All memory locations in Slums in Stray walkthrough

TL;DR

  • Seven memory collectibles are scattered throughout the Slums area requiring different acquisition methods
  • Memory 2 requires completing the trader painting quest by collecting three energy drinks first
  • Key landmarks include Dufer Bar, Momo’s flat, and Elliot Programmer room for navigation
  • Some memories are hidden in alleys requiring specific directional navigation from key NPCs
  • Optimal collection route saves significant time and prevents backtracking through the level

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BlueTwelve Studio and Annapurna Interactive launched their captivating cyberpunk adventure Stray on July 19, immersing players in a beautifully rendered dystopian world. You take control of an adorable ginger cat navigating through a metropolis abandoned by humans but populated by robots and mysterious threats. Among the various objectives scattered throughout the environments, memory collection stands out as a crucial activity that reveals deeper narrative layers and character backstories.

The Slums district contains exactly seven memory collectibles that players must locate to complete this important side quest. These glowing data fragments provide essential insights into the world’s history and the relationships between its robotic inhabitants.

All memory locations in Rooftops and Dead End Stray guide

Your first memory collectible awaits discovery near a deceased robot positioned on a rooftop adjacent to both the elevator mechanism and the Guardian character. This location serves as an excellent introduction to the memory hunting mechanics while providing a relatively straightforward find for newcomers.

You can see him across the street from the roof where Zbaltazar’s Notebook is.

Pro Navigation Tip: Approach this location during daylight cycles for optimal visibility. Many players miss this memory by focusing too much on ground-level exploration, so remember to frequently survey elevated areas throughout your journey.

Acquiring this particular memory requires completing a multi-step side quest. First, you must purchase a specific painting from the Trader character, which demands exchanging three energy drink cans as currency. These beverages are obtainable from vending machines distributed strategically across the urban landscape.

Key vending machine locations include: one positioned beside Morusque the guitarist musician, another located near Memory 5’s position, and a final machine found on the rooftop adjacent to Doc’s apartment residence, specifically beneath the prominent ledge structure.

All vending machines in Slums Stray walkthrough. Where to get energy drinks

All vending machines in Slums Stray walkthrough. Where to get energy drinks

Quest Optimization: Collect all three energy drinks before approaching the Trader to minimize unnecessary backtracking. The vending machine near Memory 5 provides efficient two-for-one collection opportunity.

Memory 3: Dufer Bar Upper Level

This collectible resides on the upper floor of Dufer Bar, easily identifiable by its brilliant crimson signage. The establishment’s vibrant illumination makes it noticeable even from considerable distances throughout the Slums.


Memory 4: Momo’s Apartment Hideaway

Located within Momo’s residential quarters, this memory appears in the rear chamber decorated with vintage video game promotional artwork. The poster itself serves as excellent visual confirmation you’ve reached the correct chamber.


Memory 5: Alley Network Navigation

Navigate to the right-hand passage originating from Grandma’s position, then execute left and subsequent right turns. This routing leads directly to both a vending machine unit and the memory collectible mounted on the neighboring wall surface. Alternative approach: turn right from the automaton removing graffiti beside Detergent shop, then proceed forward until reaching the terminal barrier.


Memory 6: Musical Alley Discovery

Positioned on the elevated wall section within the corridor adjacent to the Musician character. The auditory cues from the musical performance provide excellent navigation assistance when approaching this location.


Memory 7: Elliot’s Programming Sanctuary

This final Slums memory manifests as an interactive tree object situated in the upper level of Elliot Programmer’s workspace. The arboreal representation stands out distinctly within the technological environment.

Advanced Strategy: Complete Memories 3, 4, and 7 during the same structural ascent, as they’re all located in elevated positions requiring similar navigation patterns.

Mastering memory collection in Stray’s Slums requires both spatial awareness and strategic planning. The most efficient collectors typically follow an optimized route that minimizes vertical traversal repetition.

Common Pitfalls to Avoid: Many players overlook Memory 1 due to inadequate rooftop exploration, while others waste significant time searching for vending machines without proper landmark orientation.

Time Investment: First-time players should allocate approximately 45-60 minutes for complete Slums memory collection. Experienced players can reduce this to 25-35 minutes using optimized routing strategies and avoiding unnecessary interactions with non-essential NPCs during the collection process.

For comprehensive gaming guidance beyond memory collection, explore our Complete Guide to enhance your overall gameplay proficiency across multiple titles.

Action Checklist

  • Start with Memory 1 rooftop location near elevator and Guardian
  • Collect three energy drinks from vending machines for Trader painting quest
  • Complete Memory 2 by exchanging drinks for painting from Trader
  • Gather Memories 3, 4, and 7 in single elevated structure sweep
  • Navigate alley network for Memory 5 using Grandma as starting reference point
  • Use musical audio cues to locate Memory 6 in musician’s alley

No reproduction without permission:Game Guides » All memory locations in Slums in Stray walkthrough Complete guide to finding all 7 memory collectibles in Stray's Slums with detailed navigation tips