Welcome to the guide for Chapter 3, “A Big Fish,” in South of Midnight. This chapter takes you on an exciting quest filled with challenging puzzles, intense battles, and an array of collectibles to discover. You’ll venture deep into the mysterious swamps, assist unique characters like the Big Catfish, and uncover hidden secrets and Readables collectibles. Whether you’re navigating obstacles or piecing together the story one clue at a time, this guide will help you every step of the way.
Also Available:
All Readables Collectibles Guide
Chapter 1: Night of the Flood
Chapter 2: Other Voices, Other Looms
Chapter 4: Wicked Temper
Chapter 5: Everything That Rises
Chapter 6: Hush, Hush Sweet Cherie
Chapter 7: A Barman’s Hard to Find
Chapter 8: Their Eyes Were Watching
Chapter 9: Of Webs and Woman
Chapter 10: Light in the Darkness
Chapter 11: Muddy Waters
Chapter 12: The Crossroads
Chapter 13: Past Isn’t Past
- South Of Midnight Chapter 3 Collectibles
- 1. Reach the River and Find Signs of Lacey in South of Midnight
- 2. Find the Voice’s Source
- 3. Find the Bottle Tree in South of Midnight
- 4. Investigate the Stigma Vortex
- 5. Clear the Stigma
- 6. Clear the Stigma at the Base of the Tree
- 7. Make your Way Across the Roots
- 8. Clear the Stigma near the Waterfront
- 9. Clear the Stigma at the Corrupted House
- 10. Reach the Bottle Tree
- 11. Get back to Catfish and clear the Tangle
- 12. Climb the Tree and Heal Benji in South of Midnight
South Of Midnight Chapter 3 Collectibles
South of Midnight Chapter 3 has 10 collectibles: 1 Magic Object, 1 Pattern, 7 Readables, and 1 Storybook. The Magic Object, the Pattern, and the Storybook are automatically collected as you progress through the story, but you’ll need to locate the 7 Readables yourself. Below is a walkthrough to help you find them.
1/7 – The Happiest Day
2/7 – The St. Sylvain Bulletin
3/7 – Follow the Lights
4/7 – Ain’t Wanted Here
5/7 – A Gift for Corinne
6/7 – Beggin’ Your Pardon, Mayor
7/7 – Come One, Come All!
1. Reach the River and Find Signs of Lacey in South of Midnight
At the start of Chapter 3: A Big Fish, follow the path until you reach the first fight with the Haint. Once you defeat them and remove the Stigma,
Follow the path until you reach a broken bridge, then use the Weave ability to cross it. After that, use Strand Push to clear the obstacles ahead.
1/7 The Happiest Day – Readables Collectible in South of Midnight
After the next sequence with the ghosts, you unlock the double jump ability. Use it to jump across the abyss. In this area, find a bridge you can weave. Just across the bridge, you’ll see a Readables collectible on the wall.
Health Filament
Go to the right, and you’ll find a Health Filament—the only one in this chapter.
Keep following the path and repair another bridge with weave to cross it. You’ll enter a large open area with another sequence involving the ghosts. From there, glide over to the next land patch.
Ahead, you’ll come across Lacey’s workbinder tangled in a strand of cobweb. Interact with it to enter a dream state where Hazel experiences a sequence involving Lacey.
2. Find the Voice’s Source
After the dream sequence with Lacey, Hazel returns to reality and hears someone calling out. To follow the voice, use the nearby log to cross the swamp and continue along the path.
Walk up to a large tree stump and cross over to a small island. As always, follow the white marks to guide your way. Remember, the Strand will also help point you in the right direction. Once you’re across, you’ll hear the voice call out again. Keep following the main path, passing by a massive apricot. Here, Hazel will encounter the Big Catfish – A Big Fish, who needs help. A tree, shaped like a human, has picked it up, and the Big Catfish is dangling from its hand.
3. Find the Bottle Tree in South of Midnight
To help the Catfish, Hazel needs to retrieve a magic bottle from the bottle tree. Head towards the direction where the sun is shining the brightest. Before going, take some time to look around the area. You’ll find a “Floof” on both the left and right sides of the sunlit path.
