South of Midnight 100% guide
Published by Chubuggles
A chronological Xbox route for all 40 achievements, every collectible, combat counter, upgrade, and all three no-damage bosses in one playthrough.
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- ·Coverage: every achievementCoverage 100%
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ETA
Estimated time, as the guide’s author estimates: 15-20 hours
Difficulty
4/10, as the guide’s author rates it
Your Progress
40 achievements in this guide
Sign in with Xbox to see which of them you have already earned.
▶Before You Start
▶Xbox Status and Route Plan
South of Midnight has 40 Xbox achievements worth 1,000G. The list is shared between Xbox Series X|S and Windows. All 40 are base-game achievements, with no DLC or title-update packs.
As of 2026-10-14, no achievement is currently confirmed unobtainable or discontinued. Everything is offline and single-player: there is no co-op, multiplayer, server, or population requirement. Install any available game updates before attempting the bosses.
One playthrough is enough. Expect 15–20 hours in total; a focused run that follows this route closely can finish in about 12–16. There are no difficulty achievements, mutually exclusive endings, New Game+ requirements, or permanent missables.
You can replay any chapter you have finished: Main Menu > Load Game > select your save > Replay Chapters. Chapters appear there as you complete them, so you do not have to reach the credits first.
- Replay starts at the beginning of the chapter, with only that chapter's abilities. Upgrades you have bought stay bought.
- The replay warning about erasing progress does not erase collected items or later chapters.
- You do not need to finish the chapter after grabbing a missing item. Before quitting to the menu, wait for an autosave or check that the pause-menu counter has updated.
Several chapters have one-way points, flagged in the route below. Collecting everything on the first visit avoids replays.
Use the easiest difficulty or a Custom difficulty if you want. Combat Skip, Boss Skip, and Chase Skip exist, with two rules:
- Keep Combat Skip off until every combat-counter achievement is finished.
- Never use Boss Skip or Player Invincibility for the three no-damage boss achievements. Both prevent those achievements.
The only tasks worth treating as urgent are the three hitless bosses in Chapters 5, 7, and 9. They can be replayed later, but chapter replay starts at the beginning of the chapter, so earning each one on the first visit saves a lot of time. If you take damage during a boss, restart the encounter rather than finishing it.
Patched issues: the launch bug that stopped no-damage boss achievements from awarding was fixed in version 1.1.2, and a Chapter 3 progression blocker was fixed in 1.2.0. Hazel has also been reported to stop taking damage with Player Invincibility off. That report is unverified, but if she seems unable to take damage, reload before attempting a hitless run so the attempt is legitimate.
Combat counters have been reported stalling on Xbox. Progress is account-side and never goes backward, and a restarted save is reported not to advance a counter again until it passes your old mark, so play the whole route on one save. Kill-and-unravel counters are reported to count each enemy only once, so reloading the same fight may not add progress; this is not confirmed. Taking the High Road counts interrupted attacks rather than kills. If a counter seems stuck, check its progress in the Xbox achievement list and keep performing the action in fresh encounters.
The Xbox descriptions for the combat achievements do not state their thresholds. The counts in this guide come from community guidance, and published guides disagree on some of them. Use each listed number as a conservative target, and keep going until the achievement unlocks.
▶Collectibles and Tracking
The game has 2,210 Floof, 103 Readables, 47 tin flips, and 9 Health Filaments, and none of them is permanently missable. The Collectibles section at the end of this guide has checklists for every Readable, tin flip, and Health Filament. The route below places each one where you should take it.
There is no world map or collectible locator. What the game does track:
- Pause menu: the current chapter's Floof x/y.
- Replay Chapters list: each chapter's Floof x/y, whether its Health Filament is found, and its Readable count.
- Collection > Readables: each chapter's notes in a numbered list, so a gap in the numbering tells you which note you skipped. The list follows route order in every chapter except Chapter 4.
- Tin flips: no counter anywhere. Keep your own tally against this guide. An unflipped tin has a faint glow and shows an interaction prompt when you are close; plain metal sheets without the prompt are decoration.
Floof counts from every source: loose bundles (5, 10, 15, or 20), knots, Stigma and arena rewards, Crouton burrows and rock piles from Chapter 5 onward, and tin flips (5 each). Use the displayed chapter total rather than counting pickups yourself. The counter tracks Floof collected, not Floof held, so spending never lowers it. Each chapter opens with a Floof Route listing every source in route order with the expected counter after it. Combat arenas pay 5 when you unravel their knot, and optional (non-story) arenas pay 15. Fight the arenas yourself; it is not confirmed that Combat Skip still pays their Floof.
On replay, collected Floof, tins, and Filaments are gone from the world, so anything you can still see is uncollected. Collected Readables stay visible but already count.
Use these as hard end-of-chapter checks:
- Chapter 1: 0 Floof, 0 tin flips, 3 Readables, 0 Health Filaments.
- Chapter 2: 135 Floof, 4 tin flips, 4 Readables, 0 Health Filaments.
- Chapter 3: 385 Floof, 4 tin flips, 7 Readables, 1 Health Filament.
- Chapter 4: 110 Floof, 3 tin flips, 3 Readables, 1 Health Filament.
- Chapter 5: 295 Floof, 8 tin flips, 11 Readables, 1 Health Filament. Some guides say seven tins here; there are eight.
- Chapter 6: 215 Floof, 4 tin flips, 10 Readables, 1 Health Filament.
- Chapter 7: 230 Floof, 9 tin flips, 15 Readables, 1 Health Filament.
- Chapter 8: 80 Floof, 3 tin flips, 4 Readables, 0 Health Filaments.
- Chapter 9: 295 Floof, 9 tin flips, 12 Readables, 1 Health Filament.
- Chapter 10: 100 Floof, 0 tin flips, 5 Readables, 1 Health Filament.
- Chapter 11: 220 Floof, 1 tin flip, 8 Readables, 1 Health Filament.
- Chapter 12: 130 Floof, 2 tin flips, 19 Readables, 1 Health Filament.
- Chapter 13: 15 Floof, 0 tin flips, 2 Readables, 0 Health Filaments.
- Chapter 14: no collectibles.
Some guides list 380 Floof for Chapter 3 and 225 for Chapter 7. The game's own totals are 385 and 230.
Players have reported chapters ending 5 or more Floof short after a full sweep in Chapters 3, 5, 6, and 7, mostly in 2025. No official patch note addresses this. For Chapter 7, one pickup was reported to award 5 instead of 10. A 2026 comment claims this was patched, but other players still report the shortfall, so treat the fix as unconfirmed. Tell the two cases apart before searching:
- Missed pickup: your counter falls behind a Floof Route checkpoint partway through the chapter. Replay the chapter and collect from that point.
- Suspected counter discrepancy: every Floof Route checkpoint matched and nothing is left in the world on replay, but the chapter still ends 5 short. In Chapter 7 this matches the reported 5-instead-of-10 award. No fix is confirmed, so stop searching once a replay shows nothing remaining.
If a chapter comes up short:
- Replay the chapter and look for anything still in the world, checking Crouton burrows, rock piles, board-blocked niches, optional arenas, and tins first.
- Compare the pause-menu counter with that chapter's Floof Route to find where the count diverges.
- If nothing is left, there is no confirmed fix. Loading the cloud save on another Xbox or PC has been reported once to make a missing collectible reappear; treat it as an unverified long shot, and never delete saves to try it.
1,940 Floof buys all 21 upgrades: General has 9, and Weave, Strand Pull, Strand Push, and Crouton have 3 each. The final tier is story-gated. Crouton's and General's finals can be bought in Chapter 10, and Weave, Strand Pull, and Strand Push finals once Hazel recovers her spindles later in that chapter. Some trees can be finished in Chapter 10, and every upgrade is available by Chapter 11. With full collection, your total reaches 1,940 about 95 Floof into Chapter 11, around the Old Pain, New Life arena. The game has 270 Floof more than the upgrades cost. You can miss up to 270 Floof and still buy every upgrade from what remains, but any missed Floof blocks Floof Seeker.
▶Chapter 1 — Night of the Flood
▶Mansion Escape
▶Collectibles · 3 3 collectibles
Bunny's Note to Lily — Chapter 1: desk/dresser with the mirror in the guest bedroom, right of the bookshelf; take before leaving by the balcony.
Bunny's Desk Entry — Chapter 1: on the desk in Bunny's office, reached by platforming outside; before pulling the bookcase.
Bunny's Lounge Chair Entry — Chapter 1: on the lounge chair in Bunny's office.
There is no Floof or combat work yet. The only completion task is the three Readables in Bunny's mansion.
Before leaving the guest bedroom by the balcony, take Bunny's Note to Lily. It is on the desk/dresser with the mirror, to the right of the bookshelf, in front of you when you wake.
Platform around the outside of the house to Bunny's office. Take Bunny's Desk Entry from the desk and Bunny's Lounge Chair Entry from the lounge chair. Get both before pulling the bookcase.
Finish the chapter with all 3 Readables registered.
▶Night of the Flood
This story achievement unlocks for completing Chapter 1. Continue through the chapter and its closing sequence.
▶Chapter 2 — Other Voices, Other Looms
▶Floof Route
All 135 Floof in route order. The number in brackets is the chapter counter after each pickup; compare it with the pause menu as you go.
- +5 (5) — Knot on the path after the loom vision, in the tunnel past the well.
- +10 (15) — Just outside the cave exit, before the riverside settlement.
- +5 (20) — Behind the building past The Weaver's Call house (go left, then right between the houses), by the river.
- +10 (30) — Back house on the right: climb up via the fireplace to the roof ledge.
- +10 (40) — Seniors '84 cliff, once you have Weave: form the missing platform.
- +5 (45) — Reward for the two-Ravager fight after the echo bridge.
- +10 (55) — Under the bramble arch beside the doorway of the next building. Buy Aerial Rend now.
- +5 (60) — Tin 1, cornfield opening on the left.
- +5 (65) — Tin 2, cornfield opening on the other side, before pushing the cart.
- +10 (75) — Breakable boards on the left after the cart and fence.
- +5 (80) — Tin 3, by the big tree along the river.
- +5 (85) — Reward for the barnyard fight.
- +5 (90) — In the corn by a tree right of the barnyard, before entering the barn.
- +5 (95) — Reward for the fight after dropping out of the barn.
- +5 (100) — Tin 4, on the pier behind the barn.
- +5 (105) — On the main path after the next vision.
- +10 (115) — Behind the cart you pull out with Strand Pull.
- +10 (125) — Hidden alcove behind the Strand Push brush, with Please speak to me.. Take this and the previous two before the slide.
- +10 (135) — After the slide and rock-throw tutorial, look down-right and weave the boat.
▶First Haint and Perfect Dodge Farm
Your first Haint is the cleanest place to remove the early dodge achievements from the route. A Perfect Dodge is a late B dodge just before an attack lands. A distinct burst effect confirms it.
▶Unraveller
Unraveller15G
Defeat any Haint, then press Y on the downed enemy to unravel it. The achievement unlocks on the first successful unravel.
▶In the Nick of Time
Perform 10 Perfect Dodges. The Xbox description does not state a number; 10 is the community-tested count. This is cumulative, so you can farm all 10 against the first Haint or keep doing them during normal combat until it unlocks.
▶Close Call
Close Call15G
Perform 5 Perfect Dodges while Hazel is at low health, with the health display flashing red. A Perfect Dodge restores some health. If you farm all five in one fight, let the enemy damage you back into low health between successful dodges.
Do not confuse this with dodging five attacks at low health. Each dodge must register as a Perfect Dodge.
The Xbox description lost its number to a typo ("...while having low health times"). Five is the community-tested count; if it has not unlocked, keep going up to 10.
▶First Upgrades and Weave
▶Collectibles · 1 1 collectible
The Weaver's Call — Chapter 2: glowing wall art in the first open building on the left of the riverside settlement, before the ghost house.
After the knot that awards your first 5 Floof, open Upgrades and buy Rending Step.
▶Learning the Ropes
This unlocks as soon as you buy your first upgrade. Rending Step is the first option, and it costs the 5 Floof you just earned.
In the riverside settlement after the first glyph cutscene, enter the first open building on the left. The Weaver's Call is the glowing art on the wall. Take it before entering the ghost house; no ability is needed.
Continue through the ghost-house sequence and obtain Weave. Then backtrack to the Seniors '84 cliff, form the missing platform, and take the Floof there. Keep sweeping the riverbank and buildings for loose Floof.
When your cumulative collected Floof reaches 55, buy Aerial Rend from General. A later combat achievement needs it.
▶Strand Push, Tin Flips, and Barn
▶Collectibles · 7 7 collectibles
Chapter 2 tin 1 — Cornfield right after Strand Push, opening on the left; before pushing the cart. Unlocks Finder's Keepers.
Chapter 2 tin 2 — Same cornfield, opening on the other side; before pushing the cart.
Chapter 2 tin 3 — Past the cart, shed, and boards, along the river by the large tree beside the barnyard fight.
Chapter 2 tin 4 — After the fight outside the barn, wooden pier toward the water just before the stairs.
Spirits, Speak to Me! — Chapter 2: barn upper level (pull the crate and climb), on the barrel by the open window.
Please speak to me.. — Chapter 2: after the post-barn fight, Strand Push the brush into the hidden alcove on the left near the ghosts' ledge; on a stump, before the slide.
Stigma and Sorrow — Chapter 2: glyph on the left wall right after the cave slide.
After you obtain Strand Push and bust out into the cornfield, take both cornfield tins before pushing the cart:
- Tin 1 of 4 is in the opening on the left, a blue metal sheet on the ground.
- Tin 2 of 4 is in a second opening on the other side of the same field.
▶Finder's Keepers
Use Strand Push on the first tin. The achievement unlocks immediately.
After the cart and the shed, take the 10-Floof boards on the left. Then stay left along the river. Tin 3 of 4 is by the large tree beside the barnyard fight; take it before starting that fight.
