Stray Chapter 4 contains 37 Collectible Locations. This walkthrough will guide you to all collectibles in Chapter 4 in chronological order. Everything that’s needed for trophies and 100% completion is included: B-12 Memories, Badges, Scratch Points, Nuzzles, Sheet Music, Energy Drinks.
None of the Collectibles are missable. You can still get everything via Chapter Select after the story. The amount of collected Memories can be tracked in the Chapter Select screen. In Chapter 3 you unlock the Inventory to track collected Sheet Music and Energy Drinks. The Badges will show as stickers on your cat’s backpack. Check the sides of the backpack carefully to see them, each has a unique design to differentiate them. The Nuzzles and Scratch Points can’t be tracked anywhere so pay special attention to them. You only need to scratch one single interactable object per chapter such as trees, carpets or walls. If there are multiple you can ignore the additional ones. If you restart a checkpoint or die grab the items again to make sure they count.
- Memories: 7
- Badges: 1
- Scratching Points: 1
- Nuzzles: 4
- Sheet Music: 8
- Energy Drinks: 4
Chapter 4: The Slums
#1 – Scratch #4
After talking to the first humanoid robot (Cat Got Your Tongue trophy), inside a garage with sleeping robots there’s a carpet.
#2 – Trophy: Boom Chat Kalaka
To the right of the humanoid robot (called “Guardian”) you find a basketball you can roll down a ledge. Make it roll into the bucket to get the trophy. If it doesn’t land in the bucket you can restart the checkpoint to retry.
#3 – Trophy: Curiosity Killed the Cat
To the left of the humanoid robot (called “Guardian”) you must go down the stairs. Behind a red sign, on the floor leaning against wooden crates is a paper bag. Interact with it to get the trophy/achievement. When facing the humanoid robot called Morusque it’s a few steps to his right.
#4 – Energy Drink Speed 2K #1
Directly across from where Morusque sits (where you found paper bag), interact with the blue vending machine and pick up the bottle that falls out.
#5 – Sheet Music 8/8
To the right of where Morusque sits, at the end of the alley there’s a safe. The code is 1-2-8-3. Inside is the music sheet.
#6 – Nuzzle #1
Head back to Guardian, press / at his golden leg. You must nuzzle against 5 robots throughout the entire game for trophy Cat’s best friend . Chapter 4 only has 4 of them, the 5th is later in Chapter 10 (however, it can also be obtained via chapter replay by nuzzling the same Chapter 4 robots again).
#7 – Nuzzle #2
From Guardian turn around and go down the stairs across from him, take the next left, you’ll see 2 robots at a burning barrel. You can nuzzle against both of them. The first on the couch is Riko.
#8 – Nuzzle #3
Nuzzle against Zakk, the robot talking to Riko.
#9 – Nuzzle #4
Take the path left of Riko/Zakk, take the next left to find Grandma, nuzzle against her leg too. That’s all the robots you can nuzzle against in this chapter, the 5th will be later in Chapter 10.
#10 – Energy Drink Speed 2K #2
From Grandma go down the alley to her right. Climb the wooden crates and jump to the balcony to the right. On this small balcony is a vending machine, grab the energy drink from it. It’s above where the robot called “Rozey” is sitting.
#11 – Energy Drink Speed 2K #3
Jump down the balcony. Look in the direction you came from grandma, enter the alley on the right (leading back to where the chapter started). Immediately turn right again to go up some stairs. This leads to another drink vending machine and a memory. Alternatively, you can simply backtrack to the very start of the chapter and from that perspective the stairs would be to your left.
#12 – Memory 5/7
Immediately next to the vending machine with the energy drink. Look for the green mist on the wall (note: all memories have this green mist, that’s how you can easily see them from afar).
#13 – Sheet Music 3/8
Backtrack to Grandma. From Grandma turn around and go past two robots sitting in blankets. To their left is a door to “Elliot Programming”. Scratch the door and someone will open it. Go inside, directly in front of you on the wall will be the sheet music.
#14 – Memory 7/7
Same building, upstairs in Elliot Programming, by the plants.
#15 – Memory 3/7
You can leave Elliot Programming through the upstairs window by scratching the blinds. After jumping down there will be a bar in front of you (in the center of the area). Inside the bar, upstairs, on a table you find some green glowing mist, interact with it for the memory.
#16 – Sheet Music 5/8
Same place, upstairs in the bar, on a table on the left side, one table in front of where a robot is reading a newspaper.
#17 – Sheet Music 6/8
Upstairs in the bar you can jump through the window to get back outside. From there jump the little roofs at the side of the street, all the way to the top until you reach the rooftops. Up there walk on a pipe and enter the blue house. Inside, walk through the broken window, turn right to find this in a shelf by the bed.
