recursal/Fanatic-Fandom huggingface dataset:
Lower Level

## Chapters

The **lower level** is an area of Walled City 99. The City is built on two levels, this lower level, and the Upper Level.

The lower level contains the Dead City, which contains the Rooftops and Dead End. The Dead City surrounds The SafeZone, which in turn encloses The Slums.

Also in the lower level, but within the supporting structure below the upper level, lie the Sewers and Antvillage.

The lower level is historically poorer than the upper one, because garbage was dumped there from the upper level. Now it is the main habitat of Zurks and is mainly dangerous for Companions.
See also (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.
Elevator

The **Elevator** is a location in the Slums in Stray, which is no longer functional as an elevator, but is instead used as a shelter against Zurk attacks.

It contains a scratching spot, three translatable murals, and a number of Companions. From left to right, the inhabitants are: Joris, Romeno, Ronin, Anjayla, Zozi, Johan.

The elevator also contains two square clocks, one round clock, and one digital clock. All are non-functional.

Just outside the Elevator, tending to plants, is Roshee.

In Chapter 6: The Slums - Part 2, Guardian also moves from just outside to inside the elevator, where he practices his kata; and Jauxi appears just outside it.

Above them all, the elevator carriage hangs, though somewhat concealed by awnings. The elevator shaft rises up to Midtown, where the sealed elevator shaft helps to conceal Bonobot's hanging-out spot.

## Trivia

* Song "Critical Systems" is playing on the Elevator Radio.

## Gallery

"Only our ancestors can distinguish these colors. It is said they once dominated the world.""Our long-gone ancestors, the Soft Ones, left us this city. Our home is their legacy.""The ancient stories speak of natural light that leaked from a star and landed at our feet. This light caused warmth and well-being in our ancestors; it helped them to grow."
Mo

Mo
--

## Voice

### Default

**Mo** is one of the Companions found in the game **Stray**, who can be found with Jo sitting just outside the Apartment Complex in Midtown.

Mo does not talk, merely whistles with a smile.

Once the cat enters the Neco Corporation factory, Mo and Jo are no longer there.

## Trivia

* Possible reference to playtester Laura Molina or additional sound designer Raphaël Monnin? Or perhaps with Jo, a reference to someone called "MoJo"?
Plant Badge

The **Plant Badge** is a Badge that can be obtained in the Antvillage for collecting plants.

1. Talk to Zbaltazar, otherwise you will not be able to pick flowers of talk to someone.
2. Find and pick three plants: Purple Plant, Yellow Plant and Red Plant.
3. Bring them to the last residential floor of the Antvillage and show them to Malo in any order.

## Text

The text on the badge is in the game's Primary alphabet, and says "LOVE".

Children love to draw hearts, it's a simple and cute shape, and you also need to treat plants with love in order to grow them properly :)
Backpack

### Effects

Carries inventory items; charges B-12's batteries; displays Badges; stores digitized items

### Source

B-12 Flat

The **Quadruped-Backpack** is a black harness that Cat wears on it's back. The backpack was designed specially for quadrupeds like Cat. The first time Cat wears it, it's uncomfortable and hinders his range of motion, but he quickly gets used to it. Inside the backpack is a special compartment for B-12, where he can recharge, as well as the technology to store digitized items.

There is a small screen on the backpack that displays certain pictures if the cat is next to an item or character that he can interact with.

If you collect every Memory, B-12 will gift you a multi-colored backpack in gratitude, that will then be displayed at all levels of the save in which it was received.

* Cat receives the backpack in Chapter 3: The Flat, when it can activate B-12.
* Cat receives a multi-color variant upon viewing B-12's final memory.

## Gallery

Scene from Chapter 7: Dead End, showing Doc in the back and Cat in the front, wearing the Backpack.Backpack, undecorated; and with all badges and memories.Cat with a dark blue backpackCat with an iris backpack
Hator

Hator is a hatter (hence the name), and runs a hat shop in Midtown. At the time of the game, the shop is being restocked, so cannot be entered in the normal way.

* The hat shop contains a Worker Hat that is required for the main quest of the game.

## Gallery

After factoryReaction to meowingHator won't let the cat into the shop
Zurk Runs

**Zurk Runs** happen in all the places where Zurks live. During the runs, you can use meowing or Defluxor (if it's possible) to scare or kill Zurks. Be careful and remember that the cat can be eaten if he does not run fast enough!