After the fight outside the barn, turn back toward the barn. Tin 4 of 4 is on the wooden path/pier toward the water, just before the stairs.
Inside the barn, where Strand Pull is taught, move the crate and climb to the upper level. Read Spirits, Speak to Me! from the barrel by the open window.
After the post-barn fight, the ghosts gather on a ledge. Before the cart crossing and the slide, go left first and Strand Push the brush to open a hidden alcove. Please speak to me.. is on a stump inside, with Floof. It is the easiest note in the chapter to miss.
After the cave slide, the glyph on the left wall is Stigma and Sorrow.
Before the chapter-ending route, construct the boat below the rock-throwing section and use it to reach the last off-route Floof. Do not finish until the chapter reads 135/135 Floof, with 4/4 Readables and all 4 tins on your tally.
▶Amplified Rend Progress
Once Amplified Rend, the third General skill, is available, buy it and start using it for killing blows. Hold X until the charged area reaches full size, let that attack deliver the killing blow, then unravel the Haint with Y.
▶Going the Distance
Community-tested guidance puts the counter at 20 Haints defeated with Amplified Rend and then unraveled. Progress is cumulative. Start now and keep using charged Rend finishing blows through Chapters 2 to 6.
Ordinary charged attacks before buying the upgrade are not reliable for this; use Amplified Rend itself for all 20 kills.
▶Chapter End
▶Other Voices, Other Looms
Complete Chapter 2 after confirming all chapter collectibles.
▶Chapter 3 — A Big Fish
▶Floof Route
All 385 Floof in route order. The number in brackets is the chapter counter after each pickup; compare it with the pause menu as you go.
- +5 (5) — Reward for the opening Larva fight.
- +10 (15) — After the double-jump ledge, go right and clear the fallen tree.
- +20 (35) — Left side of the cliff: break the branches and platform through the treetops.
- +5 (40) — After the Health Filament, the fox ledge up and right between brambles.
- +10 (50) — After learning Glide, land and go right to the turtle; the bundle is behind the distant tree by the water and metal sheets.
- +10 (60) — After the Catfish scene, pass the tangle on the right, jump onto the stump in the water and follow it.
- +20 (80) — Giant peach: climb the branches left of it.
- +10 (90) — After the sunlit steps, go left and raise the platform in the water.
- +10 (100) — By the hut with peaches, pull the large crate over to climb onto the log.
- +10 (110) — Dock behind Rhubarb's house, beside Follow the Lights.
- +10 (120) — Leaving Rhubarb's area, the left path that ends at weavable platforms.
- +5 (125) — Roof of the shack on the right; climb up the back.
- +10 (135) — House on the left after the first expanding bramble: the porch behind it.
- +10 (145) — Ain't Wanted Here house: up to the roof and across the branch jump.
- +10 (155) — Broken dock pieces across the water, right of that house.
- +5 (160) — First arena reward (four Ravagers and a nest).
- +20 (180) — Run-down shack across from the arena: weave the stairs, break the boards, weave up to the roof.
- +5 (185) — Tin 1, on the dock by A Gift for Corrine.
- +10 (195) — Second level of the patio, reached with the wagon.
- +5 (200) — Tin 2, on the island behind the building.
- +10 (210) — After weaving the shack platform, climb the tree branches behind it; avoid the spiky bush.
- +5 (215) — Tin 3, behind the hut wall.
- +5 (220) — Reward for the Hurler fight.
- +20 (240) — Turn around after that fight: the tree reached by platforming over rocks in the water.
- +10 (250) — House with three portraits by the main path, upstairs.
- +5 (255) — Reward for the next fight (Ravagers, Hurlers, and a nest).
- +10 (265) — Spiky-bush island behind that arena.
- +20 (285) — At the wall-run tutorial, take the other wall to the lone tree.
- +20 (305) — Drop down and cross the branches straight ahead for the second 20.
- +10 (315) — On the rooftops, land on a log and go left.
- +5 (320) — Tin 4, in the bramble where the fox runs.
- +15 (335) — Optional arena behind the echo wall: wall-run the building, not the strand wall.
- +10 (345) — Back on the roofs, go left to the knot at the end.
- +10 (355) — Stigma-topped house: walk around the porch to the back.
- +10 (365) — Upstairs balcony by Come One, Come All!
- +5 (370) — Roof fight reward. This is the point of no return.
- +5 (375) — Benjy climb: to the left just after the arm-blast wall ride.
- +10 (385) — Benjy climb: the platform you jump to inside Benjy.
▶Double Jump and First Health Filament
▶Collectibles · 2 2 collectibles
The Happiest Day — Chapter 3: glyph after the double-jump platforming and woven platform, just before the first Health Filament.
Chapter 3 Health Filament — Shortly after The Happiest Day glyph.
After learning the double jump, cross the gap and check the right side beyond the log. Clear the fallen tree for 10 Floof, and take the 20 in the left treetop section behind breakable branches. Keep taking branch and ledge detours instead of following the guiding strand blindly.
Weave the wooden platform at the end of the platforming section. The Happiest Day is the glowing glyph on the wall there, and the first green Health Filament appears shortly afterward. Just after the Filament, a fox runs to the right between brambles toward another 5 Floof.
▶A Little Goes a Long Way
Collect the first Health Filament. The achievement unlocks immediately. There are nine in total, one each in Chapters 3, 4, 5, 6, 7, 9, 10, 11, and 12.
▶Larva Haints and Aerial Rend
Larva Haints first appear in this chapter. They are the small Haints produced by Nest and Slug enemies.
▶Cicada Tempest
Community-tested guidance puts the counter at 10. Grab a Larva directly from its Nest, Hive, or Slug source with Strand Pull, not loose flies. Then throw it with Strand Push into another Haint so the Larva blast makes the kill, and unravel the target afterward.
Only the killing blow is reported to matter, so you can weaken bigger Haints with normal attacks first. If kills stop registering, let the Larva blast do all the damage; small Haints die to it alone. Keep working on this whenever Larva sources appear until all 10 register.
▶Taking the High Road
Published guides disagree on the threshold (five or 10 interruptions), so treat 10 as a conservative target and keep going until it unlocks. With Aerial Rend purchased, jump and attack as a Haint winds up an attack. The Aerial Rend must interrupt the attack; hitting an enemy 10 times is not enough.
▶Chapter Exploration
▶Collectibles · 10 10 collectibles
The St. Sylvain Bulletin — Chapter 3: posted beside the front door of Rhubarb's house.
Follow the Lights — Chapter 3: down the dock stairs behind Rhubarb's house, on a post by the boat.
Ain't Wanted Here — Chapter 3: open-door house across the gap after the first expanding bramble; side table just inside on the right.
A Gift for Corrine — Chapter 3: after the first arena, skip the weaveable stairs and jump to the back shack's small dock; on a chair beside a tin.
Chapter 3 tin 1 — Back shack's small dock beside A Gift for Corrine.
Chapter 3 tin 2 — Drop down behind the building after the cart patio; path to a small island.
Chapter 3 tin 3 — Little hut off the main path; push down the breakable wall behind it.
Chapter 3 tin 4 — After the boat-escape vision, left into the bramble where the fox runs; blast the branches. Before the final roof fight.
Beggin' your pardon, Mayor. — Chapter 3: central table on the first floor of the Stigma-topped house; before its roof fight.
Come One, Come All! — Chapter 3: upstairs in the same house, on a post left of the path to the roof; before the roof fight.
This is the first collectible-heavy chapter. Several Floof pickups and every tin sit behind or beside buildings rather than on the guiding strand. After thorn barriers begin appearing, recheck nearby side routes, because Strand Push opens short collectible pockets.
Early Floof detours:
- At the bottle tree, take the right path (10) and the branches left of the giant peach (20).
- Raise the platform in the water (10).
- Pull the large crate to the peach to reach the log (10).
At Rhubarb's house:
- The St. Sylvain Bulletin is posted beside the front door.
- Go down the dock stairs behind the house. Follow the Lights is on a post by the boat, next to 10 Floof.
- The left path from the house, the roof (via the back climb), and the porch behind the building each hold more Floof.
After the first expanding bramble, enter the open-door house across the gap. Ain't Wanted Here is on the side table just inside on the right. Go upstairs and onto the roof for a branch jump (10), and take the broken dock pieces across the water (10).
After the first arena (four Ravagers and a nest), unravel its knot. If you have taken everything so far, the counter should read 160. Build the stairs to the roof (20) and use the wagon to reach the second level (10).
From that shack, jump past the hole in the dock to its back:
- A Gift for Corrine is on a chair on the small dock.
- Tin 1 of 4 is right beside it.
After the patio with the cart (10), drop down and go behind the building. A path leads to a small island with Tin 2 of 4.
Leave the strand for the little hut along the main path and push down the breakable wall behind it for Tin 3 of 4.
At the first wall run, do not take it yet. Turn around and take the other wall to the lone tree for 20 Floof on the left and 20 on the right. On the rooftops, land on a log and go left for 10.
After the vision of the ghosts escaping by boat, go left into the bramble at ground level; a fox runs ahead of you. Blast the branches for Tin 4 of 4. This is the most-missed tin in the chapter. Nearby, an optional arena behind the echo wall pays 15, and a knot beside it pays 10.
The large house with the Stigma on its roof holds the last two notes:
- Beggin' your pardon, Mayor. is on the central table on the first floor.
- Come One, Come All! is upstairs, on a post just left of the path to the roof.
Before going up to the roof fight, walk around the porch to the back of this house (10) and take the upstairs balcony knot by Come One, Come All! (10).
POINT OF NO RETURN: the roof fight on this house is the chapter's final combat, and you cannot come back afterward. Before starting it, have:
- 7/7 Readables
- all 4 tins
- the Health Filament
- every Floof in and around the house
After that fight and the chase, your counter should read 370/385. The last 15 Floof are two bundles (5 and 10) on the climb up Benjy. Finish the climb in one go and never backtrack once it starts: backtracking mid-climb has caused soft-locks and falls out of the world. Anything missed is recovered with Replay Chapters > Chapter 3.
Before attacking the wound to end the chapter, confirm 385/385 Floof.
▶Chapter End
▶A Big Fish
A Big Fish15G
Complete Chapter 3.
▶Chapter 4 — Wicked Temper
▶Floof Route
All 110 Floof in route order. The number in brackets is the chapter counter after each pickup; compare it with the pause menu as you go.
- +20 (20) — Build the first boat, take the second platform on its left, glide to the rock wall and climb.
- +10 (30) — After the first big grapple gap, turn left at once and grapple to the bundle by the water.
- +10 (40) — The second grapple side path off the main route, a chain of grapple points.
- +5 (45) — Climbable rocks on the right: blast the bramble and drop down.
- +5 (50) — First arena reward.
- +5 (55) — Lay Off Buddy's room in the small house.
- +20 (75) — Rear dock with Grocery List.
- +5 (80) — Tin 1, between the car and the pickup.
- +15 (95) — Optional arena behind the exploding mushrooms, left past Tin 1.
- +5 (100) — Tin 2, at the graveyard cliff edge.
- +5 (105) — Tin 3, in the lower graveyard.
- +5 (110) — Grapple down from the cliff edge right of the church; the bundle is at the bottom, on the way to the Health Filament cave.
▶Swamp Approach
▶Collectibles · 2 2 collectibles
Lay Off Buddy — Chapter 4: on the bed in the small house past the pushed brush.
Grocery List — Chapter 4: past the pushed brush by the private-property sign, two grapples to the rear dock; on a barrel with 20 Floof.
At the start, do not simply cross the swamp. Construct the first boat, then take the extra left-side platform and rock route for the 20-Floof detour. After the grapple sequence, check both sides: one grapple side path holds 10 Floof, and the climbable rocks/bramble route holds another pickup.
After the first fight, go left at the light post with the private-property sign and Strand Push the brush:
- Lay Off Buddy is on the bed inside the small house on the right, with Floof in the room.
- Go around the house and use two grapple points to reach the rear dock. Grocery List is on a barrel there, with 20 Floof.
In Collection > Readables, this chapter lists Grocery List as 1 and Lay Off Buddy as 2, the reverse of this route. Check by title rather than by number.
These two notes have been reported to become impossible to interact with. If that happens, continue to the church checkpoint, save, quit, and reload, then go back for them. Replaying Chapter 4 has also worked. Neither fix is guaranteed.
▶Church Grounds
▶Collectibles · 5 5 collectibles
Chapter 4 tin 1 — Church approach, keep left past the graves; between the car and the pickup.
Burrower's - Lord's Day — Chapter 4: hollow dead tree in the far corner of the graveyard in front of the church; before ringing the bell.
Chapter 4 tin 2 — Graveyard with the Lord's Day tree, opening at the end on the left; cliff edge.
Chapter 4 tin 3 — Right of the church, lower graveyard; by a tree among the gravestones.
Chapter 4 Health Filament — Grapple over the water from the right side of the church, constructed platforms into the cave.
On the approach to the church, after the web scene and the exploding mushrooms, keep left past some graves. Tin 1 of 3 is between the car and the pickup truck.
Hop the fence into the graveyard in front of the church. Burrower's - Lord's Day is inside the hollow dead tree in the far back corner, near a small tomb and purple flowers. Continue to the opening at the end on the left. Tin 2 of 3 is at the cliff edge overlooking the water.
Go to the right of the church and drop into the lower graveyard. Tin 3 of 3 is by a tree among the gravestones.
From the right side of the church, take the grapple route over the water and follow the constructed platforms into the cave for this chapter's Health Filament.
Ringing the bell inside the church ends the chapter. Before entering, confirm 110/110 Floof, 3/3 Readables, the Health Filament, and all 3 tins on your tally.
▶Wicked Temper
Complete Chapter 4.
▶Chapter 5 — Everything That Rises
▶Floof Route
All 295 Floof in route order. The number in brackets is the chapter counter after each pickup; compare it with the pause menu as you go.
