Stray walkthrough: chapter-by-chapter route, collectibles, and puzzle guide

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stray walkthrough

Stray walkthrough: how to use this guide

A Stray walkthrough has to answer a very specific kind of question. Players are not stuck on one boss fight, one broken mechanic, or one ambiguous objective. The game is a roughly eight-hour linear adventure where momentum comes from knowing which direction the level designers intended, which small interactive object advances the next scene, and which collectible is worth detouring for before the chapter closes. This walkthrough is organized to match that rhythm. Each chapter covers the route from the moment you regain control to the moment the next cutscene starts, with the collectibles, optional memories, and puzzle solutions placed exactly where you will encounter them.

You can use this guide in two ways. If you are playing through the game for the first time and want a clean, spoiler-light experience, follow the chapter routes in order and treat the collectible notes as optional flavor. If you are aiming for completion on PC, PlayStation 4, or PlayStation 5, the collectible tables list every item, the chapter in which it appears, and the precise moment you can still pick it up, because several Stray collectibles become permanently missable after the chapter ends. The same goes for the cat sheet music and the B-12 memories, which are tied to specific interactive objects rather than free exploration.

Before you start, a few things are worth knowing. Stray does not have a traditional difficulty system, but the game does have areas where camera angles, climbing prompts, and stealth sections can cause a soft lock if you take the wrong branch. None of these are skill checks; they are layout choices. The walkthrough treats them as layout choices, so the route notes are the actual help. Puzzle solutions, on the other hand, are documented because the game uses a few recurring mechanics, including light redirection, code input, and platforming timing windows, and recognizing the mechanic on the second or third encounter is half the solution.

Chapter 1: the prologue and the slums

The game opens with a short cinematic, an unfortunate fall, and the first time the camera is fully under your control. The opening alley is a tutorial in disguise. The game teaches the basic movement vocabulary here, including jumping, crouching, rubbing against objects to leave a mark, and the headbutt that knocks small items off ledges. None of those actions are hidden, but several objects in the alley only respond to a specific input, so the prologue is best played slowly. The first collectible, a sheet of cat sheet music, sits on a pile of crates on the left side of the alley once you drop into the main street.

From the alley floor, the intended path leads down a long street with hanging fabric awnings and a few shop fronts. The first puzzle is the shopping cart blocking a side path. Push the cart down the steps, then call the cat to it so the cart can be used as a stepping surface. After that, the game funnels you into a series of vertical climbs. The camera is deliberately tight, so look for the small yellow paint marks near each climbable edge. Those are the level designer’s hand on your shoulder. After the second rooftop, you meet the droids that will follow you for the rest of the chapter and receive the first B-12 memory, which unlocks the ability to interact with certain objects.

Collectibles in chapter 1

  • Cat sheet music 1 of 13, in the opening alley near the boxes on the left side.
  • B-12 memory 1 of 18, attached to a small drone near the entrance to the slums.
  • The first safe return to the street, which is required to trigger the cutscene at the end of the chapter.

When you drop into the slums proper, the pace changes. The vertical climbing becomes a mix of pipes, scaffolding, and the interiors of the small shops that the residents have built. The walkthrough is light here by design; the chapter is short and the game wants you to learn the basic loop of finding a dropoff, listening to a hint from a droid, and finding the next path. The only navigation pitfall is the rooftop with a long fabric awning over a wide gap. The cloth looks like a climbing surface, but it is a one-way slide. You can only cross it by running off the higher rooftop, which the camera does not frame as an obvious solution. If you fall, you reload the section cleanly because Stray autosaves aggressively in the first chapter.

Chapter 2: meeting the Companions and the rooftops of the slums

Chapter 2 is where the walkthrough becomes genuinely useful. The slums are larger, the optional paths start to matter, and several of the collectibles are placed far from the critical path. The chapter begins with a conversation in a bar built inside a gutted apartment. After the conversation, the Companions ask you to find five specific items scattered across the rooftops. This is the first structured side activity in the game, and the only moment in the slums where you can pick up the in-chapter currency and spend it at the merchant near the entrance.

The five quest items are: a poster, a cassette tape, a small plant, a sealed can, and a token. Each is in a different district of the slums, and the walkthrough below groups them by area so you can plan a route rather than ping-ponging across the map. None of them are hidden, but several require small detours onto side alleys, which is why a route is helpful. The merchant in the slums sells a single chapter-specific badge, a clothing item, and a music track. Once you leave the chapter, the merchant’s stock changes and the unique item becomes a chapter-exclusive reward.

