Stray - Chronological trophy and collectible guide


In Stray you can find 67 collectibles. There are divided into few categories, and you don't even have to get them all; for example, finding scratch points is required only once per chapter. Everything that you still may miss after clearing the game can be collected via chapter select. List of collectibles:

  • 27 B-12 Memories
  • 6 Badges
  • 12 Scratch Points (only 1 per Chapter needed)
  • 10 Nuzzles (only 5 needed for trophies, exclusive to Chapters 4 & 10)
  • 8 Sheet Music (exclusive to Chapter 4)
  • 4 Energy Drinks (exclusive to Chapter 4)

This guide will list both trophies and collectibles in each chapter; meaning that by following this guide you can unlock all trophies if you prefer doing it like this. Be aware that if you die and if you reload chapter, you are losing time for a speedrun. I suggest backuping your save before harder parts, like chase in Chapter 2, and for getting trophy where you have to give all song memos. Also, sleeping for 1 hour. If you backup your save before these, do them, sync trophies; then you can download your save and just skip or do that part the fast as you can without having to worry about the trophy.

Chapter 1 - Inside The Wall

  • 0:00 - Scratch #1 - After having to jump first time in the chapter look on the left to see the tree. You need to scratch once per chapter to unlock the Territory trophy
  • 0:28 - A Little Chatty Trophy - If you're aiming for speedrun trophy you can meow (circle button) 100 times as you play; otherwise just meow until you unlock the trophy

Chapter 2 - Dead City

  • 0:39 - Scratch #2 - Carpets (either) inside the apartment that you enter after dropping a bucket full of blue paint (story related location)
  • 1:04 - No More Lives Trophy - Die 9 times. You can't die by falling, the enemies must kill you. You might want to do this after beating the game if you're speedrunning
  • 1:16 - Can’t Cat-ch Me Trophy - Finish the running sequence without Zurks latching onto you. If you see a circle prompt restart the checkpoint and try again

Chapter 3 - The Flat

  • 2:20 - Scratch #3 - At the start of the chapter, in the second room of the apartment
  • 2:35 - Puzzle - Find 4 batteries and insert them into corresponding slots, then reveal the hidden room
  • 4:57 - Passcode - 3748
  • 5:13 - Memory 1/1: Postcard - Automatically during the story

