Memories are one of the collectibles you can find in Stray .
Scattered across the city of Stray are objects and locations which will help restore one of B-12's corrupted memories; each memory will either reveal part of the little drone's past or a fact about the city's history.
Below you'll find all of the memory locations in Stray , so you can collect them and earn a Stray trophy.
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Explainers:
Memory Locations:
If you'd like to learn more about Stray, then check out our guides on the energy drink locations, music sheet locations and Stray trophies.
Podría decirse que los recuerdos son los principales coleccionables en Stray y se pueden encontrar interactuando con objetos o ubicaciones específicos durante su viaje a través de Walled City 99.
Hay 27 recuerdos en total, con cinco recopilados automáticamente como parte de la historia de Stray y 22 que debe encontrar a través de la exploración.
B-12's memory bank is located in your inventory and here you can view any memories you've already collected, along with the ones you haven't.
Memories you've restored are coloured blue, while the ones you receive are yellow. Mientras tanto, los recuerdos grises son los que aún no encuentras en este nivel actual, mientras que los que no tienen color no se pueden encontrar en su ubicación actual.
Whenever you start a new chapter in Stray, it's a good idea to see if there are any memories hidden in this new location. Si lo hay, verá una serie de cuadrados grises en los recuerdos de B-12 que se corresponderán correctamente con la cantidad de recuerdos que puede encontrar en este capítulo.
By selecting a memory, you'll be shown a glitchy picture of its location that you can enlarge.
Finding all of the memories will unlock a small present for you to enjoy - it's not much, but we won't spoil the surprise.
Don't worry if you miss a memory - Stray allows you to restart any chapter you've already completed whenever you like. The only catch is that you have to start that chapter from the very beginning.
Solo hay una ubicación de memoria para encontrar en el capítulo plano de Stray y la recibirá automáticamente después de usar la primera bucket-Zipline hacia la conclusión del capítulo.
There are seven memories locations in both of The Slums chapter in Stray. It doesn't matter whether you find the memories in Part 1 or Part 2, because, once you've found the memory, it will count for both chapters.
While these memories can be collected in any order, we've arranged them in the order in which they appear in B-12's memory bank.
The first memory in The Slums is found by interacting with a dead robot lying atop the house directly opposite The Guardian.
The easiest way to reach this roof is to climb onto the crate next to the red vending machine near The Guardian. Doing so will let you use the air vents and railing to reach the roof above.
From here, use the shelf to the next roof and then, there, the air vent to climb atop the final roof.
You'll now find the dead robot lying against the sign.
To obtain the second memory in The Slums, you need to purchase the 'ancient relic' from Azooz at the Marketplace west of The Guardian.
To do so, you will need three energy drinks, which can be found by interacting with vending machines located within The Slums.
After giving Azooz the cans, he'll pull the sheet off the relic and you'll be able to restore B-12's memory. (No idea why he couldn't do this for free, but I guess business is business.)
For the third memory in The Slums, you need to head to the second floor of the bar.
Here you'll find the memory by interacting with the bowel on the table located near the top of the stairs and pool table. (At least I think it's a pool table - the balls definitely look like they belong to pool.)
For the fourth The Slums memory, you need to visit Momo's flat.
Once inside, head into this small bedroom and, on the opposite wall to the bed, you'll find a poster, which will unlock this memory.
The fifth memory within The Slums is a piece of graffiti which reads, 'RIP Humans.'
Using The Guardian as a starting point, you can find the memory by going down the stairs in front of this robot.
Next, take the street to your right that leads to the laundrette. Once you've passed the laundrette, continue walking forward until you reach the memory.
La sexta memoria de Slums es otra pieza de graffiti, que se puede encontrar en el callejón a la izquierda de donde se sienta Morusque, a quien puedes darte sábanas de música.
To reach this memory you need to jump on one of the bins, so you reach the small tin roof. From here, you can use the air vents to reach the painting of a robot.
