Today we are going to share all Stray memory locations. Objects and locations that can aid in restoring one of B-12’s distorted memories can be found everywhere across the city of Stray. Each memory will either reveal information about the small drone’s past or facts about the city’s history.
All of the Stray memory locations are listed below so you can complete them all and obtain a trophy for the game.
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If you haven’t bought the game yet, check out the Stray price from our article. We also explained how to get all Stray badges and how to use the poncho in Stray. Our guides will also lead you to easily find Stray notebook locations, music sheet locations, and energy drink locations. Do you wonder how to solve the Stray mysterious password, it’s really easy! Now let’s find all Stray memory locations!
What are memories in Stray?
The primary collectibles in Stray, memories, can be discovered through interacting with particular items or locations as you explore Walled City 99.
There are a total of 27 memories, of which 22 must be discovered through exploration and five are automatically collected as part of Stray’s plot.
You can view any memories you’ve previously gathered as well as those you haven’t in B-12’s memory bank, which is found in your inventory.
The memories you acquire are yellow, while the ones you restore are blue. The memories with no color can’t be found in your current location, while the ones with grey backgrounds are the ones you haven’t yet discovered at this level.
In Stray, it’s a good idea to check the area to see if there are any memories buried there before beginning a new chapter. If there are, B-12’s recollections will display a number of grey squares that accurately represent the number of memories you can find in this chapter.
You can enlarge a glitchy image of the memory’s location by choosing a memory. Finding every memory will allow you to receive a modest gift; it’s not much, but we won’t give it away.
All Stray memory locations
If you miss a memory, don’t worry; Stray lets you resume any chapter you’ve already finished whenever you wish. The only caveat is that you have to start that chapter from scratch. Now let’s learn all Stray memory locations
The Flat memory location in Stray
In Stray’s The Flat chapter, there is just one memory location to find, and you’ll get it automatically after using the first bucket-zipline that leads to the chapter’s climax.
The Slums memories locations in Stray
There are seven Stray memory locations spread across both of Stray’s chapters on the slums. It doesn’t matter if you discover the memories in Part 1 or Part 2, as they will count for both chapters once you do.
The sequence in which these memories are acquired is up to you, but we’ve put them in B-12’s memory bank.
First Slums Memory
Interacting with a dead robot that is perched atop the building directly across from The Guardian leads to the discovery of the first memory in The Slums.
Climbing onto the box next to the red vending machine close to The Guardian is the quickest way to get to this roof. You can then access the roof above using the railing and air vents if you choose this action.
From here, use the shelf to reach the following roof, and from there, utilize the air vent to ascend to the summit.
The robot is now laying against the sign.
Second Slums Memory
You must purchase the “ancient relic” from Azooz at the Marketplace west of The Guardian in order to access the second memory in The Slums.
You will require three energy drinks to complete this, which you may obtain by interacting with vending machines in The Slums.
After handing Azooz the cans, he will remove the sheet off the artifact, allowing you to revive B-12.
Third Slums Memory
You must go to the second floor of the pub to find the third memory in The Slums.
By interacting with the bowel on the table here, which is close to the top of the stairs and the pool table, you can find the memory.
Fourth Slums Memory
You must go to Momo’s apartment to complete the fourth The Slums memory.
Once inside, enter the tiny bedroom. On the wall opposite the bed is a poster that will unlock this memory.
Fifth Slums Memory
A graffiti tag with the words “RIP Humans” serves as the fifth memory in The Slums.
You can find the memory by climbing down the steps in front of this robot, using The Guardian as a starting point.
Take the street that leads to the laundromat next on your right. Move forward after passing the laundromat until you come to the memory.
Sixth Slums Memory
Another piece of graffiti, which serves as the sixth Slums memory, can be located in the alleyway to the left of Morusque, who can provide you with music sheets.
You must climb up one of the trash cans to get to the small tin roof in order to access this memory. You can access the robot painting from here by using the air vents.
Seventh Slums Memory
Depending on how you feel about floors, Elliot’s home’s first floor (or second) has the seventh memory concealed within The Slums.
After knocking on his door to be welcomed inside, climb the stairs.
At the top of the stairs, turn left and interact with the plant that is growing out of a toilet to find the memory.
Rooftops memories locations in Stray
The Rooftops chapter contains three Stray memory locations.
First Rooftops Memory
After tricking a group of Zurks into falling to their deaths by hopping on and off a metal bar, you can find the first Rooftops memory.
After you’ve finished with this little bit of pest management, keep moving until you come across a sizable pipe. Jump on this pipe, then the neighboring air vent, to get to the region above you.
A big neon sign may be found here, and interacting with it will help B-12 remember something.
Second Rooftops Memory
The second story of the structure through which you must ascend to get to the tower is where you can find the second Rooftop memory. When you spot a bunch of Zurks confined in a cage-like space, you’ll know you’re on the appropriate level.
The Neco Corporation sign, which has almost completely disappeared under the flesh mass the Zurks produce, is the memory; move past these Zurks for the time being and climb over the wood pile close to the far wall.
Third Rooftops Memory
After mounting the transceiver on the antenna near the conclusion of the Rooftops chapter, you’ll instantly receive the last memory.
Dead End memories locations in Stray
In the Dead End chapter, there are three areas where Stray memory locations can be found.
First Dead End Memory
The first recollection is found immediately after you part ways with Seamus in the Dead End chapter.
Simply move to the place he opens for you on the left side and engage the metal gateway you see there. Under the yellow poster on this door is where the memory itself is kept.
