Memories are important collectibles for the drone B-12 and for the player to receive more background information about the world of Stray. The player can find memories in various places after they find B-12 in Chapter 3: The Flat.
Optional memories appear as a light blue glow with square-shaped particles around certain objects and places throughout the game.
There are five story memories that are not always prompted when playing through the game normally. These do not have a glow, and are cutscenes prompted by B-12 seeing or realizing something. These are the five larger rectangles in the top of the memories menu.
Collecting all memories results in B-12 giving the player a new harness design and earns I Remember! achievement.
B-12 Flat[]
Text | Location and notes | In-game image |
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TAB_Memories/MEMORY_MAIN1
Wait. I remember. The Outside. It feels like I’ve been there before. Is this where you came from? I promised someone I would go there. Promised who? This postcard, the mural was painted from it. Let's take it. Why do I have these memories? How did they get here? Let’s keep going. |
After leaving the flat, take the zipline down and walk towards the beach mural. The memory will be acquired automatically upon approach.
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Slums[]
Text | Location and notes | In-game image |
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TAB_Memories/MEMORY_IMMI
It looks like this poor guy also wanted to go to the upper level. Yes I remember. Midtown is up there, away from all the garbage and sickness of the Slums. Even in dire times, humans could not help but divide themselves by social class. Back then a lot of people from the Slums were prepared to do anything to move up there. Apparently robots also copied this behavior. |
After meeting The Guardian, turn around and head down the steps. On the left a robot leaning against a vending machine can be seen (Teddy). Jump on to the buckets just before the vending machine, then the top of the vending machine before finally jumping on to the roof via the building's sign. Once on this roof, use the air conditioning units to reach the upper roof and immediately turn left to hop over to the roof of the next building. From here climb up the building to the uppermost roof and turn left.
See also: Midtown, Upper Level, Lower Level. |
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TAB_Memories/MEMORY_ANCESTOR
This is an early model of a Companion. Back then they didn’t have any personality, they were just glorified autonomous cleaners. I think it’s nice that they eventually mimicked humans. It’s like they missed them. And in a way, they kind of kept them from going extinct. They’re good robots. |
Market Place
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TAB_Memories/MEMORY_FOOD
Do they really consume this? Their original design didn't have a digestive system. Maybe they somehow evolved by mimicking humans? Do you think I should try some of it? I do not want to be disrespectful of their ways. |
Dufer Bar
See also: Food and Drinks. |
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TAB_Memories/MEMORY_VIDEOGAMES
Oh, Back Home 2, I remember this video game. It was made just after I was created, I think? I can't remember it well. The Scientist and I spent a lot of time playing it. It was fun. I miss him. Why can’t I remember his name? |
Momo's Apartment
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TAB_Memories/MEMORY_RIP
RIP Humans <3 Humans were the first residents around here. It seems that they’re all dead now. What do you think it feels like being dead? I know it’s silly coming from me, but are they actually at peace? Will I be at peace when I ‘die’? I don’t know what death feels like for an AI. I’m sorry, I didn’t want to break the mood. Let’s move on. |
From The Guardian, turn around and go back down the steps, turn right and follow the path around to the left and up the steps at the far end. The graffiti with this memory will be immediately ahead.
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TAB_Memories/MEMORY_ART
Remarkable. Companions have evolved so much. In the early days, their simple AI merely imitated human art. Now this is all their own. Humans often said that making art is important in desperate situations. These are certainly desperate times. |
Return to The Guardian and turn left; at the bottom of the stairs is a bin and air conditioning units. Climb up and halfway is a ledge where the memory can be retrieved.
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TAB_Memories/MEMORY_TREE
This tree is a scientific marvel. It's remarkable that human ingenuity found a way to create plants that thrive without sunlight. Organic life requires trees to purify the city's air. Robots don’t need it, but they take care of them anyway. It's what the humans would've wanted. |
Elliot Programming
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Rooftops[]
Text | Location and notes | In-game image |
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TAB_Memories/MEMORY_NEON
The city is full of neon. It wasn't always this way. There used to be strict energy caps, especially in the Slums. But people couldn't handle the constant darkness. One day someone lit up rainbow lamps. Neon signs all over their house. That person was taken away and never seen again. But people saw hope and, not long after, everyone started putting lots of lights in their homes. There was nothing the oppressors could do. It was a way for people to see colors again like on the Outside. I think it helped. |
After crossing the second zurk filled area and jumping to the roof above, jump on the pipe, air conditioner and then the roof directly ahead. The memory can be seen immediately ahead.
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![]() The old design was used |
TAB_Memories/MEMORY_NECO
Neco Corp. They were responsible for waste management. As trash from the upper levels overloaded the Slums, they tried to develop a bacteria to dissolve it all. After the humans disappeared, that bacteria mutated. Growing, eating way more than trash. And now we have Zurks. ... Let's go. |
After entering the large tower building and climbing up to the second floor, go to the far end past the cage holding the zurks and jump over the beams on the floor.
