Stray memory locations guide
Contents
Stray offers lots of things to collect and lots of mysteries to uncover, from Malo’s plant collection to safes strewn throughout the levels. The longest list of collectibles concerns the memories of your trusty robot companion, B-12. If you want to learn everything there is to know about Stray’s fascinating world, then restoring B-12’s memories is the best way to go about it.
Memories are marked by bits of blue light floating around them and can be just about anything from paintings to everyday items. We have gathered all Stray memory locations in this guide to keep you from getting a headache on your search.
Memories in The Slums
You can find a total of seven memories for B-12 in The Slums.
Momo’s apartment has the first one – check out the poster next to his bed to unlock it.
You can find another memory on a wall with graffiti down the street from the laundromat, right next to a vending machine.
Seek out the musician Morusque and face in his direction. Move slightly left and then climb up the bins you see to find another memory up above.
Your next station is the Dufer Bar: Head upstairs and locate a bowl with food on a small table to grab the next memory.
Another memory can be found in Elliot’s apartment. That’s the robot fixing the tracker in return for getting a poncho. Head upstairs at his place and look out for a plant in the bathroom.
Check out the rooftop above the guardian robot for another memory. You can easily reach it by heading to the right from Clementine’s apartment.
Azooz, the street merchant to the right side of the guardian robot, has one memory for sale – it’ll cost you three energy drinks.
Memories in Rooftops
While traversing the Rooftops area on your way to the radio tower, you can find two additional memories.
A big neon sign houses the first memory. It’s difficult to miss this one.
The second memory is in the radio tower building itself – it shares a room with the Zurks that are trapped behind the gate you must open to wheel out a barrel. The memory will be on your left as you exit the gate. Explore the darkest corner of the room to find it.
Memories in Dead End
Dead End houses three more memories for you to find.
After leaving Seamus you’ll immediately stumble upon the first memory, which is on a garage door to your left.
Once you’re through the ‘mine cart’ section, in which you roll down a tunnel, go straight ahead towards the chain link fence instead of following the path to the left. Look for a gap in the fence and slip through to find the second memory.
The third memory in this section is located in Doc’s house: Keep your eyes open for a mannequin against the wall.
Memories in Sewers
The Sewers hide two memories for you to grab.
Follow the passage on your left after leaving Momo – it’ll be filled with Zurk eggs. Clear it out and jump on the pipe closeby, which you can follow to find the memory.
Make your way through the creepy room with eyes and look for a narrow passage filled with pipes. Head through it and then left to find a jump path, which in turn leads you to the final memory in this section.
Memories in Antville
You can only find a single memory in Antville.
Head to the mahjong-playing robots on the lowest level of the village and explore the area until you find another robot watching TV. A wall with graffiti next to a sofa and some lamps holds the memory.
Memories in Midtown
Another six memories can be obtained in Midtown.
Check the shack on your right side after exiting the metro tunnel. The bookshelves inside hold the first memory.
Enter the barbershop through an open window near the main square – the one with the hologram – and then climb the ladder inside. Enter the hole found in the ceiling and grab the memory hidden there.
Make your way into Mattbee’s café next to the factory’s vehicle entrance. Find a way to climb up the wall and then into the ceiling to find another hidden memory.
Keep your eyes open for a street-cleaning robot, who wears a traffic cone on his head. Nearby you’ll find a green bin you can jump onto. From there, hop onto the blue shade sail and then the orange air con units behind you. Follow this makeshift path to reach another memory in a cozy lounge.
The guard station at the main square will open up after you’ve visited the factory. Head inside to obtain another memory.
Once you’ve been to the shut down residential area, head back to the street-cleaning robot mentioned above and make your way up to the blue shade sail. This time, however, you need to follow the path around and hop onto the pipe above the street. A friendly robot called Alex will look out of the window here and give you access to the nightclub. Once you’re inside, get behind the bar and use the elevator to get to the cellar below, where a few bottles of alcohol hold the area’s final memory.
Memories in Jail
The Jail holds one final memory prisoner.
Save B-12 and then help Clementine to pass through the area unnoticed by luring a guard into one of the cells and closing it up. Once Clementine opens the gate, you’ll find the final memory in the passage between the two gates on a defunct robot slumped against a container.