This walkthrough for Stray Chapter 8: The Sewers will guide you through all objectives. It also includes all Collectibles and Trophies (Memories, Badges, Scratching Points, Nuzzles, Sheet Music, Energy Drinks).
For other Chapters see Stray Walkthrough.
Collectibles:
- Memories: 2
- Badges: 0
- Scratching Points: 1
- Nuzzles: 0
- Sheet Music: 0
- Energy Drinks: 0
Chapter 8 – The Sewers
Head down the path to the end, where Momo is waiting for you on a raft. Hop on, then he will start paddling into the Sewers.
Note that in this chapter is when you can earn the trophy Pacifist, which requires you not to kill any Zurk using the light. This is relatively easy to do as long as you pay attention not to use it, as there are only a couple of spots that killing the Zurk would really be useful, and you can just avoid them like you did prior. If the Zurk seem like they die automatically from you avoiding them this is okay, just as long as you don’t directly kill them with the light.
Once Momo reaches the close gate, you can jump off the raft to the right, then follow the pipes around the room to reach the left side. This is one of the couple areas where you need to avoid killing Zurk, so just make sure to never activate the flashlight. There are a set of Zurk pods (Zurk appear out of them when you get near) in front of a switch that will open the gate for Momo.
To most easily avoid the Zurk, you can just run directly through the group of pods and immediately activate the switch. The Zurk take a moment to appear, so by the time you jump off the switch you might need to shake off one or two, then can start running in a circle around the area to avoid them. Once Momo comes through the gate, you can jump back on the raft to continue.
After the remaining raft ride and a short scene, Momo will hold the large door open for you so that you can progress. You need to jump on the barrels in the water, then can jump under the small gap in the door.
Continue following the path ahead until you reach a narrow corridor with some Zurk pods higher on the sides of the wall. There is a path just ahead on the left with more pods in it. You need to get through here to grab a memory, but still want to avoid killing the Zurk. You can use the same strategy as before, and jsut rush through the pods quickly. You are aiming to jump into a tube on the left side of the path.
Follow the tube to the end, then jump on the railing where you can find Memory 1/2.
Head back through the tube, watching out for the Zurk that will be hanging out below as you exit (remember you can shake them off with ). Continue down the path where you will be in a long tall section, where you can continue down the path by jumping between the pipes on either side.
Once you reach the end you will move into another room with more Zurk pods. You can move around the first set to the right, but the rest you need to run through and set off to progress. Move quickly and activate the switch on the left to open the doors ahead.
Head through the left door, watching out for a group of Zurk that will come through in front of you, then move towards the center of the room where there is a long walkway towards the exit. Watch when you reach the stairwell as another group appears, but they can be avoided by sticking to the side.
In the next section, the path is split into left, right, and center like the prior Zurk chase. To avoid the Zurk you basically want to move to the section where the live Zurk aren’t, even if there’s pods there, then just move back and as appropriate.
After passing through a door, you jump down to a pipe, ending the chase. Go to the left first, where you find a dead end room with a bunch of Zurk growth in it, which gives Memory 2/2.
Head back and go to the other end of the pipe, where you will enter the final room where you need to avoid killing Zurk. At the start the Zurk are all in pods that you can avoid, so don’t need to deal with any chasing you just yet. Stick to the side the pods aren’t on, and keep as far away as you can.
Continue to the far side of the room, where you can jump across a floating barrel to reach a switch on either side of the door. You need to activate both of these switches, but to reach the other you need to loop all the way back around the room. Once one is activated it starts an alarm which wakes up all the Zurk, so you need to be quick and avoid the groups that appear by jumping between the platforms.
After activating both switches the door opens and you can progress through. In the next room on the left there is a Scratch Point on a piece of cardboard, the only one or this chapter so make sure to not miss it because of how far in it is.
Continue into the next room where there is a cutscene that ends with B-12 disabling himself to protect you. After the scene is done you will automatically pick him up, then will have one final Zurk chase (the last one of the game). This one is pretty obvious in how to get through, as most Zurk appear either directly behind you or from one of the two directions you the path goes, so you just need to keep running the whole time and go in the direction the Zurk aren’t.
Once you pass through the door at the end of the chase you will earn Pacifist if you completed the rest of the chapter without killing any Zurk with your light. Interact with B-12 on the ground a couple of times to wake them back up, then interact with the console to stop the nearby ventilation fan and enter it to proceed to the next chapter.
This finishes Chapter 8: The Sewers in Stray. Next is Chapter 9: Antvillage.
For all other Chapter Walkthroughs, check out our full Stray Walkthrough.
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