The area with the bottle tree looks beautiful. Use Hazel’s Weaver ability to rebuild the crossings, but act quickly. You’ll need to repair another part of the crossing on the other side before the first one disappears.
The area beyond the crossing is large, which explains why this chapter has so many Readables. There are three houses in this section. Start with the house on the left that has a tire swing. You can interact with the swing, but it only adds story content and doesn’t include a collectible.
There’s a box nearby that you can move using Strand Pull and Push to reach a “Floof” in a tree.
On the water, you can create a platform, place the “Floof” on it, and return to shore. Just be quick, as the platform will dissolve shortly after.
Magic Object: Bottle – South of Midnight
Go up to the house with the bottle tree, and a cutscene will begin. An angry man named Rhubarb comes out of the house and allows Hazel to take a bottle from the tree.
2/7 The St. Sylvain Bulletin – Readables Collectible in “A Big Fish”
Before leaving, make sure to check Rhubarb’s house. You’ll find a collectible Readable on the wall next to the door.
4. Investigate the Stigma Vortex
3/7 Follow the Lights – Readables Collectible
Before heading to the Stigma Vortex, make sure to check out the boathouse behind Rhubarb’s house. You’ll find a “Floof” there, along with a Readable attached to one of the poles.
Head down to the lower area of the Strand, but instead of going right, take the path to the left. This will lead you to another “Floof.” Be quick when crossing, as you’ll need to weave the platforms again.
Head back and follow the Strand to the next house you can investigate. You’ll find an eviction notice you can read, though it’s not a collectible. However, you can climb up the back of the house to collect a “Floof.”
Follow the Strand to the next house, which is surrounded by thorn bushes that periodically release spikes, damaging Hazel if you’re not careful. Time your movements to avoid getting hurt. There’s a “Floof” at the house on the left and an Eviction Notice tied to the story—not a collectible, though.
4/7 Ain’t Wanted Here – Readables Collectible
Go to the other house with the open door. Once inside, you’ll find a Readables collectible on a table near the entrance.
Head to the second floor of the house, where you can go out onto the roof to find a “Floof.”
Leave the house and walk around it to find another story-related Eviction Notice on the door. Next, continue following the Strand. If you go right at the pier instead of left, you’ll find another “Floof.”
5. Clear the Stigma
The Strand will guide Hazel to the Stigma, which can be cleared after a fight. However, since this is a vortex, it’s unique. When you interact with the Stigma, Hazel will be pulled into the dreamworld, where she will gather the fragments of a memory using the bottle.
6. Clear the Stigma at the Base of the Tree
5/7 A Gift for Corinne – Readables Collectible
With the thorns cleared, Hazel can head to the nearby house. At ground level, around the back, there’s a metal sheet you can flip and a Readable on a chair. After that, go upstairs using Weaving and Strand Push to reach a “Floof” on the roof. Be quick!
Go back to the combat zone and look for the interaction trigger near the health point, where Hazel is looking up at the Benji Tree. Then, follow the Strand back to find another house with a cart. Use the Strand to pull the cart so you can reach the “Floof” inside the house.
Go to the back of the house, where you can use Weave to glide across and flip a metal sheet for “Floof,” then interact with the “Crawfish Castle.”
Follow the Strand past the spiky, bush-covered root. Once you cross the root, you’ll need to weave around a shed and its roof to continue. Instead of following the Strand to the left, take a short detour up the tree to find a “Floof.” Be careful, though—there’s a spiky bush up there, so watch out while collecting the “Floof.”
Follow the Strand to reach another house. Behind it, you can use Strand-Push on a barrier to access a metal sheet to flip. This will reward you with “Floof.”
Up ahead is a fight zone with a Hurler Haint that deals heavy projectile damage. Once you defeat it, interact with the Stigma to view another story dream segment, then use the bottle to capture it.
7. Make your Way Across the Roots
There are two houses in this fighting zone. Near the smaller house with the closed door, you can cross over and climb a tree with a “Floof.” Be cautious, as there are thorny bushes nearby.
Enter the house with the open door. Inside, you can examine three framed pictures on the wall and find a “Floof” on the top floor.
Leave the area by following the Strand, where Hazel reunites with Catfish. Then, double jump and glide along the roots to reach the next battle zone.