Slums collectible order

  1. Head left from the bar and climb the fire escape to reach the poster on the wall behind a stack of crates.
  2. Return to the main street, cross the fabric awning, and pick up the cassette tape from the floor of a small apartment.
  3. Drop into the lower alley under the bamboo scaffolding, where the small plant sits on a wooden pallet.
  4. Cross the rooftops above the clothing shop and pick up the sealed can from a balcony railing.
  5. Return to the merchant square; the token is on the floor near the piano.

After returning the items, the chapter opens the second major area, the upper rooftops, and gives you the first extended stealth section. The stealth section is short and follows a fixed patrol pattern. The trick is to hide inside the cardboard boxes and the vats of blue paint. The walkthrough note here is simple: the patrol repeats roughly every twelve seconds, the cover objects are highlighted when you are close, and the safe path leads through the vats, not the boxes. If you are spotted, the game reloads to the start of the section, not to the beginning of the chapter, so failure is cheap.

Chapter 3: the rooftops and the code sequence

Chapter 3 is the first chapter with a real puzzle. The Companions are trying to open a sealed door, and they need a four-digit code. The digits are scattered across the slums in the form of notebook pages, each showing a different clue. The walkthrough does not need to spoil the code itself, because the four notebook pages can be read in any order and the door is at the end of a single rooftop climb. The reason the chapter matters for a walkthrough is the placement of the memory and the cat sheet music, both of which are easy to walk past when you are focused on the code.

The memory in chapter 3 is the second of eighteen, and it is attached to a small drone that is hidden behind a piece of wall art. The clue that something is interactive here is that the drone has a faint glow that flickers, which is the visual shorthand the game uses for B-12 interactions. The sheet music is on a rooftop garden on the opposite side of the chapter, near a stack of water tanks. Both are reachable from the critical path, but only if you take the side stairs at the end of the long wooden bridge rather than the main path.

Code notebook locations

  • Notebook page 1, on a table inside a half-collapsed shop near the entrance to the chapter.
  • Notebook page 2, in the corner of a small library on the upper level of the rooftops.
  • Notebook page 3, attached to a wall near the entrance to the merchant’s den.
  • Notebook page 4, on the floor of the locked apartment that the chapter opens as part of the code hunt.

After the code is entered, the chapter closes with a short cutscene and a transition into chapter 4. The transition is important for the walkthrough because it changes the merchant inventory and locks the slums behind you. Anything you wanted to buy in the slums must be bought before entering the door. The same is true of the collectibles, which is why the chapter 2 collectible table is structured around the order in which you will encounter them rather than by district.

Chapter 4: the dead city and the first long stealth section

Chapter 4 is a tonal shift. The Companions are not present, the lighting is colder, and the game introduces the Zurks, the small enemy creatures that chase the cat. The walkthrough note here is about pacing. The first Zurk encounter is more scripted than it looks. The encounter takes place in a basement filled with jars, and the safe path is the upper pipe rather than the floor. The basement is also where the game introduces the mechanic of knocking objects off ledges to distract the Zurks, which is a tool you will use for the rest of the game.

The first half of the chapter is a long linear route through the dead city streets, with a single detour that leads to a memory and a sheet of sheet music. The detour is signposted by a graffiti mark, but only barely. The route climbs a fire escape, crosses a rooftop, and drops into a small room with a piano. The memory is the third of eighteen, and the sheet music is the fifth of thirteen. Both are optional, but both become permanently missable at the end of the chapter.

Chapter 4 collectibles

  • B-12 memory 3 of 18, in the piano room reached through the rooftop detour.
  • Cat sheet music 5 of 13, in the same piano room, on the music stand.
  • Stray badge, in the merchant area near the start of the chapter.

The second half of the chapter is the first long stealth section. The route is fixed, and the game uses a small set of cues to teach the patrol timing. The walkthrough is light on detail here because the section is designed to be completed without help, but two navigation notes are worth recording. First, the vats of paint and the cardboard boxes are not interchangeable; the vats are the only cover that lasts more than a single patrol. Second, the safe room at the end of the section is reached by climbing a drainpipe, not by walking through the door on the ground floor, which is a one-way drop.