The seventh memory hidden within The Slums is located on the first floor (or second depending on your opinion on floors) of Elliot's house.
Scratch at the door for his house to be let in and then head up the stairs.
Once you're at the top of the stairs, head into the left corner to find the memory by interacting with a plant being grown out of a toilet.
You can find three memories locations in the Rooftops chapter of Stray.
Here are the Rooftop memories in the order they appear in B-12's memory bank:
The first Rooftops memory can be found after you've tricked a group of Zurks to fall to their deaths by jumping on and off a metal bar.
Once you've completed this bit of pest control, continue on your way until you reach a large pipe; jump on this pipe, then the nearby air vent to reach the area above you.
Here you'll find a large neon sign which, when interacted with, will restore one of B-12's memories.
The second Rooftop memory is located on the second floor of the building you'll need to navigate to reach the tower. You'll know you're on the right level when you see a group of Zurk's trapped in a cage-like area.
Head past these Zurk's for now and climb over the wood pile near the far wall; the memory is the Neco Corporation sign which has nearly been submerged in the flesh mass the Zurks create.
You'll receive the final memory automatically towards the end of the Rooftops chapter after placing the transceiver on the antenna.
Collectibles are hidden throughout Stray, such as B-12's memories and the badges. You can also use your cat powers to find music sheets, enegry drinks and the plant locations. Don't forget about the Stray trophies either, but, if the game is for you, make sure you know Stray's length.
There are three memories locations in the Dead End chapter of Stray.
Here are Dead End memories in the order they appear in B-12's memory bank:
The first memory is located at the very start of the Dead End chapter shortly after you part ways with Seamus.
Simply head to the left-hand side of the area he opens for you and interact with the metal doorway you find there. The memory itself is located beneath the yellow poster on this door.
Si te has perdido este recuerdo, reinicie el capítulo y explore la ubicación que existe después de que Seamus te deja, pero antes de que te atacen Zurks.
La segunda memoria de Deat End se encuentra en el área pequeña que alcanza después de escapar de Zurks y escalar una serie de tuberías, pero antes de entrar en un área abierta subiendo en una cerca.
En la esquina lejana de esta ubicación, notará una cerca de alambre y, después de subir a ella, notará un agujero en la esquina inferior derecha de la cerca.
Pase por este agujero y siga la plataforma de madera hasta llegar a una pequeña cabaña que contiene un robot muerto, que, cuando interactúa, restaurará la memoria.
The third and final memory in the Dead End chapter of Stray is located within Doc's house. Simply head downstairs and interact with the mannequin wearing a bucket on its head.
You can find two memories locations in The Sewers chapter of Stray.
Here are The Sewers memories in the order they appear in B-12's memory bank:
La primera memoria de las alcantarillas se puede encontrar poco después de separarse de Momo cuando te encuentras en un pasillo con sacos de huevo de zurk que crecen en las paredes.
A la izquierda a la mitad de este corredor, encontrará otro en el que debe ingresar, sin embargo, tenga cuidado, porque también hay sacos de huevos de Zurk que lo esperan aquí. We recommend taking your time and killing the Zurks to ensure you have safe passage.
Enter this corridor and, just past the Zurk egg sacks, jump into the vent on the left-hand wall.
Now all you have to do is follow the pipe until you reach the memory.
The first time you've been chased by a large amount of Zurk's in The Sewers, you'll find yourself safely standing on a pipe.
Rather than continuing forward, you need to walk to the far-end of this pipe to find the memory. By doing so, you'll be able to jump to a small pipe and, at the end of that, a number of barrels.
This will allow you to reach a pipe and, at the end of that, lies the memory.
The Antvillage chapter of Stray contains two memories locations.
Below you'll find the Antvillage memories in the order they appear in B-12's memory bank:
You'll receive the first Antvillage memory automatically when you cross the bridge leading to the village.