8. Clear the Stigma near the Waterfront
Defeat the Haint and interact with the Stigma to clear it. During the vision, you’ll see Rhubarb helping Benji escape from a bear trap.
9. Clear the Stigma at the Corrupted House
Before leaving, you can check out the bear trap at the same location for additional story details. Then, head to the building where you’ll encounter the ghosts again and unlock the ability to run along a Stranded Wall.
Before following the ghosts over the Stranded Wall, head in the opposite direction to find another Stranded Wall that leads to a large willow tree. From there, you’ll have two paths: one to the left and one to the right. Both paths lead to a “Floof.”
Next, head to the Strand and climb to the roof of the first building. From there, cross over to the other houses. The corrupted house stands out clearly in the distance.
Continue moving toward the corrupted house using Wall Strand or Wall Run. Look to the left to spot the “Floof,” which you can reach from the roof of one of the houses. Be cautious of the spikes in the bushes—they can be dangerous.
Continue along the Strand until you reach the sequence where the ghosts escape. Here, you’ll spot a fox heading in the same direction as the ghosts. Follow it, break through some branches, and you’ll find a metal sheet you can flip to reveal “Floof”.
Head down the Strand to the corrupted house, where you’ll need to do another wallrun. You might even notice a “Floof” at the house:
6/7 Beggin’ Your Pardon, Mayor – Readables Collectible in South of Midnight
Go into the corrupted house and check the ground floor. You’ll find a readable on one of the tables.
7/7 Come One, Come All! – Readables Collectible
Next, head up the stairs to find a Readable Collectible on a pillar. You’ll also find a “Floof” on the balcony upstairs.
Take the other exit on the top floor to reach the roof, another fighting zone. Clear the area to collect the final memory for the bottle.
10. Reach the Bottle Tree
In this section of Chapter 3, Hazel is in the dream world, escaping from an unknown force on her way to the Bottle Tree. The focus here is on running and evading, giving you a chance to showcase your wall-running skills. Reach the end to escape the dream world.
11. Get back to Catfish and clear the Tangle
Once you leave the dream world, head back to Catfish- A Big Fish – by following the Strand. You’ll need to do some wall-running, climbing, and jumping along the way. Watch for the white markings to identify climbable areas.
Clear the tangle near Catfish to move forward. Investigate the tree to uncover the secret about Rhubarb and Benji—Benji is actually the tree!
12. Climb the Tree and Heal Benji in South of Midnight
This is the last part of Chapter 3: A Big Fish. Climb the tree carefully, watching out for spiky bushes along the way. At the top, you’ll need to squeeze through an opening before continuing to climb further.
Climb up using the white-marked ledges and avoid the spiky bushes along the way. At the top, you’ll see Benji’s hand blocking your path. Use Strand Push to move it and unlock a wall run.
There is a “Floof” just after the wall run. Collect it and keep climbing until you find the next “Floof”.
Climb up the white ledges to reach the next area. Jump over the thorns and check the red patches on the right. Then, climb further up to the left and use Strand Push to move Benji’s arm out of the way again.
Keep climbing up and follow it with two wall runs in a row. Continue along the white ledges, but be ready to drop down at some point to avoid the thorn bushes. Eventually, Hazel will notice the point where it starts to hurt—that means you’re on the right track. You’ll come across a branch blocking the path. Use Strand Push to move it aside. Benji will lift his arm to help Hazel climb higher.
This will give you access to Benji’s wound. Attack it to destroy him. Afterward, Benji will release the Catfish, who will ask to meet you at Rhubarb’s dock.
Hazel and Catfish ride off together, bringing Chapter 3 to a close.
Chapter 3, “A Big Fish,” is a captivating segment of South of Midnight, blending intriguing story elements with rewarding gameplay. From clearing Stigmas to helping the Big Catfish and uncovering the truth about Benji, this chapter carries the narrative forward while sharpening your skills. With Chapter 3 complete, you’re now ready to take on what’s ahead. Keep exploring and unraveling the mysteries of Hazel’s supernatural adventure!
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South of Midnight
Release: April 8th, 2025
Developer: Compulsion Games
Publisher: Xbox Game Studios
Official Website: https://compulsiongames.com/games/south-of-midnight/