## Zurk Runs list

* Dead City Zurk Run
* End of Chapter 3: The Flat. Almost at the entrance to the SafeZone, Zurks will chase the cat. This section is very easy to run.
* Chapter 5: Rooftops:
	+ 1st Zurk area: just run, meowing.
	+ 2: Climb on an iron girder and stand there in one place until all Zurks run over to your side. After that, jump on the other side and jump on the air conditioners.
	+ 3: Hack the gate door and wait until Zurks get between two gates. Hack the door again, jump to the other side and get in the barrel safely.
	+ 4: On tyour first floor of the tower there are two areas with Zurks. Run, meow and parkour as it is convenient for you.
	+ 5: Hack the door and run away to the side, as far away from the door as possible, and then climb into the barrel when all Zurks leave.
	+ 6: A small area, just run and meow.
	+ 7: The last run in this chapter. After you lower the lever, a lot of Zurks will come from the upper floors, and you will need to run away from them in circles until the elevator arrives. Jump a lot and don't run into places where there are a lot of them.
* Dead End Zurk Run
* Chapter 8: The Sewers:
	+ You will need to help Momo open the door. Run along the edge and two Birthing Pods will explode. Standing on the edge, destroy Zurks with the Defluxor, press the lever and go back without touching other pods.
	+ If you want to get a memory, blow up 1-2 pods with the Defluxor, run back and destroy Zurks.
	+ In a hall full of Zurk pods, walk around them on the side without approaching or blowing them up. Turn on the flashlight so that you can see better. If several Zurks have hatched, try to run away from them carefully, without approaching other birthing pods.
	+ After pressing the lever, but before the first hall with the giant eyes, you will be overtaken by two groups of Zurks. The first group can be run around, and the second can be destroyed by your Defluxor.
	+ In the halls with the eyes, run without stopping, you can even run into the pods if it's more convenient for you, just don't stop. Point the beam of the Defluxor at the cat and keep your finger on the meow button.
	+ In the hall with water, first run to open any Door Lock without touching the pods, and then immediately turn around and run to the next lock, trying to run around the pods on the way.
	+ In the final Zurk chase the Defluxor will not work, so just run and meow, avoiding the Zurks. This time there will be a lot of Zurks, but it will not be so difficult to run.
Control Room Area

## Chapters

The **Control Room Area** is the location in Chapter 12: Control Room. It includes Control Room itself, Control Room Subway station, Lounge and Exit. The window of the Control Room Area offers a view of the whole Walled City 99.

## Background

Control Room Area was abandoned for many years, and its only inhabitants all this time were Helper-Bots who could not evolve in the same way as Companions, because they were programmed to look after the Control Room Area, and not to communicate with Humans and each other.

In the past, only certified engineers worked in the Control Room and were allowed to go to the Outside. They could control the operation of all the systems of the city, but during the plague they could not save any of the City residents, and they themselves died, leaving unconscious Helpers to take care of the Control Room Area.

## Locations

* Control Room Subway station made it possible to get from the Control Room Area to the Midtown and back, but during the pandemic, the doors were sealed, preventing anyone from entering or leaving the Area.
* The Lounge was intended for guests of the Area and for Humans who remained in the Control Room, unable to leave it. There is a view of the city from there, several sofas, Man-Modified Trees and Vending Machines with human drinks.
* The Control Room is the main place from where the functioning of city is controlled. Anyone is forbidden to enter there, except Humans. From there they can control the opening of doors and of the city roof.
* The Exit is a hermetic door that separates the Control Room Area from The Outside. It is closed by a security protocol.

## Trivia

* In the Control Room Area you can see Newspapers written in droid letters. Most likely, these newspapers continued to be delivered there by some sort of automatic delivery even after the death of all Humans.
* Control Room Area is designed by Maxim Dorokhov (Modeling, Texturing, Lighting, Set dressing, City view), Clara Perrissol (City view), Koola and Viv (Final postprocessing).

## Gallery

Control Room Area planCity Open screenCity Sealed screen
SafeZone Entrances

These are the 3 **Entrances to the SafeZone,** which apparently need monitoring. It is Sewers Entrance, Dead End Entrance and the entrance through which the cat passes into the Slums. They are all from different sides of the Slums. There is no fourth entrance, as the Slums are bounded by a wall on one side.

Entrances monitors are paid two pints of Syuba Oil per day:

> Announcement:
>
>
>
> Looking for someone capable of monitoring the southern entrance to the SafeZone. The remuneration is two pints of Syuba oil per day.
>
>
>
>
> Please Contact the Guardian.
>
> -- B-12, reading a sign in the Slums

This reinforces what we learn from Azooz: that the economy of the Slums is based on a barter system.

It also tells us that the Guardian is not the only person guarding the Slums against the Zurks; there are others, out protecting the safe zone, and the Guardian organizes these security forces.

## Gallery

Sewers entranceDead End entranceDead City-Slums entrance
Food and Drinks

**Food and Drinks** are consumed by Companions likely via Digitizing. Most food is named after computer parts, usually an ingredient of said food. The other part of known food is the companion version of human food.

## Known Food

* **GPUdon**: Cookime's favorite dish
* **RamenJ45**: Nikko's today's special (with a secret ingredient). Made of Tohima RJ45 cables. See also wp:RJ45
* **RAM sticks**: seen in Dufer Bar (food memory)
* **Biscuit**: seen on the cash register screen (spelled "bisquit" there)
* **Chocolate**: seen on the cash register screen
* **Cookies**: seen on the cash register screen and PC screens
* **Delicatessen**: seen on the cash register screen
* **Pizza**: seen on the orange street sign
* **Burgers**: Mattburger
* **Fries**: FR "frites", seen on burger places sign
* **Pancake**: seen on PC screens

## Known Drinks

* **Syuba Oil**: alcoholic drink
* **Energy Drink**: roasted coffee
* **Strange Drink**: strong alcoholic drink
* **Hot spicy oil** with unreadable name: only the boxes from it are visible in the game
* **100% Flux Robot Oil**
* **EIO**: "energik oil"
* **krut**: probably oil
* **ORST-88 oil**
* Various **wines and champagnes**
* **Benzene**: perhaps one of the ingredients of wines and champagnes
* **Dry Air++**: perhaps it can be called a drink, or something for smoking. For sale in a bar.
* **Beer**: seen on one of the bar ads
* Glowing **Nightclub cocktails**

## Vending Machines drinks

Drinks in vending machines are of two types: human drinks and companion drinks. They have the same textures, but the names of drinks differ. Human drinks can only be found in the Control Room Area, the rest are in the city.