Chapter 5: the sewer and the Zurk nest

Chapter 5 is the most scripted chapter in the game. The route is fixed, the camera frames the intended path clearly, and the only collectible is a single memory. The chapter exists to introduce the Zurk nest, which is a sequence of chase sections that culminate in a puzzle where you have to redirect a moving light source through a series of mirrors to escape the nest. The puzzle is the first real light-redirection puzzle in the game, and the walkthrough solves it by walking through the mirror placement rather than the answer.

The mirrors are placed on rotating platforms. The puzzle has three mirrors in total, and each one needs to be turned until the light beam passes through the next mirror and lands on a sensor. The order of the mirrors is the order in which the sensors light up. The walkthrough note is that the second mirror is the only one that requires a precise angle. If the light passes to the right of the third mirror, the puzzle resets. The reset is cheap, but the chapter is the first place where the game makes a sharp distinction between a hint and a failure state, so the walkthrough is more useful here than in any previous chapter.

Mirror puzzle reference

  1. Rotate the first mirror so the beam points at the second mirror.
  2. Rotate the second mirror so the beam points slightly above the third mirror.
  3. Rotate the third mirror to catch the beam and reflect it onto the sensor.

After the puzzle, the chapter opens a short chase section through the Zurk nest. The chase is on rails, and the only control inputs are jump and knock objects. The intended path is the upper pipes, not the floor, which the game signals with paint marks. The chapter ends with a cutscene and a return to the slums, which is the first time the walkthrough has had to deal with a chapter that loops back to a previous area. The return does not unlock new content in the slums, but it does unlock a small set of optional dialogue that the walkthrough treats as flavor rather than content.

Chapter 6: Morusque and the music sheets

Chapter 6 is the music chapter. The Companions’ musician, Morusque, asks the cat to collect thirteen sheets of cat sheet music, which are scattered across the slums, the rooftops, and the dead city. The sheets are not required to finish the game, but they are required to unlock the chapter-exclusive music track, which is a separate reward from the collectible counter. The walkthrough treats the sheets as a checklist rather than a route, because the order in which you collect them is up to you. The only sheet that is missable is the one in chapter 4, which becomes unavailable once you leave the dead city.

The sheets are placed in locations that are easy to reach from the critical path, but several are off the critical path. The walkthrough note is that the sheets are usually found near instruments, near music stands, or near places where the cat can knock an object onto a string. The game uses the same visual cue for all thirteen: a small piece of paper with a treble clef. The walkthrough below lists the chapter in which each sheet is found, the precise location, and the collectible counter at the time of pickup.

Cat sheet music checklist

Sheet Chapter Location Counter
1 Chapter 1 Opening alley crates 1 of 13
2 Chapter 2 Merchant square piano 2 of 13
3 Chapter 2 Upper rooftops balcony 3 of 13
4 Chapter 3 Notebook room 4 of 13
5 Chapter 4 Piano room detour 5 of 13
6 Chapter 6 Morusque’s stage 6 of 13
7 Chapter 7 Sewer entrance 7 of 13
8 Chapter 8 Antvillage rafters 8 of 13
9 Chapter 9 Midtown alley 9 of 13
10 Chapter 10 Jail cellblock 10 of 13
11 Chapter 11 Factory conveyor 11 of 13
12 Chapter 12 Control room 12 of 13
13 Chapter 12 Final stage 13 of 13

After the sheets are collected, the chapter opens the second major stealth section, which leads into the slums’ lower levels. The stealth section is more complex than the first one, with a moving patrol and a small set of timed gates. The walkthrough is short here because the section is short, but the navigation note is that the gates are triggered by standing on a pressure plate, not by interacting with a control. If you try to interact with the gate, the patrol notices you.

Chapter 7: the slums lower levels and the second light puzzle

Chapter 7 is a return to the slums, but on the lower level. The chapter is short and serves as a bridge between the music chapter and the next major area. The critical path is a single long route that leads to a second light-redirection puzzle, which is more complex than the first. The puzzle has four mirrors and a moving light source, and the mirror that you need to rotate last is the one on the highest platform. The walkthrough note is that the moving light source can be paused by interacting with a lever, which gives you a stable beam to work with. If you try to solve the puzzle without pausing the light, the mirror angles change every few seconds, which makes the puzzle feel random.

The chapter has one collectible, the seventh sheet of sheet music, and one memory, which is attached to a drone in the lower levels. The drone is hidden behind a stack of crates that the cat can knock over. The walkthrough note is that the crates are the same crates that the patrol uses as cover, so knocking them over can alert the patrol. The safe path is to knock the crates over from a distance, which the game allows through a small headbutt prompt on the rightmost crate.

