“Stray” is an award-winning adventure game where you explore a neon-lit cyberpunk world entirely from the perspective of a lost cat. The unique gameplay—combining environmental puzzles, stealth sections, open-area exploration, and emotional storytelling—makes it both simple and surprisingly deep. This complete Stray walkthrough is designed to give you everything you need to finish the game, discover hidden secrets, solve every puzzle, and fully enjoy the atmospheric world.
Before You Begin: Essential Beginner Tips for Stray
Before diving into the chapter-by-chapter walkthrough, here are core mechanics every player should know:
1. Movement & Exploration
Stray does not allow free-jumping—jump prompts appear only when possible.
This means:
- Explore corners and ledges carefully
- Watch for yellow X or A prompts
- Search vertical spaces; many puzzles require climbing
2. Observational Gameplay
Important details include:
- Neon signs
- Scratched doors
- Talking robots
- Pipes and air conditioners used as cat pathways
3. Talking to Robots
Robot NPCs often hold:
- Puzzle hints
- Access codes
- Item locations
- Hidden lore entries
4. Inventory & B-12
Your drone companion B-12 stores:
- Items
- Codes
- Energy resources
- Memory collectibles
It also translates robot language and operates devices.
5. Stealth & Avoiding Zurks
Zurks are the main threat—small, fast parasites.
Remember:
- Use sprint strategically
- Plan a clean path before running
- Jump onto objects they cannot climb
With these fundamentals, you're ready for the full walkthrough.
Stray Chapter-by-Chapter Walkthrough (Full Guide)
Below is a precise and detailed walkthrough covering every major action, puzzle solution, and enemy avoidance strategy.
Chapter 1: Inside the Wall
This linear intro teaches basic movement. Follow the cat group through:
- Pipes
- Platforms
- Ledges
- Tight spaces
Eventually a scripted slip causes the cat to fall into the Undercity, beginning the main story. There is no puzzle here—just enjoy the environment and learn controls.
Chapter 2: Dead City – Navigating the Abandoned Ruins
This chapter introduces Zurks and environmental navigation.
Step-by-Step Guide
- Exit the tunnel you fell into and move toward the flickering neon signs.
- The environment will guide you with literal arrows made from lights.
- When Zurks appear: Do not fight Sprint and zig-zag Jump onto platforms to lose them
- Push the paint can through a glass roof to break it.
- Enter the room below and continue to follow neon hints.
Puzzle: Moving the Trash Bin
You’ll reach a window too high to jump through.
Solution:
- Pull the trash bin toward the wall
- Jump onto it
- Hop through the window
This chapter ends once you reach the building with the electronic sign that says “HELP.”
Chapter 3: The Flat – Solving the Computer Puzzle
You enter a futuristic apartment where you meet B-12.
Puzzle: Power Cube Activation
To activate the system, you must insert four power cubes.
Locations:
- Directly on the desk
- On a shelf to the right
- Behind a stack of boxes—knock them down to reveal the cube
- On top of the upper shelf (jump up using stacked boxes)
Place the cubes in the four open slots.
Power Door Puzzle
Move the tall wheeled platform under the vent, jump up, and crawl inside.
Obtaining B-12
After exploring the back room, follow the steps:
- Activate the robot
- Bring it the small battery
- Watch the cutscene
You now have:
- Inventory
- Flashlight
- Translator
The chapter ends once you exit to the balcony.
Chapter 4: The Slums – Large Open Area with Many Tasks
This is the first major hub and a key chapter for long-tail keywords such as “Stray Slums guide,” “Stray robot interactions,” and “Stray memory locations.”
Primary Goal: Find the Outsiders
You must talk to several robots to gather clues.
Step-by-Step Objective List
- Meet the Guardian robot.
- Show them B-12’s postcard.
- They’ll direct you to Momo, located in the tall apartment with orange neon signs.
Optional but Recommended Activities
These significantly improve your progression efficiency:
- Collect Sheet Music Pieces (8 total)
- Visit the bar and exchange dialogue
- Talk to the merchant robot
- Trade energy drinks for rare items
- Unlock Memories
- Learn where Clementine, Doc, and Zbaltazar used to live
Reaching Momo’s Apartment
Climb:
- AC units
- Balcony rails
- Pipes leading to the orange-lit window
Inside, speak to Momo, who will give you:
- A notebook
- A quest to reunite the Outsiders
Give him all notebooks to advance the story.
Chapter 5: Rooftops – Handling Zurk Swarms
This is a high-tension rooftop puzzle and chase section.
Main Objective: Retrieve the Transceiver
Detailed Walkthrough
- Follow the rooftop path.
- Jump over broken signs and metal beams.
- When Zurks appear: Use sprint Jump into safe zones Lure them away from switches
- Reach the large antenna tower.
- Activate the machinery by turning the valve and placing the transceiver.
After the cutscene, you are automatically returned to Momo.
Chapter 6: The Slums – Part 2
Return to Momo and receive instructions to travel to the Sewers.
Make sure before leaving:
- Deliver all Sheet Music to the musician
- Trade with the merchant
- Access hidden memories
This is your last chance in the Slums before progressing.
Chapter 7: Dead End – Doc’s Laboratory & the Defluxor Weapon
Goal: Find Doc and help him build the Defluxor.
Step-by-Step Puzzle Breakdown
- Follow Seamus through tunnels.
- Pass through collapsing pipes and wooden planks.
- Reach the abandoned building containing Doc’s lab.
