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  • 4. The Slums
  • 5. Rooftops
  • 7. Dead End
  • 8. The Sewers
  • 9. Antvillage
  • 10. Midtown
  • 11. Jail
  • 12. Control Room
  • Stray Memories Reward
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  1. Games
  2. Adventure Games
  3. Stray

All Stray Memories for B-12 and how to find them

Guides
By Iain Wilson last updated 4 November 2025

Complete all 27 B-12 Memories in Stray at these locations

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

Stray memories
(Image credit: Annapurna Interactive)
Jump To:
  • 3. The Flat
  • 4. The Slums
  • 5. Rooftops
  • 7. Dead End
  • 8. The Sewers
  • 9. Antvillage
  • 10. Midtown
  • 11. Jail
  • 12. Control Room
  • Stray Memories Reward
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Recent updates

November 4, 2025: We updated this guide as Stray is included in the PlayStation Plus Monthly Games for November 2025.

By tracking down all of the Stray Memories for B-12, you can start to piece together a timeline of events that happened in this world, which resulted in the post-apocalyptic setting you are currently exploring. There are 27 memories in total to find with our cute drone companion, though don't panic if you haven't seen any to start with as they don't appear in every level and only start featuring once you get to The Flat.

Some of these digital recollections are key to the story and will be automatically added to your collection as you progress, while others can only be picked up by exploring off the beaten path to find their hiding places. This may sound like a lot of work, but I've made the process as simple as possible by outlining where to find all 27 Stray Memories below, so you can reassemble your little pal's mind.

All Stray Memories locations

Stray memories

(Image credit: Annapurna Interactive)

You can unlock Stray Memories from Chapter 3 onwards, as the first two levels do not contain any of these collectibles. Also, in Chapter 6 you revisit the same area of The Slums that Chapter 4 is set in, so those memories can be found during either level. I've numbered the Stray Memories above in the order they appear in the game, and they're distributed across the chapters as follows:

Latest Videos From
Watch full video here:
  1. Inside The Wall - no memories
  2. Dead City - no memories
  3. The Flat - 1 memory
  4. The Slums - 7 memories
  5. Rooftops - 3 memories
  6. The Slums Part 2 - same 7 memories as The Slums
  7. Dead End - 3 memories
  8. The Sewers - 2 memories
  9. Antvillage - 2 memories
  10. Midtown - 7 memories
  11. Jail - 1 memory
  12. Control Room - 1 memory

Should you miss any Stray Memories during your playthrough, you can use the chapter select option to go back and complete your set, as these collectibles carry over during replays on the same save file.

Stray Memories - The Flat

Stray memories

(Image credit: Annapurna Interactive)

The Flat (1/27): Collected automatically when you reach the beach scene mural after riding the bucket pulley outside the flat.

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Stray Memories - The Slums

Note that you return here for The Slums Part 2 in Chapter 6, so you'll have another opportunity to find any collectibles you missed the first time.

Stray memories

(Image credit: Annapurna Interactive)

The Slums (2/27): With your back to the Guardian, approach the steps going down ahead then climb up the units on your left until you reach the red roof with a circular arrow sign on top. Look behind that sign to find a robot slumped behind with a set of suitcases.

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Stray memories

(Image credit: Annapurna Interactive)

The Slums (3/27): This is the mystery item sold by The Market Place seller Azooz for three energy drink cans. There are a total of four Stray energy drink locations available by interacting with vending machines as follows:

  • Opposite Morusque the musician down the stairs from the Guardian
  • In the alleyway near where you entered the area, next to the RIP Humans graffiti (Stray Memory 6)
  • On the balcony above Rozey, the robot sat watching TV in an alleyway
  • Directly below the rooftop with the sofa and TV you can change channels on near the library

Once you have three energy drink cans in your inventory, interact with the mystery item at The Market Place and show any of them to Azooz to complete the transaction so you can scan the picture. If you picked up a fourth can of energy drink, you can buy one of the Stray music sheets Azooz is selling, and you should also grab the Electric Cable as you'll need it to obtain the Stray Poncho.

Stray memories

(Image credit: Annapurna Interactive)

The Slums (4/27): In the upstairs area of the bar, inspect the bowl of food on a round table under a shelf of hanging glasses.

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Stray memories

(Image credit: Annapurna Interactive)

The Slums (5/27): Inside Momo's apartment at the top of The Slums, head through the beaded curtain into the bedroom area and check out the video game poster. You can also start your search for the Stray Notebooks here, if you haven't done so already, by talking to Momo.

Stray memories

(Image credit: Annapurna Interactive)

The Slums (6/27): In the back alleyway near where you entered the area and the robot closed the gates to shut you out, go up the stairs and look at the graffiti on the wall near a vending machine you'll need for Stray Memory 3.

Stray memories

(Image credit: Annapurna Interactive)

The Slums (7/27): Head down the stairs to the left of the Guardian towards Morusque, then turn left into the first alleyway and climb up to the painting on the wall above the AC units.

Stray memories

(Image credit: Annapurna Interactive)

The Slums (8/27): Enter Elliot Programming (marked with binary code signs) by scratching on the front door, then head upstairs and inspect the plants growing from a pot and a toilet. You can also talk to Elliot while you're here to complete a stage in the process to unlock the Stray safe code.

