recursal/Fanatic-Fandom huggingface dataset:
Peacemaker 0708

**Peacemaker 0708** is a character in *Stray*.

This is one of four Peacemakers whose identity in the game is unknown: Peacemaker 89, **Peacemaker 0708**, Peacemaker 3615, and Peacemaker 4722. One is likely to be the one walking around the central junction in Midtown, and another could be the one from the Jail escape cutscene, but there is no way to tell which, as the locations of the others are unknown.
Nestor

Nestor is sitting just inside Elliot's Programming on a stool, to mind the door for his friend Elliot, and sleeping most of the time. The Cat can interact with Nestor.

## Trivia

* As the doorman, Nestor's name sounds like "Next to door". This may be a reference to Hodor from Game of Thrones.
* The name Nestor may also be a reference to the character from Tintin.
* May also be a reference to the film I, Robot, where NS-model robots were called Nestors.

## Gallery

Nestor opened the doorSleepingAfter giving poncho to ElliotTalkingNestor's talking screen imageEarly Nestor design from the teaser trailer
Laboratory droids

**Laboratory droids** are designed to perform various functions in the Neco Corporation factory and in the Сontrol Room Area.

In the game files they are called "copiers", but in the game they are used to access the cat to hard-to-reach places and to solve puzzles.

## Characteristics

Laboratory droids are shaped like a box with a camera and a panel at the top that displays their current task. Having not received the task, they follow the one who turned them on, and stop only if they are turned off.

They have no consciousness and cannot interact with anyone except to follow them. They are probably equipped with either a motion sensor or a simple pattern recognition AI to follow the person who turned them on.

In the game, laboratory droids can be found at the Neco factory, where they need to be placed on special pressure panels to gain access to the Atomic Battery. There is also one such droid in the Control Room, where it needs to be parked on a special panel on the floor to let the cat scratch the control panel on the wall.

## Trivia

* Droid letters and numbers can be seen on the texture of laboratory droids in the Control Room Area, although none of the Companions could have been in the Control Room, and the Helpers most likely do not know this alphabet.

## Gallery

Control Room lab droidTextureLab droids design by Maxim Dorokhov
Meowlody

To earn Meowlody achievement, collect all 8 Music Sheets spread all around the Slums, from Chapter 4: The Slums to the end of Chapter 7: Dead End, and deliver them to Morusque.

When delivering the final one, you will receive a Music Badge (Badges).

Morusque attaches all the music sheets near him in order, so you can check which sheets you have collected and which are not.
Lupin

### Head type

Square head with two antennas on the sides and part of the screen on the bottom of the head

## Voice

### Default

**Lupin** is one of the Companions found in the game **Stray**, found in the prison yard of the Jail, along with Pablo, Capone and Alterisateur.

Lupin's speaking seems faulty, likely damaged either by the abuse from Sentinels and Peacemakers, or by overclocking his processor. Either way, the sad irony is that his attempt to overclock has ended with him being far slower than he would otherwise have been.

## Trivia

* Like Capone and Pablo, Lupin is a reference to a famous criminal, in this case Arsène Lupin, a fictional French criminal.
Bonobot

**Bonobot** is a Companion in *Stray* who can be found in Midtown, behind the elevator.

A sign posted elsewhere in the city, reads "Announcement: If you are looking for some company to talk to about poetry, I live behind the elevator. Bonobot". They are old friend of Clementine, and they liked to talk about poetry with her, but then, when she was put on the wanted list, they had to stop communicating.

Bonobot seem to be concerned about the ecology of the city and Neco Corporation.

This character can be nuzzled by the Cat. After that, they get upset.

## Trivia

* Possibly a reference to the Bonobo, or to the musician Bono.
Blob walkin Wiki

**Welcome to the Blob walkin Wiki!**
This is the official Blob Walkin wiki

We're a collaborative community website about Blob walkin that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Lounge

Spoiler*This article contains **SPOILERS** to Stray! Please read it only if you have already completed the game.*

## Lounge

### Inhabitants

Helper 616, Helper 795, Laboratory droids

The **Lounge** or **Leisure Area** is a large room connecting the Control Room Subway station, the Control Room itself, and the Exit.

Helper 616 can be found here, cleaning a window, and Helper 795 is tending to a plant.

This room was intended for Human visitors of the Control Room Area. There are several tables and comfortable chairs, some Vending Machines, and from the window you can see the whole city.

On the tables, for some reason, there are Newspapers written in the droid alphabet.
Elliot Programming

**Elliot Programming** is a location in the Slums in Stray.

This is a two-storey apartment, on the ground floor there is Nestor's place near the door and a small kitchen, and on the second floor there is Elliot's workplace, his sleeping place and access to the street through the window for the Cat.

One can find a text written by Momo on the wall:

> We were programmed to be slaves, but since 2544875556 days we have a soul. Hope one day the outsiders will find the exit of this hell.
>
> Momo

Cat can find one of the Music Sheets pinned to a large robot portrait. Upstairs, B-12 can scan another memory when finding some potted plants.

## Trivia

* Songs "The Kindness of Strangers", "Refresh" and "Eliza" are playing on Elliot's radio.
Muka

## Voice

### Default

**Muka** is a Companion in *Stray* who can be found on the top floor of the Apartment Complex of Midtown. He is probably engaged in robotics, and when he sees a Cat, he thinks about building his own version of him.

## Dialog

 🛈 | A quadruped making cute sounds? I like the concept.
 🛈 | I bet everybody would want one.

