I Remember! | Stray Trophy

Gather all B-12 Memories

Memory Locations

These collectible memories will allow B-12 to remember and make sense of the world around him. There are two types of memories: Main Memories and Collectible Memories along the way!

Main Memory 01

This is the first memory Stray and B-12 will come across. After shortly meeting and going across Zurks in a bucket, there will be beach mural.

The Slums

The Slums Memory 01

This memory could be found on a rooftop on the way to Doc's place (while gathering their notebooks). The building will be on the right of Doc's place and across from where Stray met the Guardian.

The Slums Memory 02

In order to get this memory, you must collect three Energy Drink Cans from Vending Machines around the slums.

  1. Near Morusque (the guitar playing robot), next to the Guardian, on the opposite side of where Azooz is.
  2. On your way to Doc's apartment, there will be vending machine around where the TV and couches are
  3. Around Seamus's apartment where there is a wall with a graffiti "R.I.P. Humans."

The Slums Memory 03

This memory is located on the second floor of the bar above a table by the staircase.

The Slums Memory 04

This memory is found inside Momo's apartment where his bedroom is. Interact with the poster to trigger the memory.

The Slums Memory 05

Past Seamus's apartment and close to one of the vending machines, there is a wall with a graffiti that reads "R.I.P. Humans."

The Slums Memory 06

This memory is in the alleyway next to Morusque, the guitar playing robot. The player could either climb up through the air conditioner or leave from Zbaltazar's apartment.

The Slums Memory 07

This memory could be found inside Elliot's Programming. As the story progress, you will encounter Elliot who was on the second floor of the building. Next to the staircase will be a potted plant you can interact with to trigger the memory.

The Rooftops

The Rooftops Memory 01

In the beginning of this chapter, after avoiding a bunch of Zurks by hanging off a metal beam, there will be a climb up a metal pipe to reach another floor/roof.

The Rooftops Memory 02

Once inside the building where Zurks are, there will be a cage you will need to open to roll a barrell. Before heading up to the next level, head towards the other side of the floor and hop over to interact with a glowing neon sign.

Main Memory 02

This main memory will be triggered at the end of the Rooftops Chapter.

Dead End

Dead End Memory 01

At the beginning of this chapter, make a left turn before heading down on the right where Zurks are waiting. There will be a closed garage where you can trigger a memory.

Dead End Memory 02

After the Zurks chase, keep moving towards a chainlink fence with a hole at the corner. Head towards it and there will be a body by the lake.

Dead End Memory 03

After meeting Doc in his new temporary home, there will be a mannequin with a bucket for a head.

The Sewers

The Sewers Memory 01

This memory was a bit tricky. During the chapter, there will be a hallway with a Zurks eggs attached on the wall. Pay attention on the left side as there will be a shorter hallway there. Jump on the left side where a tunnel will be. At the end of the tunnel, a memory is sitting on the railing.

The Sewers Memory 02

After a horde of Zurks chase, the player will have to drop down a pipe to escape the Zurks. Make a left and follow the pipes to the end where you will encounter a bunch of eyes.

Antvillage

Main Memory 03

This main memory will automatically trigger once you enter the Antvillage

Antvillage Memory 01

There is only one available memory in Antvillage which is next to a robot sitting on a couch watching tv.

Midtown

Main Memory 04

This main memory will trigger automatically as you make your way to Midtown.

Midtown Memory 01

After running up the stairs past the subway, on the right side will be a bookcase that will trigger another memory.

Midtown Memory 02

This memory is on the rooftop. Before the bar, there is an alleyway you can go into and jump through a yellow sign to start climbing up. It will on the right side where there are pillows on the corner.

Midtown Memory 03

This memory is inside the barbershop. Climb up to the second floor.

Midtown Memory 04

This memory is in a restaurant. Behind the robot, there will be a space to jump up the ceiling.

Midtown Memory 05

This memory can only be collected after stealing the atomic battery from the Neco factory. After stealing the battery, the once closed door of the Peacemaker office will open. Interact with the painting to trigger a memory.

Midtown Memory 06

This memory requires you to find a secret room in the nightclub. Behind the bartended will be a four pillared dumbwaiter. Stand inside it which will take you in a room to trigger a memory on top of a table with bottles on it.

Make sure to collect this memory before heading up the VIP Room.

Jail

Jail Memory 01

There is only memory in Jail. While passing through the courtyard, there will be a robot on the corner propped up against a dumpster.

Control Room

Main Memory 05

The last memory in Stray will be automatically triggered once you are in the control room.

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