- +5 (5) — Rock pile under a metal sheet left of the first burrow (Crouton).
- +5 (10) — Rock pile under the next trailer on the left; break its boards first.
- +5 (15) — Take the trailer-home path through the water instead of the strand's platforming.
- +20 (35) — Dropping out of the train car, the knot behind breakable boards across the water on the left.
- +5 (40) — Right path: climb the semi truck.
- +5 (45) — After Crouton's throw across the water, the rock pile inside the house in the tree on the left.
- +5 (50) — First arena reward (Auntie Belle's).
- +20 (70) — Climb the giant axe up to the knot on top of the Auntie Belle's sign.
- +10 (80) — Behind the building, climb the Tasty Pig truck and grapple to the house roof in the water.
- +5 (85) — Drop off the ledge behind the church.
- +5 (90) — Under the church: break the boards on its right side and send Crouton in.
- +5 (95) — Around the right side of the Hollow Dreamers porch.
- +5 (100) — Second arena reward (the utility-pole grapple arena).
- +10 (110) — Trailer roof in that arena: rocks past the mushrooms, then glide over.
- +5 (115) — Tin 1, under the water tower.
- +5 (120) — Tin 2, behind the mushrooms.
- +5 (125) — Third arena reward (first Slug).
- +20 (145) — Weave the echo truck by the toppled pig statue and climb to the roof.
- +10 (155) — Up the hill, stay right past the mushrooms and jump to the billboard.
- +20 (175) — Time the first sprinkler and take the side path on the right, by the water tower.
- +5 (180) — Left of the barn, wall run past the second sprinkler into the building.
- +5 (185) — Tin 3, inside the red barn.
- +5 (190) — Tin 4, by the squealing pig.
- +5 (195) — Fourth arena reward (nests), before the hay-bale generator.
- +5 (200) — Tin 5, Swopes Farm picnic table.
- +5 (205) — Weave the box and climb the windmill.
- +20 (225) — From the hay bales take the left path; grapple in the secret area behind the fence.
- +5 (230) — Tin 6, behind the red mobile home.
- +5 (235) — Farmhouse upstairs, the room at the far end of the hall.
- +5 (240) — Fifth arena reward, beside the farmhouse.
- +5 (245) — Tin 7, by the sprinklers.
- +5 (250) — Barn cart Floof. The next fight is the point of no return.
- +5 (255) — Sixth arena reward (Slug), followed by a chase.
- +15 (270) — Optional willow-tree arena behind the fat willow after the chase.
- +5 (275) — On the high container in the first pig-factory room.
- +5 (280) — Tin 8, left of the Tangle.
- +10 (290) — After exiting the factory, weave the platforms on the right.
- +5 (295) — After Two-Toed Tom, ride the rotating platform.
▶Crouton and Attack-Free Kills
Crouton joins at the start of the chapter. In combat he can possess a Haint and make it attack its allies, which is the safest method for the attack-free kill achievement.
▶Clean Hands
Clean Hands15G
Published guides disagree on the threshold (10 or 20), so treat 20 as a conservative target and keep going until it unlocks. Defeat Haints without using Hazel's direct attacks for the killing blow, then unravel each defeated Haint. The safest method is letting Crouton-controlled Haints kill other Haints.
The killing blow must not be one of Hazel's attacks. Damaging a Haint with attacks first is reported to be fine; if a kill does not register, keep direct attacks off the next targets entirely.
Killing blows that count:
- Perfect Dodge counter-damage
- Crouton-possessed Haints
- Weaver's Blitz shockwaves
- Hurler projectiles reflected with Strand Push
- thrown Larva (reported)
Start immediately and keep Crouton active in every suitable arena. If this is still incomplete later, chapter replay gives you repeatable combat.
▶Flooded Settlement
▶Collectibles · 19 19 collectibles
Burrower's - Pieces of the Self — Chapter 5: dead tree beside the first Crouton burrow.
Statue Flyer — Chapter 5: broken fence below the Auntie Belle's sign outside the first arena, after Crouton's throw across the water.
Burrower's - Iron — Chapter 5: box beside the fence in front of the church.
Hollow Dreamers — Chapter 5: couch on the porch of the bramble-covered house across the water from the church.
Chapter 5 tin 1 — After the second arena and its trailer roof, drop below the water tower; stands upright against the rocks.
Chapter 5 tin 2 — After the second Tom cinematic, behind explosive mushrooms on the left.
Kids Need a Hand — Chapter 5: arena house opened after the first Slug Haint fight; table on the left as you enter.
Jo's Penance — Chapter 5: same house, desk in the upstairs bedroom.
Chapter 5 Health Filament — Right of the house after the larger Stigma; grapple and platforms to the sunflower island.
Chapter 5 tin 3 — Inside the red barn, right side of the pig pen.
Chapter 5 tin 4 — Out of the red barn, first hop over water; by the large tree near the squealing pig.
Chapter 5 tin 5 — Swopes Farm, start the generator, cross, go right; picnic table.
Yard Sale Notice — Chapter 5: Swopes Farm, climb the tower by the echo box, drop to the hay bales, turn right; chair on the red mobile home's porch.
Chapter 5 tin 6 — Behind the red mobile home with Yard Sale Notice.
Honor thy Father and Mother — Chapter 5: farmhouse at the far end of Swopes Farm; table in the first room on the right. Before the post-barn combat.
A Bashful Farmhand in the Setting Sun — Chapter 5: same farmhouse, desk in the upstairs bedroom on the right. Before the post-barn combat.
Chapter 5 tin 7 — After the farmhouse combat, glide from the tree behind the house; by the sprinklers. Before the post-barn combat.
The Pigs are a Loss — Chapter 5: pig factory, table right of the doorway into the first large room (Crouton powers the door).
Chapter 5 tin 8 — Pig factory Tangle room, left of the Tangle; before unraveling it.
This chapter has eight tins; some guides list seven because they miss the sprinkler tin.
Collect Burrower's - Pieces of the Self from the dead tree beside the first Crouton burrow.
After throwing Crouton across the water to clear the Stigma, take Statue Flyer from the broken fence below the Auntie Belle's sign, just outside the first combat arena.
After the first arena (50), take the Auntie Belle's sign and Tasty Pig truck detours from the Floof Route.
At the church:
- Burrower's - Iron is on the box beside the fence in front of the church, visible right after the church cutscene.
- Take the Floof on the ledge behind the church and under it.
- Across the water, the bramble-covered house has Hollow Dreamers on the couch on its front porch. The 5 Floof around the right side of its porch brings you to 95.
In the second arena (the utility-pole grapple arena), take its reward (100) and the 10-Floof trailer roof (110). Then go back up and drop below the water tower. Tin 1 of 8 stands upright against the rocks instead of lying flat, at 115/295. It is the only upright tin in the game and easy to overlook.
After the second Two-Toed Tom cinematic, explosive mushrooms on the left protect Tin 2 of 8 (120). Clear them from range.
The house inside the third arena opens after the first Slug Haint fight and the Stigma clear (125):
- Kids Need a Hand is on the table to the left as you enter.
- Jo's Penance is on the desk in the upstairs bedroom.
After clearing the larger Stigma, look to the right of the house. Follow the grapple/constructed-platform route to the sunflower island for this chapter's Health Filament.
Before the red barn, take the pig-statue rooftop, billboard, sprinkler side-path, and wall-run building detours from the Floof Route (180). Blast open the red barn's doors. Tin 3 of 8 is inside on the right side of the pig pen. Bust out of the barn and make the first short hop over water. Tin 4 of 8 is by the large tree near the squealing pig.
Swopes Farm:
- Start the generator, cross, and go right to the picnic table for Tin 5 of 8.
- Weave the echo box and climb the windmill for 5 Floof (205).
- Drop onto the hay bales over the fence. The left path leads to a grapple and 20 Floof in the secret area (225); then turn right at the end of the path.
- Yard Sale Notice is on a chair on the porch of the red mobile home, and Tin 6 of 8 is behind it.
The house at the far end of the farm, beside the Stigma arena, opens as you approach:
- Honor thy Father and Mother is on the table in the first room on the right.
- A Bashful Farmhand in the Setting Sun is on the desk in the upstairs bedroom on the right.
After the combat outside the farmhouse, head toward the Tasty Pig building. Glide from the tree behind the house to the sprinklers for Tin 7 of 8.
POINT OF NO RETURN: the next barn has a cart puzzle. Push the cart out, pull it back, and climb it for 5 Floof above. The combat just after this barn cannot be re-entered without restarting the chapter. Before starting that combat, have:
- 9/11 Readables
- Tins 1 to 7
- the cart Floof (counter 250/295)
The counter reads 255 after the fight. The optional willow-tree arena pays 15.
In the pig factory, Crouton powers the door from the generator behind the boards. The Pigs are a Loss is on the table immediately to the right of the doorway as you walk into the first large room. A Floof on a high container in the same room is a distraction; get both.
In the Tangle room, after the pig-pile boards and Crouton's button puzzle, go left of the Tangle for Tin 8 of 8. Take it before unraveling the Tangle.
Before the boss, you should be at 290/295 Floof with 10/11 Readables and all 8 tins; the final 5 Floof and the last Readable come after the boss.
▶Two-Toed Tom
The no-damage run is easiest to do now. Any difficulty works. Do not enable Player Invincibility and do not use Boss Skip.
Tom cannot be damaged normally while protected. Follow the encounter mechanics to expose the weak point, attack only during the safe damage window, and back away before the wound bursts.
For the lunges, watch the tell and dodge sideways late. Jump the tail sweep. During rock throws, keep moving and give yourself room to react. In the later phase, the sideways chomp commits more slowly than the normal lunge, so do not dodge too early.
If you take any damage, restart the boss immediately. Quitting to the menu and continuing restarts at the boss, and is the reliable reset. Players also report two faster resets: reconfirming the difficulty in the pause menu, or letting Hazel die. Neither is confirmed, and a quick restart can leave arena hazards in place.
▶Gator Tamer
Gator Tamer15G
Defeat Two-Toed Tom. This unlocks at the end of the encounter regardless of damage taken.
▶Gator Master
Gator Master30G
Defeat the entire Two-Toed Tom encounter without taking damage. If it does not pop after an apparently clean attempt, check the Xbox achievement list first. If it is not there, assume a hidden hit (a lingering ground effect or a knockdown) and retry the encounter before continuing.
▶Chapter Exit
▶Collectibles · 1 1 collectible
Sutter's Will and Testament — Chapter 5: after Two-Toed Tom, inside Tom past the rotating platform; walkway by the lantern.
After the boss, inside Tom, ride the rotating platform, climb the ledges on the right, and take the final 5 Floof. Sutter's Will and Testament is on the wooden walkway by the lantern.
Confirm 295/295 Floof, 11/11 Readables, the Health Filament, and all 8 tins on your tally.
▶Everything That Rises
Complete Chapter 5.
▶Chapter 6 — Hush, Hush, Sweet Cherie
▶Floof Route
All 215 Floof in route order. The number in brackets is the chapter counter after each pickup; compare it with the pause menu as you go.
- +5 (5) — At the three-way fork before the first arena, clear the lower-right brush and send Crouton into the burrow.
- +10 (15) — Upper-right path across the road, by the white flowers.
- +5 (20) — First arena reward.
- +5 (25) — Tin 1, on the dock with the green chair.
- +5 (30) — Low knot beside the expanding bramble, on the fox ledge right of the Memory Object.
- +20 (50) — High knot in the same bramble area: climb the ledges at the back and wall run.
- +20 (70) — Before running the echo wall, look down to the right of its start and drop to the hidden ledge.
- +10 (80) — After the wall run, the overgrown passage on the left where the crows are: break the branches and double grapple.
- +5 (85) — Tin 2, flipped on the ledge on the far side of the Old Smokey barn.
- +5 (90) — Old Smokey Stigma knot in the Crouton burrow beside Tin 2; a separate reward from the tin.
- +5 (95) — With the cottage in view, turn right, jump the log and stay right: between the white flowers.
- +5 (100) — Crouton burrow up the hill opposite; the Floof is at the tunnel end.
- +15 (115) — Optional arena left of the front gates.
- +5 (120) — Knot by the fence just inside the front gate on the left, as you enter the grounds.
- +5 (125) — First cottage-grounds arena.
- +5 (130) — Breakable boards at the back of the garden shed (Crouton).
- +5 (135) — Second cottage-grounds arena.
- +5 (140) — Knot under the bent willow by the fence, before the stairs.
- +5 (145) — Third cottage-grounds arena, down the stairs by the water. It starts the chase.
- +5 (150) — Tin 3, behind the stacked boats.
- +5 (155) — Crouton room through the broken door at the end of the hall inside the cottage.
- +20 (175) — Hidden grapple across the road from the Burrowers Hate a Liar tree. The grapple is one-way, so climb back afterward.
- +15 (190) — Optional cave arena across the rebuilt bridge.
- +20 (210) — Climbing out of the cave: rocks, weave platform, wall run.
- +5 (215) — Tin 4, after the long wall run on the main climb.
▶Cleansing Rend and Early Detours
Buy Cleansing Rend from General as soon as it becomes available. At the first combat arena, deliberately soften several Haints and group at least two together before charging the Y-area attack.
▶Took 'em Down a Peg
The Xbox description is "Defeat multiple Haints with the Cleansing Rend" and gives no number. Published guides disagree on the target, five or 10 qualifying casts, where each qualifying cast kills at least two Haints. Five is the older and more widely reported figure. A cast that kills only one does not count. Check the achievement's progress in the Xbox achievement list, and keep going until it unlocks, up to 10 qualifying casts.
Lower two or more enemies to near death, pull them into the same area, then hold Y so one Cleansing Rend kills at least two at once. Optional arenas in this chapter are good places to make progress. A blast that kills only one enemy does not count.
