This walkthrough for Stray Chapter 5: Rooftops 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: 3
- Badges: 0
- Scratching Points: 1
- Nuzzles: 0
- Sheet Music: 0
- Energy Drinks: 0
Chapter 5 – Rooftops
Chapter 5 is back to being relatively short and linear like the first few chapters, though has a few Memories to collect. At the start, jump in the bucket and ride it across, then jump up to the next level of the rooftop where you can find a Scratch Point on a rug, the only one for this chapter.
Jump down to the next area, where there will be some groups of Zurks running around. The game tells you that you can meow to attract the groups towards you, which allows you to attract them to areas where you can get around them by platforming across gaps that they can’t cross. In this first area you are meant to lead the Zurks back where you jumped down, then use the beams across the gap to the left to avoid them, but you can also just hug the left side of the area near the other group and quickly run around them. When you get around them you can jump to the next rooftop level ahead.
In the next area there is another group of Zurk you need to avoid. You can do this by attracting them towards you, then jumping onto the hanging beam to cross the gap and then up to the next rooftop.
Follow the path ahead up to the next rooftop, where you reach a dead end and can interact with a neon sign to find Memory 2/3, the first of two optional memories in this chapter.
Turn around from the sign and you can spot a beam with a light on it ahead. This is the first time you encounter these moving beams, which move in a direction when you jump on them. You first need to jump onto the beam then the awning ahead, then jump on the beam a second time, which rotates it far enough to reach the next rooftop.
On the next rooftop, you can go in the barrel to push it towards the edge of the rooftop to reach another beam, allowing you to walk across the suspended one to the next rooftop.
Continue across to the rooftop with the door lock you can interact with. Here you are meant to hack the door once to switch the doors that were open, allowing the Zurk to move towards you in the center. Once they are all in the fenced area, interact with the lock once more and quickly jump across the gap to the other side, with the doors having switched again the Zurk are now stuck on the other side of the rooftop.
You can then get into the barrel on the other side and roll it over to reach the next level.
Jump up to the crane and continue across to the next building. Here you need to jump up onto the small scaffolding in the corner, then interact with the board to push it over, allowing you to reach the scaffolding across and go through the vent into the building.
In the next few areas, you will be avoiding more Zurk to progress. On this first floor, the basic idea is to run across the raised platforms of pipes and planks, which slow the Zurk to help prevent them from reaching you. The first area you need to make your way across to the scaffolding on the corner of the fence, allowing you to go around. Then similar in the second half of the area, where you can run across the one raised section and reach the far scaffolding.
Continue to the next floor, where there is a fenced around with a bunch of Zurk in it. Before doing anything with them, continue past to the far end where you can jump over a barrier and interact with a sign to obtain Memory 3/3, the second optional Memory in this chapter.
Go back to the fenced area and interact with the lock to open the door. You then want to run back to where you entered this floor, leading the Zurk over the ramp to get them stuck on that side of the floor. You can run to the scaffolding by the fence to jump over and reach the area where the Zurk originally were.
Walk in the barrel and roll it through the still open door, allowing you to use it to jump on the hanging beams.
In the next smaller area there are 4 narrow paths leading ahead, with a group of Zurk on the far side. You can move to the right side and lead them down the beams towards you, then move to the left and run across with the Zurk behind you, then jump, up to the next floor.
On the final floor, you first need to jump on the switch to the right to activate the elevator.
It slowly starts moving down from the top floor, while groups of Zurk starting appearing out of the building to chase you. The easiest way to avoid them is to just run a loop around the edges of the rooftop while waiting for the elevator, then jump from the boxes beside it to the top and in.
Inside the elevator, you can interact with the keypad to go up to the top floor. Jump out using the stool, then interact with the panel in the middle of the area and use the Transceiver.
After the scene you will automatically obtain Memory 1/3, then you can jump in the bucket on the edge of the roof to complete the chapter.
This finishes Chapter 5: Rooftops in Stray. Next is Chapter 6: The Slums – Part 2.
For all other Chapter Walkthroughs, check out our full Stray Walkthrough.
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