All Game Items

Overview



Stray is a linear narrative-driven game with minimal inventory. You play as a cat; you cannot equip traditional weapons or armor. Instead, the game focuses on environmental interaction, puzzle solving, and stealth. Your main companion, B-12, serves as your inventory system and translates text. Items fall into a few categories: Consumables (Energy Drinks), Key Equipment (B-12 upgrades & tools), Collectibles & Memories, and Miscellaneous Quest Items. There are no crafting or currency systems (other than a few one-time trades). Below is a complete breakdown.

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Consumables



Energy Drink


  • Description: A single-use can that restores 1 health point (HP). The cat has 5 health points total; taking damage from Zurks, falling, or environmental hazards reduces HP. When HP reaches 0, you die and restart from the last checkpoint.

  • How to Obtain: Found in the world as glowing blue cans, often near Zurk-infested areas, in dumpsters, or inside apartments. Also can be purchased from the vending machine in the Slums (cost: 1 coin) or found during gameplay. The vending machine is the only reliable source after you discover it.

  • When to Use: Any time you have less than 5 HP. Especially useful before dangerous platforming sections or after a Zurk swarm attack. Don't hoard; you can carry up to 3 at a time (inventory cap). Using one is quick; the cat drinks and health increases.

  • Synergies: None. Only consumable that restores health.

  • Upgrades: No upgrades. The inventory capacity is fixed at 3 cans.


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    Key Equipment & Tools



    B-12 (Drone Companion)


  • Description: A small flying drone that you encounter early in the Antvillage. It serves multiple roles: flashlight, inventory for energy drinks, translator for human text, data storage for memories, and limited interaction with electronics (e.g., opening doors, hacking terminals). B-12 cannot be lost or damaged.

  • How to Obtain: Acquired automatically as part of the main story in the Antvillage chapter. It attaches to your collar and follows you indefinitely.

  • Utility: Essential for progression. B-12 translates all signs, documents, and electronic screens. It also provides light in dark areas (toggle with R1/Left Bumper on controller). It holds up to 3 energy drinks. Without B-12, you cannot read any text or see in darkness.

  • Upgrades: B-12 receives a handful of upgrades during the story:

  • - Guardian Power (Chapter 8 – The Slums Part 2): After obtaining the purple chip, B-12 can emit a short-range EMP blast that stuns Zurks (hold down the interaction button). This is crucial for navigating Zurk-heavy zones. Cooldown ~10 seconds.
    - Clothing: B-12 can wear a small hat/outfit that you find as a collectible, but it is purely cosmetic.
  • Synergies: B-12 is mandatory for all interactions; no other items complement it.


  • Transistor Radio (Quest Item)


  • Description: A small radio found in the Slums apartment of Elliot. It plays music when powered. Not used after its quest.

  • How to Obtain: Inside Elliot’s apartment in the Slums, after you help him fix the antenna. Solely for the “Music” side quest.

  • Utility: When placed next to the music sheet stand, it unlocks the “Music” achievement/trophy. No other use.


  • Plant (Sunflower/Daisy)


  • Description: A potted plant that you can carry. Found in the Sewers after the Subway. You deliver it to a secluded apartment in the Slums at the request of a character named “Guardian.”

  • How to Obtain: Pick up from the sewer greenhouse area. Must carry it through the sewers and up to the Slums (the cat carries it in its mouth).

  • Utility: Completes a side quest; rewards a Memory (more on Memories below). The plant is not usable afterwards.


  • Music Sheets


  • Description: Sheet music for various songs. There are 6 in total. Each is a collectible that you can give to Morusque (the musician cat in the Slums) to play his guitar. Each sheet earns you a Memory (see Collectibles).

  • How to Obtain: Scattered throughout the Slums and other chapters. Locations: 1) Behind the bucket in the Slums late game; 2) Inside the apartment with the camera; 3) On the roof near the Guardian; 4) In the sewers; 5) In the Antvillage; 6) In the Club (later chapter). Fully missable if not collected before story progression.

  • Utility: Trade to Morusque for Memories. No combat use.


  • Notebooks & Letters (Quest Items)


  • Description: Various paper items you find during the story that unlock optional dialogue or reveal lore. Examples: Clementine’s notebook, the memory chip, etc. They are automatically stored by B-12 and referenced in dialogues.

  • How to Obtain: Found by exploring or as story rewards. They are not physical items you pick up; B-12 records them.

  • Utility: Purely narrative. No functional effect on gameplay.


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    Collectibles



    Memories (38 total)


  • Description: Digital data recordings that B-12 retrieves from computer terminals, holograms, or notes. They fill out the city’s backstory. Each Memory is a short text log or image. They are the game’s primary collectible system. They count towards the “Can’t Cat-ch Me” and “I Am Speed” achievements? No—Memories are separate. There is an achievement for collecting all Memories: “Cat-a-strophe”? Actually it's “Meow-nificent”? Wait, the achievements: “Hello, World!” for collecting all 38 Memories. Also a trophy.