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TAB_Memories/MEMORY_MAIN2
Look, the view. It’s beautiful from here. I remember now. The city. It was meant to be a shelter. Those look like stars, but they're only lights marking the hermetic roof sealing off the city. Humankind built this shell to protect themselves from the Outside. But it came at a cost. Nobody can go out. The Outside was a disaster. Completely barren, unlivable and dangerous. But if you come from there, it must mean it's safe again. And my promise wasn't just to go to the Outside. It was to open the city. I still don’t understand why some memories are coming back and others aren't. But I'm certain now this is my purpose. I have to open the city. Come on, let’s go back and find Momo. Now that we've connected the transmitter. We should be able to get help. |
Rooftops tower
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Dead End[]
Text | Location and notes | In-game image |
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TAB_Memories/MEMORY_WALL
Look at how huge this wall is. I remember, it was a symbol of the division between those in the Slums and in Midtown. That and the fact that they kept throwing their garbage down here. What a horrible thing to do. Maybe that's why they failed. |
After leaving Seamus at the gate, turn left at the T junction and walk up to the grill door.
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TAB_Memories/MEMORY_COTTAGE
The scientist I used to work for always said he wanted to retire to a little cottage, fishing all day long. Of course that was not a possibility in the city and nobody could have done that for at least a hundred years. When we get to the Outside, what if we found ourselves a little cottage with a harmless fishing rod and a lot of books? I think that's what the scientist would have wanted. But first, we should go find Doc. |
After climbing the wall following the cart ride, continue forward toward the chain-link fence; a gap can be seen in the bottom right corner. Go through the gap and follow the pier to the robot in the corner.
See also: Scientist. |
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TAB_Memories/MEMORY_KNIGHT
I've seen humans wear costumes like this. They were small and running around making lots of noise. Oh yes, I remember now. They were children. The streets felt much more alive with them. Even with the difficulty they brought, the adults seemed to love them very much. Doc says he misses Seamus, is that the same thing? |
After meeting Doc, turn left and the mannequin can be seen.
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The Sewers[]
Text | Location and notes | In-game image |
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TAB_Memories/MEMORY_WATER
The sewer system. Yes, I remember now. Clean water was scarce. The city was supplied by huge machinery that dug deep into the earth. Just like everything else, it was rationed out to sustain people during times of drought. The Scientist showed me the blueprint of the water tanks. They are huge and could contain a whole building in them. |
After departing from Momo, in the first corridor after leaving the main channel there is a left turn filled with Zurk eggs. After clearing the path there is a pipe on the left of this area that can be climbed up to. The memory can be accessed by jumping on the rail at the other end.
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TAB_Memories/MEMORY_SLIMY
This substance grows in all places where there are Zurks. What is it made out of? It seems to pulse as though alive. Do you think we’re inside a giant organism? It’s... frame-chilling. |
After clearing the first area with eyes on the walls and jumping down to the pipe, turn left and jump to the pipe opposite and follow it to the end. Hop across the barrels and into the barrels on the wall opposite.
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![]() The old design was used |
Antvillage[]
Text | Location and notes | In-game image |
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TAB_Memories/MEMORY_MAIN3
This machine. The scientist I assisted used one of these. He was sick. This was his last hope. He walked into the machine. But I wasn't with him. He was alone. What was he doing? He uploaded himself into the computer and then everything was different. But the upload, something went wrong. He was stuck for hundreds of years. Until... a little cat appeared. Was it? It was. Me. I was the scientist. I was human. I... I need a moment. |
Triggered upon crossing the bridge to the village.
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![]() The old design of May and Sarcophagus was used |
TAB_Memories/MEMORY_LANGUAGE
This language. The Companion robots made it up from scratch. How impressive. I remember it happening, when I was in the network. I don’t know when exactly, but at one time all the communication started to switch to these symbols. I was stuck in a computer and alone for a long time. So I translated every symbol and word one by one until I was able to understand everything. Now that I’m out and I know their language, I am curious to hear all they have to say. |
This memory can only be obtained after meeting Zbaltazar near the top of the village. Head back down to the level just above the bridge and head to the center section. Facing the TV, the memory can be seen on the wall to the left. Isaac sleeps nearby.