Cleansing Rend has a long cooldown and limited reach. If this is still incomplete by Chapter 10, buy Purifying Rend (the final General upgrade, which adds damage and range). Finish the remaining casts in Chapter 10 and 11 arenas before turning on Combat Skip.
▶Road to Bunny's Cottage
▶Collectibles · 12 12 collectibles
Chapter 6 tin 1 — After the first fight, dock with a green lawn chair.
Keep Out Sign Materials — Chapter 6: small crate right of the road where the echo boat lands.
Chapter 6 tin 2 — Through the Old Smokey barn to the far side; on the ledge beside the Crouton burrow, whose Stigma is a separate Floof reward.
Chapter 6 Health Filament — Inside the Old Smokey barn, reached through the roof boards.
Abernathy's Lament — Chapter 6: Old Smokey barn, via the echo cart to the roof and broken boards; crate beside the Health Filament.
Burn After Reading — Chapter 6: optional arena left of Bunny's front gates; after clearing it, crate between two rocks near the entrance.
Correction Requested — Chapter 6: cottage grounds behind the house, on the honey crates by the sunflower beds right of the shed.
Chapter 6 tin 3 — Cottage grounds, down the left stairs past the fight and waterside Stigma; behind the boat rack.
Notes on the Rougarou — Chapter 6: inside the cottage, table in the first room on the right.
Bunny's Journal - On Weavers — Chapter 6: nightstand left of Bunny's bed.
Notes on Dreams and Fog — Chapter 6: nightstand right of Bunny's bed.
Missing Children List — Chapter 6: secret room via the rabbit statue; desk under the windows by the sewing machine. Take before examining the clue objects.
Before the first combat, take the right-side road and use the Crouton burrow for Floof, then cross the road to the flowers for another pickup.
After the first fight, turn toward the water. Tin 1 of 4 is on the dock with a green lawn chair.
This chapter has four 20-Floof knots. The first is in the bramble area after the first arena: by the fox ledge right of the Memory Object, climb the ledges at the back and wall run to the high knot on the right. The second is a hidden ledge: before running the echo wall, look down to the right of its start and drop to it.
After constructing the echo boat and crossing, Keep Out Sign Materials is on a small crate to the right of the road where you land.
At the Old Smokey barn:
- Go through the barn to the far side. Tin 2 of 4 is on a ledge there (85). Flipping it is a separate pickup from the Crouton burrow beside it.
- Send Crouton into that burrow to clear its Stigma. Unraveling the Stigma pays its own 5 Floof (90), and the echo cart appears at the barn front.
- Push the cart to the barn, climb to the roof, break the roof boards, and drop inside.
- The Health Filament is there, with Abernathy's Lament on the crate beside it.
When Bunny's cottage first comes into view, do not go straight to it. Sweep the right-side hill and the Crouton burrow. Then, just before the front gates, take the left path to the optional arena (three Ravagers, a nest, and two Hurlers). This is a strong Cleansing Rend farming spot. After clearing it, Burn After Reading is on the crate between two rocks near the arena entrance.
On the cottage grounds, in Floof Route order:
- As you enter, take the knot by the fence just inside the gates on the left (120).
- Clear the first grounds arena (125).
- Break the boards at the back of the garden shed and send Crouton in (130). Behind the cottage, Correction Requested is on the honey crates/beehive stands by the sunflower beds, right of the small shed.
- Clear the second grounds arena (135).
- Follow the fence to the knot under the bent willow before the stairs (140).
- Take the stairs down on the left and clear the third arena by the water (145). It starts the chase.
- After the chase, go back down the stairs. Tin 3 of 4 is behind the boat rack (150).
Inside the cottage, after the grounds arenas and the chase, take the Readables in this order:
- Notes on the Rougarou is on the table in the first room on the right.
- At the end of the hallway, a broken door on the left leads to a Crouton room with Floof.
- Bunny's Journal - On Weavers is on the nightstand left of Bunny's bed.
- Notes on Dreams and Fog is on the nightstand right of the bed.
- Interact with the rabbit statue in the bedroom to open the secret room behind the bookshelf. Missing Children List is on the desk at the back, under the three large windows by the sewing machine.
Take Missing Children List before examining the room's circled clue objects. The clue scene sends Hazel out the back gate and has been reported to lock you out of the cottage.
▶Mountain Route
▶Collectibles · 3 3 collectibles
Burrowers Hate a Liar — Chapter 6: mountain road past the first explosive mushrooms; hollow dead tree in a small clearing.
Huggin' Molly Sightings — Chapter 6: optional combat cave across the rebuilt bridge on the left; crate near the exit after clearing it.
Chapter 6 tin 4 — After the two grapples and long green-cliff wall run, on or right of the landing platform.
Out the back gate on the mountain road, just past the first explosive mushrooms, Burrowers Hate a Liar is in the hollow dead tree in a small clearing. A hidden grapple point across the road from this tree leads to the chapter's third 20-Floof knot. The grapple is one-way, so climb back to the road afterward.
After the Catfish scene, at the later grapple point, do not leave immediately. Construct the broken bridge on the left and cross into the optional combat cave. Clear it, and take Huggin' Molly Sightings from the crate near the exit. Then climb the ledges, construct the platform, and wall run for the fourth 20 Floof.
Back on the main route, after the two grapples and the long green-cliff wall run, Tin 4 of 4 is on or just right of the platform you land on. Confirm 215/215 Floof, 10/10 Readables, the Health Filament, and all 4 tins before clearing the final Tangle.
By the end of this chapter, these should be complete or close: Going the Distance, Taking the High Road, Cicada Tempest, Clean Hands, and Took 'em Down a Peg. Do not turn on Combat Skip until all five, plus In the Nick of Time and Close Call, are finished.
▶Hush, Hush, Sweet Cherie
Complete Chapter 6.
▶Chapter 7 — A Barman is Hard to Find
▶Floof Route
All 230 Floof in route order. The number in brackets is the chapter counter after each pickup; compare it with the pause menu as you go.
- +5 (5) — Tin 1, down the hill to the water after the first river jump.
- +10 (15) — Rock wall over the bramble, by The Lost Boy.
- +5 (20) — Landing of the next wall run, before weaving the tree.
- +5 (25) — First arena reward (Brute Haint).
- +5 (30) — After the cliff drop and rock platforming, turn back to the breakable branches on the far side of the edge.
- +20 (50) — Bee boxes: pull the big crate under the high ledge.
- +5 (55) — Tin 2, on the small land spit.
- +5 (60) — Tin 3, in the cave behind the brush.
- +10 (70) — After the tree-log tunnel, stay left to the ledge above the Tin 3 cave.
- +5 (75) — Bramble river: after two woven platforms, weave the platform left of the third.
- +5 (80) — Tin 4, by Baby Faced Laurent.
- +5 (85) — At the fork past the dead tree, the right road behind the brush.
- +5 (90) — Crouton burrow Stigma at the second arena.
- +5 (95) — Tin 5, at the Logging Camp Terminal.
- +5 (100) — Tin 6, at the other climbable building.
- +5 (105) — Climb Tin 6's building, grapple to the water tower and drop to the roof below.
- +5 (110) — Drop off the roof straight ahead, blast the branches and weave the tree.
- +5 (115) — Tin 7, in the repair shed.
- +5 (120) — After opening the gate and moving the train car, go left around the juke joint before entering it.
- +5 (125) — Tin 8, at the end of the Milltown dirt path.
- +10 (135) — First building past Tin 8.
- +10 (145) — Building over the fence with Treatment.
- +5 (150) — Tin 9, on the grocery roof.
- +10 (160) — From the grocery roof, look slightly right to a blue glow inside a building.
- +5 (165) — Milltown arena A.
- +5 (170) — Crouton burrow after the first woodland tree.
- +5 (175) — Arena B, the cross arena, through the thorn bushes right of the burrow.
- +5 (180) — Arena C, the Brute arena, through the other thorn bushes off the road on the right.
- +10 (190) — Beside arena C.
- +5 (195) — Tree-top knot on the strand. It starts the chase.
- +5 (200) — After the chase, at ground level right of where you start, by the wooden gate.
- +10 (210) — Sawmill: after powering the saw, break the boards on the right side.
- +10 (220) — Maintaining Productivity's room.
- +10 (230) — Under the stairs before the boss.
▶Sawmill Approach
▶Collectibles · 17 17 collectibles
Chapter 7 tin 1 — First river jump after the sawmill is spotted; stay right down the hill to the water.
The Lost Boy — Chapter 7: after jumping the river, go left and climb the rock wall over the bramble; box on the ledge before the first wall run.
Lost Liquor — Chapter 7: box at the cave entrance that appears once the first arena's Stigma clears.
Chapter 7 Health Filament — Behind breakable branches inside the cave after the first combat.
Lieutenant Laurent — Chapter 7: on the bee boxes to the right of the first Memory Object.
Chapter 7 tin 2 — After the moving-log river, ride the last platform past the obvious landing to a smaller spit.
Chapter 7 tin 3 — Cave behind brush at the far end of the same area, beside The Babblin' Boy.
The Babblin' Boy — Chapter 7: cave behind breakable branches after the moving-log river; small crate beside the tin.
Chapter 7 tin 4 — Left after the echo-bridge river, beside Baby Faced Laurent; before the fork.
Baby Faced Laurent — Chapter 7: left after the broken echo-bridge river; on a rock beside crates and a tin.
Burrower's - Lil Drunkards — Chapter 7: hollow dead tree at the next path split.
End of Prohibition — Chapter 7: under the giant tree after the Crouton-cleared arena, on the ground right near rum jugs.
Boy out of Time — Chapter 7: Logging Camp Terminal building just past the giant tree, by the broken front doors.
Chapter 7 tin 5 — Logging Camp Terminal, foot of the stairs beyond the broken doorway.
Chapter 7 tin 6 — Left side of the other climbable old building near the terminal.
Chapter 7 tin 7 — Out of the hidden rooftop area, loop left into the repair shed; before grappling up to Milltown.
Heart of Lace — Chapter 7: upstairs in Laurent's juke joint after the cutscene; box beside the Laurent-and-Lacey photo.
This chapter has nine tins and 15 Readables, so keep your tally in view.
When Hazel points out the old sawmill, jump the river and stay right going down the hill to the water for Tin 1 of 9. Then go left and climb the rock wall over the bramble. The Lost Boy is on a box on the ledge beside a Floof knot, before the first wall run.
After the first combat (a Brute Haint), a box appears at the cave entrance once the arena Stigma clears. Lost Liquor is on it. The Health Filament is behind the breakable branches inside the cave.
At the first Memory Object, look right: Lieutenant Laurent is on the yellow-and-blue bee boxes off the main path. Pull the large crate by the honey crates under the cliff and use it to reach the 20-Floof knot on the high ledge.
After crossing the moving-log river, ride the last platform slightly past the obvious landing to a smaller spit of land for Tin 2 of 9. Then cross to the far end of the area and clear the brush into the cave:
- Tin 3 of 9 is inside.
- The Babblin' Boy is on a small crate beside it.
After the next river crossing on the broken echo-bridge pieces, go left. Baby Faced Laurent is on a rock beside crates, and Tin 4 of 9 is the metal sheet there, before the path forks.
At the next split, Burrower's - Lil Drunkards is inside the hollow dead tree. The path to the right also holds 5 Floof.
After the Crouton-cleared Stigma arena, End of Prohibition is on the ground to the right under the giant tree, near rum jugs. Immediately past the tree is the Logging Camp Terminal building:
- Boy out of Time is by its broken front doors.
- Tin 5 of 9 is at the foot of the stairs on the far side of the broken doorway.
- Tin 6 of 9 is on the left side of the other climbable old building nearby.
Before the juke joint, take the hidden rooftop detour from Tin 6's building:
- Climb that building, grapple to the water tower, and drop to the roof below for 5 Floof.
- Drop off the roof straight ahead, blast the branches, and weave the tree for 5 more.
- On the way out, stay left, loop around the building, and enter the repair shed for Tin 7 of 9.
To reach the juke joint:
- Break the lower boards of the building beside the fence. Enter as Crouton and power the box, which opens the gate.
- Push the train car through and climb it.
- Before entering the juke joint, go left around it for 5 Floof.
After the cutscene, go back in and upstairs. Heart of Lace is on a box beside the photo of Laurent and Lacey.
▶Milltown and Sawmill
▶Collectibles · 8 8 collectibles
Chapter 7 tin 8 — From the Milltown grapple point, left along the wall to the end of the dirt path.
Treatment — Chapter 7: Milltown, first building on the right past the well; on the table. Before the Milltown chase.
A Mother's Last Words — Chapter 7: same Milltown room, on the bedframe at the back by a large Floof knot.
Chapter 7 tin 9 — Behind the grocery store, weave and pull the box to climb; on the roof. Before the Milltown chase.
Everything Helps — Chapter 7: Milltown building with a large hole in its wall beside the arena; large box inside.
A Father's Job — Chapter 7: crane shed next to the Milltown arena after clearing it; long table between two saws.
A Penny Saved — Chapter 7: upper sawmill, left barricaded passage, room past the second breakable barrier; table by a blue pot.
Maintaining Productivity — Chapter 7: office next to A Penny Saved's room; desk at the back by 10 Floof.
POINT OF NO RETURN: Milltown seals behind you once its final fight and chase end. Hazel is moved on to the sawmill, and only a chapter replay returns you. Do the whole Milltown section below before that chase:
- the two tins, before the first Milltown combat
- all four Milltown Readables
- the Floof inside nearly every open building
Your counter should read 120 on arriving in Milltown. From the grapple point, head left along the wall to the end of the dirt path for Tin 8 of 9, then take the 10 Floof in the first building past it.
The building over the fence, first on the right of the main road past the well, holds two notes and 10 Floof:
- Treatment is on the table.
- A Mother's Last Words is on the bedframe at the back, beside a large Floof knot.
Behind the tall square grocery store, weave and pull the box to climb it. Tin 9 of 9 is on the roof. From the roof, look slightly right for a blue glow inside a building; that is 10 more Floof (160).
