Find All 27 Memory Locations in Stray for B-12 and Complete the Game

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Stray’s 27 hidden Memories whisper secrets across its neon-drenched ruins-track them all with this pinpoint guide.

Some of these Memories can be hard to spot, so in this Stray guide, we’ll show you where all of them are and describe how to get them. And remember, if you ever miss a Memory, you can easily restart any chapter from the main menu.

We’ve numbered the Memories below just as they are in the in-game menu: left to right, one line at a time.

Core Memories

Core Memories are the main collectibles that help piece together B-12’s past and the story of the city. These glowing data fragments are scattered across every major area, from the Slums to Midtown, and require careful observation to find. Collecting all 27 not only fills out B-12’s memory log but also deepens the emotional connection to the game’s hidden history. Some are easy to spot in plain sight, while others need creative exploration or interaction with the environment to reveal.

You’ll encounter all five Core Memories during the normal Story progression of Stray. They’re unmissable.

Memory 1

You’ll pick up your first Core Memory just after meeting B12 in The Flat.

Memory 2

You’ll pick up your second Core Memory once you climb the tower in Rooftops.

Memory 3

You’ll pick up your third Core Memory as soon as you reach Antvillage.

Memory 4

You’ll pick up your fourth Core Memory once you reach the subway station in Midtown.

Memory 5

You’ll pick up your fifth Core Memory once you enter the Control Room.

Chapter 4 Memories – The Slums

In Chapter 4 Memories – The Slums, the city’s shadowed alleys hide echoes of the past, where plastic storefronts flicker with barely remembered faces and discarded keepsakes whisper of lives once lived. Each memory peels back a layer of the District’s grit, revealing small, human moments amid the decay and dust.

The Slums is the first chapter where you’ll really be able to explore on your own and complete side quests for robots. There are seven Memories in this chapter.

Note: If you accidentally stumble into chapter five before you’ve collected all seven Memories in The Slums, don’t worry. All chapter four memories are also available in chapter six.

Memory 6

Memory six is behind the circular sign on a building with a red roof. If you’re looking at the Guardian, this is the building immediately to your right. Find a way onto the rooftops (there are many) and grab this Memory.

Memory 7

Memory seven is hidden as the mysterious item Azooz is selling at his stall, just to the right of the Guardian. You’ll need three energy drink cans to purchase it.

Memory 8

Memory eight is in the bar, on the second floor, sitting in a bowl of ramen. To get to the bar, look at the Guardian and do a 180 and walk forward. The bar is the building with the red neon sign on your left. Walk in the door and take the stairs up to find the bowl.

Memory 9

Memory nine is in Momo’s apartment. Follow the main story objective until you and B12 introduce yourselves to Momo. Walk behind the robot, into their bedroom, and you’ll see a poster on their wall. Interact with it to earn the Memory.

Memory 10

Memory 10 is on a wall next to one of the energy drink vending machines. To get there, backtrack to the area where you first entered The Slums from chapter three. When you reach the dead end, turn around and follow the path. Take the first left you come to and you’ll come across the wall that says “RIP Humans.” Grab the Memory.

Memory 11

Memory 11 is near Morusque, the guitarist who needs you to find his Sheet Music. From the Guardian, turn left toward Morusque, but before you reach him, turn left again. You’ll see a wall filled with air conditioners. Climb the wall and you’ll find the memory on a robot painting.

Memory 12

Memory 12 is in Elliot’s repair shop. Follow the signs in The Slums to reach the shop (you’re looking for a red door covered in writing and posters). Scratch on the door and a robot will let you in. Slink past the robot and go up the stairs. In the corner, by the toilet, you’ll find a small potted tree. Interact with to get the memory.

Chapter 5 Memories – Rooftops

On a sunlit rooftop, memories flare like distant fireworks, each frame revealing a fragment of paths wandered and friends met, a quiet chorus of rooftop winds and city sighs guiding you toward the secrets hidden in the highest corners of Stray.

After you collect all the Notebooks for Momo in The Slums, he’ll send you to the Rooftops for a quest. This chapter is very linear, but there are two optional Memories to find during your adventure.

Memory 13

Before you reach the tower, you’ll need to do some creative platforming by jumping onto swinging rods. On your way up, you’ll see a red sign sitting on one of the rooftops. Ignore the platforming puzzle temporarily and collect Memory 13 from the sign.

Memory 14

Once you’re in the tower you’ll start getting chased by Zurks. One floor will have a puzzle with a gate and a rolling drum. Instead of doing the puzzle, run to the dead end of the floor, which is covered in Zurk goop. Jump over the metal blockade and collect Memory 14 from the Neco Corporation sign.

Chapter 6 Memories – The Slums Part 2

Continue through the narrow alleys of the slums, keeping the zipline on your right as you drop down to the ground level. Head left past the bar area and spot the first Memory on a low wall near the NPC chatting with the guitar player. Backtrack slightly, climb the market stall opposite the bar, then jump across to the blue awning and up to the rooftops. Follow the path right, drop to the next building with the flower pot, and collect the second Memory inside the hanging basket. From there, slide down the yellow pipe ahead to snag the third one tucked in the corner.