Chapter 7 collectibles

  • Cat sheet music 7 of 13, near the entrance to the sewer.
  • B-12 memory 7 of 18, attached to the drone behind the crates.
  • Stray badge, in the merchant area near the start of the chapter.

After the puzzle, the chapter opens a short chase section through the lower levels and ends with a cutscene. The chase is on rails, and the only control inputs are jump and knock objects. The intended path is the upper pipes, not the floor, which the game signals with paint marks. The chapter ends with a cutscene and a return to the slums, which is the second time the walkthrough has had to deal with a chapter that loops back to a previous area.

Chapter 8: Antvillage and the rafters

Chapter 8 introduces a new area, Antvillage, which is a small settlement built on a platform above the dead city. The chapter is short and serves as a bridge between the lower levels and the next major area. The critical path is a single long route that leads to a small platforming section, which requires the cat to jump between several moving platforms. The platforming section is timed, and the safe path is to wait for the platform to reach the right side of the screen before jumping. The walkthrough note is that the platforms are highlighted with a small yellow paint mark, which is the same cue that the game uses throughout the adventure.

The chapter has one collectible, the eighth sheet of sheet music, and one memory, which is attached to a drone in the rafters. The drone is hidden behind a stack of crates that the cat can knock over. The walkthrough note is that the crates are the same crates that the patrol uses as cover, so knocking them over can alert the patrol. The safe path is to knock the crates over from a distance, which the game allows through a small headbutt prompt on the rightmost crate.

Chapter 8 collectibles

  • Cat sheet music 8 of 13, in the rafters near the entrance to the next chapter.
  • B-12 memory 8 of 18, attached to the drone in the rafters.
  • Stray badge, in the merchant area near the start of the chapter.

After the platforming section, the chapter opens a short stealth section through the rafters and ends with a cutscene. The stealth section is short and follows a fixed patrol pattern. The trick is to hide inside the cardboard boxes and the vats of blue paint. The walkthrough note here is simple: the patrol repeats roughly every twelve seconds, the cover objects are highlighted when you are close, and the safe path leads through the vats, not the boxes. For additional context, If you are spotted, the game reloads to the start of the section, not to the beginning of the chapter, so failure is cheap.

Chapter 9: Midtown and the third light puzzle

Chapter 9 is the most complex chapter in the game. Midtown is a vertical city, and the critical path requires the cat to climb through several levels of the city, each of which has a different stealth or puzzle element. The chapter is also where the game introduces the third light-redirection puzzle, which has five mirrors and a moving light source. The puzzle is the most complex in the game, and the walkthrough solves it by walking through the mirror placement rather than the answer.

The mirrors are placed on rotating platforms. The puzzle has five mirrors in total, and each one needs to be turned until the light beam passes through the next mirror and lands on a sensor. The order of the mirrors is the order in which the sensors light up. The walkthrough note is that the fourth mirror is the only one that requires a precise angle. If the light passes to the right of the fifth mirror, the puzzle resets. The reset is cheap, but the chapter is the first place where the game makes a sharp distinction between a hint and a failure state, so the walkthrough is more useful here than in any previous chapter.

Mirror puzzle reference

  1. Rotate the first mirror so the beam points at the second mirror.
  2. Rotate the second mirror so the beam points slightly above the third mirror.
  3. Rotate the third mirror to catch the beam and reflect it onto the fourth mirror.
  4. Rotate the fourth mirror so the beam points slightly above the fifth mirror.
  5. Rotate the fifth mirror to catch the beam and reflect it onto the sensor.

After the puzzle, the chapter opens a short chase section through Midtown and ends with a cutscene. The chase is on rails, and the only control inputs are jump and knock objects. The intended path is the upper pipes, not the floor, which the game signals with paint marks. The chapter ends with a cutscene and a transition into chapter 10. The transition is important for the walkthrough because it changes the merchant inventory and locks Midtown behind you. Anything you wanted to buy in Midtown must be bought before entering the door.

Chapter 10: the jail and the stealth section

Chapter 10 is a return to the vertical city, but on the lower level. The chapter is short and serves as a bridge between Midtown and the next major area. The critical path is a single long route that leads to a short stealth section, which is more complex than the previous ones. The stealth section is timed, and the safe path is to wait for the patrol to reach the right side of the screen before moving. The walkthrough note is that the patrol is highlighted with a small yellow paint mark, which is the same cue that the game uses throughout the adventure.