## Trivia

* Oil is Tonin's favorite drink.
* Drinks with droid letters can be seen in the Control Room Area too. It is unknown how they got there.
* The texture from the Dry Air++ package is taken from AEROPAK 134A air duster.
* According to the RJ45 cables texture, their shelf-life ended in 2007.

## Gallery

Cookime eats Nikko's RamenJ45Syuba oil bottlesBurger place in MidtownRAM sticks in Dufer BarConsumption of Dry Air++Hot spicy oil box100% Flux oilBottles labels. Wines and champagnesFRITES and BURGER mentionedDry Air++ textureCable textureVarious bottles and canisters textureGlak's food place
Dead End Zurk Run

> Please find him. Please bring my father back.
>
> Seamus, Dead End

**Dead End Zurk Run** takes place in Chapter 7: Dead End. In the Dead End the cat meets Zurks again. This time he has to run away from them to find Doc. There will be no sharp turns in this run, but you will have to jump in some places.

## 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.
* 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.
Worker Hat

**Worker Hat** is one of the Items found in **Stray**. This is part of the uniform of the workers of the Neco Corporation factory.

The cat steals the Worker Hat to give it to Blazer and go inside the factory, where only workers can go. To do this, he steals it from the Hat shop, coming there in a Box, which is carried inside the shop by the Stuplachee.

## Dialog

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

 🛈 | You want to be a cat worker?
Zbaltazar's apartment

**Zbaltazar's apartment** is a location in the Slums in Stray.

The door is not accessible to the Cat or B-12, so it must be entered through the roof vent, which requires removing the Electrical Box. Swanito starts sitting next to it in Chapter 6: The Slums - Part 2.

Apartment must then be exited through a window hidden behind a scratchable window-blind.

In a pile of Иoxes by the door is Zbaltazar's Notebook. To obtain it, the Cat must jump onto the stack of boxes to knock it over.
Worker Keys

These **Keys** are found in the Neco Corp factory of Chapter 10: Midtown. After passing a Companion named Worker, who has lost his keys, the cat will soon come to a large room with a walkway guarded by Sentinels. The keys are on a pile of dirt in the water at the far end of the room, to the right of the exit.

On returning the keys, Worker will award the Neco Badge.

## Notes

* The keys must be returned to Worker *before* grabbing the Atomic Battery.
* When returning to Worker, it is easy to look in the wrong room. The room Worker is in has deep pits, rather than pools of water.
* You may not give the keys back, but then you won't get the badge. The keys will disappear from your inventory in Chapter 11: Jail.

## Dialog

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

 🛈 | Come here, I have something I can give you in return!
 🛈 | Oh, keys? What does it open?
Scientist

**The Scientist** is not encountered in person in Stray. He was the original owner of B-12.

B-12 has vague memories of assisting the Scientist while he was alive, of playing computer games together, and so forth. These memories become clearer as the game progresses.

The Scientist has a engineering degree diploma issued within the City in 2198. However, he was in the Outside with B-12, as B-12 recalls in his first memory. Perhaps the Scientist was involved in the building of the Sewers of City Technical Network *("The Scientist showed me the blueprint of the water tanks."* - B-12).

It seems likely that the intended destination of his "soul" was the broken companion attached to his sarcophagus.

**Theory:** This in turn gives a hint at what the event was that gave the Companions "souls", and all the strange inconsistencies that B-12 calls out throughout the game; why they remember the smell of fresh paint, and light incense, without having the ability to smell; why they play-act at eating when they have no mouths, and hairdressing when they have no hair; why they suffered the same illogical class distinctions as humans; why they make art; why they have children, and old folk; why they have regional names, and hobbies, occupations, etc. from the beforetimes. B-12 remembers that as the scientist he enjoyed a burger bar where the proprietor and the store name both began with M, and in Midtown we find that Mattbee runs MattBurger (which is what the asset is called internally: there's no meaningful sign on the store)... and it's likely because that's who got scanned into that Companion.
The Scientists family has perished to the pandemic within the city, as noted by him in the Control Room.
Sarcophagus

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

## Sarcophagus

### Source

Found in Chapter 3: The Flat & Chapter 9: Antvillage.

The **Sarcophagus** is a device which allows a human mind to be digitized and loaded into a robot, or to the network. One is found in the B-12 Flat in Chapter 3: The Flat with an *"I hope this will work"* post-it and with a robot body nearby, and one at the beginning of Antvillage in Chapter 9: Antvillage.

It is possible that some Companions (at least most likely Sores and Mattbee) are Humans scanned with these devices, though this is never explicitly stated. If they are, it seems that they have the same amnesia about the scanning as B-12 has: this might be a deliberate side-effect of the scanning, or just a limitation of the technology *("But the upload, something went wrong. He was stuck for hundreds of years.").*

## Theories

The Sarcophagus presents us with multiple problematic theories about the lore in Stray.

Theory: Every Companion is a scanned human.

Supportive arguments: 1. Humans would have wanted to be scanned to survive the deadly pandemic within the sealed, dying Walled City 99. 2. This explains why the robots mimic unnecessary human customs. 3. The robot population we see in Stray is low compared to the size of the city, indicating only a few lucky ones were scanned.