#18 – Clementine’s Notebook 4/4
Same apartment, walk to the end of the path to find a computer screen. Jump on the desk to find this on a screen. (Note: you need the 4 notebooks to advance the story, they don’t unlock a trophy)
#19 – Memory 1/7
Leave the apartment through the same window you came in. Turn right, cross over to the building with a round arrow sign on the roof. On the roof behind that sign you can inspect a dead robot for the memory.
#20 – Sheet Music 2/8
Leave the apartment through the same window you came in. Climb the next balcony on the left. Sheet Music is on the table.
#21 – Energy Drink Speed 2K #4
Cross over to the other side of the rooftops. You’ll find a sleeping robot on a mattress, turn to his left and jump down, there’s a red vending machine on the rooftop. Interact with it and pick up the drink that drops out.
#22 – Trophy: Télé à chat
Climb the roof directly above the red vending machine to find a couch and TV on the rooftop. Jump on the couch and interact with the TV remote to switch through all channels (8 total) until the trophy unlocks.
#23 – Sheet Music 7/8
Behind the couch/TV is a balcony with a blue glowing neon sign. Go there and enter the apartment. The inside looks like a library. Turn right to find a piano, on the piano is a sheet music.
#24 – Doc’s Notebook 3/4
Same apartment. At the end of the library is a bed, translate the paper on it to get a key. At the 2nd row of bookshelves from the bed you must jump on stacks of books to make them fall over, thus revealing a hidden safe behind the books. Use the key to open it, the notebook is inside.
#25-#27 – Super Spirit Detergent > Electric Cable > Poncho
Leave the library apartment. From the balcony you can see another building with a blue neon sign straight across at the end of the area. Head in that direction, on the way there you’ll see two robots throwing paint cans to each other. Go to the one who’s throwing the cans and press / . You need to Meow / just before he throws a can, this will make him slip up and he drops a paint can. On the street below a robot will come out of his house and is outraged about the spilled paint. Jump down the roof and enter the door where that robot came out, in his building, on the table on the left, you find the Super Spirit Detergent. Go to the marketplace (where you rolled down the basketball), trade it for the Electric Cable. Give the Electric Cable to Grandma, the woman robot where you did Nuzzle #4. She gives you the Poncho. This is needed for story progression later in Chapter 6 but you can already get it early in Chapter 4.
#28 – Zbaltazar’s Notebook 2/4
Backtrack to the rooftops where the 2 robots were throwing paint cans. Go to the building opposite the library, at the edge of the rooftops, it also has a blue neon sign. On the rooftop grab the plug to turn off the fan. Jump down the orange glowing fan in the middle of the roof, thus falling into an apartment. Jump on the stacks of boxes and walk against them until the notebook falls out. To get back outside you’ll have to scratch the green blinds on the window, then exit via the window.
#29 – Memory 6/7
Immediately after exiting Zbaltazar’s apartment through the window you can see a mural of a robot on the wall below you. Inspect it.
#30 – Memory 4/7
Jump back up to the rooftop. Go back to where the 2 robots were throwing paint cans. On the house wall with red roofs you can climb yellow AC units to enter another apartment at the very top of the area. Inside you find Momo, a robot with a green flamingo shirt. Behind him, next to the bed, is a poster on the wall you can inspect. Warning: Don’t show Momo the notebooks yet (talking to him once is fine but leave him alone after that). Showing him all notebooks from your inventory locks you into this room and you can’t go back!
#31 – Sheet Music 1/8
To the left of Momo at the end of the hallway is a door with metal bars you can crawl through, leading to a storage room. On the shelf is the Music Sheet.
#32 – Momo’s Notebook 1/4
Talk to Momo and show him the Postcard to get his notebook. That’s the fourth and last notebook! Warning: Don’t talk to him again / don’t show him the other notebooks yet! Doing so will lock you into the room, thus you wouldn’t be able to return the music sheets to Morusque. Only show him the “Postcard” and leave after that.
#33 – Sheet Music 4/8
Bought from the marketplace for 1 Energy Drink Can. Requires backtracking to where you rolled down the basketball, to the right of “Guardian”.
#34 – Memory 2/7
Bought from the marketplace for 3 Energy Drink Cans. If you followed the above locations you should have found 4 total, thus you can afford the Music Sheet and this Memory.
#35+#36 – Trophy: Meowlody + Badge #1: Music Badge
Return to Morusque and give him all 8 Music Sheets from your inventory to unlock the trophy! You should have all of them now if you followed the above steps.
#37 – Story Item: Transceiver
After you’ve done this you can return to Momo in the apartment above the rooftops, show her all notebooks and she’ll give you the Transceiver, then exit through the window in her room to finish the chapter.
That’s everything in Chapter 4.
For all other Chapters, refer to Stray Collectibles Guide.
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