From the well, head toward the sawmill, then right. Everything Helps is on a large box inside the building with a big hole in its wall, beside the combat arena. After clearing that arena (165), A Father's Job is on the long table between two saws in the crane shed next to it.
Milltown has four Stigmas, and clearing the fourth starts the chase. The guiding strand leads to a tree-top knot next, but leave it for last:
- Send Crouton into the burrow after the first woodland tree (170).
- Push right through the thorn bushes beside the burrow to the cross arena (175).
- Take the road right through the other thorn bushes to the Brute arena (180), and pick up the 10 Floof beside it (190).
- Only now follow the strand to the tree-top knot: pull the box to the rock edge and cross the branches. Unraveling it starts the chase (195).
After the chase, take the 5 Floof at ground level to the right of where you start, by the wooden gate (200).
After powering the saw and cutting the roots, break the side boards for hidden Floof. When the route loops back into the upper sawmill, take the left barricaded side passage at the bramble in the floor. Break the boards and continue:
- A Penny Saved is on the table by a blue pot, in the room past the second breakable barrier.
- Maintaining Productivity is on the desk in the adjoining office, by 10 Floof.
Before the boss, take the final 10 Floof underneath the stairs. You should now have 230/230 Floof, 15/15 Readables, the Health Filament, and all 9 tins.
▶Rougarou
The Rougarou can only be damaged from the front. Use Weave and your other abilities to create safe openings rather than overcommitting to long attack strings.
Between health phases, the fight becomes an avoidance sequence. Move toward one side, watch the red floor tracking, and dodge across as the attack commits. In later phases, respect the fire attack even when you are close to the boss. The old close-range trick for suppressing it no longer works.
Standing in the dark circle left after his dive counts as damage, and so can being knocked down. If you take damage, quit to the main menu and continue to restart at the boss. Reconfirming the difficulty or dying are reported faster resets but are not confirmed.
▶Owl Do You Do
Defeat the Rougarou.
▶An Owl for an Owl
Defeat the entire Rougarou encounter without taking damage. Do not use Boss Skip or Player Invincibility.
▶Chapter End
▶A Barman is Hard to Find
Complete Chapter 7.
▶Chapter 8 — Their Eyes Were Watching
▶Floof Route
All 80 Floof in route order. The number in brackets is the chapter counter after each pickup; compare it with the pause menu as you go.
- +5 (5) — Left of the first wind-tunnel landing.
- +5 (10) — Second wind-tunnel landing, to the left by Weird Happenings.
- +5 (15) — Tin 1.
- +20 (35) — After climbing the second set of rocks, do not take the wind tunnel. Look down under the hanging bramble with blue butterflies, drop to the ledge and climb to the knot.
- +5 (40) — Tin 2.
- +5 (45) — Tin 3.
- +10 (55) — Downed-tree bridge before the climb: walk to the far end of the log and drop off the other side.
- +5 (60) — Overseer arena reward.
- +10 (70) — Behind the arena, turn around from the story grapple to a second grapple point that leads to a ledge.
- +10 (80) — Red-yarn cave: after the first wall run, look down and float to the cave floor.
▶Short Chase and Collectible Route
▶Collectibles · 7 7 collectibles
Delta-346 - Missing Child — Chapter 8: tree stump at the first wind tunnel landing.
Delta-346 - Weird Happenings — Chapter 8: left on the second wind tunnel landing, before the Floof.
Delta-346 - Red Yarn — Chapter 8: after the rock-opened wall run, up the right-hand hill with a lone tree; cut-down stump.
Chapter 8 tin 1 — Past Delta-346 - Red Yarn, down to the left before the bramble.
Chapter 8 tin 2 — Wind tunnel after the 20-Floof ledge; ahead by the water between a rock and a sunflower.
Chapter 8 tin 3 — After the web vision, small ledge a few steps ahead on the right.
Delta-346 - Search Called Off — Chapter 8: past the fallen log after the mountain-pass grapple, on the right before the red-yarn cave.
This is a short traversal chapter, with no new combat requirements and no Health Filament.
The four Readables are all Delta-346 records:
- Delta-346 - Missing Child is on the tree stump where you land from the first wind tunnel. There are 5 Floof to the left of the landing.
- Delta-346 - Weird Happenings is to the left on the landing of the second, long wind tunnel, on the ground just before the Floof there.
- Delta-346 - Red Yarn: throw the rock at the root-covered wall to open a wall run. After the wall run, hug the right and go up the little hill with the lone tree to a cut-down stump.
After Red Yarn, Tin 1 of 3 is down to the left before the bramble.
After climbing the second set of rocks, do not take the wind tunnel yet. Look down under the hanging bramble with blue butterflies, drop to the ledge, and climb to the 20-Floof knot. Then take the wind tunnel. Tin 2 of 3 is ahead on landing, by the water between a rock and a sunflower.
After the web vision, Tin 3 of 3 is a few steps ahead to the right on a small ledge.
Before the climb, walk to the far end of the downed-tree bridge and drop off the other side for 10 Floof. Clear the Overseer arena (60). Behind the arena, turn around from the story grapple to a second grapple point that leads to a ledge with 10 more. Then take the main grapple to the mountain pass. Just past the fallen log you jump, Delta-346 - Search Called Off is on the right, before the red-yarn cave mouth.
In the red-yarn cave, after the first wall run, look down and float to the cave floor for the last 10 Floof. Before squeezing through the final crevice, confirm 80/80 Floof, 4/4 Readables, and all 3 tins.
▶Their Eyes Were Watching
Complete Chapter 8.
▶Chapter 9 — Of Webs and Woman
▶Floof Route
All 295 Floof in route order. The number in brackets is the chapter counter after each pickup; compare it with the pause menu as you go.
- +10 (10) — Left dirt path before the first wooden bridge; clear the brush.
- +5 (15) — First arena reward.
- +20 (35) — Cliff after the vision of Itchy as a child.
- +10 (45) — Drop back down and stay left, between the fencing behind a house.
- +5 (50) — Second arena reward.
- +5 (55) — Crouton burrow at the end of that arena.
- +5 (60) — Tin 1, behind the sun building.
- +10 (70) — Over the fence behind the sun building, below by the river.
- +5 (75) — Tin 2, at the sunflower dead end.
- +5 (80) — Back on the main road, where the strand turns right, look left by the billboard.
- +5 (85) — Tin 3, outside the factory back door.
- +5 (90) — Free knot just inside the factory (no combat).
- +5 (95) — Tin 4, between the conveyor belts.
- +10 (105) — Factory second-floor office, with Mandatory Overtime.
- +5 (110) — Jump the railing to Crouton's path and break the boards by the generator; Crouton climbs to the Floof.
- +5 (115) — Fourth arena reward, after the factory. This fight leads into the chase, so finish the factory first.
- +5 (120) — Tin 5, in the church graveyard.
- +20 (140) — Inside the church.
- +5 (145) — Next arena reward; it opens a grapple shortcut.
- +10 (155) — Climb the rocks; before the Tangle, go right.
- +10 (165) — Landing of Molly's balcony wind tunnel, to the right.
- +10 (175) — Cave, after the wooden bridge: boards on the right wall, then grapple up.
- +10 (185) — A few steps on, more boards on the right before the sun-painting wall climb.
- +20 (205) — After the water jump, keep straight to the third set of boards.
- +5 (210) — Tin 6.
- +20 (230) — After the rock-thrown yarn sack and grapple, the boards ahead.
- +5 (235) — Tin 7.
- +5 (240) — Tin 8.
- +10 (250) — Top of the cart wall: go right into the vial cave.
- +20 (270) — At the second lighter, drop down left among the explosive mushrooms.
- +5 (275) — Tin 9.
- +10 (285) — Left of the ghost cart, down to the water.
- +10 (295) — Ride the cart up past the Crouton burrow behind the red yarn and the pulley; the last 10 is below.
▶Town Approach
▶Collectibles · 6 6 collectibles
Burrower's - Feline Intuition — Chapter 9: hollow tree in the grass right of the opening road.
Cross My Heart... — Chapter 9: red-yarn house, couch beside the front door.
Dear Santa — Chapter 9: red-yarn house, kitchen table by the sink.
Please Keep In Mind — Chapter 9: house behind the healing point and Crouton burrow, opened by clearing that arena; furniture near the entry.
You'll Be Sorry — Chapter 9: same house, round table with the red tablecloth.
Molly Gives A Fright — Chapter 9: picnic table by a skull, heading left toward the sun-painted house.
At the start, when Hazel points out the distant house, leave the guiding strand. Burrower's - Feline Intuition is in the hollow tree in the grass on the right. Before crossing the first wooden bridge, take the left dirt path and clear the brush for Floof.
In the settlement, enter the house covered in red yarn:
- Cross My Heart... is on the couch beside the front door.
- Dear Santa is on the kitchen table by the sink.
After the first arena, during the vision of Itchy as a child, look up for 20 Floof on a cliff. Loop right onto the side path, use the stone pile to clear the overgrowth blocking the ledge, and double jump up.
After the next Stigma, use the Crouton burrow. Search the house behind the healing point, which opens once that arena is cleared:
- Please Keep In Mind is on the furniture near the entry.
- You'll Be Sorry is on the round table with the red tablecloth.
Past the bramble patches, turn left toward the house painted with a sun. Molly Gives A Fright is on a picnic table beside a skull.
▶Open-Area Cleanup
▶Collectibles · 16 16 collectibles
Chapter 9 tin 1 — Behind the white building with the sun and children's drawings.
Chapter 9 tin 2 — Over the fence behind the sun building, along the river to the sunflower dead end.
Chapter 9 tin 3 — Outside the Pure Pine factory's back door, by the pickup truck and canister.
Chapter 9 tin 4 — Inside the factory, between the conveyor belts.
Mandatory Overtime — Chapter 9: Pure Pine factory second-floor office, desk by the window; take it before the fight after the factory, which leads into a chase.
Chapter 9 tin 5 — After the church-run cutscene, graveyard right of the white church.
She Did It — Chapter 9: table on the right of the path up to Molly's house, by the pinwheels.
Chapter 9 Health Filament — Left cliff path at the Tangle in front of Molly's house.
Why Not Me? — Chapter 9: Molly's house, coffee table in front of the fireplace.
Dear Miss Molly — Chapter 9: Molly's house, kitchen table beside the stairs.
Decision of Transfer — Chapter 9: Molly's house, second-floor desk right of the fireplace; opens the exit door.
Chapter 9 tin 6 — Molly's cave, circling up around the house; area right of the boards.
Is It True? — Chapter 9: Molly's cave, after the third board niche, squeeze into the large house; bed on the right.
Chapter 9 tin 7 — After the rock-thrown yarn sack and grapple, the corner to the left.
Chapter 9 tin 8 — Colorful chamber, after busting the red-yarn web and pulling the cart; left of the old wall.
Chapter 9 tin 9 — Past the vial cave and rock-wheel platforms, drop left by the weavable ghost cart; behind it.
This chapter has nine tins, so sweep the open settlement and the cave deliberately.
Settlement tins:
- Tin 1 of 9 is behind the white building with the sun and children's drawings.
- Hop the fence behind that building and follow the river back area to the sunflowers at the dead end for Tin 2 of 9.
At the Pure Pine factory:
- Tin 3 of 9 is outside the back door, by the old pickup truck and canister.
- Send Crouton through the boarded entrance on the right to start the generator, then enter.
- Unravel the free knot just inside (no combat) for 5 Floof (90).
- Tin 4 of 9 is inside, between the conveyor belts.
- Mandatory Overtime is on the desk by the window in the second-floor office, with 10 Floof.
The fight after the factory leads into a chase, so finish everything in the factory before moving on.
After the fourth combat and the cutscene of the run to the church, backtrack past the sun building to the white church. Tin 5 of 9 is in the graveyard to the right of the church, and the church itself holds 20 Floof. Take both before moving on.
When the route reaches the Tangle in front of Molly's house:
- Take the left cliff path for the Health Filament before entering the house.
- After the Tangle is unraveled, She Did It is on the table on the right of the path up to the house, by the pinwheels.
Inside Molly's house:
- Why Not Me? is on the coffee table in front of the fireplace by the entry.
- Dear Miss Molly is on the kitchen table beside the stairs.
- Decision of Transfer is on the second-floor desk right of the fireplace, near the sewing machine. Taking it opens the exit door.
In Molly's cave, after the wind tunnel, check the landing perimeter. Then break the board-blocked side niches on the right of the path for Floof. Further on, look for 20-Floof bundles behind boards after the stream jump and after the rock-thrown grapple.
- Circling up around the house, Tin 6 of 9 is in the extended area to the right of the boards.
- After the third niche, squeeze into the large house. Is It True? is on the bed immediately on the right, the chapter's last Readable.
- After the rock-thrown yarn sack and the grapple across, Tin 7 of 9 is in the corner to the left.
- In the colorful chamber, bust the red-yarn web and pull out the cart. Tin 8 of 9 is to the left of where the wall was, before you climb.
- Late in the cave, past the vial cave and the rock-wheel platforms, drop down left by the weavable ghost cart. Tin 9 of 9 is behind it on the right. Take it before the cart disappears.
In the cave, avoid dropping off dead-end optional Floof ledges you cannot see a way back from. A respawn there has been reported to skip part of the cave; if that happens, replay the chapter for anything skipped.
Do not enter the boss until the chapter reads 295/295 Floof, with 12/12 Readables, the Health Filament, and all 9 tins.
▶Huggin' Molly
This is usually the hardest no-damage encounter. You may use a Custom difficulty that lowers aggression and raises your damage, but leave Player Invincibility off.
Patched issues: version 1.2.0 fixed Molly's Phase 3 bottles failing to spawn and yarn damage behaving incorrectly. Install available updates before attempting this fight.
Red vials are the key mechanic. Throw three at Molly to stun her, then attack the exposed wound, and back away before it erupts. Her web lines and fist slam are straightforward once you stop attacking early and prioritize positioning.