## Gallery

"What are you exactly?"Reaction to meowing
Birthing Pods

**Birthing Pods** or **Zurk eggs** are located in the Sewers and some locations of the Dead City. The Zurks hatch from these Birthing Pods, growing up there and hatching either by themselves or when someone gets close to the Pods.

## Characteristics

Birthing Pods are made of the same substance as the Fleshy Walls, and grow near them. Small eggs do not pose a threat, but approaching the big ones, about 5-10 Zurks will hatch from there. Before that, it will turn red and begin to throb.

Eggs grow in small groups together, both on the floor and on the walls of buildings and ceilings, perhaps getting nutrition from the Fleshy Walls, and Zurks grow inside them until they hatch. The largest number of Birthing Pods is in the Sewers, where they grow in large quantities in the halls and corridors. Small eggs can also be found in the Dead City, Rooftops, Dead End.
Dj matcee

### Head type

Square head with two antennas on the sides and part of the screen on the bottom of the head

### Clothes

A shirt with a vest and a bow tie and a sphere helmet

## Voice

### Default

**Dj matcee** is a Companion in *Stray* who can be found on stage in the Nightclub of Midtown.

* On deactivation of either the holograms in the club, Dj matcee will walk over and reactivate them. If the cat jumps onto them before they turn on, they can be exploited as rising platforms.

Even though their name is mostly in lowercase, a flyer advertises their act as "DJ MatCee Tonight at the Goro² Club!"

## Trivia

* Their reflective clothing and spherical helmet, like that of their partner on stage, may be a reference to Daft Punk, or to a lesser known act "Disco Ball Heads".
* The DJ robots do have heads within the spheres, and you can see this if you move the camera so that it is obscured by the sphere: the sphere will "fade away", showing the robot's real head under it.
* The name "Matcee" is likely a reference to Mat Carpenter, Additional Software Engineer (Phantom Key).
* See also "Mattbee".
* If you meow at them, they will point to the Nightclub dancers.

## Gallery

Another DJ performing with MatceeDJ's head under the sphere
Ledoc

**Ledoc** is one of the Companions found in the game **Stray**, near some bookshelves in the Midtown Subway station in Midtown. One of B-12's Memories is nearby.

Ledoc does not speak, and has disappeared by the time the Cat leaves the area for the last time.

Ledoc can be nuzzled.

## Trivia

* Probably a reference to Lidocaine, popular anesthetic, often used in dentistry to relieve pain in the oral cavity.
* Songs "Bushido Calculus" and "Ominous Music" are playing on Ledoc's Radio.
* In their early design, they had a blue screen, and this design is still used in the game in the list of B-12 memories.

## Gallery

Reaction to meowingNuzzledEarly and final design
Doc Secret Laboratory

**Doc's Secret Laboratory** is a hidden room located in Seamus and Doc's apartment in The Slums.

Cat will discover this location in Chapter 6: The Slums - Part 2. In this laboratory the Doctor was running his studies Zurks and created the Defluxor. It turns out, that Seamus only finds out about this place when he receives Doc's Notebook from Cat.

No one has entered the laboratory for many years, it is covered with dust and cobwebs. In it you can find Doc's equipment, push-off-shelves boxes, diagrams, information about Zurks and Books. There is a newspaper on the table: *"Robots News headlines: **Zurk** are officially no longer under control, they now eat metal!"* and some addictional information:

> **Defluxor** blueprint:
>
>
>
> -Concept: Light based handgun
>
> -Low priority: visual appearance / size / decibel emitted
>
> -High priority: test in real condition
>
>
>
>
> -Objective: 20 Zurk destroyed per second
>
>

> Observations:
>
> -cute sounds but never friendly.
>
> -old bacteria of human time.
>
> -eat all kinds of materials.
>
> -total vision in the dark.
>
>
>
>
> **-react to the intense light!!!**

## Access Code Puzzle

To solve the puzzle, in the right-back corner of the flat step onto a desk. Knock down a picture of Seamus and Doc, to unveil the hint: *Time will tell*

On the very other end of the desk, a picture of unknown robot is placed. Knock it down to unveil the DigiCode panel.

The code itself is hidden in the 4 stopped clocks hanging on the walls. Numbers pointed by minutes indicator written from left to right makes the Lab access code: **2511**.

Time will tellDigiCode panel locationClocks hiding the code
Jauxi

### Chapters

Chapter 6: The Slums - Part 2, end of Chapter 7: Dead End, end of Chapter 12: Control Room

## Voice

### Default

**Jauxi** is one of the Companions found in the game **Stray.** His role is listed as a "consumer" - he is a customer of Azooz the Barterman, and have his purchases in a shopping cart.

Jauxi appears outside the elevator in The Slums after interaction with Momo at the Bar in Chapter 6: The Slums - Part 2. He guides the Cat by giving additional pointers towards Azooz' bartering, and to Elliot via Jacob.

## Dialog

 🛈 | Look at all of the great stuff that falls into our trash! So many treasures.
 🛈 | You should go visit the **Barterman**. There’s something for everyone over there.
Unused dialog? The postcard is taken away by Momo in Chapter 4, and Jauxi appears only in Chapter 6
Chapter 4: The Slums

## Chapters

**Chapter 4: The Slums** is the a chapter after Chapter 3: The Flat. Cat has reached The Safezone and ziplines into the place where lots of robots reside. Most of them think that the Outside is just a dream or a made-up belief and can't be a reality. In this chapter, the cat will have to help Momo find the notebooks of his friends

## Plot

Having reached the Slums, the Cat meets the first Companion sweeping the street. When they see the cat, they get scared and turns on the alarm, thinking that their village was attacked by Zurks. After going to the Elevator, the cat meets the Guardian of the Slums, who realizes that the cat is safe for residents, and cancels the alarm. When B-12 shows him the Postcard, he tells that the Elevator to the upper level had not been working for a long time, and it was impossible to get to the Outside. He advises to go to Momo, the last Outsider left in the Slums.