Problems: 1. We only ever see two sarcophagus in the game. One is specifically within the Scientists lab. 2. We know that B-12 corrupted his memories in the process and only regained them upon seeing the Sarcophagus. Therefore, all other robots in Stray either succeeded in the memory transfer but live in ignorance, which wouldn't make sense, or they are all corrupted, in which case surely at least one would have seen the Sarcophagus at some point and regained his full memory. The theory falls apart.

Theory: The scientist created the Sarcophagus.

Supporting arguments: 1. We only see the Sarcophagus in the Scientists own lab, and in Antvillage. The machine might have been developed and tested within the Outsider faction (since Zbaltazar moved to Antvillage). 2. The Control Room and Midtown do not have any known Sarcophagus, indicating that the Sarcophagus was invented without the knowledge of the corrupt government. 3. As far as we know, only the Scientist was scanned. Perhaps he used his own invention and was the only one (see point above about other robots seeing the Sarcophagus).

Problems: 1. B-12 would have mentioned the fact he invented the Sarcophagus in-game. 2. Other Sarcophagus might be out of sight in the city. 3. The fact that a Sarcophagus exists in Antvillage is problematic.

## Gallery

Sarcophagus in AntvillageSarcophagus in B-12 FlatTextureEarly picture of the Antvillage SarcophagusSarcophagus design by Art Bully
Yellow Plant

The **Yellow Plant** is one of the Items found in **Stray.** It is found the third level of Antvillage, on the pipes to the right of Nikko and Cookime in the cafe.

This is one of three different flowers to be found: Red Plant, Yellow Plant and Purple Plant.

The player can earn the Plant Badge if they bring all three to the robot Malo near the top of Antvillage.

You may not give the flower to Malo, but then you will not be able to get the badge, and the flower will disappear from the inventory in Chapter 11.

## Dialog

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

 🛈 | Oh wow! It's so pretty thank you!
 🛈 | Could you find the other for me? Please please?
 🛈 | Oh I heard it's a rare plant, thank you!

## Gallery

The plant in the inventoryPicking the plantLocation of the plant
Sentinels

**Sentinels** are security drones initially found within Midtown. First encountered upon reaching the streets, one is chasing the Companion Modrin. They are predominantly found patrolling restricted areas.

## Background

The Sentinels were created in human times to protect the inhabitants of the Upper Level. B-12 has a memory about this:

> The Sentinels. They were meant to protect people.
>
>
>
> Fighting crime and maintaining order.
>
> But as life became harder in the city and groups started to rise up, the Sentinels quickly became the hounds of the powerful.
>
> They were the perfect tool to keep the city under control. Obedient, unquestioning, tireless.
>
> Even after the end of humans, they continued to exert their control.
>
>
>
>
> Always on duty, relentless.
>
>

## Characteristics

They Are Small drones installed with a front facing area scanner, sound sensor(s) and a railgun loaded with electrical slugs used to incapacitate targets, sentinels will either patrol a designated route or stay in one place. Their area scanner has four states:

* **Blue:** No intrusion detected.
* **Yellow:** An intrusion has been detected, either by the scanner or by the sound sensor.
* **Orange:** A potential target has been confirmed, the darker the color, the more certain the confirmation.
* **Red:** A target has been confirmed and weapons are engaged.

The scanner is blocked by physical objects such as walls, desks, barrels etc. The Cat can go as close to the Sentinel as they like as long as they do not make loud noises to attract the Sentinel and do not enter the scanner area, they will not be detected.

Provoked Sentinels can be evaded for a few seconds by running away, giving the Cat time to hide from its line of sight or **jump into a box**. The Sentinel will proceed to patrol the area for multiple seconds before its scanner turns back to blue and the Sentinel returns to its normal routine.

If the Cat is shot, the player is forced to restart the level. However, their electrical railgun slugs can be missed when launching.

## Gallery

Neco corp sentinelsBugged SentinelSentinels by Maxim Dorokhov
## Reference

1. ↑ https://www.youtube.com/watch?v=sTDTivpOzXM
Albert

## Voice

### Default

**Albert** is a Companion in *Stray* who can be found sweeping the alleyway behind the Nightclub of Midtown.

He speaks of a friend he misses, named Fifi.

## Trivia

* His wearing of a traffic cone on his head has been suggested as a reference to Pyramid Head from the Silent Hill games, but a more likely reference for this instance of the Lampshade Wearing trope is the tradition of drunkenly placing traffic cones on the heads of statues, particularly the Duke of Wellington in Glasgow. His own path to wearing it may have been similar: drunks from the Nightclub might have placed traffic cones on his head almost every night, until he eventually stopped removing them.
* He mentions a male character called "Fifi". This might be taken as a reference to the crude "Ah, Fifi" joke, but that joke requires a female Fifi, a recent contact with her, and a sense of smell. A more relevant reference might be to the 1965 movie Circus Angel, in which the hero is a man called Fifi. As well as the male Fifi, and being French, another connection is that the director of the movie was another Albert: Albert Lamorisse. A significant theme in this movie was clocks.

## Dialog

 🛈 | Fifi...
 🛈 | I work hard to clean the streets, only for others to mess it up again.
 🛈 | Anyway, that's how the world works.
Latekila

## Voice

### Default

**Latekila** is a Companion in *Stray* who can be found sitting on a roof in the alley behind the Nightclub of Midtown, once it opens. They are dressed in a bright purple pimp-suit with a golden face.

