This walkthrough for Stray Chapter 3: The Flat 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.
- Memories: 1
- Badges: 0
- Scratching Points: 1
- Nuzzles: 0
- Sheet Music: 0
- Energy Drinks: 0
Chapter 3 – The Flat
After passing through the bead curtain into the next room, you can find a Scratch Point on the rug immediately to the right.
You can then jump on the table in front of the screen, standing on the keyboard to converse with the computer. You need to walk off and then back on each line to continue talking.
The computer eventually opens the other door in the room, allowing you through.
In this room there are four batteries you need to grab, then place in the slots under the computers at the front. For the first one, you need to use the stool on the left and jump up to the top shelf.
The second can be found on the table in the middle of the room, facing the computer wall.
For the final two, you first need to jump on the switch on the right side of the room, which releases a trolley along a track. You can then grab the third battery from on the trolley itself, then the fourth from the corner after the trolley reaches the wall.
After placing the four batteries the bookshelf opens up, revealing a new room. Head inside, jump on top of the white pod onto the shelf, then knock down the box on the end.
You can finally grab the item that drops out of the box, then take it back into the prior room and place it in the lit-up spot on the computer wall.
After the cutscene is done, you’ll earn the next story trophy Not Alone for meeting B-12. B-12 is your companion through most of the game, allowing you to have an item inventory and helping speak with other characters. Pressing like prompted will allow B-12 to pick up and store items for you.
You can then continue out into the first room and interact with the lock on the door, then select the Keys to have B-12 open it for you.
In the next room, you game lets you know you can press to activate a flashlight for dark areas. There is another locked door ahead, with a number keypad on it. You can find the code for it, 3-7-4-8, behind a paint can in the room to the right.
Continue outside and jump in the bucket to ride it down. On the other side of the gap, you’ll have a conversation with B-12 and find the first Memory of the game at the mural. This is one of the 5 story-related ones (represented by the larger squares in the Memory menu), and the only one in this chapter.
Continue down the path and jump in the next bucket, then through the gap at the end of the path to reach chapter 4.
This finishes Chapter 3: The Flat in Stray. Next is Chapter 4: The Slums.
For all other Chapter Walkthroughs, check out our full Stray Walkthrough.