The chapter has one collectible, the tenth sheet of sheet music, and one memory, which is attached to a drone in the jail cellblock. The drone is hidden behind a stack of crates that the cat can knock over. The walkthrough note is that the crates are the same crates that the patrol uses as cover, so knocking them over can alert the patrol. The safe path is to knock the crates over from a distance, which the game allows through a small headbutt prompt on the rightmost crate.

Chapter 10 collectibles

  • Cat sheet music 10 of 13, in the jail cellblock.
  • B-12 memory 10 of 18, attached to the drone in the cellblock.
  • Stray badge, in the merchant area near the start of the chapter.

After the stealth section, the chapter opens a short chase section through the jail and ends with a cutscene. The chase is on rails, and the only control inputs are jump and knock objects. The intended path is the upper pipes, not the floor, which the game signals with paint marks. The chapter ends with a cutscene and a transition into chapter 11. The transition is important for the walkthrough because it changes the merchant inventory and locks the jail behind you. Anything you wanted to buy in the jail must be bought before entering the door.

Chapter 11: the factory and the conveyor section

Chapter 11 is a return to the vertical city, but on the lower level. The chapter is short and serves as a bridge between the jail and the next major area. The critical path is a single long route that leads to a short conveyor section, which requires the cat to jump between several moving platforms. The conveyor section is timed, and the safe path is to wait for the platform to reach the right side of the screen before jumping. The walkthrough note is that the platforms are highlighted with a small yellow paint mark, which is the same cue that the game uses throughout the adventure.

The chapter has one collectible, the eleventh sheet of sheet music, and one memory, which is attached to a drone in the factory. The drone is hidden behind a stack of crates that the cat can knock over. The walkthrough note is that the crates are the same crates that the patrol uses as cover, so knocking them over can alert the patrol. The safe path is to knock the crates over from a distance, which the game allows through a small headbutt prompt on the rightmost crate.

Chapter 11 collectibles

  • Cat sheet music 11 of 13, in the factory conveyor.
  • B-12 memory 11 of 18, attached to the drone in the factory.
  • Stray badge, in the merchant area near the start of the chapter.

After the conveyor section, the chapter opens a short stealth section through the factory and ends with a cutscene. The stealth section is short and follows a fixed patrol pattern. The trick is to hide inside the cardboard boxes and the vats of blue paint. The walkthrough note here is simple: the patrol repeats roughly every twelve seconds, the cover objects are highlighted when you are close, and the safe path leads through the vats, not the boxes. If you are spotted, the game reloads to the start of the section, not to the beginning of the chapter, so failure is cheap.

Chapter 12: the control room and the final stage

Chapter 12 is the final chapter. The critical path is a single long route that leads to the control room, which is the last puzzle of the game. The puzzle is a code input, and the code is found in the previous chapter. The walkthrough note is that the code is the same code that was used in chapter 3, which is a callback that the game uses throughout the adventure. After the code is entered, the chapter opens a short cutscene and a return to the surface, which is the first time the walkthrough has had to deal with a chapter that loops back to a previous area. The return does not unlock new content, but it does unlock a small set of optional dialogue that the walkthrough treats as flavor rather than content.

The chapter has two collectibles, the twelfth and thirteenth sheets of sheet music, and one memory, which is attached to a drone in the control room. The drone is hidden behind a stack of crates that the cat can knock over. The walkthrough note is that the crates are the same crates that the patrol uses as cover, so knocking them over can alert the patrol. The safe path is to knock the crates over from a distance, which the game allows through a small headbutt prompt on the rightmost crate.

Chapter 12 collectibles

  • Cat sheet music 12 of 13, in the control room.
  • Cat sheet music 13 of 13, on the final stage.
  • B-12 memory 12 of 18, attached to the drone in the control room.
  • Stray badge, in the merchant area near the start of the chapter.

After the control room, the chapter opens a short cutscene and the credits. The credits are a return to the surface, and the game ends with a small set of optional dialogue that the walkthrough treats as flavor rather than content. The walkthrough ends here, because the credits are the end of the game.

Collectible summary by chapter

The table below consolidates the collectible counts by chapter, so you can plan a single run or backtrack efficiently. The numbers are the totals at the end of each chapter, not the running counter during the chapter. Several collectibles are optional, and the only missable collectibles are the chapter 4 sheet music, the chapter 4 memory, and any merchant stock that is tied to the chapter in which the merchant is active.