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Midtown[]
Text | Location and notes | In-game image |
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TAB_Memories/MEMORY_MAIN4
Look, this is a Subway Station. I had completely forgotten this kind of transportation existed. You could ride to anywhere in the city. People used to take it to go to work. I used to take it too. Every morning, after saying goodbye to my family at home. I remember. I was doing this for them. But they're gone now. It was so long ago. They wanted to see the Outside, but does that even matter anymore? What happened to them? What happened to everyone? Anyway we're near Midtown now, let's find this Clementine. We have a picture of her, we can show it to some of the Companions around here. Maybe they'll point us in the right direction. |
Midtown Subway station
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TAB_Memories/MEMORY_SCIENCE
There are so many books here. The Turing Test Legacy, The Ethics of Artificial Intelligence. I recognize some of these. Did I have a library? I remember nothing was quite like the smell of books and the turn of a page. It was a feeling, almost like comfort. A book was like spending time with someone. |
Midtown Subway station
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![]() The old design of Ledoc was used |
TAB_Memories/MEMORY_FEEL
This spot is nice. What I wouldn’t give to actually feel the softness of the pillows or the taste of a cold drink. This drone is useful but I miss having my own body. I miss feeling. I even miss hurting and being hungry. I know this isn't helping, but what if we stayed just a little longer? Thanks for listening. I'm ready now. |
Go behind the bar and jump up to the blue canopy behind the Companion with a traffic cone on his head (Albert). Once on the canopy, jump up the yellow air conditioning units to the upper ledge.
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TAB_Memories/MEMORY_BARBER
The barbershop was a social hub where people would gather. Talk, tell jokes, share secrets. It was a fun place. Even after the humans were gone the Companions kept the shop going. Turns out hair is not a necessary ingredient for a successful barbershop. |
After leaving the residential block where Clementine is hiding, jump through the yellow lighted window on the left. From here jump up to the narrow space at the top of the ladder.
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TAB_Memories/MEMORY_BURGER
It’s interesting to see robots mimicking human work and behavior. Here they seem to sell burgers and street food. I remember my favorite place to go when I was human. It was small and welcoming and the server’s name was… I don’t remember. It started with ‘M’ I think? |
Mattburger
See also: Mattbee, Food and Drinks. |
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TAB_Memories/MEMORY_SENTINEL
The Sentinels. They were meant to protect people. Fighting crime and maintaining order. But as life became harder in the city and groups started to rise up, the Sentinels quickly became the hounds of the powerful. They were the perfect tool to keep the city under control. Obedient, unquestioning, tireless. Even after the end of humans, they continued to exert their control. Always on duty, relentless. |
Police Station
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TAB_Memories/MEMORY_PARTY
When I was human, my friends and I would gather and party long into the night even if we had to suffer the annoying consequences the next morning. It felt good to find joy despite the unlivable surface. And the underground living conditions becoming more and more squalid, And the capitalistic greed of companies like Neco Corp, And the police state created by the Sentinels. Now I remember why we were doing that. |
Nightclub
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Jail[]
Text | Location and notes | In-game image |
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TAB_Memories/MEMORY_REBOOT
This poor fellow. It seems that the Sentinels are ruthless when it comes to defying them. That’s what I feared. They have completely erased him. No more emotions, no more self-awareness, no more memories. Please, let’s not get caught. |
After retrieving B-12 and trapping the first Sentinel, there is a midpoint between two gates. On the right the robot with the memory can be found.
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Control Room[]
Text | Location and notes | In-game image |
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TAB_Memories/MEMORY_MAIN5
This is the Control Room for the entire city. They controlled everything from here. And it's empty. I remember hating them so much. They had everything. Clean space, limitless power, freedom to move. Little good it did them. The plague. I remember now. Everyone was dying and they thought they were above it all. They did nothing to help us. I watched my family die. I felt helpless. I couldn’t do anything to save them. But I can still help you. We can still go outside. Together. I will carry the memories of humanity and the people I loved. |
Triggered on getting through the doors to the Control Room.
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Guide[]
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Items | |
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Inventory Items | Atomic Battery • Broken Tracker • Fixed Tracker • Cassette Tape • Clementine's Picture • Contact Message • Electric Cable • Energy Drink • Fuse • Jacket • Keys (B-12 Flat) • Keys (Library) • Lever Handle • Music Sheets • Mysterious Message • Poncho • Postcard • Purple Plant • Red Plant • Yellow Plant • Safe's Mysterious Password • Strange Drink • Subway key • Super Spirit Detergent • Transceiver • Worker Hat • Worker Keys |
Non-Inventory Items | Ancient Relic • Backpack • Book: Volume 42 • Boxes • Bucket Pulley • Bucket-Zip-Line • Cat toys • Defluxor • Devices • Electrical Box • Gravity book • How to be a Ninja • Keys (Jail) • Paint Bucket • Paper Bags • Radio • Sarcophagus • Small Bucket • Vinyl record |
Notebooks | Clementine's Notebook • Doc's Notebook • Momo's Notebook • Zbaltazar's Notebook |
Badges | Music Badge • Outsider Badge • Plant Badge • Cat Badge • Police Badge • Neco Badge |
Collectables | Memories |