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28 September 2026

Memories - Stray Guide

Guide by Warren Woodhouse



Chapter 1: Inside the Wall

None


Chapter 2: Dead City

None


Chapter 3: The Flat

  1. Memory 1 (Postcard): Found automatically on the wall when you first show the transceiver to B-12.

Chapter 4: The Slums - Part 1

  1. Memory 2 (Soup): Upstairs in the Dufer Bar, inside a bowl of broth on a small table near the stairs.
  2. Memory 3 (RIP Humans): Upstairs in Elliot Programming, found in a corner with some plants. After meeting Guardian, retrace your steps back where you came from at the start of the chapter. Start walking back towards Guardian and you'll spot some steps on the left. Head up there and then scan the graffiti on the left-hand wall for this Memory.
  3. Memory 4 (Plant on the Chair): From Guardian, turn back and go past the bar on the left. Follow the alley until you come to a door that reads "Elliot Programming". Scratch at it and a robot will open the door. Head up the stairs, then this Memory can be found on the left.
  4. Memory 5 (Dead Robot on the Rooftop): On a rooftop near a neon sign, accessible by climbing up pipes near Clementine's direction.
  5. Memory 6 (Back Home Poster): On a rooftop ledge in an alleyway, reached by jumping from a dumpster to an awning and across air conditioners. From Guardian, turn around and go down the steps. To the right is a Super Spirit sign, with a dumpster to its left. Use this to jump up to the roof. You'll find two robots throwing paint cans to each other. Get across to the higher robot and climb up to a balcony where you can jump through a small window. This is Momo's place. Just behind Momo is a small back room with this Memory inside.
  6. Memory 7 (Robot Mural): From Guardian, head down to the left where Morusque is. To the left of Morusque is a small area with a couple of dumpsters, lit in red. Jump to a dumpster, then up the units, onto the awning and up to a ledge. Scan the artwork for this Memory.
  7. Memory 8 (Ancient Artifact) (Requires 3 Energy Drinks): Bought from the Barterman (Azooz) by trading energy drinks. The drinks are found in the vending machines at: 1 - Opposite Morusque the musician down the stairs from the Guardian; 2 - In the alleyway near where you entered the area, next to the RIP Humans graffiti; 3 - On the balcony above Rozey, the robot sat watching TV in an alleyway; 4 - Directly below the rooftop with the sofa and TV you can change channels on near the library.

Chapter 5: Rooftops
  1. Memory 9 (Neon Sign): After passing the second group of Zurks, you'll jump across a gap and this flickering neon sign will be straight in front of you.
  2. Memory 10 (Neco Corporation. Sign): Once you've used the rolling barrel to squish Zurks and open the gate, look left beyond the pile of girders to find a sign stuck in the growth.
  3. Memory 11: Received automatically at the end of the chapter.

Chapter 6: The Slums - Part 2
You can activate the same memories from Part 1 if you haven’t collected them by now


Chapter 7: Dead End
  1. Memory 12 (Metal Door): After receiving one of the Stray Badges automatically and then starting the chapter, turn left and inspect the large shutter gate in the wall. Make sure you do this before sliding down the ramp.
  2. Memory 13 (Robot and Fishing Pole): After climbing the pipes following the trolley riding section, go straight ahead into the short alley and through the gap under the fence, where you'll find a robot on a floating pontoon. Visit this area before you climb over the nearby fence or you'll be locked out.
  3. Memory 14 (Mannequin in Doc’s Place): When you meet Doc, look behind where he was sitting to find a mannequin with a bucket for a head.

Chapter 8: The Sewers
  1. Memory 15 (Fact about the Sewer System): 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 at the other end you can scan the sewer system.
  2. Memory 16 (Unusual Substance): After getting through several heavily Zurk infested areas, you'll drop down onto a pipe, then instead of turning right to continue through the chapter, you should go left and along the pipes and barrels until you reach a hidden area with the unusual substance.

Chapter 9: Antvillage
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Chapter 10: Midtown
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Chapter 11: Jail
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Chapter 12: Control Room
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