- Solve the Fuse Puzzle by inserting a new fuse found in the side room.
- Power up the generator—Zurks will attack.
Your job is:
- Run
- Avoid Zurks
- Return to the lab safely
Doc will then give you the Defluxor, a UV pulse weapon.
Chapter 8: The Sewers – Using the Defluxor Strategically
This chapter centers on Zurk combat and energy management.
Defluxor Tips
- It overheats quickly
- Must cool between bursts
- Use it only when necessary
Navigating the Sewers
- Bypass the large eye-like organisms on the walls.
- Open two gates using control panels.
- Defend yourself as Zurks spawn from organic pods.
- Cross the final bridge leading toward Antvillage.
Chapter 9: Antvillage – Meeting Zbaltazar
This is a beautiful stop with no enemies.
Actions to Complete
- Climb the tall wooden structure.
- Talk to Zbaltazar.
- Receive instructions to find Clementine in Midtown.
- Interact with robots for Memories and story lore.
Once you're done, continue across the bridge to Midtown.
Chapter 10: Midtown – Stealth, Crime Scene, & Clementine’s Hideout
Objective: Locate Clementine
Step-by-Step Navigation
- Explore the neon-drenched streets.
- Ask locals where to find Clementine.
- Reach the residential building with a traffic cone blockade.
- Enter Clementine’s apartment through the window.
She will explain the plan to escape the city.
New Objective: Find the Worker Jacket & Helmet
For Blazer to help you infiltrate the factory, you need two items:
1. Worker Jacket Location
- Go to the clothing shop
- Distract the owner using the speaker radio
- Steal the jacket
2. Worker Helmet Location
- Go to the bar
- Wake up the sleeping worker
- Follow him to the shop
- The worker opens the door
- Grab the helmet inside
Give both items to Blazer.
Chapter 11: Factory – Completing the Security Laser Puzzle
This chapter is focused on stealth and environmental challenges.
Laser Puzzle Solution
You must move three battery-powered crates:
- Place the first crate on the right pressure plate
- Place the second crate on the left plate
- Stand on the final plate yourself
This disables the lasers.
End of Chapter
Retrieve the Atomic Battery, an essential story item.
Chapter 12: Jail – Rescuing Clementine
Clementine and the cat are captured after the factory mission.
Step-by-Step Breakout Guide
- Escape your own cage by squeezing through the bars.
- Reunite with B-12.
- Disable lasers using nearby control boxes.
- Free Clementine from her cell.
- Sneak past Sentinel drones: Stay behind crates Watch their scanning radius Time movements carefully
Final Escape Puzzle
Use a car to ram the gate open.
Chapter 13: Control Room – Shutting Down the City
The final chapter is puzzle-heavy but safe with no enemies.
Objective: Activate the Control Panels**
You must disable:
- First power station
- Second power station
- Final override terminal
How to Solve the Final Override Puzzle
Break the glass covering the computer by:
- Picking up a small object
- Throwing it at the glass
- Jumping inside to press the button
After B-12 completes the last step, a cutscene triggers the city-wide opening.
Ending: Returning to the Surface
After the emotional finale, follow the linear path until a bright white door opens, leading you to sunlight and freedom.
Completionist Checklist (100% Guide)
For players pursuing 100% completion, here are the categories:
✔ Memory Locations
Collect all B-12 memories across Slums, Midtown, and Antvillage.
✔ Badges
- Outsider Badge
- Music Badge
- Plant Badge
- Cat Badge
- Police Badge
✔ Sheet Music
Eight pieces found throughout the Slums.
✔ Side Interactions
- Scratch all scratchable surfaces
- Sleep for 1 hour (Trophy: “Meowlody”)
- Complete all optional conversations
✔ Speedrun Goal
Finish in under 2 hours (Trophy: “I Am Speed”).
Advanced Gameplay Tips (Pro-Level Strategies)
1. How to Avoid All Zurk Attacks
- Do not run straight
- Use zig-zag patterns
- Jump onto cars and trash bins
- Use narrow pipes to funnel Zurks behind you
2. Optimal Exploration Route
Always move vertically:
- Roofs → balconies → AC units → pipes → ledges This reveals shortcuts and hidden items.
3. Using B-12 Efficiently
- Flashlight only in dark rooms
- Keep inventory minimal
- Translate all signs; some contain puzzle hints
4. Stealth Mastery in Midtown
Sentinels have predictable patterns:
- They scan horizontally
- Their lights turn yellow before going red
- You can hide in boxes, behind furniture, and under shelves
Learn the timing to move through entire levels without detection.
Frequently Asked Questions
Is Stray difficult for beginners?
Stray is accessible for all players, but certain sections—especially Zurk chases—require quick reflexes. This walkthrough smooths out the hardest parts.
How long does Stray take to finish?
- Casual: 4–6 hours
- 100% completion: 8–10 hours
- Speedrun: under 2 hours
Is Stray open-world?
It is semi-open, with large hub zones like the Slums and Midtown but linear progression.
Do choices affect the ending?
No. Stray has a single ending.
Conclusion: Your Complete Stray Walkthrough
This fully detailed Stray game guide provides:
- Complete chapter solutions
- Stealth routes
- Puzzle walkthroughs
- Item locations
- Zurk survival tactics
- Memory and badge details
- Speedrun strategies
Whether you’re a first-time player or aiming for a perfect completion, this walkthrough ensures you experience every secret in the neon cybercity and reach the surface with confidence.