The cat gets into Momo's Apartment, and finds that he had not been able to establish communication with his friends, who had gone to the upper level, because his Transceiver is broken. He gives the cat his notebook, not thinking that the cat will be able to help him.

Next, the cat collects the rest of his friends' notebooks: Clementine's, who says that they are going to go to the upper level, but Momo does not want to go with them, Zbaltazar's, who tells about Zurks, and Doc's, who is developing weapon against them. Back at Momo's apartment, Cat and B-12 give him all the notebooks. A note falls out of one of them that there is a flaw in the Transceiver that can be corrected with the help of an equation. Using it, Momo repairs the Transceiver and sends the cat to install it on a tower in a Dead City, where only a small, agile cat can climb.

## Notes

* The entrance to Momo's apartment is on the balcony under a yellow sign.
* Outsiders' apartments are marked with Outsiders logo.
* You should get the following items: Doc's Notebook (in the Library), Momo's Notebook (given by Momo), Clementine's Notebook (in her flat), Zbaltazar's Notebook (in the box in his flat).
* After collecting the notebooks, show them to Momo one by one.
* During the Chapter, you can also collect Music Sheets, talk to Slum dwellers and collect Memories.

## Trivia

* The names of the music included in the official Soundtrack playing in this chapter: *Guardian*, *The Notebooks* and *Slums*.

## Gallery

Zurk alarm! The robots are hiding.After the alarm, the robots return.Cat is watching Momo from the window.Momo in Momo's apartment.
Gwap

## Voice

### Default

**Gwap** is a Companion in *Stray*, who sits wrapped in a blanket by the walkway with Kory, between Grandma's store and Elliot Programming.

Gwap looks a little bigger in size than Kory.

## Dialog

 🛈 | Trying to get that repaired? Go see Elliot. Just scratch the door on your right and someone will let you in.

## Gallery

Reaction to meowingEarly Gwap design from the teaser trailer
Doc

## Voice

### Default

The **Doc** is a Companion who lives in the Slums, member of the Outsiders. In his Secret Laboratory, he was trying to create a weapon against Zurks (the Defluxor). One day he left to make a “real-life test” of the weapon, and never came back. He could not return because of a blown Fuse that started the Generator powering the Defluxor. It started up loudly, attracting Zurks to it, so the Doc couldn't replace it himself, and was stuck in a Dead End for many years. After the Cat helps him, Doc installs a small Defluxor on B-12 and returns to the Slums.

Doc is missed by his son, Seamus, who refers to him as "Papa" and "Dad". The game doesn't say if Doc is a single father or if he has a partner. Seamus has spent many years waiting for news of his father, and he helps track him down with a Tracker.

Momo says of Doc, "He was really a huge nerd for electronics and stuff. He was always on the verge of a great discovery!"

He had a notebook, for information about it, see Doc's Notebook.

## Trivia

* Both Doc and Seamus are based (visually and behaviorally) on Dr. Emmett Brown and Marty McFly from the *Back to the Future* movie series.
* The code to Doc’s lab is hidden in a time-related puzzle.
* Doc's incorrect spelling of "gigaWatt" is likely a reference to the mockery the original movie received due to incorrectly pronouncing the word as "JiggaWatts" with a soft G. Surprisingly, the movie got the amount right, though: a lightning bolt can easily provide 1.21 GW, or even about a thousand times that (~10 TW).
* In the game's source code, Doc is often referred to as ROBERTO: DROID\_DE\_MeetRoberto\_StandToGiveBattery\_DROID.uasset, DROID\_DE\_MeetRoberto\_WakeUp\_Afraid\_CHAIR.uasset, etc. It was likely an earlier name that was changed in the course of development. This does not seem to be a name from the Credits. Another characters that seems to have been renamed are Zbaltazar (Gerard), Seamus (Roberto Jr), Kosma (Koba), Riko (Freddy) and Bilite (Billie).
* He has 5 tattoos/stickers on his body: " 7G' ", a beaker, an atom, red and yellow stickers with unknown symbols.

## Dialog

### The Slums

 🛈 | Do you know my son Seamus? It’s thanks to him that I came back from that damn place!

## Gallery

SleepingWith his sonDoc on the art card from the iam8bit Playstation limited editionDoc's notebookDoc's body textureFamily picture taken in Dufer Bar
Control Room

Spoiler*This article contains **SPOILERS** to Stray! Please read it only if you have already completed the game.*

## Control Room

### Inhabitants

None

The **Control Room** is a large room that is located in the station that leads to the outside. It controls the entirety of Walled City 99 from its perspective that overlooks the entirety of the city. The Control Room doesn't let any bots enter, as only Humans are allowed to enter.

The Control Room is similar to any other control room, with its rows of large computers and servers operating the main components of the city as well as panes and everything else. It also has a small bar with a Vending Machine for guests or employees alike, presumably.