Chapter six takes you back to The Slums. There are no additional Memories to grab in this chapter, but make sure to pick up any of the Memories you missed your first time in this area.

Chapter 7 Memories – Dead End

Stray’s memories trail the same way a cat slips through narrow gaps: quietly, insistently, until you notice the spark of something familiar, a memory phasing into view just as the city’s neon hum settles into a slower rhythm.

Once you help out the folks in The Slums, you’ll get sent to find Seamus’ dad and one of The Outsiders, Doc. While you’re looking for him and the weapon he built, you’ll come across three optional Memories.

Memory 15

As soon as you leave Seamus and walk into the chapter, look left. You’ll see a metal door. Walk up to it and grab Memory 15.

Memory 16

Memory 16 comes shortly after 15. While walking to find Doc, follow the path until you can either go left or walk straight into a chain-link fence. Walk forward and you’ll see that the bottom right of the fence is curled up, leaving enough room for you. Walk through and turn right. You’ll see a dead robot sitting against a wall. Inspect it to collect the Memory.

Memory 17

Proceed through the chapter until you meet Doc, who is hanging out in a makeshift house. Before you help him with the generator, look around his office and you’ll see a mannequin with a bucket on its head. Inspect it to collect Memory 17.

Chapter 8 Memories – The Sewers

In the damp, echoing tunnels beneath the city, memories cling to the grime like stubborn fingerprints, guiding you with faint glows and distant hums. Each shard you uncover threads together a quiet history-the shadows lengthen as you move, and the sewer’s cold air carries whispers of moments that once mattered, urging you onward toward the next remembered piece.

Once you’ve reunited Doc and Seamus, it will be time to head into The Sewers with Momo. There’s a short boat ride to start the chapter, but there are no memories until after you leave Momo behind. There are two Memories in this chapter.

Memory 18

After you leave Momo, you’ll come across some pods of sleeping Zurks. Follow the path and look to your left. Eventually you’ll find a small alley covered in Zurks. Zap them with your new light weapon and walk down their alley. Jump into the pipe on the wall and follow the tunnel. You’ll find Memory 18 waiting for you at the end of the path.

Memory 19

In The Sewers, you’ll eventually come up on a room filled with walls that have eyes on them. The eyes will send a bunch of Zurk after you and you’ll need to run for it. As soon as you’re safe – standing on a single, large pipe – turn left instead of right. You’ll meet what seems like a dead end, but look to the left again and jump onto a small pipe. Follow this path until you reach a (uninhabited) Zurk nest. You’ll find Memory 19 there.

Chapter 9 – Antvillage

Chapter 9 takes you to Antvillage, a network of elevated platforms and zip lines amid dense foliage. Four Memories hide here: one from the bar hologram projecting a guitar player, another from the bar TV showing a news broadcast, a third from the guitar hologram outside the bar, and the last from the necklace merchant’s necklace at the market stall. Swing across zip lines and climb huts to reach them all without missing spots.

Once you escape the Zurk for the final time, you’ll end up in a cute little village filled with nature and robots. There is only one memory in this chapter, and it’s relatively close to the beginning.

Memory 20

Walk around the big cylinder until you see a tree branch jutting off next to a ladder. Go past the ladder and you’ll find Isaac lounging on a couch next to some lamps. The Memory is attached to the white graffiti on the wall in this area. Inspect it to pick up Memory 20.

Chapter 10 – Midtown

Midtown is the largest area in Stray, filled with neon signs, busy robots, and hidden corners that hold several key Memories. B-12’s Memories here are mostly tied to the city’s culture and its lost connection to humanity. Pay attention to the signage, artwork, and locked areas, as many clues are tucked behind side paths or within apartments. Take time to explore the residences, shops, and subway station carefully-each Memory adds depth to the story and paints a clearer picture of what life used to be like before everything changed.

Midtown is the final open area in Stray. While it does house a few side objectives and optional items to collect, your time spent here will mostly be focused on solving non-optional puzzles. There are six optional Memories in this chapter.

Memory 21

After getting Core Memory four, leave the subway up the escalator. Before moving into Midtown proper, look to your right and you’ll see a robot sitting in a blanket next to a small library. Walk over and inspect the books for Memory 21.

Memory 22

You can grab Memory 22 shortly after walking up the stairs into Midtown. Turn right at the alley just before the Nightclub. At the back, you’ll find a robot with a cone on their head, sweeping the ground. Climb up the platforms in this area and move to the back-right corner (follow the large and thin rusted pipes). You’ll eventually find a small lounging area and the Memory.

Memory 23

Memory 23 is hidden in the barber shop, which is near the giant hologram in the middle of Midtown. Get into the shop and climb the shelves on the left side of the room. At the top, you’ll see a narrow gap that you can leap into. You’ll find the Memory hidden in this tiny area.