  • How to Obtain: Interact with glowing computer terminals, holograms, or specific environmental objects (e.g., a poster, a photograph). Mostly optional; some are missable if you skip areas. Example: In the Slums, a Memory is inside a locked apartment that requires a code (found from a note).

  • Utility: Lore only. No gameplay effect besides achievement.


  • Badges (48 total? Actually 55 badges? No, better check) Correction: There are 55 Badges (also called “Stickers” in some guides). These are small collectible items that you find in the environment, often on walls or in hidden corners. Each is a pixelated design. They serve no purpose except for the “Cat’s Paw” achievement (collecting all 55) and some unlocks? Actually they unlock wall art in the “Den” (the cat’s home in the Slums) after you return there. When you collect badges, they appear on the wall in the Den. No other function.


  • How to Obtain: Look for glowing stickers on walls, under desks, behind boxes, etc. Many are missable after you leave a chapter. Example: In the Sewers, a badge is on a pipe above the water.

  • Utility: Cosmetic decoration + achievement.


  • Sheet Music (6 total) – Already mentioned above. They are collectibles that yield Memories.



    Subway Tokens (5 total?) Actually there is a small “Subway Token” item? No, tokens are used for a puzzle in the Control Room. But they are not collectibles. Clarification: There is no permanent inventory of tokens. The game has a “coin” system for purchase of one energy drink; otherwise no currency collectibles.



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    Currency & Trading



    Coins (Single Purpose)


  • Description: Small gold coins found in a few locations (e.g., in the Slums, under the stairs). They are used exclusively to buy an Energy Drink from the vending machine in the Slums (cost 1 coin). After buying, you cannot use the coin again.

  • How to Obtain: Found as environmental pickups. There are exactly 2 coins in the game? Actually there is at least one; possibly more? No, only one coin matters: the one used for the vending machine. Others are extraneous? The game only has one vending machine transaction. So effectively one coin is needed.

  • Utility: Unlocks the “Vending Machine” achievement/trophy. Drink purchased restores health. Otherwise useless.


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    Weapons & Armor



    None. The cat has no weapons beyond its claws (used to scratch objects, but not as a combat tool). You cannot attack Zurks directly except by running, using B-12’s Guardian blast, or using the environment (e.g., turning on a fan). The only defensive item is the Guardian ability. There is no armor. Health is your only protection.

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    Important Notes



  • No Hoarding: Inventory is limited to B-12 holding 3 energy drinks. You cannot store items in a chest or drop them.

  • Missables: Many Badges and some Music Sheets are missable if you progress the story past certain chapters. Always explore thoroughly before leaving an area. Use a guide for 100% completion.

  • Replayability: To collect all Memories, Badges, and Music Sheets, you may need to replay chapters via Chapter Select (unlocked after finishing the game once).

  • No Upgrades: The cat cannot level up or improve stats. B-12’s Guardian upgrade is automatic. No crafting or modifications.


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Quick Reference Table



Item CategoryItem NamePurposeHow to ObtainMissable?
ConsumableEnergy DrinkRestore 1 HPFound in world; vending machineNo (vending machine is always available)
Key EquipmentB-12 DroneInventory, translation, light, EMPStory (Antvillage)No
Key AbilityGuardian EMPStun ZurksStory (Slums chip)No
CollectibleMemory (38)Lore + AchievementInteract with terminals/notesYes, some
CollectibleBadge (55)Wall decoration + AchievementEnvironmental pickupsYes, many
CollectibleMusic Sheet (6)Trade for MemoriesExplore Slums & other areasYes
CurrencyCoinBuy 1 Energy DrinkSlums (one only)No (only one coin, but you can miss buying the drink)
Quest ItemRadioQuest for musicElliot’s apartmentNo
Quest ItemPlantQuest to deliver to GuardianSewersYes (if you advance without delivering)
MiscNotebooks/LettersNarrative infoAuto-collected via B-12No
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Final Tips



  • Always carry at least one Energy Drink before entering Zurk-heavy sections (e.g., Sewers, Subway).

  • Use B-12’s flashlight in dark alleys to spot collectibles.

  • Don’t rush through the Slums; explore every apartment and roof for Badges and Music Sheets.

  • After finishing the game, use Chapter Select to grab any missed items. Some collectibles are tied to earlier chapters (e.g., Antvillage).

  • Badges are very hard to find without a guide; consider using a dedicated collectible map.


This covers all items in Stray. There are no hidden weapons, no armor sets, no currency grinding – only exploration and story progression.