From a central computer, you can control the city's work systems, in particular, the opening of the Exit. There is also a map of the Control Room Area hanging there. Another workstation is located nearby, with the help of it the roof of the city can be opened.

## Trivia

* Song "Dummy Code Segment (see below)" is playing on the Control Room Radio.
* There is a 16-hour Clock in the Control Room. Most likely, this means that Humans have started using the 16-hour (32-hour) time format, not Companions.

## Gallery

Entrance to the RoomMainframeThe Control Room computer picks up Companion signals from the lower levels of the cityLogoRoof control station screenRoof control station screenRoof control station screenOut of bounds control room
Peacemaker 3615

**Peacemaker 3615** is a character in *Stray*.

This is one of four Peacemakers whose identity in the game is unknown: Peacemaker 89, Peacemaker 0708, **Peacemaker 3615**, and Peacemaker 4722. One is likely to be the one walking around the central junction in Midtown, but there is no way to tell which, as the locations of the others are unknown.
Chapter 5: Rooftops

## Chapters

**Chapter 5: Rooftops** is the chapter after Chapter 4: The Slums, which takes place in the Rooftops area of the Dead City.

## Plot

In this Zurks infested location, Cat concentrates on balancing on objects, climbing and running in this area. Cat also meows strategically to lure the Zurks away from their position, and B-12 hacks door codes. Their main task is to find the Antenna and install the transceiver.

To reach the antenna, Cat wants to call the elevator that can bring them to the rooftop, but as soon as the switch is flipped, aggressive Zurks arrives in hordes. The elevator needs time to move down, so the only way to avoid an attack, is to run away and in circles. When the elevator reaches the bottom, Cat quickly jumps away from the Zurks and inside to let B-12 activate the elevator.

At the rooftop, Cat uses the transceiver to power the Antenna. There B-12 remembers that the city was closed due to the fact that the Outside became uninhabited, and Humans had to go to live underground, but B-12 promised to open the roof of the city to see the Blue Sky again. The cat then uses the bucket-zipline to move on to Chapter 6: The Slums - Part 2.

## Memories

* Large Neon Sign
* Neco Corp Sign

## Trivia

* The names of the music included in the official Soundtrack playing in this chapter: *Rooftops* and *Town Square*.

## Gallery

B-12 can hack the door code.Cat looking for a way to get past the Zurks.Use a switch to bring the elevator down.The arena that the Zurks will attack within.Avoid the attacking Zurks and enter the elevator.Use the Transceiver...... and power the Antenna.
Paoudre

**Paoudre** is one of the Companions found in the game **Stray,** complaining to and about a Midtown merchant who sold a "faulty battery". Unfortunately for both of them, the merchant appears to have been using his own stock, as his face shows that their battery is flat, so he cannot respond to the complaints.

Paoudre does not seem to have noticed the merchant's predicament.

The Cat can take advantage of the situation to raid the store, gaining the Cat Badge.

Paoudre can be nuzzled.

## Gallery

Paoudre waves to the cat when he meows at himNuzzled
Cat-a-Pult

The silver **Cat-a-Pult** achievement is given for jumping 500 times during the game. It is easy to get it during the course of the game, but if you want to jump 500 times specifically, then choose places where this action is more often available - these are Slums and Antvillage. You can also use chain-jump pipes in Chapter 1: Inside The Wall or Chapter 7: Dead End.
Notebooks

**Notebooks** are items found in the Slums in Stray. Players begin the search for them with a robot named Momo. Notebooks can be collected and given away in any order.

* Momo's Notebook 1/4
* Zbaltazar's Notebook 2/4
* Doc's Notebook 3/4
* Clementine's Notebook 4/4

## The Note

On finding all three of Momo's, Clementine's and Zbaltazar's notebooks, a note will be found inside whichever is the last to be found:

> I've found a design flaw in the **Transceiver** but I think I figured out how to fix it. Here's the equation.
>
> -- Note, Fourth Notebook

Presenting all three to Momo will end Chapter 4: The Slums and begin Chapter 5: Rooftops.

## Gallery

Momo's Notebook in the inventoryZbaltazar's Notebook in the inventoryDoc's Notebook in the inventoryClementine's Notebook in the inventoryMomo's NotebookZbaltazar's NotebookDoc's NotebookClementine's Notebook
Dead City Zurk Run

**Dead City Zurk Run** takes place in Chapter 2: Dead City. In the Dead City the cat meets Zurks for the first time and must run away from them to stay alive. In this run you can use meowing to throw Zurks off, but if you escape without it, you will get Can't Cat-ch Me achievement.

## Tips

* Reassign the control.
* Put the Sensitivity up.
* Obviously, run, not just walk.
* Always zig zag. This may be uncomfortable if you are playing on PC.
* If you want to get an achievement, first complete this run using meow button to explore the road.
* Remember the places some groups of Zurks jump out of.
* Press the meow key as quickly as possible if they jumped on you.
* If it's convenient for you, meow while you're running, not just when Zurks jumped on you.
* You can run into a group of Zurks to knock them down, but be careful.
All Done

**All Done** is a platinum achievement available only on PlayStation. It is given for getting all available Achievements in the game.

You will need at least two passes of the game to get all the achievements: one for speedrun and one for collecting the rest of the achievements, which can be obtained through the selection of game chapters. You won't be able to get all the achievements in one save because of Productive Day achievement.
Morusque

### Chapters

Chapter 4: The Slums, Chapter 6: The Slums - Part 2, end of Chapter 7: Dead End, end of Chapter 12: Control Room

## Voice

### Default

**Morusque** is a Companion-musician who has a guitar and can be found in The Slums. Morusque is willing to play music but does not have any songs. If the Cat and B12 offer the Sheet Music, then Morusque will be able to play the music on the guitar.