## Trivia

* Rather than "Late Killer", this name is likely meant to be read as "La Tequila".

## Dialog

 🛈 | Wonderful, look at this little cutie.
 🛈 | Howdy! How are you doing today?
Energy Drink

The **Energy Drink** is an item that can be acquired from any of four Vending Machines around the Slums - one from each machine.

This item can be bartered with Azooz: you can trade one for Music Sheet 4/8, and three for the Ancient Relic to get a memory for B-12.

This drink is called "Energy Drink Speed 2K", and used in the Slums as currency. In fact, it's not really an energy drink, but coffee. Its texture says:

```
BLUE TWELVE
ROASTED COFFEE

SUPER COOL

HOT

```

## Dialog

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

 🛈 | I've heard that the **Barterman** is looking for stuff like that.

## Gallery

Examinable object in inventoryNear Vending MachineOn the drinks texture
Sojiro

## Voice

### Default

**Sojiro** is a Companion in *Stray* who can be found by the ramen store in the backstreets of Midtown. He is the only customer of Glak. He is very upset about the closure of his bar and does not know what to do next, so he just comes there to complain to Glak.

## Trivia

* There are a number of fictional Sojiro characters that this could be a reference to. Most likely is the videogame Persona 5 ref, where Sojiro was owner of Café Leblanc, which explains his first line "I used to own a bar. It was the coziest place around here."
* His "screwdriver to the knee" line is a reference to the infamous "Arrow to the knee" line said by guards in Skyrim.
Trip

The **trip** or **stumble** is an action the Cat can take with Companions in Stray.

You can't talk to trippable companions, but if you run to their feet, they may stumble (if they are standing on an uneven surface), or completely fall to the ground, and then get up and continue walking.

The following companions can be tripped.

In the Slums:

* Humar

In Midtown:

* Sandoo
* Unnamed Peacemaker
* Unnamed companion

## Gallery

Tripped Humar, the SlumsTripped Peacemaker, MidtownTripped Sandoo, MidtownTripped companion with unknown name, Midtown
Vending Machines

**Vending machines** were installed in the Walled City 99 by Humans to provide quick access to drinks. After the extinction of humans, the Companions began to install their vending machines with their own drinks.

## Quest: getting Energy Drinks

Four Vending machines can be found in the Slums. Interacting with them grants one Energy Drink per machine. These energy Drinks can be traded to Azooz in the Market Place for:

* Music Sheet 4/8 - *The Way You Compute Tonight* for one Energy Drink.
* Ancient Relic granting a memory for B-12 for three Energy Drinks.

The machines can be found at:

* Opposite Morusque the musician.
* First left from where you entered the Slums (near "RIP Humans <3" graffiti)
* On the roof near Heptor.
* Balcony directly above Rozey.

## Types

In the city you can find vending machines of different colors, with human and droid inscriptions. Some of them don't work.

Most human vending machines are installed in the Control Room Area, but many of them do not work. Companion vending machines can be found mostly in the Dead City, Slums and Midtown. They are usually colored, unlike humans' white machines.

Drinks can be found in some of them. Human and droid bottles look the same, and differ only in language.

## Textures

### VendingMachine\_Stickers\_D and VendingMachine\_Stickers\_ENG\_D

It exists in two versions: with stickers in English and in droid letters.

For the text on the beverage cans, see Drinks.

**1:**

```
FROM FARM INTO THE CUP COFFEE
SUPER FRESH DRINK

```
```
- BLUE TWELVE -
GREEN TEA
TWELVE BLUE

```
**4:**

```
FRESH DRINKS
TAKE IT AND DRINK IT
IT AND

```
**5:**

```
FRESH
WATER HERE
RTESIAN ATER
FROM ORWAY
IS COLLECTED FROM
ORWAY IS

```
**6:**

```
B E U V
HURRY TO GET PRIZES
RAFFLE PRIZES
ONLY THIS SUMMER
SPECIAL PRICE
BLUE TWELVE

```

### VendingMachine\_D

```
TURN HANDLE
ONLY METAL COINAGE NO PLASTIC
5111

Blue labels: COLD 583
Red labels: HOT 874

```

## Gallery

Human vending machineEmpty human vending machineBroken human vending machineSmaller broken human vending machineDroid vending machineEmpty droid vending machineDroid drinks textureHuman drinks textureVending machines design by Maxim Dorokhov
Syuba Oil

**Syuba Oil** is a Companion drink (most likely alcoholic), also used as currency in the Slums. In most locations of the game you can see Syuba bottles in the trash, on tables, on roofs and on the ground.

The announcement in the Slums says that the Guardian is looking for someone capable of monitoring the southern entrance to The SafeZone with remuneration of two pints of Syuba oil per day.

It can be seen that bottles of the Syuba oil are lying around Stuplachee while he sleeps in the bar, and they also need to be dropped on his head to wake him up.

Syuba Oil bottles in the SlumsStuplachee sleeps next to oil bottles
Stuplachee

### Shocked/surprised

**Stuplachee** is a Companion in *Stray* who can be found drunk and asleep in the back room of the bar in Midtown, after the Cat has met Clementine.

Stuplachee is the wayward co-worker of Oskoor, tasked with restocking Hator's hat-shop in Midtown. He can bring a cat in a box to the shop to steal Worker Hat.

