Table of contents

Early on during Stray, players will find themselves locked inside a scientist's flat, where they'll be tasked with turning on a big computer. Shortly after doing so, they'll be introduced to B-12, who serves as the game's companion character and helps the playable kitty to communicate with the robot civilization that inherited the planet after humanity's downfall.

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As they explore the game's world, players will learn more about B-12's mysterious past, with the loveable little robot uncovering more of its memories with each new chapter. There are 27 memories in total, five of which are unlocked automatically as part of the main story. The other 22 memories in Stray must be tracked down by players, either during their first playthough or with the help of the game's chapter select menu.

Every Memory in The Flat (Chapter 3)

Story Memory 1

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The game's first memory is obtained automatically not long after players leave the scientist's flat near the end of Chapter 3. Moments after riding in a bucket, they'll come across a mural depicting a beach, after which, players will receive a Postcard showing the same image.

Every Memory in The Slums (Multiple Chapters)

Memory 01

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The first of seven non-story-related memories located throughout the slums, Memory 01 can be found by interacting with a dead robot. It's on top of a building near a faded sign with a bottle on it, not too far from where players meet Guardian at the start of Chapter 4.

Memory 02

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Memory 02 is triggered after B-12 is shown the Ancient Relic item at the marketplace near the big elevator. Players will need to give Azooz three Energy Drink Cans before he will uncover the picture though, meaning that players will need to track down some of the area's vending machines.

Memory 03

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The third collectible memory that players can find in the slums is triggered in Dufer Bar, which is on the main road directly opposite the giant elevator. Upon their arrival, players should head upstairs and interact with the plant on the table to make B-12 remember.

Memory 04

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Memory 04 can be found inside Momo's flat, which players will need to visit during their quest to find the four Outsiders notebooks in Chapter 4. If they head into the bedroom, players will find a poster for a fictional video game called "Back Home 2" and interacting with this will trigger yet another of B-12's memories.

Memory 05

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The fifth of the slums' memories is a piece of graffiti reading "R.I.P. Humans" that's painted on a wall near a vending machine. To get to it, players should head down the alleyway near the Laundromat and past Seamus' apartment, which they'll need to visit while searching for the secret lab in Chapter 6.

Memory 06

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Memory 06 requires a little bit of climbing, but this shouldn't prove to be too challenging for most players. They'll need to head over to Morusque, the guitar-playing robot who asks players to find him sheet music. Once there, they should head down the dead-end alley just to the left of his location. Climbing up the air conditioning units here will reveal a painting of a robot, which players can interact with to trigger another one of B-12's memories.

Memory 07

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The last memory that players can find in the slums is inside Elliot Programming. Players can visit this location from Chapter 4 onward and will need to go there as part of the main story when trying to fix the broken tracker in Chapter 6. Upon their first visit, they'll need to scratch the front door so that somebody opens it and can then make their way upstairs and interact with the plants in the corner to trigger the memory.

Every Memory on the Rooftops (Chapter 5)

Memory 08

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Near the beginning of Chapter 5, players will come to an area in which they can use a hanging metal beam to trick a bunch of Zurks into falling to their deaths. Shortly after, they'll climb up a metal pipe and onto an air conditioning unit to reach the next level, where they'll find a big pink neon sign that will trigger one of B-12's memories.

Memory 09

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A little later on, players will find themselves in an area with some Zurks locked inside a cage on their left. To progress, they'll need to open this cage, but before they do, they should keep heading straight and then interact with the glowing Neco crate once they hit a dead end.

Story Memory 2

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The game's second story-related memory is unlocked automatically right at the end of Chapter 5 once players have placed the transceiver on the antenna. At this point, B-12 will remember the intended purpose of the city before returning to the slums with the player.

Every Memory at the Dead End (Chapter 7)

Memory 10

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Memory 10 can be triggered near the very beginning of Chapter 7. After the chapter begins, players should cross the bridge and then take a left. They'll find an old metal door not too far from here and can inspect it to unlock another of B-12's memories.

Memory 11

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Shortly after the big chase sequence in which the playable kitty is flung from the cart, players will come to a chainlink fence. If they look closely, they'll find that the corner of the fence has been peeled back, allowing them to head inside and examine a dead robot to unlock Memory 11.