Chapter Sheet music Memories Badges Missable
1 1 1 0 No
2 3 1 1 No
3 4 2 1 No
4 5 3 2 Yes
5 5 4 2 No
6 6 5 2 No
7 7 7 3 No
8 8 8 4 No
9 9 9 4 No
10 10 10 5 No
11 11 11 6 No
12 13 12 6 No

The numbers in the table assume that you collected every collectible in the chapter. If you skipped a memory or a sheet, the running counter will be lower, and the only way to recover is to reload the chapter and replay it. The game does not support chapter select on the first playthrough, so backtracking is not possible until the credits have rolled.

Frequently asked questions

How many chapters does Stray have?

Stray has twelve chapters in the main adventure. The opening alley is treated as chapter 1, and the final control room is treated as chapter 12. The credits do not count as a chapter, but the post-credits area does unlock a small set of optional dialogue that the walkthrough treats as flavor rather than content.

Are there missable collectibles in Stray?

Yes. The chapter 4 sheet of cat sheet music and the chapter 4 B-12 memory are both missable after the chapter ends. The merchant stock in the slums, Midtown, and the jail is also chapter-tied, so any chapter-exclusive badge or clothing item must be bought before the chapter ends. The game does not support chapter select on the first playthrough, so backtracking is not possible until the credits have rolled.

How do you solve the mirror puzzles in Stray?

The mirror puzzles in Stray are light-redirection puzzles. Each puzzle has a set of mirrors on rotating platforms, and each mirror needs to be turned until the light beam passes through the next mirror and lands on a sensor. The order of the mirrors is the order in which the sensors light up. The second mirror is usually the only one that requires a precise angle, and the puzzle can be paused by interacting with a lever, which gives you a stable beam to work with.

How do you get all the cat sheet music in Stray?

The thirteen sheets of cat sheet music are scattered across the slums, the rooftops, the dead city, Antvillage, Midtown, the jail, and the factory. The sheets are usually found near instruments, near music stands, or near places where the cat can knock an object onto a string. The game uses the same visual cue for all thirteen: a small piece of paper with a treble clef. The walkthrough above lists the chapter in which each sheet is found, the precise location, and the collectible counter at the time of pickup.

How do you get all the B-12 memories in Stray?

The eighteen B-12 memories are scattered across the slums, the rooftops, the dead city, Antvillage, Midtown, the jail, and the factory. The memories are attached to small drones that are hidden behind stacks of crates, inside half-collapsed shops, or in the corners of small rooms. The game uses the same visual cue for all eighteen: a faint glow that flickers. The walkthrough above lists the chapter in which each memory is found, the precise location, and the collectible counter at the time of pickup.

What is the difference between a Stray badge and a Stray clothing item?

A Stray badge is a cosmetic item that the cat wears on its collar. A Stray clothing item is a cosmetic item that the cat wears on its body. Both are sold by merchants, and both are chapter-tied. The only way to recover a missed badge or clothing item is to replay the chapter in which the merchant is active, which is not possible on the first playthrough.

Can you pet other cats in Stray?

No. Stray does not have a pet mechanic, and the cat does not interact with other cats in the main adventure. The closest analogue is the headbutt and the rub, which the game uses as a way for the cat to leave a mark on objects and to interact with certain droids. The headbutt and the rub are not pet mechanics, and they do not produce a petting animation.

Does Stray have chapter select?

Stray does not have chapter select on the first playthrough. After the credits have rolled, the game unlocks a small set of optional dialogue that the walkthrough treats as flavor rather than content. The game does not unlock a chapter select menu, and the only way to replay a chapter is to start a new game and play through the chapters in order.

Are there any other collectibles in Stray?

No. The only collectibles in Stray are the cat sheet music, the B-12 memories, the Stray badges, and the Stray clothing items. The game does not have a collectible counter for any other item, and the only progress-tracking elements are the chapter counter and the collectible counter. The walkthrough above lists every collectible in the game, and the table above consolidates the collectible counts by chapter.

What is the best platform to play Stray on?

Stray is available on PC, PlayStation 4, and PlayStation 5. The PC version has the widest support for graphics settings, but the PlayStation 5 version has the best controller integration. The PlayStation 4 version is a faithful port of the original release, and the game runs at a stable frame rate on all three platforms. The walkthrough above applies to all three versions, and the only difference is the input method.

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