Stray Collectibles Guide

Welcome to the Stray collectibles guide covering all the collectibles and many of the conditional achievements and trophies in the game.

Refer to the Stray Achievements & Tropheis Guide for details on all other achievements and trophies.

Don’t forget to use at least one scratching spot in every chapter.


Chapter 1: Inside the Wall

There is only 1 collectible in the first chapter. Shortly after taking a nap and descending the pipes in the cutscene at the start of the game, run forward and you will see a tree on the left. Approach the tree and press Xbox Y Button / PlayStation Triangle Button to initiate scratching, followed by LT+RT/L2+R2.


Chapter 2: Dead City

There is only 1 collectible in chapter 2. After using a paint can to break a window and jumping into the apartment, jump down off the bunkbed. Then, approach the middle of the rug and scratch.


Chapter 3: The Flat

There are 2 collectibles in chapter 3.

00:00 – Scratch
The first is in the room with the keyboard that you walk on to open the door. Before walking on the keyboard, approach the rug on the right and scratch.

00:19 – Memory
The second collectible is a memory that you will automatically collect as part of the story just after descending in a bucket after leaving the apartment.


Chapter 4: The Slums

00:00 – Boom Chat Kalaka Trophy
At the start of Chapter 4, go to the right of the Guardian and drop a basketball into a basket. If you miss, reload your last checkpoint, but make sure it won’t erase collectible progress in the area.

00:21 – Scratch (Chapter 4)
Next, scratch the rug in the small room directly behind the Guardian.

00:26 – Energy Drink 1
Then, run down to the short alley to the Guardian’s left. Interact with the drink machine on the right and grab the first energy drink.

00:39 – Sheet Music 1
Continue to the end of the alley and use code 1283 on the safe to collect the first sheet music.

00:50 – Curiosity Killed the Cat Trophy
Finally, interact with the paper bag to the right of Morusque (the musician) to unlock the next achievement/trophy.

01:02 – Nuzzle 1
Return to the Guardian and nuzzle up against his leg to start the Cat’s Best Friend achievement/trophy.

01:15 – Nuzzle 2 & 3
Then, start heading toward the center of The Slums and take the first left to find 2 robots next to a burning barrel. Nuzzle up against both of them.

01:35 – Nuzzle 4
Next, head to the far end of the ground level (opposite the Guardian) and nuzzle up against Grandma. The 5th and final nuzzle locations are found in Chapter 10: Midtown.

Rooftops

01:46 – Sheet Music 2
Immediately after nuzzling Grandma, climb up to the rooftops and collect a piece of sheet music sitting on a small table on a balcony.

02:03 – Sheet Music 3
Then, jump into the apartment to the left through an open window and through a broken door to grab the third sheet music on the right.

02:10 Clementine’s Notebook
In that same room, collect Clementine’s notebook on a computer.

02:20 – Memory 1
As you leave the apartment, turn right and stay on the rooftops to take another memory from a robot hiding behind a large sign.

02:44 – Energy Drink 2
Next, continue to the opposite side of the rooftops and grab another energy drink just below the TV and couch.

03:12 – Tele a Chat Trophy
Then, jump up on the couch and interact with the TV remote to change channels. Continue doing so until the achievement/trophy pops.

Doc & Zbaltazar’s Notebooks

03:32 – Library Safe Keys
Enter the library just behind the couch and translate a sheet in the back room to locate the safe keys.

03:44 – Doc’s Notebook
Next, jump on 3 stacks of books in the middle of the library to reveal the safe and collect Doc’s notebook.

04:00 – Sheet Music 4
Run around the shelves and take the fourth sheet music sitting on the piano.

04:10 – Open Laundry Door
Head over to the 2 robots throwing paint cans and interact with the one throwing the cans to open the door to the laundry room for later.

04:34 – Zbaltazar’s Notebook
Continue across the rooftops to the roof of the building opposite the library, removing the battery to stop the fan. Once inside the apartment, turn left and jump on the right stack of boxes revealing Zbaltazar’s notebook.

05:04 – Memory 2
After exiting Zbaltazar’s apartment through the window, turn left and descend to the painting on the wall for the next memory.

Laundry & Trading

05:29 – Super Spirit Detergent
Now, head over to the laundry room and grab the detergent sitting on a small table by the window.

05:45 – Memory 3
Turn left as you leave the laundry and run to the end of the alley to collect the next memory.