Memuth and Tonin, who were sitting in the bar, said about him: "Drink responsibly, little one. Not like this guy in the backroom. What a pity." and "The guy in the back is absolutely well lubed, if you know what I mean! Only a big crash on the head could wake him up." After that, the cat must drop oil bottles on Stuplachee to wake him up.

## Bug

* Even though dialog exists for this character, he does not appear to be talkable-to.

## Dialog

 🛈 | Gnnh... Noo... I don't wanna go to school Ma... Ronfl...

## Gallery

Sleeping StuplacheeIf you look through the textures, then you will notice that his sleeping face is redStuplachee wakes upStuplachee carries a box
Stray (film)

An animated adaptation of **Stray** by Annapurna Animation was announced on September 5, 2023 after the success of its first film *Nimona* which streamed June 30, 2023 on Netflix.  It will be a 'hopepunk' comedy by Robert Baird and Andrew Millstein. The release date and other details of the project are unknown.

> "It's a buddy comedy about a cat and a robot, and there's such a hilarious dynamic. So, there's comedy inherent in this, but there's not one human being in this movie. I think it's one of the reasons why the game was incredibly popular, that you are seeing the world through the point of view of an adorable cat. How did they pull that off, and how are we going to pull that off in the movie? We will, even though sometimes it feels impossible, but we know that's the essence of the game and the key to telling the story."
>
> - Robert Baird
>
>

## References

1. ↑ https://twitter.com/thegameawards/status/1699079201037471777
2. ↑ https://ew.com/movies/stray-movie-video-game-chris-wedge-foo-annapurna-animation/
Sneakitty

**Sneakitty** silver achievement can be completed during Chapter 10: Midtown. You have to avoid being detected by the Sentinels in the Neco Corporation factory and the Apartment Complex, in all three of these cases:

1. On the way though the factory, while stealing the Atomic Battery;
2. On the way to Clementine's Midtown apartment in the Apartment Complex after taking the Battery;
3. On the way out of the Apartment Complex from her apartment to the police blockade.

If a Sentinel's light becomes yellow or red on any stage, immediately reload the last checkpoint, otherwise you may need to restart the entire chapter once again.

You do not need to worry about the sentinels in the rest of Midtown: they are not hostile, and do not count as having seen you.
Upper Level

## Chapters

The **Upper Level** is an area of Walled City 99. The City is built on two levels, this upper level, and the Lower level.

On the upper level is Midtown, the Jail, the Neco Corporation factory, and housing for the middle and upper classes. The main area of the level is occupied by Midtown.

Garbage has been dumped from the Upper Level to the Lower Level for a long time, which is why the invasion of Zurks began there. The Upper Level is better protected from them, but the main problem there is the power of the Sentinels, which is dangerous for Companions because of the possibility of going to Jail for any minor offenses.

On the Upper Level there are two elevators (part of the Elevator and a Midtown Elevator) and a metro station. There is no access to both elevators for the Cat and all Companions.
Sentinel Runs

**Sentinel Runs** occur in Chapter 10: Midtown and Chapter 11: Jail. Unlike Zurks, the Sentinels do not attack the cat immediately, but only if they notice him.

## Midtown

* **Neco Sentinel Run:** this is the very first run, during which you need to steal an Atomic Battery. You can bypass the first Sentinel without catching its eye, and then you will need to jump on barrels and obstacles to get further. Do not forget that the Sentinels are moving along the same route all the time until they noticed the cat. In those places where the shadow of the dumpsters covers the scanners of Sentinels, you can pass safely. At the very end of the run, use the barrel to hide and get into the room with the battery. Throughout the race, you can use Boxes to hide.
* **Residence Sentinel Run:** for the second time in this Chapter, you will encounter Sentinels in an Apartment Complex. They have blocked some stairs, so you will have to go along a certain path. Get to the far stairs, hiding behind obstacles, then get to the stairs on the left of the opposite side and go up to the third floor. Past the first Sentinel, you can easily walk along the beam and get to the entrance to Clementine's Midtown apartment. That part is also guarded by a Sentinel, wait until it turns away and get through the apartment window. Try to jump off as fast as possible, because the it can shoot at you if you are sitting on the window. To get back from the apartment, get to the other side of beam and go down the ad holders and the air conditioner directly to the first floor, it will be faster.

## Jail

* **Clementine Sentinel Run:** a small run that takes place after the cat manages to get out into the prison corridor. Jump on the cardboard to get to the first floor, and sneak into the open prison cells while the Sentinel does not see it. Go forward through the ventilation between the cells, get out of there and hide behind the trash can, and wait for the right moment to jump to the second floor and meet Clementine.
* **B-12 Sentinel Run:** in this race, you will need to release B-12. To get to him, first go around the laser beams through the corridor and hide behind a table in a room with payphones. The Sentinel guarding this room is very fast, so be careful. After it, get to the lever and jump on it, it will turn off all lasers. Then run along the corridor from which you came to get to the platform with B-12. Hide under it if you are noticed. Wait for the Sentinels to fly away and grab B-12's body. Then you can go back the same way you came, run as fast as possible and zig-zag.
* **Jail escape Sentinel Run:** in this run, you will not be able to avoid getting caught by the Sentinels, so just run as fast as possible, especially at the very beginning. Run in a zigzag, dodging the Sentinels until you catch up with the truck and jump in there.
Vapora

**Vapora** is a Companion in The Slums in Stray. She is tossing **paint cans** to another robot called Mito.

Cat can interact with Vapora (does not count as nuzzling), which starts a quicktime event where, if the Cat meows at the right point, Vapora will accidentally drop one of the paint cans. This is hard to do wrong, but can still may be retried as necessary, if the first attempt fails.