Chapter 4 - The Slums

  • 5:50 - Scratch #4 - After unlocking Cat Got Your Tongue trophy, enter the garage next to the first robot you meat
  • 6:03 - Boom Chat Kalaka Trophy - Right path from the garage when you're facing the garage; push the ball into the bucket. If you miss, reload checkpoint and try again
  • 6:26 - Curiosity Killed the Cat Trophy - Left path from the garage when you're facing the garage; inspect the bag on the floor next to the musician down the stairs
  • 6:50 - Energy Drink Speed 2K 1/4 - Energy Drink Speed 2K 1/4 - Inspect the vending machine opposite of the musician and pick it up
  • 7:14 - Sheet Music 8/8 - Open the safe (1283) that is on the right side from the musician when you're facing him
  • 7:34 - Nuzzle #1-#3 (Cat’s best friend Trophy) -  Press triangle to brush agains robot legs. Do it 5 times to unlock the trophy - there are 4 Nuzzle points during this chapter and few later on. First Nuzzle is agains the first robot you met (garage entrance). Go in the opposite direction of the garage, turn left after going down the stairs and find 2 robots near the campfire
  • 8:15 - Nuzzle #4 - Follow the other path next to the robots near the fire, down the stairs, left and straight at the end is Grandma
  • 8:40 - Energy Drink Speed 2K 2/4 - Follow the other path next to Grandma and just jump the crates straight ahead. Jump on the platform above and find the vending machine
  • 9:17 - Energy Drink Speed 2K 3/4,Memory 5/7 - Jump down from last collectible, face towards Grandma path but turn right, and then right up the stairs. Find Drink and Memory here
  • 10:01 - Sheet Music 3/8 - If you go back following the path in front of Grandma you can scratch the door on the left and find sheet straigh inside
  • 10:39 - Memory 7/7 - Upstairs in the same aparment where the previous collectible was, check the plant near the stairs on the left
  • 11:23 - Memory 3/7 - Exit the previous apartment through the window (scratch the blinds) and the enter the first apartment on the right a bit in front where you land. Check upstairs
  • 12:08 - Sheet Music 5/8 - Same place, check on the table which is next to the robot reading the newspapers
  • 12:25 - Sheet Music 6/8 - Exit through the window, go left and jump on the first dumpster you see. Climb all the way up, enter blue room, and through the broken window in front
  • 13:28 - Clementine’s Notebook 4/4 (Story-related) - Check the computer across the bed in the same room where you found the last collectible
  • 13:51 - Memory 1/7 - Exit the apartment, go straight and right across to the other building (The one with circle arrow sign). Reach the top and find the memory there
  • 14:27 - Sheet Music 2/8 - Go back to the blue room entrance and follow the pipe that goes right from the window entrance, up the fence and on the table
  • 14:55 - Energy Drink Speed 2K 4/4 - Across the balcony where the sheet was is the rooftop with the robot sleeping in the bed. Left of him on a floor bellow the TV floor is a machine
  • 15:57 - Télé à chat Trophy - Climb one floor from the vending machine, sit on the couch and change the channel on the TV 8 times
  • 16:40 - Sheet Music 7/8 - Behind the bend with the TV in front is another apartment. Enter it through a hole next to the glowing sign, and check on the piano on the right
  • 17:10 - Doc’s Notebook 3/4 (Story-related) - Pick up the keys on the room through some books at the other apartments end, then open a safe in the row behind the bed. Jump on books to reveal it
  • 18:46 - Super Spirit Detergent,Electric Cable,Poncho - Across the Library apartment are 2 robots tossing buckets. Ispect the lower one, meow when he is about to throw a bucket. Enter the laundry store at bottom and pick up the detergent from the table. Exhange for cable on the market right of the garage entrance. Carry cable to Grandma to get Poncho in exchange
  • 21:41 - Zbaltazar’s Notebook 2/4 - Climb the building behing the bucket robots, take the battery, fall from the ventilation shaft and jump on all boxes to throw them to find the notebook
  • 23:47 - Memory 6/7 - Exit the previous room after scratching down the drapes, look down and to the left for a memory
  • 24:19 - Memory 4/7 - Climb back up and climb the building next to the higher bucket robot (a bit pass him when you travel back). Meet Momo and before giving any notebooks check memory
  • 25:44 - Sheet Music 1/8 - On top of the boxes inside the room with the bars on the bottom. Go through them, the entrance is next to Momo
  • 26:09 - Momo’s Notebook 1/4 (Story-related) - Give Postcard to Momo. DO NOT give him more books, that will advance the story
  • 26:43 - Sheet Music 4/8,Memory 2/7 - Exchange your Energy Drinks at the market guy right from the garage entrance to get these 2 items
  • 28:22 - Trophy: Meowlody & Badge #1 (Music Badge) - Give all sheets to Morusque left of the garage entrance to unlock the trophy + badge. For speedrun - you can backup your save before giving the sheets to save some time, and then download the backup save after unlocking the trophy
  • 29:09 - Productive Day Trophy - Sleep next to the guitar robot for 1 hour. For speedrun - you can backup your save before giving the sheets to save some time, and then download the backup save after unlocking the trophy
  • 29:25 - Transceiver (Story-related) - Give the remaining notebooks to Momo to finish the chapter and get the next story item

Chapter 5 - Rooftops

  • 31:25 - Scratch #5 - As soon as the chapter starts after riding a bucket and jumping on the roof; check the carpet on the roof
  • 31:43 - Memory 1/3 - After the second Zurks group, climb the ledge, across onto some pipes and up the legde where the sign is and a memory
  • 32:43 - Memory 2/3 - A bit into the chapter you will meet some Zurks in the fence area on the upper floor. Go straight when you're facing the fence on the left
  • 33:09 - Memory 3/3 - Story-related

Chapter 6 - The Slums – Part 2

  • 33:24 - Scratch #6 - As soon as the chapter starts in Momo's apartment check the carpet in front of you
  • 33:37 - Seamus room puzzle, Fixed Tracker (Passcode is 2511) - When you meet Seamus inspect some pictures on the wall, enter passcode and find story item when you push some boxes from the shelf. Then go to Elliot Programming and give the Poncho from Chapter 4, then Broken Tracker to get Fixed Tracker. Get that back to Seamus to proceed

Chapter 7 - Dead End

  • 36:42 - Badge #2 (Outsider Badge), Memory 1/3 -  Badge is Automatic story-related, and for memory, after Seamus opens a door, check straight ahead and to the left
  • 36:56 - Memory 2/3 - After the cart sequence after Seamus let you through a door, climb the pipes and just go straight under the fence and check the wall
  • 38:50 - Memory 3/3,Scratch #7 - Inspect mannequin in Doc's room, then find scratch in the room oposite from the apartment exit doors

Chapter 8 - The Sewers

  • 39:54 - Pacifist Trophy - Do not kill any Zurks during this chapter with your Flashlight (L1). You can reload checkpoint if you do
  • 43:40 - Memory 1/2 - When Momo raises a sewer doors. Follow the path straight, then left and left through a hole to find a memory
  • 46:54 - Memory 2/2 - After you drop down onto pipe after the room with following red eyes on walls, go left first to reach a memory
  • 49:25 - Scratch #8 - After you open a big doors inside the big room with 2 switches, find the cartboard in front of you when you climb the stairs