06:01 – Energy Drink 3
Then, grab the energy drink next to the memory

06:13 – Energy Drink 4
The final energy drink is found near the middle of The Slums about half way up to the rooftops.

06:35 – Electric Cable
Now, head over to the shop (to the right of the Guardian) and trade the detergent for an electric cable.

07:00 – Memory 4
Then, trade 3 energy drinks for the memory on the left.

07:18 – Sheet Music 5
Finally, trade 1 energy drink for the sheet music on the right.

07:32 – Memory 5
Next, head up to the second floor of the bar and collect the memory on the first table on the left.

07:52 – Sheet Music 6
Then, grab the sheet music on the far booth table.

08:02 – Poncho
Next, return to Grandma and trade the electric cable for a poncho.

08:26 – Sheet Music 7
Now, head over to Elliot’s place and scratch on the door to see the seventh sheet music on the picture opposite the door.

09:01 – Memory 6
Then, run upstairs to collect the sixth memory from a plant sitting on a toilet.

Tying Up Loose Ends

09:39 – Memory 7
Next, ascend to rooftops to Momo’s apartment, but don’t show him anything yet. First, run into his bedroom an collect the final memory off a poster.

09:55 – Sheet Music 8
After that, enter his back room and grab the final sheet music from the top shelf.

10:03 – Meowlody Trophy & Music Badge
Then, return to Morusque (the musician to the Guardian’s left) and give him all 8 music sheets. Once the final sheet is received, Morusque will give you the Music Badge and the achievement/trophy will unlock.

10:39 – Productive Day Trophy
Next, interact with the pillow to the left of Morusque to take a 1-hour nap. Make sure your controller is plugged in and your console/PC is not setup to sleep.

10:59 – Momo’s Notebook
After showing Momo the postcard and the 3 other notebooks, he will give you his notebook.

11:28 – Transceiver
Then, Momo will tinker with the receiver and hand it to you as you prepare to leave his apartment for the rooftops.

11:40 – Scratch (Chapter 6)
At the start of Chapter 6, scratch the rug in Momo’s apartment before continuing with the story.


Chapter 5: Rooftops

There are 4 collectibles in Chapter 5.

00:00 – Scratch
Immediately after the bucket ride from Momo’s apartment and seeing the chapter heading, scratch the rug on the floor.

00:18 – Memory 1
Shortly after the second group of Zurks, collect the memory on the red sign at the dead end before doubling back for the next beam.

00:56 – Memory 2
While ascending the skyscraper you will see a group of Zurks locked in a fenced area. Before hacking the door, continue moving passed the fence and collect the memory on a sign.

01:17 – Memory 3
The final memory will unlock after placing the transceiver on the top of the tower.


Chapter 6: The Slums

See Chapter 4: The Slums for details on collectibles shared in The Slums. The only new collectible in Chapter 6 is the scratching spot.


Chapter 7: Dead End

There are 5 collectibles in Chapter 7.

00:00 – Badge
Seamus will give you the Outsider Badge just before he unlocks the final door leading out of The Slums.

00:20 – Memory 1
Immediately after receiving the badge, run down the walkway and turn left. Then, collect the memory on the garage door.

00:37 – Memory 2
After ascending the pipes above the broken truck, continue straight and under a broken fence to find the memory on a robot.

00:56 – Memory 3
After you meet Doc, grab the memory on the mannequin to the right of his desk.

01:11 – Scratch
Scratch the wall to the left of the desk with the Doc’s device.


Chapter 8: Sewers

There are 3 collectibles in Chapter 8.

00:56 – Memory 1
After Momo opens the door and you reach the narrow corridor, take the first left and immediately jump into the tunnel on the left. Then, follow the path and collect the memory on the railing.

02:16 – Memory 2
After running from the Zurks in the room full of their nests and reaching the drop with pipes, head left on the pipes. Then, follow them to the next room and grab the memory.

03:15 – Scratch
Scratch a piece of cardboard on the ground just after the room where you hack 2 panels.


Chapter 9: Antvillage

There are 7 collectibles in Chapter 9.

00:00 – Memory 1
B-12 will automatically remember the first memory of the chapter just after you enter Antvillage.

00:18 – Cat-a-strophe Trophy
After running up the first ladder, turn left and jump on the mahjong table to unlock the achievement/trophy.

00:29 – Scratch
Next, scratch the board leaning against the wall just opposite the mahjong table.

00:41 – Flower 1
Grab the first flower on a tree branch jutting out from the third floor on Antvillage.