To collect the second Antvillage memory, you'll have to wait for B-12 to decide they are ready to talk again.
Once they are, head to the second floor of Antvillage - the one where the robots are playing mahjong. To find the memory, head past the mahjong players until you find a robot sitting on a sofa.
The memory is a piece of white text on the wall opposite the right-hand side of the sofa.
Stray's Midtown chapter contains seven memories locations for you to find, which we've organised according to their order in B-12's memory bank.
You'll receive the first Midtown memory automatically when you reach the Subway at the beginning of the chapter.
The second Midtown memory can be found in the small home a robot has made at the top of the stairs leading to all the subway. All you have to do to collect it is interact with the bookcase.
To find this memory, you need to visit the alleyway behind the club and, once there, jump onto the bin near the yellow vending machine.
Doing so will allow you to jump onto the nearby roof, which you can then use to reach a set of yellow air vents.
Keep jumping and you'll find the memory waiting for you at a small hangout spot.
For this memory, you need to visit the barbershop off close to the main square of Midtown.
Para obtener esta memoria, primero debe subir al estante sobre el sofá saltando del fregadero o la mesa en el otro extremo del sofá.
From this sofa, you can reach the very small loft in the barbershop, where, in one corner, you'll find the memory waiting for you.
To find this memory, you need to visit the restaurant near the main square of Midtown.
Once inside, jump atop the counter so you can reach the wall lined with buckets. From there, you'll be able to jump through a hole in the ceiling and here is where you'll find the memory.
This memory can only be collected after you've stolen the battery from the factory.
Cuando regrese a la plaza principal de Midtown, verá que la puerta de la oficina del pacificador ahora está abierta, lo que le permite ir y recoger la memoria mirando la imagen de drones en la pared.
La memoria final de Midtown solo se puede recolectar en el club y, por esta razón, recomendamos obtenerla antes de hacer cualquier otra cosa en este lugar.
Finding it, thankfully, is quite easy - all you have to do is jump onto the dumbwaiter behind the bar to be taken to the club's basement.
Here you'll find the memory in the middle of the basement by interacting with the table. Now all you have to do is take the dumbwaiter back to the club.
El capítulo de la cárcel de Stray solo contiene una ubicación de memoria y está ubicado en la parte final del nivel, que es cuando se escabulla sobre el patio de la prisión atrapando centinelas en las celdas cercanas.
To reach the memory, you must lead the first Sentinel you encounter into the jail by purposely attracting its attention. Después de hacerlo, guíelo a la celda, usando las cajas como cubierta para evitar ser cerrado, y, una vez que esté dentro, haga que B -12 cierre la puerta pirateando el panel de la puerta cercano.
La forma más fácil de hacer esto es que B-12 cierre la puerta desde el interior de la celda, luego se agote rápidamente antes de que se cierre o deslizándose por los peldaños en la puerta.
Clementine will be able to safely cross the yard and open the gate for you.
Once she's done so, head to your right where you'll find the memory by interacting with the dead roboto leaning against a bin.
Solo hay una memoria para encontrar en la sala de control, el capítulo final de Stray, y la recibirá automáticamente cuando ingrese a la sala de control titular.
Si tiene problemas para hacer esto, lidere el gabinete móvil cercano (honestamente, no puedo pensar en un buen nombre para estas cosas) al contorno cuadrado en el lado izquierdo de la puerta.
Next, head to the control panel on the right-hand side of the door and prompt B-12 to start hacking. While they're hacking away, run back over to the cabinet, jump on top and start scratching at the wires.
B-12 solo puede piratear el panel de control por un corto período de tiempo, por lo que es posible que deba completar las acciones anteriores un par de veces antes de que se abra la puerta.
After successfully doing so, however, you'll be able to enter the Control Room and receive the memory.
Now you can enjoy finishing Stray!
If you'd like to learn more about Stray, then check out our guides on the energy drink locations, music sheet locations and Stray trophies.