Stray: All B-12 memories and their locations
In the Collectibles Guide to Stray you can find out:
- the apartment
- the slums
- The roofs
- Dead end
- sewage system
- Ameisendorf
- city center
- Prison
- control room
- Memory 6
- Memory 7
- Memory 8
- Memory 9
- Memory 10
- Memory 11
- Memory 12
- Memory 13
- Memory 14
- Memory 2
- Memory 15
- Memory 16
- Memory 17
- Memory 18
- Memory 19
- Memory 3
- Memory 20
- Memory 4
- Memory 21
- Memory 22
- Memory 23
- Memory 24
- Memory 25
- Memory 26
- Memory 27
- Memory 5
- locations of all B-12 memories in Stray
- Where you can find all B-12 memories
- How you remember the Tophee I remember! unlocked
In Stray you slip into the skin of a small cat and research a dystopian future in which there are no more people. Right at the beginning of the game you will get to know the small robot B12 , who will be available to you with advice and action from this point on. The little companion has lost his memory and you can help him again by finding all 27 memories.
The memories are well hidden and not easy to find. With every new memory you get background information on the game world . Once you have found all memories, you will receive the gold trophy I remember!. The trophy hunt is definitely worth it if you want to know what happened to humanity.
Buy credit card for PlayStation-Network now!
locations of all B-12 memories in Stray
the apartment
Memory 1
You can find the first B-12 memory immediately after leaving the apartment. After you have driven down with the bucket elevator, B-12 automatically appeals to the mural . This memory is linked to the story and cannot be missed.
the slums
Memory 6
A battered building with a red vending machine stands at an angle opposite the garage. You can find the sought-after memory at the top of the building. Climb on the vending machine and jump via the fans on the roof . Once at the top, a friendly robot and the next memory await you.
Memory 7
The next memory is a little special because you have to buy it to the dealer at the market place . For the memory, the dealer demands three energy drinks that you get from the vending machines in the slums. Where you can find all machines, we have summarized you in the guide Stray: Find all energy drinks & sales machines.
Memory 8
The starting point is the large garage with the guard. Making on the heel returns and run straight ahead until you reach a robot that is leaning against a machine. Behind the robot it goes to the left into a bar. In the bar you take the stairs up and examine the bowl that stands on a table opposite the billiard table.
Memory 9
This is a poster that you can find in Momo's apartment opposite his bed.
Memory 10
You can find the next memory at the beginning of the slums. Turn around the garage and run back. Bend to the right into the alley, which is adorned by a super-spiritual club . Then turn left and keep running straight ahead. Pass the door with yellow-green neon light and take the steps up. Interacted with the graffiti to unlock the next memory.
Memory 11
If you stand in front of the large garage, turn left and climb the garbage cans in the left alley next to the musician Morusque . Interacts with the graffiti above.
Memory 12
To get the next memory, you have to gain access to elliot's programming . The business lies on the main street of the slums and impresses with a strikingly red door and two robots that sit next to it. Scratch the door to enter the shop. You can find the memory on the upper floor.
The roofs
Memory 13
The first memory in this chapter cannot be missed. You will find it after your first encounter with the ZUMS. Run the stairs up and interact with the huge neon sign.
Memory 14
After you have left the first ZUM behind you, you come to a huge high-rise building site. In order to advance at the level, you have to chop a goal at some point to lure the Zeke behind. Before you hack the gate, run straight under the floating steel beam through and grab your memory.
Memory 2
You will get the last memory ** automatically if you place the recipient on the roof of the building. The memory cannot be missed because it is linked to the progress of the story.
Dead end
Memory 15
You can find the first memory in the chapter Sackgasse directly after the adoption of Seamus . If you turn left, you come to a large roller gate. Interacted with the goal to get the next memory.
Memory 16
After you have passed all the Zeks and crashed with your car, you have to climb up a few pipes. Once at the top, you can see two large steps on the left and a dark alley in front of you, which leads to a broken metal fence . Slit through the hole in the fence and hold on the right. Then interact with the fishing robot.
Memory 17
The last memory in this chapter can be found in the DOC apartment. Opposite from the desk stands a very striking window doll , which is armed with a bucket helmet and broom. Interacted with the doll.
sewage system
Memory 18
The first memory in the sewage system can only be found after Momo separated. At some point you come to a dark passage that is occupied by ZUM-NESTERS. Pay attention to a left turn. Destroy the Zurk nests there and climb on the left into the sewage tube . At the end of the pipe the memory awaits you.
Memory 19
You will find the second and last memory in the sewage system after your first escape from the huge eyes . The escape ends with a courageous jump on a metal tube. Follow the pipe to the left and jump over the garbage into a contaminated sewage pipe. The pipe leads to a larger room in which you can find huge eyes again. The memory lies on the floor.
Ameisendorf
Memory 3
This memory cannot be missed and is unlocked when you come to the Ameisendorf for the first time. After you have crossed the bridge that leads to the village, your little companion will become aware of a machine.
Memory 20
On the lower levels of the Ameisendorf you will find a robot that made it comfortable on a leather sofa . Next to the sofa is graffiti on the wall with which you can interact.
city center
Memory 4
You automatically get this memory ** before entering the city center. After you have left Ameisendorf, the path leads you through a disused subway wagon. B-12 looks at the train interested and tells you a little anecdote from his old life.
Memory 21
You can find the next memory directly behind the subway wagon . Run the stairs up and slip through the hole in the bridle. If you look to the right, you should make a small warehouse and a robot. Go to the camp and interact with the bookshelf.
Memory 22
Bend to the right in front of the night club and follow it until you come to a robot that carries a traffic cone on your head. Behind him you can see a business with blue awning . Use the garbage can in front of the shop to get the awning. Then use the fans on the left of you and jump up to the top.
Memory 23
Go to the main square with the big hologram. To the right towards the residential building you can see a robot that sleeps on a couch. There is a hairdressing salon opposite the couch. Jump through the window into the store and climb onto the couch. Opposite you see a ladder that leads to a very narrow attic. You will find the next memory.
Memory 24
Right on the main square is a cozy café with an orange awning . Run into the café and look up. You will find that there is a large hole in the ceiling above the counter. Use the counter to climb through the hole and look for the next memory.
Memory 25
This memory can only be found, after you have procured in the Derno-Fabrik (Guide) Wart and the atomic battery (guide). If you travel to the main square of the city center, you will find that the security office is now open. In the office you get the next memory.
Memory 26
Here, too, you must first have visited the NECO factory and checked Clementine's apartment. Your track leads you to a night club . Behind the bartender, right next to the sink, you can see a small cube-shaped structure. This is an elevator. Stand in and drive down into the kitchen. Here you will find the memory you are looking for.
Prison
Memory 27
You will find the only memory in this chapter after you have freed B-12 from captivity. Together with Clementine you come to the prison . Here you have to lure and lock a Sentinel into a cell. Immediately after this encounter you can find the memory you are looking for.
control room
Memory 5
The last memory in the game you get automatically when you visit the control room. B-12 remembers his past and reveals the great secret behind the story of Stray.
More guides about Stray:
- Stray: All badges & how you get them
- Stray: Get atomic battery-that's how it works
- Stray: Neco-Fabrik-Find cassettes, workers' helmet & jacket
- Stray: Repair poncho guides
- Stray: Find all grades
Visit to us Auflarbook and Instagram and discuss your favorite games with us!
Comments
Post a Comment