00:51 – Flower 2
Drop down to water level with the bucket behind the mahjong table and collect the second flower.

01:03 – Memory 2
Collect the second memory from the wall next to the couch and TV on the second floor.

01:28 – Flower 3
Run passed the bar and pickup the yellow flower.

01:40 – Badge
Once you have all 3 flowers, head up to the garden and give them to Malo for the Plant Badge.


Chapter 10: Midtown

Outside Midtown

00:00 – Memory 1
Once you reach the subway platform, B-12 will automatically recall one of the memories.

00:26 – Memory 2
Just after ascending the escalator/stairs from the subway, turn right and grab the memory from the bookshelf.

00:44 – Nuzzle & Cat’s Best Friend Trophy
Then, nuzzle up against the robot for the final piece to unlock the Cat’s Best Friend achievement/trophy. If you missed some of the nuzzle locations in The Slums, there are a few other robots in Midtown that count.

00:55 – Scratch
Before entering Midtown, turn left, go behind the broken elevator and scratch the mattress.

Midtown

01:09 – Badge 1
After entering Midtown jump into the small yellow shop on the right. In the back of the shop, climb up the shelves and use code 8542 on the safe to unlock the Cat Badge.

01:37 – Memory 3
Enter the small alley next to the yellow shop and climb up the dumpster and AC units to reach another memory next to a small TV.

02:02 – Memory 4
Next, jump through the window of the barber shop and collect the fourth memory from the attic.

02:30 – Memory 5
Then, run into the restaurant and collect another memory above the broken ceiling tiles.

02:55 – Badge 2
Climb up the AC units and ledges in the alley between the clothing shop and the town center. At the top, jump through the bars and grab the Police Badge from the robot lying on the floor.

Story Collectibles

03:24 – Contact Message
Receive the contact message automatically from Clementine after you meet her.

03:34 – Cassette Tape
Destroy all 3 cameras on the second floor of the apartment complex. Then, collect the cassette tape sitting near Simon.

04:04 – Worker Hat
Drop the bottles on the sleeping worker in the back of the bar, and run over to the hat shop. Jump in the box and wait for the robot to bring you into the shop where you will find the worker hat.

04:43 – Jacket
Use the cassette tape in the back room of the clothing store to distract the worker and grab the jacket from the front display.

04:55 – Worker Keys
Half way through the section where you hide from drones using the shadows of moving debris, collect the keys from a barrel.

05:31 – Badge 3 & Badges Trophy
Return the keys to the worker to receive the Neco Badge and unlock the Badges achievement/trophy

05:56 – Memory 6
After completing the factory, grab the memory in the building with yellow lights in the town center.

Return to Clementine’s Apartment

06:16 – Mysterious Message
Once you reach Clementine’s apartment, check her idea board to collect the mysterious message.

06:24 – Clue 1
Next, grab the first clue from the small round table in the adjacent room.

06:29 – Clue 2
Then, pull on the cloth hanging from a drawer to help you climb up to Clementine’s loft for the second clue.

06:40 – Clue 3
Run into the bathroom and examine the mannequin for the third clue.

06:47 – Clue 4
Finally, climb to the top shelf in the kitchen for the last clue.

Club Collectibles

07:00 – Strange Drink
Once you enter the club, jump on the counter and take the strange drink.

07:16 – Memory 7
Then, use the small elevator on the counter to reach the basement for the next memory.

07:33 – Record
Pickup the record from the top of one of the tables.

07:44 – Scratch Trophy
Then, place it on the DJ’s table and scratch it to unlock the Scratch achievement/trophy.

07:57 – Lever
Trade Fripp the strange drink for the lever.


Chapter 11: Jail

There are 2 collectibles in Chapter 11.

00:00 – Memory
After you lock the first courtyard drone in a cell and Clementine opens the first gate, collect the memory from the robot to the right of the second gate.

00:39 – Scratch
Scratch the tree in the area just after the courtyard and before you scratch the door of the vehicle.


Chapter 12: Control Room

There are 2 collectibles in Chapter 12.

00:00 – Scratch& Territory Trophy
When you scratch the wires to unlock the door to the control room, the achievement/trophy will unlock.

00:27 – Memory & I Remember Trophy
As you enter the control room, B-12 will remember the final memory, unlocking the I Remember achievement/trophy.


That’s it for the Stray collectibles guide. Feel free to post any questions or comments below. Thanks.