Memory 12

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Memory 12 is inside Doc's makeshift home, which players will visit near the end of Chapter 7. After climbing in through the window, players should examine the mannequin with a bucket for a head, which can be found standing next to a sofa that's covered in trash.

Every Memory in The Sewers (Chapter 8)

Memory 13

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As players make their way through the sewers, there'll come a point where Momo opens a gate and is left behind. Shortly after this, players will find themselves in a long tunnel. Rather than heading forward as intended, they should instead take a left, destroying any emerging Zurks as they do. On the left of this tunnel is a pipe, which will lead them to a glowing light that serves as Memory 13.

Memory 14

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Memory 14 is also down in the sewers and can be found shortly after players drop down onto a pipe after being chased by a small army of Zurks. Here, players should walk to the far end of the pipe and jump onto some barrels via a smaller pipe. They'll then be able to pass through a larger pipe to a Zurk's nest with many eyes, and interacting with the glowing light here will unlock the memory.

Every Memory in Antvillage (Chapter 9)

Story Memory 3

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Upon their arrival in Antvillage, players will stumble across a large container similar to the one they found in the secret lab during the third chapter of Stray. As soon as they do, a memory will automatically be triggered, with B-12 having a shocking realization about his past.

Memory 15

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Once B-12 starts talking again, players should make their way to the area in which a robot is sitting on a couch watching television. To the right of this robot is some white text painted onto the wall, which serves as Stray's fourteenth collectible memory.

Every Memory in Midtown (Chapter 10)

Story Memory 4

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The fourth story-related memory in Stray comes shortly after players have left Antvillage. It's triggered by the sight of an old subway train and will be automatically added to the memories tab once players arrive on the platform.

Memory 16

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In addition to the story-related memory, there are six collectible memories scattered throughout Midtown, the first of which can be found just before leaving the subway station. A robot has set up shop to the right of the exit and examining his bookcase will trigger Memory 16.

Memory 17

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To find Memory 17, players should head to the alleyway in which a robot with a cone on its head is sweeping up. By jumping onto the nearby dumpster, they'll be able to get on top of a blue awning and then jump across some air conditioning units to reach an area up above them that's full of rugs and pillows. Once there, they can interact with the pillows to trigger the game's seventeenth collectible memory.

Memory 18

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Near the giant hologram in the center of Midtown, players will find a yellow barber shop. They'll be able to get inside it by hopping through the window or squeezing through the door and can then get up into the ceiling with the help of a handily-placed shelf. Memory 18 can be triggered in the far corner of the crawl space.

Memory 19

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Much like the one proceeding it, Memory 19 is triggered by climbing into a ceiling. This time, however, it's the ceiling of the restaurant with several patio tables and chairs outside, which can also be accessed via the area with the giant hologram. Once again, the memory spot that players need to interact with is in the far corner of the crawl space.

Memory 20

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Players will need to wait until after stealing the atomic battery from the Neco factory before they can gain access to Memory 20. Once they have the battery, the door to the Peacemaker office will open up and players will be able to inspect the drone poster inside to trigger the game's twentieth memory.

Memory 21

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The last of Midtown's memories can be found inside the nightclub. Rather than heading up to the VIP area as intended, players should make their way to the bar and step onto the cube-shaped dumbwaiter instead. This will take them down to the basement, where they'll be able to inspect some bottles on a table to trigger Memory 21.

Every Memory in Jail (Chapter 11)

Memory 22

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The last of the non-story-related memories in Stray can be found during the closing stages of Chapter 11 while passing through the prison's courtyard. After trapping the first security drone, players should head over to the right and interact with the dead robot that's propped up against a dumpster.

Every Memory in the Control Room (Chapter 12)

Story Memory 5

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The final story memory is also the very last memory in Stray and will trigger automatically once players make it into the control room. Before they can do so, however, they'll first need to gain entry by scratching at the panel near the security door while B-12 interacts with the nearby keypad. Assuming that players have uncovered all of the other Stray memories up to this point, the "I Remember!" trophy will unlock shortly after players head through the second set of doors at the same time as the final memory. B-12 will then reward players with a special rainbow harness.

Stray is available now on PS4, PS5, and PC.