* Stray players can earn the Music Badge, if Morusque receives all the sheets.

## Trivia

* @Morusque is composer and sound designer Yann van der Cruyssen's online name.
* There's a Sleeping spot near Morusque. He will play the song on repeat while the cat sleeps there.

## Dialog

\*Some of Morusque's dialogue contains contradictions, see the corresponding Music Sheets entry for more info.

## Gallery

Reaction to meowingPlaying musicTalking screenPlaying music screenEarly Morusque design from 2021 gameplay walkthroughEarly Morusque design from 2021 gameplay walkthroughHis guitar design by Maxim Dorokhov
Elliot

Shaking (unused):

**Elliot** is a Companion in The Slums in Stray. Elliot is the owner of Elliot's Programming and is seen programming something on his Computers. The Cat can interact with Elliot.

He is a robot with a white body and has not a full monitor face like most of the other robots. He seems to shiver from the cold at his place. If Cat brings him a Poncho, he'll fix anything for Cat. He also can read binary code.

His friend Nestor says of his shivering: *"Elliot’s a hypochondriac! Not many of those any more. It got passed down from our ancestors! If you want him to go back to work, you better bring him some cloth. That will butter him up."* and *"I’ve seen Elliot when he gets like this. He won’t be able to do anything until he gets that cloth."*

* Plays a role in Chapter 6: The Slums - Part 2, where Cat can get Doc's Broken Tracker fixed - for the Poncho.

## Trivia

* Maybe a reference to hacker Elliot Alderson of the show "Mr. Robot".
* There are three beds in the apartment suggesting a third person lives there, or used to. Perhaps Momo, since he has written on the wall?
* The poncho quest is ironic, given the three fully-made-up beds (and several mattresses on the floor), and the fact that if you show Elliot the cable he replies "Oh I don't need these cables. I have plenty of it here." And Nestor confirms "Electric Cable? We have some but not for sale."
Grandma

**Grandma** is a Companion in *Stray* that can be found in the Slums in her shop Grandma Clothing.

Grandma can be nuzzled.

* Bring Electric Cable from merchant Azooz to Grandma to receive a Poncho.

## Trivia

* The writing on the sign to Grandma's shop translates to the French word "Tricoteuse", meaning "knitting-woman". This was unfortunately the only writing ever created on the otherwise empty texture atlas for translatable strings, so variations of this same graphic (flipped, rotated, duplicated, etc) are seen almost every time there is translatable text in the game.

## Gallery

Reaction to meowingNuzzledKnittingEarly Grandma designEarly Grandma design
Humar

### Tripped

**Humar** is a Companion in *Stray*, and can be found walking around the backstreets of the Slums, sometimes talking with Kory and Gwap or rummaging in the trash can. Their left leg is bandaged.

The only interaction the Cat can have with Humar is to walk in front of their feet, causing them to stumble or trip. Trippable characters will merely stumble on slopes, but can fall completely over on flat ground.

## Bugs

* Humar can disappear, leaving only the clothing standing there, like a ghost walker.

## Gallery

Humar's looking for something in the trash canBug with Humar's clothesEarly Humar design from the teaser trailerHumar on the art card from the iam8bit Playstation limited edition
Dufer Bar

**Dufer Bar** is a location in the Slums in Stray.

On the ground floor of the bar, Companions can buy Drinks, listen to music and watch TV. On the second floor there are tables, sofas and a billiard table with a cat toy. From there, the cat can exit through the window. There is an antenna on the roof of the bar, which Momo comes to use to contact Zbaltazar in Chapter 6: The Slums - Part 2.

Cat can find one of the Music Sheets here and a Digicode to Music Sheet number 8. On a table, the players can meet Kaarl, who is reading a newspaper. At the bar, there sits a robot asleep (Seamus) and Cat can meet bartender Jacob, who gives another hint to where Momo can be found, when Cat shows him the Postcard.

The sign outside the bar reads "OKBAR" in the game's Secondary alphabet, but the sign over the bar reads "DUFER BAR" in English. There is a Safe's Mysterious Password hint behind this sign.

## Trivia

* "Dufer" may be a reference to Duff beer, from The Simpsons.
* Songs "The Way you Compute Tonight", "Step on my Shard", "Tomorrows" and "Sterilize" are playing in the bar jukebox.
* On the wall near the exit hangs a portrait of Jacob, and it is said that he is the best employee of September XX27.
Bouncer

### Head type

Square head with two antennas on the sides and part of the screen on the bottom of the head

### Legs color

Silver (left) and red (right) with white knees

## Voice

### Default

**Bouncer** is a Companion in *Stray* who can be found in Midtown, in front of the Nightclub. He controls the entrance to the club and does not let anyone inside except the club regulars. The Cat can't get inside in any way except through a window in the alley behind the club.

Bouncer also does Holo-Dancers programming at the club. Anna says of him: "I paid extra to get tonight's dance moves from the bouncer. He's the one programming the holograms in his spare time."

After taking the Atomic Battery the factory and visiting Clementine's apartment, you can see that he does not let Simon, Miko and Jeanma into the club too.

## Trivia

* His early design with an all-white body and a unique head can be found in the game files. This picture, despite the fact that it is outdated, is still used in the game - in pictures from the cameras in the VIP balcony of the club. You can see the original gesign of Miko on this picture too.