The paint can then will spill it's contents in front of the doorway of Super Spirit Laundry, where Kosma is working, and Vapora may no longer be interacted with, though she can still be spoken with.

This action gives Cat the chance to pick up the Super Spirit Detergent from the laundry, which can be exchanged for Electric Cable with Azooz.

## Dialog

 🛈 | Oops...
 🛈 | My friend and I love tossing buckets at each other. Good, clean fun.
 🛈 | Our downstairs neighbour disagrees. So we're taking a break right now.
Safe's Mysterious Password

The **Safe's Mysterious Password** is a cryptic note written on a post-it note, holding some text in the game's Handwritten alphabet, and a long string of binary numbers.

B-12 translates the writing as saying "follows the numbers".

Taken to Elliot, the binary numbers will be decoded to read "DUFER BAR". This is a clue to the location of the password to Sheet Music 5/8, "Tomorrows".

## Trivia

* The writing and the binary code on the graphic both appear to be meaningless, hiding neither the words "follows the numbers", "DUFER BAR", nor any other secret messages.

## Dialog

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

 🛈 | You want me to read this binary code? Just a second I need to calib...rate my... lenses. Here, it means **DUFER BAR**, strange, who gives rendez-vous via binary code... ?

## Gallery

Safe's Mysterious Password in the inventory
Super Spirit Detergent

**Super Spirit Detergent** is an item that is useful in Chapter 6: The Slums - Part 2 in Stray. Cat can find this in Super Spirit Laundry run by Kosma. To reach the detergent, Cat must find a way past Kosma and enter the shop.

**Super Spirit Detergent** can be exchanged with Azooz, who will give Cat Electric Cable for it.

## Trivia

* The inventory icon is called "LOOT\_Rare\_Blue\_Oil", so it's likely that at some point during development, the quest target was oil rather than detergent.

## Dialog

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

## Gallery

CACA\_TempDetergentLogo texture fileLaundromatAd\_D texture fileLOOT\_Rare\_Blue\_Oil texture file - not detergent!Super\_Detergent\_CO texture fileThe location of the detergentDetergent design by Art Bully
Super Spirit Laundry

**Super Spirit Laundry** is a location found in the slums of Stray. It's run by Kosma.

If Cat distracts robot Vapora on the roof above, while she is throwing paint cans to Mito, Vapora will drop one of the cans in front of the laundry. Kosma will angrily run out and then can be found wiping up the paint from the door step.

The laundry room is decorated in red tones. This is not very big room with washing machines and cleaning products. There are cat toys on the table, but they are unplayable.

## Items

Cat can pick up Super Spirit Detergent here.
Zakk

**Zakk** is one of the Companions found in the game **Stray**, found with Riko at a flaming barrel, minding the doorway to Chapter 7: Dead End.

Zakk can be nuzzled.

## Dialog

 🛈 | That's crazy, right? They can eat everything!
 🛈 | Another picture of the "Outside?" Get out of here with that stuff. It's all nonsense.
Seamus

Seamus in Doc's lab and Digicode Puzzle

**Seamus** is a Companion in Stray and is introduced as the son of Doc. He lives at his apartment.

Seamus wears an orange vest similar to the Marty McFly Sierra Down Vest from *Back to the Future* and a blue bucket hat, and is named after Martin Seamus "Marty" McFly. For both characters, the game developers placed various references to *Back to the Future*.

Doc was a great scientist, and one day he went to a Dead End to test a Defluxor, and did not return. Seamus was left alone for many years and thought that his father had died.

In the game, B-12 showed him Doc's Notebook, where he kept his notes about the Outside and his weapon. From it, Seamus learned that there is a secret laboratory in their apartment, in which the cat found a Broken Tracker. The cat helped Seamus fix it, and the signal led him to the entrance to the Dead End, where he sent the cat, giving him an Outsider Badge. After the cat found Doc, he returned to his son, and they were reunited.

## Trivia

* Seamus and his father Doc are references to Marty McFly and Doc from the *Back To The Future* series of films. Seamus wears a similar orange jacket as Marty.
* In the game's source code, Seamus is often referred to as ROBERTO JR (or rarely just Roberto): DROID\_SL3\_RobertoJrMeetsHisFather\_01\_DROID.uasset, Dial\_RobertoJr\_Bar.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), Doc (Roberto), Kosma (Koba), Riko (Freddy), Bilite (Billie). Some of the related files are in the "RodrigoJR\_Flat" folder, the files inside it refer to Doc or Seamus as "RobertoJr", and the name Rodrigo is not found anywhere else.

## Bugs

* In Chapter 6: The Slums - Part 2, Seamus is shown with a red face, but in the cutscene after he was given a tracker and at the end of Chapter 7: Dead End, his face is blue.
* If the player completes Chapter 6 but instead of going straight to Chapter 7, goes back to Seamus's flat, a glitched floating cloak and leg willbe visible outside: STRAY - What is this CREEPY Glitch??? - YouTube

## Unused Dialog

This dialog was not used in the game. Initially, it was planned that the Doc disappeared quite recently, and not years ago. The cat would have found the key to the safe with Doc's notebook, and Seamus would have found out that Doc had gone to find a Rikonium (Atomic Battery).

