Chapter 3, your goal is to reach and heal the wound. Use the floating debris to navigate through the area—ignore the squealing pig, as it doesn’t count as an objective. There’s also a Floof near the water here.
Jump back onto the floating debris and look for the only climbable wall in the room. Climb up to find the final Readables collectible of the chapter. Continue moving toward the wound. At one point, throw a vase at a nearby advertisement to shatter it and reveal a grapple point. Use it to reach the wound, then strike it to heal.
Once back on land, enter the Mobile Home and interact with the Memory Object inside to progress. After the cutscene, exit the Mobile Home and speak with Catfish to complete Chapter 5.