If you didn’t remember this recollection, go back to the beginning of the chapter and explore the area that is after Seamus leaves you but before Zurks attacks you.
Second Dead End Memory
The second Dead End memory is situated in the cramped space you arrive to following your escape from Zurks and ascent of a set of pipes, but before climbing through a fence to reach an open space.
You’ll see a wire fence at the far corner of this area, and after approaching it, you’ll see a hole in the bottom right corner of the fence.
Enter this hole, then proceed down the wooden platform until you come to a small cottage with a dead robot inside of it. This robot can be interacted with to revive and restore the memory.
Third Dead End Memory
Within Doc’s home is where the third and last memory of Stray’s Dead End chapter may be found. All you have to do is go downstairs and talk to the mannequin with the bucket on its head.
The Sewers memories locations in Stray
The Sewers chapter contains two Stray memory locations.
First Sewers Memory
Shortly after you say goodbye to Momo, you’ll find yourself in a hallway with Zurk egg sacks sprouting from the walls. This is where the first Sewers memory may be found.
You must enter the next corridor, which is on the left and about halfway down this hallway. Caution is advised, as there are Zurk egg sacks waiting for you inside. We advise you to take your time and eliminate the Zurks to guarantee your safety.
Enter this hallway and leap into the vent on the left-hand side as soon as you pass the Zurk egg sacks.
All that is left to do is follow the pipe to the memory at this point.
Second Sewers Memory
You’ll find yourself safely perched on a pipe in The Sewers after your first encounter with a significant number of Zurks.
You need to walk all the way to the end of this pipe before you can find the memory. You can then leap to a little pipe with a few barrels at the end by doing this.
This will enable you to get to a pipe, where the memory is located at the end.
Antvillage memories locations in Stray
There are two Stray memory locations in the chapter called Antvillage.
First Antvillage Memory
When you cross the bridge leading into the village, you’ll automatically obtain the first Antvillage memory.
Second Antvillage Memory
You’ll need to wait for B-12 to determine if they are ready to start talking again in order to obtain the second Antvillage memory.
When they are, proceed to Antvillage’s second floor, where the robots are playing mahjong. After passing the mahjong players, look for a robot lounging on a sofa to find the memory.
The recollection is written in white letters on the wall across from the sofa’s right-hand side.
Midtown memories locations in Stray
You can uncover seven Stray memory locations in the Midtown chapter
First Midtown Memory
When you get to the Subway at the beginning of the chapter, you’ll automatically obtain the first Midtown memory.
Second Midtown Memory
The modest residence a robot has built at the top of the steps going to the subway is where the second Midtown memory may be located. All you have to do is interact with the bookcase to gather it.
Third Midtown Memory
You must go to the alleyway behind the club to find this memory. Once there, hop onto the bin close to the yellow vending machine.
By doing this, you’ll be able to leap onto the surrounding roof and use it to climb to a pair of yellow air vents.
The recollection will be waiting for you at a modest hangout location if you keep jumping.
Fourth Midtown Memory
You must go to the barbershop that’s not far from Midtown’s central square for this reminiscence.
You must first jump off the sink or the table at the opposite end of the sofa in order to ascend to the shelf above the sofa in order to get this memory.
You can access the tiny loft in the barbershop from this sofa, and there, in a corner, is the memory just waiting for you.
Fifth Midtown Memory
You need to go to the restaurant close to Midtown’s central square to find this memory.
Once inside, leap up onto the counter to get to the wall of buckets. You can leap through a hole in the ceiling from there to go to the location of the memory.
Sixth Midtown Memory
Only after you have stolen the battery from the factory will you be able to retrieve this memory.
Returning to Midtown’s central plaza will reveal that the Peacemaker office’s door is now open, allowing you to enter and retrieve the memory by examining the drone photo hanging on the wall.
Seventh Midtown Memory
We advise obtaining the last Midtown memory before doing anything else in this location because it can only be obtained in the club.
Fortunately, getting there is really simple; just go on the dumbwaiter behind the bar to be taken to the club’s basement.
By interacting with the table, you can locate the memory at the center of the cellar here. All that’s left to do is return the dumbwaiter to the club.
Jail memories locations in Stray
The final section of the level, while you’re slipping across the jail yard by trapping Sentinels in surrounding cells, is where you can find the only memory location in the Jail chapter of Stray.
You must purposefully draw the first Sentinel you come across’s attention in order to lure it into the cell and to the memory. Then, after using the boxes as cover to prevent the door from being shut, lead it inside the cell. Once inside, have B-12 shut the door by hacking a nearby door panel.
You should lead the Sentinel inside the cell.
The simplest way to accomplish this is to have B-12 shut the cell door from inside and rapidly escape via the door’s rungs or before it closes.
Clementine will be able to open the gate for you while safely navigating the yard.
When she has finished, turn to your right and interact with the dead robot leaning against a trash can to find the memory.
Control Room memories locations in Stray
Control Room, Stray’s concluding chapter, only has one memory to find, and you’ll get it when you break into the room that bears its name.
If you’re having difficulties doing this, direct the neighboring mobile cabinet—I really have no idea what to call these—to the square shape on the door’s left side.
Next, proceed to the control panel on the door’s right side and tell B-12 to begin hacking. Run back over to the cabinet, get on top, and begin picking at the wires as they are hacking away.
You might need to carry out the aforementioned procedures a few times before the door opens because B-12 can only hack the control panel for a little period of time.
However, if you succeed in doing so, you’ll be able to access the Control Room and get the memory. These were all Stray memory locations, we hope you will find them easily!