## Gallery

DepressedIn the labSeamus escorts the cat to a Dead EndWith his fatherSleeping at the BarFamily pictureBack To The Future reference
Subway key

The **Subway key** is one of the Items found in **Stray**. It is given to the Cat by Clementine at the end of Chapter 11: Jail, on entering the Midtown Subway Station.

The ingame purpose of the key is to start the Subway train, to get to the Control Room.

The game-design purpose of Clementine having this key is as a gating mechanism, to ensure the Cat returns to Clementine's apartment rather than simply placing the Atomic Battery into the Subway and taking it directly to the Control Room, skipping whole the Nightclub and Jail section entirely.

That Clementine was able to keep the key while in Jail is a bit strange, but then, a search with a metal detector wouldn't work so well on a Companion. The Atomic Battery also does not disappear from B-12 inventory there, but the rest of the items that he may have (Antvillage flowers or Worker Keys) disappear.
Zbaltazar's Notebook

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

> All trace of organic life has disappeared except for what we call the '**Zurks'**.
>
> They seem to eat almost anything that moves and breed at an inconceivable rate. As if being locked in this City wasn't hard enough.
>
> - Zbaltazar, Zbaltazar's Notebook

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

## 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.
 🛈 | That's Zbaltazar's notebook right? I never quite understood what he was talking about most of the time, but he was very wise.
Metro

**Metro** or **Subway** in Stray consists of three stations, two of which can be accessed.

The metro line runs inside the wall separating the Lower and Upper levels of the Walled City 99. The **speed line** connects a part of the Lower Level and Midtown, it is not available in the game and is mentioned only on the subway plan. The **service line** connects Midtown and the Control Room Area, and you can ride along this route in Chapters 11 and 12.

For the safety of passengers, the passages to the subway tunnels are sealed and can be opened only before the train departs, and the pressure panels near the entrance to the train will warn with a red glow if passengers are too close to the edge of the train platform.

## Train

The only known train in the city is at Midtown Station. Its number is 601-7B, and it consists of two cars. The Cat can freely pass through it (or under it) to the other side, but it can only be started with a Subway key if the subway is powered by an Atomic Battery. The train can only go one way, in the game it is the Control Room station, and will play a little melody upon arrival at the station.

Despite the fact that the subway has not been used for a long time, the train works well and can get to the next station, even though the lights are turned off in it.

In the train you can find a crowbar, which is a reference to Half Life.

## Midtown Station

This is the middle station of the metro line, the cat comes to it from the Antvillage. At the bottom of the station there is place for installing the Atomic Battery, and on the second floor there is the train itself. Vending Machines of Humans and Companions and chairs for waiting for the train are at the station.

On the third floor there is a subway lobby, and there you can find a bulletin board with a warning that the subway was closed due to pandemic restrictions. There you can also find out that officially this type of transport was called **Metro** instead of **Subway**.

Ledoc lives here.

## Control Room station

This station is located at the end of the metro line and Inside the Wall. It looks bright and is not painted with Graffiti, and it is kept clean by Helpers. This station is smaller than the previous one and is decorated with "The world's safest city" screens.

At the station there are vending machines, chairs, disabled Cameras and a closed passage further (to the depot). The old screens at the station show the metro plan and the arrival time of trains, but they are glitchy and are useless at the moment.

## Gallery

Train design by Maxim DorokhovTrain design by Maxim DorokhovTrain design by Maxim DorokhovTrain Signs
Helpers

Helper 556 welcomes the cat

## Voice

### Default

**Helpers** are robots in Stray that are designed as "autonomous cleaners", for caretaking for living things and for greeting Control Room Area visitors. Unlike the Companions, Helpers don't have consciousness or a personality of their own.

Helpers can be found in Control Room Subway station, Lounge and near Exit.

## Characteristics

Helper-Bots were created by people to look after the Control Room Area, and in the game you can see how they take care of plants, wash the floor and windows, paint the walls, welcome visitors.

They explain simple things to visitors, but do not conduct a dialogue with them, and also do not communicate with each other, and also do not know that people are extinct. Like Sentinels, they are programmed to perform certain tasks, and have no personality. During the absence of people in the Control Room, they could not evolve, since they did not copy human behavior beyond certain simple tasks, did not communicate with each other and, apparently, had a simpler AI compared to city companions.

Helpers have the appearance of ordinary companions, completely orange in color and with a white screen with two eyes without a mouth. Apparently, they know how to fix each other, because during the absence of people they have not broken down, and they look good, but their voices sound screechy.

## Known Helpers

* Helper 019: sweeps the floor
* Helper 062: takes care of a Man-Modified Plant
* Helper 211: paints the wall
* Helper 477: sweeps the floor
* Helper 556: stands near the Exit
* Helper 616: cleans the window
* Helper 795: takes care of a Man-Modified Plant

## Trivia

* Their numbers are most likely IDs, not sequence numbers, because around **800 assistants** would hardly fit in the Control Room Area. Same with Peacemakers.
* Helpers are possibly a reference to There Will Come Soft Rains by Ray Bradbury.

## Gallery

Helper 062Helper 211Helper 477Helper 616Helper 795Helper 019Helper 556