This walkthrough for Stray Chapter 7: Dead End 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: 3
- Badges: 1
- Scratching Points: 1
- Nuzzles: 0
- Sheet Music: 0
- Energy Drinks: 0
Chapter 7 – Dead End
In the new area, follow Seamus over to a locked gate, where he will say that he isn’t going to come with you because he’s too slow. He also gives you the Outsider Badge, the only one of the Badges required for the trophy that you obtain automatically.
You can then head forward down the path, and take an immediate left when the path splits. On the garage door ahead you can interact with it to obtain Memory 1/3.
You can then turn around and slide down into the drainage area to start another Zurk chase. There’s no extra requirements you need to fulfill with this one, so your objective is just to make it to the end. For most of it, you just need to go on either the left, right, or jump on the center path to avoid where the Zurk are appearing from., making this actually easier than the chase in Chapter 2.
When you reach the section with the stairs, go up either side to the top, allowing the Zurk behind and that were waiting in the gap to follow you. You then loop around and down the other side of the stairs and can go into the small gap below since the Zurk should be out of the way.
After reaching the next area and jumping up the wall, there is a section full of water with some pipes and moving beams you need to cross. Jumping to the first moving beam allows you to jump to the first pipe below. You then need to jump to the next moving beam, pushing it to the right, then jump back onto it pushing it to the left, allowing you to get to the far pipe and the barrels, reaching the other side of the area.
Jump down off the wall and you will land on a cart, which automatically moves through the rest of the drainage area.
After crash landing in the new area, jump on top of the truck to keep making your way up the pipes and to the next area.
At the top there will be a split in the path. Instead of going left, continue straight towards the fence. At the bottom there is a gap you can go through, then head right where you can find Memory 2/3 beside a dead robot on a dock.
Go back and take the left path, where you can jump over a fence to reach a large open area. Don’t worry about any enemies in the area yet, just make your way to the back of the area where you can jump into a window to enter the center building.
Head to the bottom floor, where you will automatically meet Doc.
After speaking with him and before doing anything else, you can grab Memory 3/3 by interacting with the mannequin in the corner, as well as use a Scratch Point on the wall directly opposite the mannequin.
You can then interact with the yellow flashlight device on the table, which it turns out is Doc’s weapon to help deal with Zurk.
Follow Doc upstairs, and he will give you a Fuse and let you back out the window you entered through. Make your way back around where you came in, but follow the cord on the ground towards the fenced section in the building. Inside you can interact with the generator and use the Fuse to turn it on.
With the generator on Doc’s weapon is working, but a bunch of Zurk are now streaming into the area. Doc will shine the weapon on the Zurk while you make your way back, so you just need to basically wait for him to kill the ones that are in front of you.
Back inside, Doc modifies B-12 to use his weapon instead, and you can now shine the UV light using for short periods of time. Watch the bar to the left of B-12 when you’re using it because if you use it for too long then it will short out and you won’t be able to use it until B-12 recharges.
Follow Doc downstairs and out the door, where you’ll need to try out the weapon on the Zurk stuck to the fence.
After Doc opens the gate, follow him to the dead end, where you will need to get the gate open for him. To do that you first need to move the left barrel towards the door, which then allows you to roll the other barrel to the far end of the platform, allowing you to jump into a vent.
In the next room, you need to jump on the switch to activate power to the gate for Doc.
Head out the next door, then to the right and deal with the Zurk inside. You can then go to the gate at the end, where you need to kill the Zurk that have jumped on Doc, followed by the ones that run towards the door as Doc is closing it.
After Doc closes the door, follow him down to the end of the area, where he will open a couple more doors, and you will end up back in the Slums. After the scenes, you will need to head over to the Sewers to meet up with Momo. To do this, head to the area just past where Morusque is, where a robot is waiting by the now open door.
This is the last chance you have to collect any of the optional items in the Slums area without using chapter select, so make sure you do everything now. When you’re ready to continue, head through the door and down the path to end the chapter.
This finishes Chapter 7: Dead End in Stray. Next is Chapter 8: The Sewers.
For all other Chapter Walkthroughs, check out our full Stray Walkthrough.