Later phases shrink the arena. Her toxic mist lingers, so bait it toward an edge instead of filling the center. The transition platforming also counts: Molly's hands and environmental hazards can ruin the attempt. In the final phase, keep open floor space and avoid getting trapped between toxic mist and the edge.
If you take damage, quit to the menu and continue. This is the reliable reset. Reconfirming the difficulty or dying are reported faster alternatives, but they are not confirmed and can leave arena hazards in place.
▶Arachnophobia
Defeat Huggin' Molly.
▶Arachnophilia
Defeat the complete Huggin' Molly encounter without taking damage. The achievement should register immediately after the successful fight.
▶Chapter End
▶Of Webs and Woman
Complete Chapter 9.
▶Chapter 10 — Light in the Darkness
▶Floof Route
All 100 Floof in route order. The number in brackets is the chapter counter after each pickup; compare it with the pause menu as you go.
- +5 (5) — On the path after walking up the tree and dropping down.
- +10 (15) — After Catfish speaks, go left across the downed tree instead of climbing.
- +5 (20) — First arena reward.
- +10 (30) — Shelter with Hope's Crossing Homecoming.
- +10 (40) — Sleep and Smoke house: push the branches and follow the tree path.
- +5 (45) — Second arena: the hidden knot; send Crouton under the bramble hole in the corner.
- +20 (65) — After A Close Call, exit across the Mahalia mural side and cross two flytraps.
- +20 (85) — Above firefly tree 1, once all four fireflies are lit: double jump and glide from the tree.
- +5 (90) — Left of the gap by the grapple points, during Honey's second hiding round.
- +10 (100) — Honey's home, by The Flower Child.
▶Recover Hazel's Gear
▶Collectibles · 3 3 collectibles
Hope's Crossing Homecoming — Chapter 10: wall art in the shelter on the left, opposite the first spindle's Crouton burrow.
Sleep and Smoke — Chapter 10: after the first spindle's grapple, house on the right past explosive mushrooms; wall art on the right inside.
Chapter 10 Health Filament — After the second spindle's rooftop crossing, left and along the grapple route.
You begin with some abilities temporarily unavailable. Follow the route until Hazel starts recovering the lost gear.
Take the early left detour for Floof instead of climbing immediately. After the first arena, Hazel says the spindles are close and you drop from a log. Before sending Crouton into the burrow on the right, turn left into the shelter: Hope's Crossing Homecoming is the wall art there, with 10 Floof.
After recovering the first spindle and using the grapple, pass a few explosive mushrooms and turn right into the house. Sleep and Smoke is the wall art on the right as you enter. Clear the house's interior brush for the connected Floof route.
After recovering the second spindle and constructing the rooftop crossing, turn left and use the grapple route to collect this chapter's Health Filament.
▶Upgrade Sweep
Chapter 10 opens the final upgrade tier. Crouton's and General's final upgrades can be bought right away. Weave, Strand Pull, and Strand Push stay unavailable until Hazel recovers her spindles, and their final upgrades follow.
Keep buying the cheapest available missing upgrades rather than hoarding Floof. You need 1,940 collected Floof in total to buy everything.
▶Crouton of Joy
Buy all three Crouton upgrades once the final tier is available. If you have followed the collectible route, this can be completed in Chapter 10.
▶Mastering the Ropes
Buy all nine General upgrades. The final General option, Purifying Rend, is available from this chapter.
▶Get Over Here
Buy all three Strand Pull upgrades. Depending on how you spent Floof, this unlocks in Chapter 10 or early Chapter 11.
▶A Living Loom
Buy all three Weave upgrades. Depending on spending order, this unlocks in Chapter 10 or early Chapter 11.
Do not worry if one or two trees remain incomplete. With every earlier chapter complete, the route reaches 1,940 collected Floof about 95 Floof into Chapter 11.
▶Fireflies and Honey
▶Collectibles · 3 3 collectibles
A Close Call — Chapter 10: build the echo stairs into the two-story building after the first fireflies; wall art on the right.
A Grand Wedding — Chapter 10: past the bonfire, right at the bramble split and grapple over the water; left wall inside.
The Flower Child — Chapter 10: Honey's home, wall art by the fire beside the last 10 Floof.
After collecting the first fireflies, build the echo stairs into the large two-story building nearby. A Close Call is the wall art on the right inside.
Behind the giant bonfire, go right at the bramble split and grapple across the water. A Grand Wedding is on the left wall inside the building.
During Honey's hide-and-seek sequence, keep taking side Floof before triggering the next hiding spot. Once Honey opens her home, The Flower Child is the wall art by the fire, beside the final 10 Floof.
Confirm 100/100 Floof, 5/5 Readables, and the Health Filament before finishing the chapter.
▶Light in the Darkness
Complete Chapter 10.
▶Chapter 11 — Muddy Waters
▶Floof Route
All 220 Floof in route order. The number in brackets is the chapter counter after each pickup; compare it with the pause menu as you go.
- +10 (10) — At the first fork, the right path to the wide stone platform.
- +5 (15) — Crouton burrow under the tree root by An Anguished Cry.
- +5 (20) — After the high-ledge grapple and flytrap, the wooden path down to the water in front of the riverboat.
- +5 (25) — First boat arena reward; the knot is behind breakable roots.
- +10 (35) — Re-entering the boat, the back corner behind branches.
- +5 (40) — Second deck: break the corner boards and send Crouton to the hidden knot.
- +10 (50) — Same room, beside Stowaway's Tin Box.
- +10 (60) — Leaving the Bill of Fare room, turn right on the balcony: behind the boards.
- +5 (65) — Top-deck arena reward.
- +10 (75) — Narrow staircase at the back railing of the top deck, before the root to the treetops.
- +5 (80) — After the first mud section, the small island right of the path.
- +5 (85) — Across the two flytraps, the Crouton burrow.
- +5 (90) — Arena reward at the Old Pain, New Life tree.
- +5 (95) — From that arena's entrance, the path around the tree.
- +5 (100) — Inside that Crouton burrow.
- +5 (105) — Tin, on the blue-crystal side path.
- +10 (115) — Before the next arena, go left of the strand, clear the branches and weave the steps to the top.
- +5 (120) — Arena reward before A Bittersweet Reunion.
- +5 (125) — Echo log behind that arena, right fork, by the water.
- +20 (145) — The other fork: grapples up to the suspended house.
- +10 (155) — Second boat visit, outer deck: hidden Floof at the left end.
- +5 (160) — Same deck, the right end.
- +5 (165) — Crouton burrow past the elevator, which clears its Stigma.
- +10 (175) — Off the elevator, turn right: beside the ship's wheel.
- +10 (185) — Other side of the elevator, through the gap opposite the curved log.
- +20 (205) — From there, look over the boat's edge and drop exactly one floor; follow the outer edge and double jump. Dropping two floors means riding the elevator back up.
- +10 (215) — Double jump back, turn left toward the boat, cross the platforms on the left and take the exit on the left to the outside.
- +5 (220) — Roof arena knot. It starts the chase, and nothing pays out after it.
▶Reach 1,940 Floof and Finish Upgrades
▶Collectibles · 3 3 collectibles
An Anguished Cry — Chapter 11: wall art on the rocks left of the dock with four explosive mushrooms.
Stowaway's Tin Box — Chapter 11: riverboat second deck, room with the boarded corner and Crouton knot; table right of the Floof.
Bill of Fare — Chapter 11: riverboat third deck, left side of the large dark room; round table by white flowers.
At the first fork after the opening cutscene, take the right path rather than the log path Honey takes. There are 10 Floof on the wide stone platform.
At the dock with four explosive mushrooms, An Anguished Cry is the wall art on the rocks immediately left of the landing. Take the small path under the nearby tree root to the Crouton burrow for its Floof.
After the high-ledge grapple and the flytrap, go right down the wooden path to 5 Floof by the water in front of the riverboat.
On the riverboat:
- After the boat arena, take the knot behind breakable roots on the main path.
- On the second deck, break the boards in the corner of the room and send Crouton to the knot behind the wall. Stowaway's Tin Box is on the table to the right of the Floof.
- On the third deck, Bill of Fare is on the round table by the white flowers, on the left side of the large dark room.
- Leaving that room, turn right instead of following the strand left; a knot sits behind breakable boards on the balcony.
- Before leaving the ship, a narrow staircase at the back railing of the top deck leads down to more Floof.
With every earlier chapter complete, your lifetime collected total reaches 1,940 after roughly the first 95 Floof of this chapter, around the Old Pain, New Life arena. That is enough to buy every upgrade.
▶Just a Nudge
Just a Nudge15G
Buy all three Strand Push upgrades. If you left a different tree for last, that tree's achievement unlocks last instead; the completion point is the same. By 1,940 total collected Floof, all five fully-upgraded tree achievements should be finished.
▶Swamp Side Route
▶Collectibles · 7 7 collectibles
Old Pain, New Life — Chapter 11: wall art on the large tree trunk beside the swamp arena, toward the shelter on the hill.
Chapter 11 tin — After the mud-thrower Stigma, hug the left downhill; side path with blue crystals, before the Filament log route.
Chapter 11 Health Filament — End of the log route past the chapter's tin side path.
A Bittersweet Reunion — Chapter 11: blue art on the rock face at the next arena's exit, toward the flytraps.
False Knowledge — Chapter 11: back on the boat, break the barrier boards; left wall of the first room.
Captain's Log — Chapter 11: off the elevator turn right; desk beside the ship's wheel. Before the top-deck Stigma.
A Final Message — Chapter 11: after the reunion, following Mahalia; left side of the path at the second archway.
After the first mud section, take the Floof on a small island right of the path, then cross the flytraps to a Crouton burrow.
After surviving the mud-throwing section, clear the Stigma arena (90) and do not follow the main strand yet. Old Pain, New Life is the wall art on the large tree trunk beside that arena, on the way to the shelter on the hill; check both sides of the path. From the arena entrance, the path around the tree has a knot and a Crouton burrow (100).
Then go down the hill hugging the left and take the side path on the left, marked by blue crystals between rocks. The chapter's only tin is there (105). Continue along the log route to the Health Filament.
Before the next arena, go left of the strand and follow that path to its end for Floof. After that arena, cross the echo log over the water to a few knots and take the Floof near the water on the right. Then climb the tree to the suspended house for 20 Floof. The right fork of the same side path holds 5 more.
After the next arena, A Bittersweet Reunion is the blue art on the rock face at the arena exit, toward the flytraps.
After the second mud section, Honey helps you back onto the boat. Break the barrier boards. False Knowledge is the art on the left wall of the first room you enter.
On this second riverboat visit:
- Break the boards ahead and climb to the outer deck: hidden Floof at the left end (10) and more at the right end (5).
- Past the elevator, a Crouton burrow clears the Stigma that powers it.
- At the top, turn right off the elevator. Captain's Log is on the desk beside the ship's wheel, right of the Floof, with more Floof on the other side of the elevator.
From the room on the other side of the elevator, look over the boat's edge and drop exactly one floor; follow the outer edge and double jump to 20 Floof. Dropping two floors means riding the elevator back up. Double jump back, turn left toward the boat, cross the platforms on the left, and take the exit on the left to 10 more outside.
The roof arena's knot starts a chase, and nothing pays out after it. Have Captain's Log and 215/220 Floof before climbing the root to the roof; the knot brings you to 220.
After the reunion sequence, follow Mahalia. A Final Message is on the left of the main path, on the large tree/rock wall at the second archway.
Finish with 220/220 Floof, 8/8 Readables, the Health Filament, and the tin.
▶Muddy Waters
Muddy Waters15G
Complete Chapter 11.
▶Chapter 12 — The Crossroads
▶Floof Route
All 130 Floof in route order. The number in brackets is the chapter counter after each pickup; compare it with the pause menu as you go.
- +5 (5) — First arena reward.
- +10 (15) — Over the low fence with two streetlights: push the crate under the high balcony.
- +5 (20) — Below the walkway past the Gouldeau's Jazz sign: look over the right edge.
- +20 (40) — Below Ella Mae's door: weave the echo platform and grapple up the alley.
- +5 (45) — Arena reward after I miss, I miss, I miss.
- +10 (55) — Elevated walkway after pulling Roux's billboard, beside Would be Beautiful.
- +5 (60) — Clocktower-entrance arena reward. Do not enter the tower yet.
- +5 (65) — Tin 1, right side of the clocktower building.
- +10 (75) — Turning left around the building, behind the clocktower.
- +5 (80) — Tin 2, at the island edge by the small house.
- +20 (100) — Inside the tower, the weavable gear in the back-right corner.
- +5 (105) — Under the clock weights, look down after the second cracked gear.
- +5 (110) — Top arena reward.
- +20 (130) — Outside at the top, skip the wind tunnel and go left around the balcony to the crate with You Gotta Release It.
▶Crossroads Loop and Roux's Wagon
▶Collectibles · 7 7 collectibles
Should I Leave? — Chapter 12: stump right of the first signpost.
Should I Stay? — Chapter 12: same stump, after pulling the signpost upright and following it until the wagon appears.
The Record Keeps Skipping — Chapter 12: Roux's wagon, gramophone beside the staircase.
Milk and Sugar, Love? — Chapter 12: Roux's wagon, silver tray by the tea set.
Ring, Ring — Chapter 12: Roux's wagon, on the red tricycle.
Roux's Limerence — Chapter 12: wagon upstairs, table at the top of the stairs.
The Hungry Maw — Chapter 12: wagon upstairs, red refrigerator; take before using Hazel's box.
This chapter has the largest Readable count, so take the route deliberately. If you ever need to replay Chapter 12, finish the game first. Replaying it mid-run has shown the wrong chapter label and failed to keep a pickup.
At the first signpost, take Should I Leave? from the stump to the right of it. Follow the Town on the Tapestry direction.