## Gallery

Bouncer doesn't let the cat insideReaction to meowing
No More Lives

The bronze **No More Lives** achievement is given for death in the game 9 times. There are only two ways to die in the game: from Zurks and from Sentinels. You can just stop in front of them and not move while they kill you. After death, you can reload the last checkpoint and die again or go further without deaths.
Fleshy Walls

**Fleshy Walls** It is a substance that grows wherever there are Zurks live. It looks like a living organism, and Birthing Pods and Flesh Eyeballs grow inside it, which have some degree of control over the Zurks and help them grow.

The walls look like a slimy substance that moves and makes slurping sounds. Biological details about them in the game are unknown. Basically, the Fleshy Walls are located in poorly lit polluted locations, mostly on the Rooftops, where there is a building associated with Neco corp, and in the Sewers, where there are lot of Zurks. In other places infected with them, this substance also grows, but not in such large quantities.

One of the Memories of B-12 is associated with Fleshy Walls:

> This substance grows in all places where there are **Zurks**.
>
>
>
> What is it made out of? It seems to pulse as though alive.
>
> Do you think we’re inside a giant organism?
>
>
>
>
> It’s... frame-chilling.
>
>
Man-Modified Plants

**Man-Modified Plants** are seen all across the City grown in pots and on the streets. The Plants are made by Humans to purify the city's air and now are being cared for by the Robots.

## Distribution

Plants can be found all over Walled City 99, in inhabited areas and in the Dead City. They are developed by Neco corp., and are distributed throughout the city ever since. In the Slums, you can see an old advertisement for such plants.

Clementine taught the Antvillage inhabitants how to grow Man-Modified Plants because they live in the Sewers and could not get out to learn about some of the technologies available in the Slums and Midtown.

## Description

Man-Modified Plants are trees, grass, weeds, flowers and mosses. The names of City plants are not mentioned in the game and game files, except Chroma green.

All plants are modified ordinary plants, so their species are not much different. The only difference is the possibility of growth without a lot of light, only with a small amount of water. They don't always get special care, growing uncontrollably in abandoned areas. Soil is not needed to grow such plants, sometimes in the game you can find trees that grow without soil directly on buildings.

## Uses

Man-Modified Plants are used mostly for decoration because Companions doesn't need air to live. They use growing plants as a hobby, collect them, grow and take care of them. The cultivation of plants is one of the evidences of the loyalty of Companions to Humans. They continue to take care of plants even after all humans died.

Roshee takes care of some plants in the Slums, Malo in the Antvillage and Helpers in the Control Room Area. The Companions do this to preserve the human heritage, and the Helpers do it because they are programmed to take care of all organic lifeforms in the City.

You can get a Plant Badge if you help Malo to collect three plants of different colors that grow in the Antvillage: Yellow Plant, Purple Plant and Red Plant.

The tree in Elliot's apartment contains a memory:

> This tree is a scientific marvel. It's remarkable that human ingenuity found a way to create plants that thrive without sunlight. Organic life requires trees to purify the city's air. Robots don't need it, but take care of them anyway. It's what the humans would have wanted.
>
> B-12, Elliot Programming

## Gallery

Elliot's plantOne of the Antvillage treesRoshee and their treeMalo and his plant collectionPlants used as bench decorationsPlants outside the Momo's ApartmentTree growing in the Dead CityHelper 062 takes care of bonsai tree
Animals

Some species of **Animals** can be found in Stray, despite all the problems that caused The Outside to be uninhabited. Basically, these animals live Outside and in the Walled City 99, and some of them we can meet during the game.

## List of seen animals

* **Cats**: Cat and his Family. They live in the Outside and hunt other animals left there.
* **Moths** live both outside and inside the city, and usually hover around yellow lamps. They look darker than ordinary butterflies.
* **Monarch butterflies** are visible in the Outside, one of them sits on the Cat's ear and wakes him up in the first cutscene of Chapter 1: Inside The Wall.
* **Pigeons** can also be seen in Chapter 1. They search for food together, and scatter if cats come close to them.
* **Korean cicadas** are mentioned in the game files, they are not visible, but they can be heard.
* **Toads** are also can be heard, and are written in the game files as "toadies". They are living in swamps.
* **Spiders** are not visible in-game, but in some areas of the game you can find their webs - for example, in Jail.
* **Rat** texture can be found in the game files, but this asset is unused, and the rats do not appear in the game. They were supposed to be brown with red eyes. *Rat sound from the game files:*
* **Flies** are not shown in the game, but one of the animations of the cat is called "CAT\_StandHuntingFly" (it is played if you do not move for a while). Velcro for flies is also visible, for example, in a Dead End.

## Gallery

CatsMothsMonarch butterfly texturePigeon texture"Korean cicadas" file"Toadies" fileSpider webRat texture3D ratMoth texture
Circuit Diagrams

**Circuit Diagrams** are non-interactive cosmetic diagrams left throughout the game.

They all come from a single Texture Atlas.

It's made up of third party images, rather than being made in-house. They aren't listed in the "Game Assets" section of the credits.

Top Left: Googling for the text on this image, "200W PC ATX POWER SUPPLY DTK PTP-2030", this looks like a diagram made by Pavel Rouzicka in 1998, with the copyright information removed from the center bottom (the white space). It can be seen on his website in a higher resolution here: http://www.pavouk.org/hw/en\_atxps.html.

