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.
Sur cette page:
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.
Les souvenirs sont sans doute la collection principale de l'Égard et peuvent être trouvées en interagissant avec des objets ou des emplacements spécifiques pendant votre voyage à travers la ville murale 99.
Il y a 27 souvenirs au total - cinq étant collectés automatiquement dans le cadre du scénario de Stray et 22 que vous devez trouver par l'exploration.
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. Les souvenirs gris, quant à eux, sont ceux que vous avez encore à trouver dans ce niveau actuel, tandis que ceux sans couleur ne peuvent pas être trouvés dans votre emplacement actuel.
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. S'il y en a, vous verrez un certain nombre de carrés gris dans les souvenirs de B-12 qui correspondent correctement à la quantité de souvenirs que vous pouvez trouver dans ce chapitre.
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.
Il n'y a qu'un seul emplacement de mémoire à trouver dans le chapitre plat de l'Egard et vous le recevrez automatiquement après avoir utilisé le premier seau-zipline vers la conclusion du chapitre.
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.
Le sixième Mémoire de bidonvilles est un autre morceau de graffiti, qui peut être trouvé dans l'allée à gauche de l'endroit où le morusque, qui vous pouvez vous donner des feuilles de musique, est assis.
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 vous avez manqué ce souvenir, redémarrez le chapitre et explorez l'emplacement qui existe après que Seamus vous ait quitté, mais avant d'être attaqué par Zurks.
Le deuxième mémoire sans issue est situé dans la petite zone que vous atteignez après avoir échappé à Zurks et grimpé d'une série de tuyaux, mais avant d'entrer dans une zone ouverte en grimpant dans une clôture.
Dans le coin le plus éloigné de cet endroit, vous remarquerez une clôture métallique et, après s'y rendre, vous remarquerez un trou dans le coin inférieur droit de la clôture.
Parcourez ce trou et suivez la plate-forme en bois jusqu'à ce que vous atteigniez une petite cabane contenant un robot mort qui, lorsqu'il est interagi, restaurera la mémoire.
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:
Le premier souvenir des égouts peut être trouvé peu de temps après que vous vous séparez avec Momo lorsque vous vous trouvez dans un couloir avec des sacs d'oeufs Zurk poussant sur les murs.
Sur la main gauche à mi-chemin dans ce couloir, vous en trouverez un autre que vous devez entrer - soyez prudent cependant, car il y a aussi des sacs d'oeufs Zurk qui vous attendent ici. 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.
Pour obtenir cette mémoire, vous devez d'abord grimper au sommet de l'étagère au-dessus du canapé en sautant de l'évier ou de la table à l'autre extrémité du canapé.
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.
Lorsque vous revenez sur la place principale de Midtown, vous verrez que la porte du bureau de la pacificateur est maintenant ouverte, vous permettant de vous diriger à l'intérieur et de récupérer la mémoire en regardant l'image du drone sur le mur.
La dernière mémoire de Midtown ne peut être collectée que dans le club et, pour cette raison, nous vous recommandons de l'obtenir avant de faire quoi que ce soit d'autre à cet endroit.
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.
Le chapitre de la prison de Stray ne contient qu'un seul emplacement de mémoire et il est situé dans la dernière partie du niveau, c'est-à-dire lorsque vous vous faufilez sur la cour de la prison en piégeant les sentinelles dans les cellules voisines.
To reach the memory, you must lead the first Sentinel you encounter into the jail by purposely attracting its attention. Après cela, conduisez-le dans la cellule - en utilisant les boîtes comme couverture pour éviter d'être fermé - et, une fois à l'intérieur, demandez à B-12 de fermer la porte en piratant le panneau de porte à proximité.
La façon la plus simple de le faire est de faire en sorte que le B-12 ferme la porte de l'intérieur de la cellule, puis s'épuise rapidement avant qu'il ne se ferme ou en glissant à travers les échelons dans la porte.
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.
Il n'y a qu'un seul souvenir à trouver dans la salle de contrôle - le dernier chapitre de Stray - et vous le recevrez automatiquement lorsque vous vous efforcer de pénétrer dans la salle de contrôle titulaire.
Si vous avez du mal à faire cela, dirigez l'armoire à proximité à proximité (je ne peux honnêtement pas penser à un bon nom pour ces choses) au contour carré sur le côté gauche de la porte.
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.
Le B-12 ne peut pirater le panneau de commande que pendant une courte période, vous devrez donc peut-être effectuer les actions ci-dessus à quelques reprises avant l'ouverture de la porte.
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.