Chapter 9 - Antvillage

  • 51:35 - Memory 1/2 (Story-related)
  • 51:51 - Cat-a-strophe trophy - Climb the left stairs from where you start and jump on the table where 2 robots are playing a game
  • 52:00 - Scratch #9 - Opposite from the table where you unlocked Cat-a-strophe trophy
  • 52:19 - Memory 2/2 - Climb 2 floors from the scratch point to meet Zbaltazar, then drop 2 floors and check on the right for a memory
  • 53:27 - Badge #3 (Plant Badge) - Bring purple, red, yellow plants to Malo. Pink is next to the Mahjong players, red when you ride a bucket behing Mahjong players, and yellow behing Zbaltazar if you follow a pipe (circle around that floor). Malo is above Zbaltazar, climb up, you will see robot with the watering tools

Chapter 10 - Midtown

  • 55:49 - Memory 1/7 (Story-related)
  • 55:58 - Memory 2/7 - Right through a fence when climb the broken escalator stairs
  • 56:31 - Nuzzle #5 (Cat’s best friend Trophy) - This should be your last Nuzzle for the trophy. It's a robot next to the previous memory
  • 56:42 - Nuzzle #6,Scratch #10 - Exit outside, go straight and turn left behind the elevator. Find both collectibles here
  • 57:27 - Nuzzle #7 - As soon as you enter Midtown and Catwalk trophy pops, it's the robot on the right
  • 57:46 - Badge #4 (Cat Badge) - Passcode is 8542. Enter the shop where the previous nuzzle robot is and climb the shevles
  • 58:14 - Memory 3/7 - Exit the shop and enter alley on the right. Near the robot sweeping climb the dumpster, blue roof but don't go straigh, check behing and climb the AC units
  • 59:06 - Memory 4/7 - Use the bucket close from the memory to go down and continue straight. On the street go left and enter the Barber Shop, climb the attic
  • 59:51 - Memory 5/7 - Exit the Barber Shop, go straight and enter Restaurant left of the robot laying on a couch. Climb the attic behind chef
  • 1:00:36 - Nuzzle #8-10 - 2 guys in front of the Restaurant and the police robot a bit on the side next to a car
  • 1:01:23 - Badge #5 (Police Badge) - When the hologram on the street is facing towards you, go behind and to the right after stairs. Climb all the way up, enter a room on top
  • 1:02:49 - Contact Message (Story-related) - When you enter the Apartments section, climb to the top and find Clementine through a hole next to "Danger" doors
  • 1:03:37 - Cassette Tape (Story-related) - Inspect it at Apartments entrance. Take out 3 cameras; 2 are above on the floor where the tape was, and 1 above the main entrance, same floor
  • 1:05:39 - Worker Jacket (Story-related) - Find Blazer. When the hologram on the street is facing towards you, go behind, down the stairs, straight and then right into the alley
  • 1:06:35 - Worker Jacket (Story-related) - Enter back room of Clothing store (return a bit from Blazer and find entrance at the corner), turn on the radio and steal Jacket
  • 1:07:12 - Worker Hat (Story-related) - Go back to big hologram and enter doors next to red neon sign. At backm drop bottles on drunk's head, follow him, enter box to enter the store, steal Hat
  • 1:10:02 - Sneakitty Trophy - When you enter Factory you need to avoid Sentinels. They can't spot you for this trophy. If you see a yellow light, restart checkpoint. If you aim for the speedrun trophy you might want to backup your save. The trophy pops when you exit the apartments
  • 1:10:27 - Badge #6 (Neco Badge) - Speak with robot after entering doors after the room with 3 Sentinels. Find keys on the right on the barrels after the moving platforms part
  • 1:12:12 - Battery (Story-related) - Continue down the moving platforms and solve the puzzle with the lasers
  • 1:14:54 - Memory 6/7 - Exit the Factory, make your way towards the big hologram. After the Clothing store enter the yellow room on the left and find the memory
  • 1:15:50 - Mysterious Note Puzzle (Story-related) - Find 4 items inside Clementine's Room. When you exit the apartment complex the Sneakitty trophy unlocks
  • 1:19:32 - Memory 7/7 - When you exit the apartments enter alley on left, climb on blue roof, follow the path straight and talk to the robot peaking outside. Stand behing the bartenter
  • 1:21:03 - Scratch Trophy - Go back up, pick up vinyl from the table, put in front of the DJ and scratch the vinyl
  • 1:21:18 - Strange Drink (Story-related) - Find it on the bar
  • 1:22:12 - Lever Handle (Story-related) - Give drink to guy right of the stage, use level on the stage, climb up, press third and first buttons and continue onto next chapter

Chapter 11 - Jail

  • 1:24:11 - Memory 1/1 - On the right side in the yard after you lock a Sentinel and Clementine open doors
  • 1:25:00 - Scratch #11 - The tree when you enter the room after locking 2 Sentinels

Chapter 12 - Control Room

  • 1:25:33 - Scratch #12 (Territory Trophy), Memory 1/1 (I remember Trophy) - If you have all others, the last 2 collectibles are story-related and they should unlock 2 trophies
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