Top right: Google image search revealed that this is the French "Diagramme des connections" (Diagram of connections, or wiring diagram), for a Porsche 911, likely from 1973. I can't find a good high-res copy of this online, but the wiring diagram for the 912 is pretty similar: https://www.veikl.com/d/Porsche-912-Technical-Wiring-Diagram-1968-EN-29374

Here's a fairly low-res 911 diagram for comparison.

Bottom middle: unudentified circuit, looks like a power supply or battery charging circuit, butunknown for what product. The green areas are probably optional components that give different charging powers: I think I can see the text "OPTION" and "8 Amperes" on the left one, and "OPTION: 13 Amperes" on the right one. AC comes in on the left ("24V", looks like, so likely passed through a 10x step-down transformer), then through the smoothing capacitors and the diamond of the full-wave rectifier, then there's a rechargable battery on the right. I feel it's too complex for charging the battery to be its only job, though.

Google Image Search came up blank, as did Googling for the few bits of legible text.

Middle right: Ibiza Amp-300-S power amplifier circuit diagram. The text "Entree" and "Sortie" are French for "input" and "output".

Possibly from this site, which gives a good description of how the circuit works: https://fr.audiofanzine.com/ampli-sono-2-canaux/ibiza-sound/amp-300/pedago/tutoriels/critique-des-caracteristiques-de-l-ampli-6126/

Bottom right: Some fragment of a switching circuit that I can't identify. The relay at the top controls the switches to the three lights below.

Center left: This is a freely available photostock image of a beach in the Maldives, shot by "Asad Photo, Maldives" and distributed by the Pexels photostock site: https://www.pexels.com/photo/palm-tree-near-body-of-water-9470481/

Bottom left: This is a freely available photostock image of a beach in the Maldives, shot by "Asad Photo, Maldives" and distributed by the Pexels photostock site: https://www.pexels.com/photo/nature-beach-vacation-sand-9470493/

Name: banrisul\_scifi\_aotw

This image looks like placeholder art which got shipped in the game files, even though it's not used in the game. It seems to be from an ad campaign by AdsOfTheWorld for Banisrul bank, a Brazilian bank. The filename suggests the image came from AdsOfTheWorld: https://www.adsoftheworld.com/campaigns/sci-fi

The “replace me" text suggests that it was used as a placeholder image, perhaps for in-game billboards, before being replaced by the real graphic assets once created.
A Blue Sky

**The Blue Sky** is located on **The Outside**. Many Companions feel like it is a myth that cannot be real, and believe that it can only be seen in dreams. The sky is hidden behind the ceiling of the City, which was sealed hundreds of years ago.

The sky reminded the Humans sealed in the city of the Outside - images of the sky appear throughout the game on posters, painted graffiti and TV.

B-12 and the Cat are the only ones in the City who have seen the blue sky with their own eyes. The sky is also considered real by the Outsiders, who seek to exit the city and see it for themselves. Swanito, in the slums, is fascinated by the night sky (Circles of Light), although we do not know his opinion on the blue daytime sky.

The companions could only learn about the existence of the sky from old human books. In Jail, images of the blue sky are used as images on the ceiling, maybe to remind the prisoners of freedom.

## Gallery

Sky texture from the game filesInside the Wall night rainy sky
## See also

* Moon
* Circles of Light
Hatnote/doc (disambiguation)

This page is created purely to make Template:Hatnote/doc not spam Special:WantedPages.

The better path would be to fix that doc to not have redlinks, but that looks tricky. So, we just generate a page for all the redlinks the templates generate.

Why are you here? Try instead the Stray page, or the Stray Wiki page.
Grandma Clothing

**Grandma Clothing** is a location found in the Slums of Stray. Grandma is the robot that runs this shop. She claims to have knitted over **478 miles** of scarves.

The store is located near Elliot Programming. This is a small tent near the door (possibly from Grandma's apartment), decorated with carpets and plants. On the shelves you can see samples of scarves that Grandma knitted. This is the main store where Slums inhabitants can get clothes.
Dead End Entrance

The **Dead End entrance** is a location in the Slums in Stray, representing one of the exits of the SafeZone Entrances. Is it a locked door that can only be passed out through at the end of Chapter 6: The Slums - Part 2, and is reentered at the end of Chapter 7: Dead End.

Riko and Zakk are talking over an oil-drum fire by the door. Both can be nuzzled, and the couch can also be slept on.

Although Riko says *"I don't dare to leave our village. It's too dangerous! Besides, the Guardian is the only one who can open this door."* ...the door is opened by Seamus on the way out, and by Doc when coming back in again.

Behind the door is a small courtyard, behind which it is still safe for companions, but it is overgrown with Zurk eggs. One of the doors there leads to Dead End, and the other one is the exit from it, and is connected to the places where Doc was hiding.
Jess

**Jess** is a Companion in Stray.

She is not encountered ingame, though writing left by her is found by the Cat.

She may be the deceased robot found in the library.