Memory 24

For Memory 24, walk to the middle of Midtown (the giant hologram). Look for a building with a yellow neon sign and what looks like a food counter. Go inside. Climb onto the counter and then the wall with the neon sign. Look up at the cracked ceiling tiles and jump. You’ll find the Memory in the ceiling.

Memory 25

You won’t be able to get Memory 25 right away in chapter 10. First, you’ll need to follow the main path until you exit the factory with the battery.

When you get back to town, the police will have set up shop in front of the apartments. Go to the hologram in the middle of town and look for the police station, which should only be a few feet away (the entire building is yellow). Walk inside the now-opened door and inspect the painting of a Sentinel to pick up the Memory.

Memory 26

Memory 26 is inside the club, which you won’t get to until the end of chapter 10.

Once you’ve reached the point in the story where you go inside, head to the bar and jump onto the back counter. You’ll see a small elevator next to the sink with all the dirty dishes. Stand on the lift and it will eventually sink into the counter. When you reach the bottom of the lift, walk into the dark room and you’ll see the Memory.

Chapter 11 – Jail

Inside the Jail chapter, Memory 24 can be found after you free B-12 from the control room. After using the security terminals to open the main gate, head upstairs and follow the catwalk to a small control area where broken monitors line the wall. The collectible is located near the flickering screens on a table. Check the surroundings thoroughly before leaving, as this Memory is easy to overlook amid the chaos of the escape sequence.

Jail is a relatively short, stealth-focused chapter. During your escape, you’ll come across the final Memory.

Memory 27

Once you’ve rescued both Clementine and B12, you’ll need to escape some patrolling Sentinels by trapping them in cells. You’ll need to do this a few times to cross the green courtyard and progress the story.

After you trap the first Sentinel, Clementine will move forward and unlock a gate for you. Walk inside and turn right. You’ll see a dead robot leaning against a garbage can. Inspect the robot to pick up Memory 27.

Chapter 12 – Control Room

The Control Room holds the final Memory, tied to the city’s past and its long isolation. After entering this spotless area beyond Midtown, explore every corner before activating the systems. The Memory can be found near the main terminal, where evidence of the outside world is displayed. Scanning it reveals the truth about the sealed dome and the purpose behind the city’s automated control.

How to find all 6 Badges in Stray

In Stray there are 6 Badges in total, which attach to your cat’s backpack and also grant the “Badges” trophy once all are collected. Most come from side-quests or mini-objectives in The Slums, Antvillage, and Midtown; none are missable if you replay chapters with Chapter Select.

Below is a quick, spoiler-light list of the six and how to get them.

1. Music Badge

  • Objective: Find all 8 Sheets of Music in The Slums and take them to Morusque the robot musician.

  • Tips: Sheets are tucked in alcoves, on rooftops, and near vending machines; several get easier to reach after you first meet Morusque because you then know where to return them.​​

2. Outsider Badge

  • Unlocked automatically near the end of The Slums when Seamus gives it to you as you leave the district.

  • There’s no separate collection step; just progress the main story until Seamus departs with his radio atop the tram.

3. Plant Badge

  • Given by Malo on the top floor of Antvillage after you bring him three unique plants (red, yellow, and purple).​​

  • All three plants are hidden just outside the main village: climb pipes, jump to branches, and drop down to ledges around the tree and ruined structures.

4. Cat Badge

  • Unlocked in Midtown simply by playing that chapter and progressing past the main bar and market area.

  • No extra quests are required; this badge is awarded almost by default once the Midtown sec

How to collect all 8 sheet music for Music Badge in Stray

Stray requires collecting 8 sheets of music in The Slums (Chapters 2 and 6) and delivering them to Morusque, the guitarist robot near the Guardian, to earn the Music Badge and Meowlody trophy. All sheets stay in your inventory until turned in one-by-one; they’re available across both Slums visits and none missable via Chapter Select.​

Sheet Music Locations

These are found on rooftops, inside rooms, and via simple puzzles-explore alleys off the main market path from Morusque.​​

# Location Details
On a table inside the first building right of Morusque (through open door, up stairs).
Behind the bar counter in the darkly lit bar area (scratch a wall painting above to reveal safe code later). ​​
Dropped automatically after talking to the Guardian robot. ​​
Inside a hanging laundry basket on a rooftop across from the market (jump platforms).
On a table in the upstairs apartment above the clothing shop.
Purchased from the vending machine near the train tram for 1 Energy Drink can (cans found nearby on shelves/ledges). ​​
On a low shelf inside the dark alley room near Morusque (lit by neon signs).
Inside the safe in the alley near Morusque-code from scratching the bar wall painting (Sheet #2 spot). ​​

After Collecting

Return to Morusque (left of the paper bag spot) and hand over each sheet to hear a unique song-he awards the badge only after all 8. Videos like IGN’s timestamped guide match these exactly if you need visuals.​

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Faizan Saif

A senior guides writer at blog, his journey into gaming started with a love for Call of Duty 2. He's more than just a writer; he's a proven competitor with victories in the Call of Duty esports arena

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