Content Type: Gaming Guides
Shortly after finding B-12 in Stray’s third chapter, you will be able to start finding memories for it. These memories are triggered by examining various items in the game. Once you find the object, press to observe it and gain the memory. There are a total of 27 memories to find, but 5 are found automatically just by going through the story.
Below is a list of all the memories and where to find them. Note that any memories you miss in Chapter 4 can be found again in Chapter 6. Something that could help you keep track is that if you look at the memories chart, the ones you can find in the chapter you’re currently in will be highlighted in white.
You will get this automatically when you reach a beach mural.
Walk forward with your back facing the Guardian until just before you reach the stairs going down. Climb up to your left until you reach a roof with a sign of a circular arrow. The robot slumped behind the sign will contain the memory.
This is the mystery item sold by The Market Place seller (found to the left of the Guardian) for three cans of energy drink.
Found on the second floor of the bar. It will be a bowl of food on a round table.
Found inside Momo’s apartment. Walk through the beaded door and observe the game poster.
Found near the area where you first entered the Slums (past the gate that the first robot closed on you — it will be opened now). It will be grafitti on a wall next to a vending machine.
Head down the stairs to the left of the Guardian towards Morusque, then turn left into the first alleyway and climb up above the AC units. It will be a painting on the wall.
Found on the second floor of Elliot Programming. They will be plants growing on a pot and toilet.
After passing the second group of Zurks, you’ll jump across a gap it will be a flickering neon sign will be straight in front of you.
After using the rolling barrel to squish Zurks and open the gate, look left beyond the pile of girders, and it will be a sign stuck in the growth.
Received automatically at the end of the chapter.
After starting the chapter, turn left and it will be the large shutter gate in the wall — You must do this before sliding down the ramp.
After climbing the pipes following the trolley riding section, go straight ahead into the short alley and through the gap under the fence, and it will be a robot on a floating pontoon. You must visit this area before you climb over the nearby fence or you’ll be locked out.
When you meet Doc, look behind where he was sitting, and it will be a mannequin with a bucket for a head.
Once Momo opens the gate for you and you move on to the next corridor, look for a path to the left with a number of Zurk nests in it. Get past these to find a pipe you can climb into on the left, and it will be a sewer system you can scan on the other side.
After getting through the first area where you see large eyeballs and dropping down onto a pipe, turn left and look down to the wall on the left to find a path with pipes and barrels. This will lead you to a hidden area, and it will be the unusual substance.
Received automatically when you enter the village at the start of the chapter.
After speaking to Zbaltazar (you will not be able to obtain it beforehand), climb back down to the lowest level and it will be the wall near the sofa where a robot is watching TV.
Received automatically when you arrive at the subway station.
After going up the stairs to exit the subway station, turn right and it will be Ledoc’s library area.
In the back alley where Albert is sweeping, climb up onto the blue awning then jump over several AC units until you reach the platform above with some bottles along the edge.
Hop in through the street level window of the barber shop near the big hologram robot, then jump to the upper storage area and it will be the pictures there.
Go inside Mattbee’s food shop near the big hologram, then climb up into the ceiling space and look above the entrance.
After stealing the battery, you can get inside the security room by the big hologram. It will be the picture of a Sentinel on the wall.
Inside the nightclub, jump on the dumbwaiter next to the sink behind the bar to ride down into the storage area. It will be the table in the center of the area.
After locking the first Sentinel in the cell during your escape, look to the right after passing through the next gate, and it will be a rebooted robot.
Received automatically once you enter the control room.
Gathering all of the memories will grant you a holographic harness for the cat, as well as the ‘I Remember!’ achievement.