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.
このページで:
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.
思い出は間違いなく迷惑なメインの収集品であり、壁に囲まれた都市を旅する際に特定のオブジェクトや場所と対話することで見つけることができます99。
合計27の記憶があります - 5つがStrayのストーリーラインの一部として自動的に収集され、22は探索を通じて見つける必要があります。
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.一方、灰色の記憶は、この現在のレベルでまだ見つけていないものですが、色のないものは現在の場所には見られません。
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.ある場合、B-12の記憶には、この章で見つけることができる記憶の量に正しく対応する多くの灰色の正方形が表示されます。
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.
迷惑のフラットチャプターで見つけるメモリの場所は1つだけで、最初のバケットジプラインを章の結論に向けて使用した後、自動的に受信します。
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.
6番目のスラム街のメモリは、別の落書きです。これは、モルスクの左側の路地にあり、音楽シートを贈ることができる場所の路地にあります。
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.
この記憶を見逃した場合は、章を再起動し、シーマスがあなたを去った後に存在する場所を探索しますが、Zurksに攻撃される前に。
2番目の行き止まりのメモリは、Zurksを脱出して一連のパイプを登った後、到達した小さなエリアにありますが、フェンスに登って開いたエリアに入る前にあります。
この場所の隅には、ワイヤーフェンスがあることに気付き、それに近づいた後、フェンスの右下隅に穴があることに気付くでしょう。
この穴を通り抜けて、死んだロボットを含む小さな小屋に到達するまで木製のプラットフォームに従ってください。
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:
最初の下水道の記憶は、壁に成長しているズールクの卵の袋が囲まれた廊下にいることに気付いたときに、モモと別れた直後に見つけることができます。
この廊下のほぼ半分の左側には、入る必要があるもう1つが見つかります。ただし、ここにはZurk Egg Sackが待っているためです。 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.
この記憶を取得するには、最初にソファの反対側のシンクまたはテーブルから飛び降りて、ソファの上の棚の上に登る必要があります。
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.
ミッドタウンのメインスクエアに戻ると、Peacemakerオフィスのドアが開いていることがわかり、壁のドローンの写真を見ることで内側に向かって記憶を集めることができます。
最終的なミッドタウンの記憶はクラブでのみ収集できます。このため、この場所で他のことをする前に入手することをお勧めします。
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.
Strayの刑務所の章には、1つの記憶の位置のみが含まれており、レベルの最後の部分にあります。これは、近くのセルにセンチネルを閉じ込めて刑務所の庭を忍び寄るときです。
To reach the memory, you must lead the first Sentinel you encounter into the jail by purposely attracting its attention.その後、セルに導きます - 閉じないようにボックスをカバーとして使用して - 内側に着いたら、近くのドアパネルをハッキングしてB -12をドアに閉じます。
これを行う最も簡単な方法は、B-12がセルの内側からドアを閉じてから、閉じる前に、またはドアのラングを滑らせる前にすぐに走り出すことです。
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.
コントロールルームで見つけるメモリは1つだけです - Strayの最終章 - そして、あなたはあなたが名誉あるコントロールルームに侵入するときに自動的にそれを受信します。
これを行うのに苦労している場合は、近くの可動キャビネット(正直に言って、これらのことの良い名前を考えることはできません)をドアの左側の正方形の輪郭に導きます。
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はコントロールパネルを短時間でハッキングできるため、ドアが開く前に上記のアクションを数回完了する必要がある場合があります。
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.