When the signpost returns knocked over, Strand Pull it upright and follow the newly indicated route again. When Hazel says the route is new and the wagon has appeared, inspect the same stump again for a new note, Should I Stay?.
Inside Roux's wagon, collect all five Readables before using Hazel's box, which moves you on to the town:
- The Record Keeps Skipping is on the gramophone beside the staircase.
- Milk and Sugar, Love? (one title) is on the silver tray by the tea set.
- Ring, Ring is the paper on the red tricycle.
- Roux's Limerence is upstairs, on the table at the top of the stairs in front of the radio.
- The Hungry Maw is on the red refrigerator to the right of that table.
▶Town on the Tapestry
▶Collectibles · 10 10 collectibles
Still Stars Don't Remember — Chapter 12: after the first combat, round bistro table behind the low fence with two streetlights.
Joe Goodfellow, 74 — Chapter 12: front door of the pink building by the first wind tunnel.
The Many Little Things — Chapter 12: folding chair on the left of the balcony after the wind tunnel and wall run.
Hollowed Love — Chapter 12: small table a few steps further along the same balcony; check both sides.
Spit It Out — Chapter 12: after the next wind tunnel, right then right again behind the building; second table on the right.
Chapter 12 Health Filament — Constructed platforms and grapple off the story strand near Spit It Out.
Ella Mae, 7 — Chapter 12: her named door across the gap past the Gouldeau's Jazz sign, next to a mural.
I miss, I miss, I miss — Chapter 12: below Ella Mae's door, echo platform and alley grapple; table by 20 Floof.
Would be Beautiful — Chapter 12: pull Roux's billboard down after the next combat, go left on the walkway; chair by 10 Floof.
Tempest Hamlin, 42 — Chapter 12: door below the Taverne de la Tapisserie neon, past the Dreamy Spirits sign.
The first combat pays 5 Floof. After it, go over the low fence with two streetlights. Still Stars Don't Remember is on the round bistro table there. Push the movable crate under the high balcony to reach a 10-Floof ledge.
Before taking the first wind tunnel, Joe Goodfellow, 74 is on the front door of the pink building beside it, where the window shows an old man's echo.
On the balcony landing after the wind tunnel and wall run:
- The Many Little Things is on the folding chair on the left.
- A few steps on, Hollowed Love is on a small table. Check both sides of the balcony.
After the next wind tunnel, go right on landing, then right again behind the building. Spit It Out is on the second table on the right. Also look over the right edge below the Gouldeau's Jazz sign for 5 Floof.
Near Spit It Out, take the side sequence of constructed platforms and the grapple instead of staying on the story strand. It leads to the ninth and final Health Filament.
▶Fit as a Fiddle
Fit as a Fiddle100G
Collect the Chapter 12 Health Filament after the previous eight. This ninth Filament fully upgrades Hazel's health and unlocks the achievement.
Continue through the entertainment district. Past the Gouldeau's Jazz neon sign, Ella Mae, 7 is on the door bearing her name, next to a mural across the gap.
Turn around from Ella Mae's door and look down. Construct the echo platform, jump on, and grapple up the alley to 20 Floof. I miss, I miss, I miss is on the table beside them, next to the yellow building. Take it before the next arena.
After the next combat:
- Pass under the black scrolled walkway, climb the small stairs, then turn around.
- Strand Pull Roux's billboard down and climb onto the elevated walkway.
- Go left. Would be Beautiful is on a chair left of 10 Floof.
Past the Dreamy Spirits sign, Tempest Hamlin, 42 is on the door below the red-and-blue Taverne de la Tapisserie neon.
▶Clocktower Cleanup
▶Collectibles · 5 5 collectibles
Chapter 12 tin 1 — Clocktower approach, around the right side of the building to the end; before entering.
Chapter 12 tin 2 — Left around the building, straight on to the small house; island edge. The 47th tin.
Passage — Chapter 12: clocktower second level, table beside the gear box.
I'm Trying — Chapter 12: higher in the clocktower, stool in front of the lone gear under a single light.
You Gotta Release It — Chapter 12: clocktower top, skip the wind tunnel and go left around the balcony; crate by the last 20 Floof.
After clearing the Stigma at the clocktower entrance, do not enter the clocktower yet. Both of the chapter's tins are on this approach:
- Go around to the right side of the clocktower building, to the end, for Tin 1 of 2.
- Turn left around the building, taking the 10 Floof behind the clocktower.
- Keep going straight toward the small house in the distance. Tin 2 of 2 is at the edge of that island.
▶A Great Southern Tradition
Flip both Chapter 12 tins after the previous 45. The second one is the 47th and final tin flip and unlocks the achievement. If it does not unlock, recount your tally against the chapter tin lists; Chapter 5's upright water-tower tin and its sprinkler tin are the usual misses.
Enter the clocktower:
- Passage is on the table beside the gear box on the second level, by clockwork parts.
- Reach the weavable gear for 20 Floof in the back-right corner.
- Under the clock weights, look down after the second cracked gear for 5 more.
- Higher up, I'm Trying is on the stool in front of the lone gear leaning in a corner under a single light.
At the top, after clearing the final Stigma, do not step into the wind tunnel; it leads straight to the chapter end. Turn left around the balcony to the crate with You Gotta Release It and the last 20 Floof behind it.
Before leaving the chapter, confirm 130/130 Floof, 19/19 Readables, the Health Filament, and both tins.
▶The Crossroads
Complete Chapter 12.
▶Chapter 13 — Past Isn't Past
▶Floof Route
All 15 Floof in route order. The number in brackets is the chapter counter after each pickup; compare it with the pause menu as you go.
- +5 (5) — Opening arena: clear the encounter and check for 5/15, unraveling the arena's knot if one remains.
- +5 (10) — Follow the tall fence past the swing set to the large fake tree.
- +5 (15) — Across the set past the streetlight, by the house on the left (fake Mrs. Pearle's house).
▶Final Floof and Readables
▶Collectibles · 2 2 collectibles
Run, Rabbit, Run — Chapter 13: second set, turn right past the big mural to the small hidden room; workbench.
Eternally She Waits — Chapter 13: third set, look left on entering; desk in front of the cameras. The 103rd Readable.
There are only 15 Floof and 2 Readables left in the game, and no tins or Health Filaments. The sets lie between chases with no way back except a chapter replay, so clear each set before moving on.
The chapter's 15 Floof are all on the opening set:
- 5 for the opening arena (5/15). Clear the encounter and check the counter; if it is still 0/15, unravel the arena's knot.
- 5 next to the large fake tree, following the tall fence past the swing set (10/15)
- 5 across the set past the streetlight, by the fake Mrs. Pearle's house on the left (15/15)
Take all three before the first fog chase.
▶Floof Seeker
Floof Seeker100G
With every earlier chapter at its target, the final Chapter 13 Floof brings the total to 2,210 and unlocks the achievement. If it does not unlock, open Replay Chapters and find the chapter whose Floof count is below its total.
After the first fog chase, turn right as you enter the second set. Walk around the wall past the big mural to the small hidden room just right of it. Run, Rabbit, Run is on the workbench inside, under a rabbit painting.
After the second chase, look left as you enter the new set. Eternally She Waits is on the desk in front of the cameras.
▶Lore Master
Lore Master100G
Eternally She Waits is the 103rd Readable if every earlier chapter was complete. The achievement registers once you back out of the reading screen.
Players have occasionally reported notes showing as collected in a chapter's list while the overall Readables total had not caught up. This is a community report, not a confirmed current bug. If Lore Master does not unlock, check the total in Collection > Readables against 103 and each chapter's count against this guide before replaying anything.
▶Chapter End
▶Past Ain't Past
Complete Chapter 13.
▶Chapter 14 — Finale
▶Final Story Sequence
There are no collectibles and no remaining combat achievements. Finish the short concluding chapter normally.
▶Stroke of Midnight
Complete the final story sequence and the game.
▶Post-Game Cleanup
▶Chapter Replay
If anything remains, choose Main Menu > Load Game > select your save > Replay Chapters, then pick the chapter. Replay starts at the beginning of that chapter, with only that chapter's abilities.
Previously collected items stay registered:
- Collected Floof, tins, and Filaments are gone from the world, so anything still visible is missing.
- Collected Readables stay visible but already count.
Once you have the missing item, wait for an autosave or check that the pause-menu counter has updated, then quit to the menu. You do not need to replay any later chapter.
To find what is missing:
- Floof: compare each chapter's Floof x/y in the Replay Chapters list with the totals in Before You Start. Use the chapter counter, not your current currency, because spending does not lower collected progress.
- Readables: open Collection > Readables inside the affected chapter. Notes are numbered in route order, apart from Chapter 4's first two, so a gap in the numbering names the missed note. Each checklist entry in the Collectibles section below gives its location.
- Tins: the game has no tin counter. Use your tally and the tin checklist below. An unflipped tin glows faintly and shows an interaction prompt.
For a missed no-damage boss achievement, replay Chapter 5 for Two-Toed Tom, Chapter 7 for the Rougarou, or Chapter 9 for Huggin' Molly. Chapter replay begins at the start of the chapter, which is why the main route strongly recommends earning the three hitless achievements on the first visit.
For unfinished combat counters, first keep performing the action in fresh encounters later in the story. If you have finished the story, replay a chapter with early arenas as a fallback. Progress is cumulative, but tracking has been reported to be inconsistent: re-fighting the same enemies on a reload may not advance it. Check the achievement's progress in the Xbox achievement list as you go.
Once all 14 story achievements, all six boss achievements, Unraveller and the seven combat-counter achievements, all six upgrade achievements (Learning the Ropes plus the five fully upgraded trees), and all six collectible achievements are complete, the Xbox list is 40/40 for 1,000G.
▶Collectibles
Reference
▶Readables: Chapters 1–6
38 in the game
All 103 Readables are required for Lore Master. They are split into three checklists by chapter. Collection > Readables lists each chapter's notes in numbered order, which matches the order below in every chapter except Chapter 4: the game lists Grocery List first and Lay Off Buddy second. None is permanently missable; Replay Chapters recovers any note, and collected notes stay visible on replay but already count. Lore Master registers after you back out of the 103rd note's reading screen.
Bunny's Note to Lily — Chapter 1: desk/dresser with the mirror in the guest bedroom, right of the bookshelf; take before leaving by the balcony.
Bunny's Desk Entry — Chapter 1: on the desk in Bunny's office, reached by platforming outside; before pulling the bookcase.
Bunny's Lounge Chair Entry — Chapter 1: on the lounge chair in Bunny's office.
The Weaver's Call — Chapter 2: glowing wall art in the first open building on the left of the riverside settlement, before the ghost house.
Spirits, Speak to Me! — Chapter 2: barn upper level (pull the crate and climb), on the barrel by the open window.
Please speak to me.. — Chapter 2: after the post-barn fight, Strand Push the brush into the hidden alcove on the left near the ghosts' ledge; on a stump, before the slide.
Stigma and Sorrow — Chapter 2: glyph on the left wall right after the cave slide.
The Happiest Day — Chapter 3: glyph after the double-jump platforming and woven platform, just before the first Health Filament.
The St. Sylvain Bulletin — Chapter 3: posted beside the front door of Rhubarb's house.
Follow the Lights — Chapter 3: down the dock stairs behind Rhubarb's house, on a post by the boat.
Ain't Wanted Here — Chapter 3: open-door house across the gap after the first expanding bramble; side table just inside on the right.
A Gift for Corrine — Chapter 3: after the first arena, skip the weaveable stairs and jump to the back shack's small dock; on a chair beside a tin.
Beggin' your pardon, Mayor. — Chapter 3: central table on the first floor of the Stigma-topped house; before its roof fight.
Come One, Come All! — Chapter 3: upstairs in the same house, on a post left of the path to the roof; before the roof fight.
Grocery List — Chapter 4: past the pushed brush by the private-property sign, two grapples to the rear dock; on a barrel with 20 Floof.
Lay Off Buddy — Chapter 4: on the bed in the small house past the pushed brush.
Burrower's - Lord's Day — Chapter 4: hollow dead tree in the far corner of the graveyard in front of the church; before ringing the bell.
Burrower's - Pieces of the Self — Chapter 5: dead tree beside the first Crouton burrow.
Statue Flyer — Chapter 5: broken fence below the Auntie Belle's sign outside the first arena, after Crouton's throw across the water.
Burrower's - Iron — Chapter 5: box beside the fence in front of the church.
Hollow Dreamers — Chapter 5: couch on the porch of the bramble-covered house across the water from the church.
Kids Need a Hand — Chapter 5: arena house opened after the first Slug Haint fight; table on the left as you enter.
Jo's Penance — Chapter 5: same house, desk in the upstairs bedroom.
Yard Sale Notice — Chapter 5: Swopes Farm, climb the tower by the echo box, drop to the hay bales, turn right; chair on the red mobile home's porch.
Honor thy Father and Mother — Chapter 5: farmhouse at the far end of Swopes Farm; table in the first room on the right. Before the post-barn combat.
A Bashful Farmhand in the Setting Sun — Chapter 5: same farmhouse, desk in the upstairs bedroom on the right. Before the post-barn combat.
The Pigs are a Loss — Chapter 5: pig factory, table right of the doorway into the first large room (Crouton powers the door).
Sutter's Will and Testament — Chapter 5: after Two-Toed Tom, inside Tom past the rotating platform; walkway by the lantern.
Keep Out Sign Materials — Chapter 6: small crate right of the road where the echo boat lands.
Abernathy's Lament — Chapter 6: Old Smokey barn, via the echo cart to the roof and broken boards; crate beside the Health Filament.
Burn After Reading — Chapter 6: optional arena left of Bunny's front gates; after clearing it, crate between two rocks near the entrance.
Correction Requested — Chapter 6: cottage grounds behind the house, on the honey crates by the sunflower beds right of the shed.
Notes on the Rougarou — Chapter 6: inside the cottage, table in the first room on the right.