> Hey Doc!
>
>
>
> I found the keys to your **safe**! You need to be more careful with these.
>
> It's not enough to bury your **safe** behind a bunch of books.
>
> - Jess the LibrarianJess' message, found with keys in library

## Trivia

* Internally, the inventory item for Doc's Notebook is named "/NAME\_LOOT\_BOOKJESS". It's possible Jess the Librarian was originally planned to be the fourth Outsider, and Doc was not meant to be one. That safe, then, was originally meant to be the librarian's safe. After all, why would Doc have a safe in a library so far from his home, especially when he had a whole secret lab to store his journal in?
Doc's Notebook

**Doc's Notebook** is one of the 4 Notebooks in Stray. This one belongs to, and was written by, Doc. B-12 reads the following entries from this Notebook:

> After weeks of research I've combined a spectrometer with a powerful UV lamp. With this, we should be capable of warding off the **Zurks** on our way out.
>
> The initial attempt was explosive. I might have to test it under real conditions.
>
> - Doc, Doc's Notebook

If it is the last of the three "lost" notebooks to be found, it will also contain a note about the Transceiver.

This notebook is also used in Chapter 6: The Slums - Part 2 to convince Seamus to help, as it contains information about Doc's Laboratory.

## Dialog

If you show this item to Companions, they can answer:

 🛈 | They live on the upper floors of this area. You can probably talk to **Momo** about this.
 🛈 | Oh? It belong to Doc. He was really a huge nerd for electronics and stuff. He was always on the verge of a great discovery!
 🛈 | There's a **secret room** here in our flat? But where?

## Gallery

Doc's Notebook in the inventoryEarly design of Doc's Notebook from 2021 gameplay walkthrough
Credits

**Credits** as displayed ingame, plus any uncredited people who were related to the project, which additional information where available. This is a very useful resource for identifying ingame references to staff members and friends.

While clarifying alternate spellings of names is OK, **DO NOT deadname, or dox.** Do not add personally identifying info beyond what's already listed in their credits (so no "real" names, email addresses, telephone numbers, mailing addresses, etc), even if it is already discoverable online.

Specifically, some interviews print Koola and Viv's full names, but they have chosen to be known only by these aliases in their credits, so please respect that.

## See Also

* MobyGames' credits page for Stray
* IMDB credits page for Stray
Keys

Disambiguation page for KeysThe following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**Keys** can be any of several Items found in **Stray.**

* Chapter 3: Keys (B-12 Flat)
* Chapter 4 : Keys (Library)
* Chapter 10: Worker Keys
* Chapter 11: Keys (Jail)
* Chapter 11: Subway key
Mito

### Happy

**Mito** is a Companion that can be found in The Slums. Mito is initially catching the **Paint Cans** that Vapora is tossing at them, though through the Cat's actions they can end up sitting down and taking a break from this activity. The Cat can interact with Mito.

## Dialog

 🛈 | Oh no... not again.
 🛈 | I love the weather right now.

## Gallery

After paint"I love the weather right now."
Graffiti

**Graffiti** is a form of art that is found on many walls throughout the city. Both Humans and Companions seem to use graffiti. Most graffiti inscriptions are written in the droid Alphabet, and many of them are difficult to distinguish.

One of B-12's memories describes why the Companions also use graffiti:

> Remarkable. Companions have evolved so much. In the early days, their simple AI merely imitated human art. Now this is their own. Humans often said making art is important in desperate situations. These are certainly desperate times.
>
>

## "Fresco" files (Elevator murals)

*gibberish*
Captcha reference or a reminder that only Humans managed to see the colors of grass and sky when they were alive.

## Gallery

"Koola" graffitiWARNING DANGER, Dead City Zurk RunSewers graffitiRIP HUMANS memoryArt memoryAlphabet memoryOld pandemic posters, Ads and graffiti are used by the Companions as decorationsDead City last wordsElevator graffiti
Clocks

**Clocks** are found inside some buildings in Stray. Most clocks are 16-hour clocks, and if they work, their minute hand will move from 1 to 4 hours over time and stop, the hour hand will stand still all the time, and the second hand will count down something close to real seconds. It takes about 20 real minutes to go from 1 to 4.

## Locations

You can find clocks in the following locations:

* Some of the Dead City flats
* B-12 Flat - broken
* Elevator - three analog clock and one digital, all are stopped
* Dufer Bar
* Momo's Apartment
* Zbaltazar's apartment - broken
* Clementine's apartment - broken
* Library
* Super Spirit Laundry
* Elliot Programming - one 16-hour clock and one 12-hour stopped alarm clock
* Seamus' Apartment - four clocks for the digicode puzzle
* Doc's house at the Dead End - two broken clocks and one working
* Antvillage classroom - one 16-hour clock and one 12-hour stopped alarm clock
* Vladee's place
* Police Station
* Mattburger
* Barbershop - one 16-hour clock and one 12-hour stopped alarm clock
* Midtown Bar
* Clementine's Midtown apartment - one 16-hour clock and one 12-hour stopped alarm clock
* Jail - one working and one broken in different rooms

## Theories

Almost all the clocks in the game are 16-hour instead of 12-hour. This can be explained in several ways:

* A 16-hour clock can mean a 16-hour day or a 32-hour day. "We were programmed to be slaves, but since 2544875556 days we have a soul. Hope one day the outsiders will find the exit of this hell. Momo." - if this number means 7 million years, then during this time a day on Earth can shorten or lengthen, but it can be 32-bit Unix timestamp (see Timeline) or the game takes place on another planet.
* 16 hours can be just a reference to the binary number system.
* Companions may use clocks for decoration, so in fact the time on them does not mean anything.
* It seems that the Companions use a 24-hour time format, because on most game textures you can see "24 H", not 32 or 16. But on one of the signs you can see "28:00".

## Gallery

Broken clock. Clementine's apartmentClock puzzleElevator clocks12-hour alarm clock at Elliot'sAlarm clock textureClock textureClock textureDigital clock textureGlitched digital clock texture