Stray Memories - Rooftops

Stray memories

(Image credit: Annapurna Interactive)

Rooftops (9/27): After passing the second group of Zurks, you'll jump across a gap and this flickering neon sign will be straight in front of you.

Stray memories

(Image credit: Annapurna Interactive)

Rooftops (10/27): Once you've used the rolling barrel to squish Zurks and open the gate, look left beyond the pile of girders to find a sign stuck in the growth.

Stray memories

(Image credit: Annapurna Interactive)

Rooftops (11/27): Received automatically at the end of the chapter.

Stray Memories - Dead End

Stray memories

(Image credit: Annapurna Interactive)

Dead End (12/27): After receiving one of the Stray Badges automatically and then starting the chapter, turn left and inspect the large shutter gate in the wall – make sure you do this before sliding down the ramp.

Stray memories

(Image credit: Annapurna Interactive)

Stray memories

(Image credit: Annapurna Interactive)

Dead End (13/27): After climbing the pipes following the trolley riding section, go straight ahead into the short alley and through the gap under the fence, where you'll find a robot on a floating pontoon. Visit this area before you climb over the nearby fence or you'll be locked out.

Stray memories

(Image credit: Annapurna Interactive)

Dead End (14/27): When you meet Doc, look behind where he was sitting to find a mannequin with a bucket for a head.

Stray Memories - The Sewers

Stray memories

(Image credit: Annapurna Interactive)

Stray memories

(Image credit: Annapurna Interactive)

The Sewers (15/27): Once Momo opens the gate for you and you move on to the next corridor, look for a path to the left with a number of Zurk nests in it. Get past these to find a pipe you can climb into on the left, and at the other end you can scan the sewer system.

Stray memories

(Image credit: Annapurna Interactive)

Stray memories

(Image credit: Annapurna Interactive)

The Sewers (16/27): After getting through several heavily Zurk-infested areas you'll drop down onto a pipe, then instead of turning right to continue through the level you should go left and along the pipes and barrels until you reach a hidden area with the unusual substance.

Stray Memories - Antvillage

Stray memories

(Image credit: Annapurna Interactive)

Antvillage (17/27): Received automatically when you enter the village at the start of the chapter.

Stray memories

(Image credit: Annapurna Interactive)

Antvillage (18/27): After speaking to Zbaltazar, climb back down to the lowest level and scan the wall near the sofa where a robot is watching TV – you can also collect a Stray Scratch for this chapter from the sofa here.

Stray Memories - Midtown

Stray memories

(Image credit: Annapurna Interactive)

Midtown (19/27): Received automatically when you arrive at the subway station.

Stray memories

(Image credit: Annapurna Interactive)

Midtown (20/27): After going up the stairs to exit the subway station, turn right and visit Ledoc's library area.

Stray memories

(Image credit: Annapurna Interactive)

Stray memories

(Image credit: Annapurna Interactive)

Midtown (21/27): In the back alley where Albert is sweeping, climb up onto the blue awning then jump over several AC units until you reach the platform above with some bottles along the edge.

Stray memories

(Image credit: Annapurna Interactive)

Stray memories

(Image credit: Annapurna Interactive)

Midtown (22/27): Hop in through the street level window of the barber shop near the big hologram robot, then jump to the upper storage area and look at the pictures.

Stray memories

(Image credit: Annapurna Interactive)

Stray memories

(Image credit: Annapurna Interactive)

Midtown (23/27): Go inside Mattbee's food shop near the big hologram, then climb up into the ceiling space and look above the entrance.

Stray memories

(Image credit: Annapurna Interactive)

Stray memories

(Image credit: Annapurna Interactive)

Midtown (24/27): After stealing the Stray Atomic Battery, you can get inside the security room by the big hologram, then scan the picture of a Sentinel on the wall.

Stray memories

(Image credit: Annapurna Interactive)

Stray memories

(Image credit: Annapurna Interactive)

Midtown (25/27): Inside the nightclub, jump on the dumbwaiter next to the sink behind the bar to ride down into the storage area, then look at the table.

Stray Memories - Jail

Stray memories

(Image credit: Annapurna Interactive)

Jail (26/27): After locking the Sentinel in the cell during your escape, look to the right after passing through the next gate to find a rebooted robot.

Stray Memories - Control Room

Stray memories

(Image credit: Annapurna Interactive)

Control Room (27/27): Received automatically once you enter the control room.

Congratulations, you've found all of the Stray Memories!

Stray Memories Reward

Stray memories reward

(Image credit: Annapurna Interactive)

As well as earning the I Remember! Trophy or Achievement for collecting all 27 of the Stray Memories, you'll also receive a jazzy pearlescent backpack reward from B-12, which you will continue to wear during any replayed chapters on the same save.

© GamesRadar+. Not to be reproduced without permission.

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Iain Wilson
Iain Wilson
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Guides Editor

Iain originally joined Future in 2012 to write guides for CVG, PSM3, and Xbox World, before moving on to join GamesRadar in 2013 as Guides Editor. His words have also appeared in OPM, OXM, PC Gamer, GamesMaster, and SFX. He is better known to many as ‘Mr Trophy’, due to his slightly unhealthy obsession with amassing intangible PlayStation silverware, and he now has over 1,000 Platinum pots weighing down the shelves of his virtual award cabinet. He does not care for Xbox Achievements.

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