Bunny's Journal - On Weavers — Chapter 6: nightstand left of Bunny's bed.
Notes on Dreams and Fog — Chapter 6: nightstand right of Bunny's bed.
Missing Children List — Chapter 6: secret room via the rabbit statue; desk under the windows by the sewing machine. Take before examining the clue objects.
Burrowers Hate a Liar — Chapter 6: mountain road past the first explosive mushrooms; hollow dead tree in a small clearing.
Huggin' Molly Sightings — Chapter 6: optional combat cave across the rebuilt bridge on the left; crate near the exit after clearing it.
▶Readables: Chapters 7–11
44 in the game
Continues the Readables checklist; see Readables: Chapters 1–6 for how the list works.
The Lost Boy — Chapter 7: after jumping the river, go left and climb the rock wall over the bramble; box on the ledge before the first wall run.
Lost Liquor — Chapter 7: box at the cave entrance that appears once the first arena's Stigma clears.
Lieutenant Laurent — Chapter 7: on the bee boxes to the right of the first Memory Object.
The Babblin' Boy — Chapter 7: cave behind breakable branches after the moving-log river; small crate beside the tin.
Baby Faced Laurent — Chapter 7: left after the broken echo-bridge river; on a rock beside crates and a tin.
Burrower's - Lil Drunkards — Chapter 7: hollow dead tree at the next path split.
End of Prohibition — Chapter 7: under the giant tree after the Crouton-cleared arena, on the ground right near rum jugs.
Boy out of Time — Chapter 7: Logging Camp Terminal building just past the giant tree, by the broken front doors.
Heart of Lace — Chapter 7: upstairs in Laurent's juke joint after the cutscene; box beside the Laurent-and-Lacey photo.
Treatment — Chapter 7: Milltown, first building on the right past the well; on the table. Before the Milltown chase.
A Mother's Last Words — Chapter 7: same Milltown room, on the bedframe at the back by a large Floof knot.
Everything Helps — Chapter 7: Milltown building with a large hole in its wall beside the arena; large box inside.
A Father's Job — Chapter 7: crane shed next to the Milltown arena after clearing it; long table between two saws.
A Penny Saved — Chapter 7: upper sawmill, left barricaded passage, room past the second breakable barrier; table by a blue pot.
Maintaining Productivity — Chapter 7: office next to A Penny Saved's room; desk at the back by 10 Floof.
Delta-346 - Missing Child — Chapter 8: tree stump at the first wind tunnel landing.
Delta-346 - Weird Happenings — Chapter 8: left on the second wind tunnel landing, before the Floof.
Delta-346 - Red Yarn — Chapter 8: after the rock-opened wall run, up the right-hand hill with a lone tree; cut-down stump.
Delta-346 - Search Called Off — Chapter 8: past the fallen log after the mountain-pass grapple, on the right before the red-yarn cave.
Burrower's - Feline Intuition — Chapter 9: hollow tree in the grass right of the opening road.
Cross My Heart... — Chapter 9: red-yarn house, couch beside the front door.
Dear Santa — Chapter 9: red-yarn house, kitchen table by the sink.
Please Keep In Mind — Chapter 9: house behind the healing point and Crouton burrow, opened by clearing that arena; furniture near the entry.
You'll Be Sorry — Chapter 9: same house, round table with the red tablecloth.
Molly Gives A Fright — Chapter 9: picnic table by a skull, heading left toward the sun-painted house.
Mandatory Overtime — Chapter 9: Pure Pine factory second-floor office, desk by the window; take it before the fight after the factory, which leads into a chase.
She Did It — Chapter 9: table on the right of the path up to Molly's house, by the pinwheels.
Why Not Me? — Chapter 9: Molly's house, coffee table in front of the fireplace.
Dear Miss Molly — Chapter 9: Molly's house, kitchen table beside the stairs.
Decision of Transfer — Chapter 9: Molly's house, second-floor desk right of the fireplace; opens the exit door.
Is It True? — Chapter 9: Molly's cave, after the third board niche, squeeze into the large house; bed on the right.
Hope's Crossing Homecoming — Chapter 10: wall art in the shelter on the left, opposite the first spindle's Crouton burrow.
Sleep and Smoke — Chapter 10: after the first spindle's grapple, house on the right past explosive mushrooms; wall art on the right inside.
A Close Call — Chapter 10: build the echo stairs into the two-story building after the first fireflies; wall art on the right.
A Grand Wedding — Chapter 10: past the bonfire, right at the bramble split and grapple over the water; left wall inside.
The Flower Child — Chapter 10: Honey's home, wall art by the fire beside the last 10 Floof.
An Anguished Cry — Chapter 11: wall art on the rocks left of the dock with four explosive mushrooms.
Stowaway's Tin Box — Chapter 11: riverboat second deck, room with the boarded corner and Crouton knot; table right of the Floof.
Bill of Fare — Chapter 11: riverboat third deck, left side of the large dark room; round table by white flowers.
Old Pain, New Life — Chapter 11: wall art on the large tree trunk beside the swamp arena, toward the shelter on the hill.
A Bittersweet Reunion — Chapter 11: blue art on the rock face at the next arena's exit, toward the flytraps.
False Knowledge — Chapter 11: back on the boat, break the barrier boards; left wall of the first room.
Captain's Log — Chapter 11: off the elevator turn right; desk beside the ship's wheel. Before the top-deck Stigma.
A Final Message — Chapter 11: after the reunion, following Mahalia; left side of the path at the second archway.
▶Readables: Chapters 12–13
21 in the game
Continues the Readables checklist; see Readables: Chapters 1–6 for how the list works.
Should I Leave? — Chapter 12: stump right of the first signpost.
Should I Stay? — Chapter 12: same stump, after pulling the signpost upright and following it until the wagon appears.
The Record Keeps Skipping — Chapter 12: Roux's wagon, gramophone beside the staircase.
Milk and Sugar, Love? — Chapter 12: Roux's wagon, silver tray by the tea set.
Ring, Ring — Chapter 12: Roux's wagon, on the red tricycle.
Roux's Limerence — Chapter 12: wagon upstairs, table at the top of the stairs.
The Hungry Maw — Chapter 12: wagon upstairs, red refrigerator; take before using Hazel's box.
Still Stars Don't Remember — Chapter 12: after the first combat, round bistro table behind the low fence with two streetlights.
Joe Goodfellow, 74 — Chapter 12: front door of the pink building by the first wind tunnel.
The Many Little Things — Chapter 12: folding chair on the left of the balcony after the wind tunnel and wall run.
Hollowed Love — Chapter 12: small table a few steps further along the same balcony; check both sides.
Spit It Out — Chapter 12: after the next wind tunnel, right then right again behind the building; second table on the right.
Ella Mae, 7 — Chapter 12: her named door across the gap past the Gouldeau's Jazz sign, next to a mural.
I miss, I miss, I miss — Chapter 12: below Ella Mae's door, echo platform and alley grapple; table by 20 Floof.
Would be Beautiful — Chapter 12: pull Roux's billboard down after the next combat, go left on the walkway; chair by 10 Floof.
Tempest Hamlin, 42 — Chapter 12: door below the Taverne de la Tapisserie neon, past the Dreamy Spirits sign.
Passage — Chapter 12: clocktower second level, table beside the gear box.
I'm Trying — Chapter 12: higher in the clocktower, stool in front of the lone gear under a single light.
You Gotta Release It — Chapter 12: clocktower top, skip the wind tunnel and go left around the balcony; crate by the last 20 Floof.
Run, Rabbit, Run — Chapter 13: second set, turn right past the big mural to the small hidden room; workbench.
Eternally She Waits — Chapter 13: third set, look left on entering; desk in front of the cameras. The 103rd Readable.
▶Tin Flips
47 in the game
All 47 tin flips are required for A Great Southern Tradition; the first one also unlocks Finder's Keepers. Flip each blue metal sheet with Strand Push. Real tins glow faintly and show an interaction prompt; other metal sheets are decoration. The game has no tin counter, so tick them off here. Each tin is worth 5 Floof and counts toward the chapter Floof total. None is permanently missable; collected tins are absent on replay, so any glowing sheet you find in Replay Chapters is a missing one.
Chapter 2 tin 1 — Cornfield right after Strand Push, opening on the left; before pushing the cart. Unlocks Finder's Keepers.
Chapter 2 tin 2 — Same cornfield, opening on the other side; before pushing the cart.
Chapter 2 tin 3 — Past the cart, shed, and boards, along the river by the large tree beside the barnyard fight.
Chapter 2 tin 4 — After the fight outside the barn, wooden pier toward the water just before the stairs.
Chapter 3 tin 1 — Back shack's small dock beside A Gift for Corrine.
Chapter 3 tin 2 — Drop down behind the building after the cart patio; path to a small island.
Chapter 3 tin 3 — Little hut off the main path; push down the breakable wall behind it.
Chapter 3 tin 4 — After the boat-escape vision, left into the bramble where the fox runs; blast the branches. Before the final roof fight.
Chapter 4 tin 1 — Church approach, keep left past the graves; between the car and the pickup.
Chapter 4 tin 2 — Graveyard with the Lord's Day tree, opening at the end on the left; cliff edge.
Chapter 4 tin 3 — Right of the church, lower graveyard; by a tree among the gravestones.
Chapter 5 tin 1 — After the second arena and its trailer roof, drop below the water tower; stands upright against the rocks.
Chapter 5 tin 2 — After the second Tom cinematic, behind explosive mushrooms on the left.
Chapter 5 tin 3 — Inside the red barn, right side of the pig pen.
Chapter 5 tin 4 — Out of the red barn, first hop over water; by the large tree near the squealing pig.
Chapter 5 tin 5 — Swopes Farm, start the generator, cross, go right; picnic table.
Chapter 5 tin 6 — Behind the red mobile home with Yard Sale Notice.
Chapter 5 tin 7 — After the farmhouse combat, glide from the tree behind the house; by the sprinklers. Before the post-barn combat.
Chapter 5 tin 8 — Pig factory Tangle room, left of the Tangle; before unraveling it.
Chapter 6 tin 1 — After the first fight, dock with a green lawn chair.
Chapter 6 tin 2 — Through the Old Smokey barn to the far side; on the ledge beside the Crouton burrow, whose Stigma is a separate Floof reward.
Chapter 6 tin 3 — Cottage grounds, down the left stairs past the fight and waterside Stigma; behind the boat rack.
Chapter 6 tin 4 — After the two grapples and long green-cliff wall run, on or right of the landing platform.
Chapter 7 tin 1 — First river jump after the sawmill is spotted; stay right down the hill to the water.
Chapter 7 tin 2 — After the moving-log river, ride the last platform past the obvious landing to a smaller spit.
Chapter 7 tin 3 — Cave behind brush at the far end of the same area, beside The Babblin' Boy.
Chapter 7 tin 4 — Left after the echo-bridge river, beside Baby Faced Laurent; before the fork.
Chapter 7 tin 5 — Logging Camp Terminal, foot of the stairs beyond the broken doorway.
Chapter 7 tin 6 — Left side of the other climbable old building near the terminal.
Chapter 7 tin 7 — Out of the hidden rooftop area, loop left into the repair shed; before grappling up to Milltown.
Chapter 7 tin 8 — From the Milltown grapple point, left along the wall to the end of the dirt path.
Chapter 7 tin 9 — Behind the grocery store, weave and pull the box to climb; on the roof. Before the Milltown chase.
Chapter 8 tin 1 — Past Delta-346 - Red Yarn, down to the left before the bramble.
Chapter 8 tin 2 — Wind tunnel after the 20-Floof ledge; ahead by the water between a rock and a sunflower.
Chapter 8 tin 3 — After the web vision, small ledge a few steps ahead on the right.
Chapter 9 tin 1 — Behind the white building with the sun and children's drawings.
Chapter 9 tin 2 — Over the fence behind the sun building, along the river to the sunflower dead end.
Chapter 9 tin 3 — Outside the Pure Pine factory's back door, by the pickup truck and canister.
Chapter 9 tin 4 — Inside the factory, between the conveyor belts.
Chapter 9 tin 5 — After the church-run cutscene, graveyard right of the white church.
Chapter 9 tin 6 — Molly's cave, circling up around the house; area right of the boards.
Chapter 9 tin 7 — After the rock-thrown yarn sack and grapple, the corner to the left.
Chapter 9 tin 8 — Colorful chamber, after busting the red-yarn web and pulling the cart; left of the old wall.
Chapter 9 tin 9 — Past the vial cave and rock-wheel platforms, drop left by the weavable ghost cart; behind it.
Chapter 11 tin — After the mud-thrower Stigma, hug the left downhill; side path with blue crystals, before the Filament log route.
Chapter 12 tin 1 — Clocktower approach, around the right side of the building to the end; before entering.
Chapter 12 tin 2 — Left around the building, straight on to the small house; island edge. The 47th tin.
▶Health Filaments
9 in the game
All nine Health Filaments are needed for Fit as a Fiddle, which unlocks with the ninth; the first unlocks A Little Goes a Long Way. There is one in each of Chapters 3–7 and 9–12, and the Replay Chapters list shows whether each chapter's Filament is found.
Chapter 3 Health Filament — Shortly after The Happiest Day glyph.
Chapter 4 Health Filament — Grapple over the water from the right side of the church, constructed platforms into the cave.
Chapter 5 Health Filament — Right of the house after the larger Stigma; grapple and platforms to the sunflower island.
Chapter 6 Health Filament — Inside the Old Smokey barn, reached through the roof boards.
Chapter 7 Health Filament — Behind breakable branches inside the cave after the first combat.
Chapter 9 Health Filament — Left cliff path at the Tangle in front of Molly's house.
Chapter 10 Health Filament — After the second spindle's rooftop crossing, left and along the grapple route.
Chapter 11 Health Filament — End of the log route past the chapter's tin side path.
Chapter 12 Health Filament — Constructed platforms and grapple off the story strand near Spit It Out.