At the very beginning, you must approach each kitten and interact with it. Then lie down with everyone to rest.
In the morning, when you go down, move forward along the ditch. There is nothing complicated here, although the only inconvenient moment of control, I would call the mechanics of jumping. In fact, you can't just pick up and jump. Instead, you need to find a ledge or descent where the kitten can jump, and press "Space" as soon as the appropriate prompt appears. Meowing at the ALT key does not carry any semantic load. Seriously, after the prologue, I never even thought about this key, although in theory you can lure enemies with meows. Keep moving, jump on the beams, until, sooner or later, you fall down. When you wake up, do somesteps forward. After a while, the kitten will come to his senses.
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Move through the gloomy city, jumping over fences with the help of garbage containers and other objects. Follow the signs that show the way. It's not an open world, so you can't get lost here. Jump across the pond on the barrels, climb into the window. When you go upstairs and see a running fan, jump down and find a bucket you can interact with. Climb up with him and throw the bucket into the fan.
It is not necessary to discard the paint cans. If you see air conditioner units with spikes, know that you won't be able to jump on them. Jump over to the other side. There will be windows below you. Climb up the air conditioner blocks and drop the bucket down to break the glass. Jump inside the building.
Get down on the bucket that hangs on the balcony. Keep moving. When will you see the stop??and a robot, go up to the visor with a luminous sign. In the end, you will need to run forward, dropping all the small monsters from you (ALT key).
You will be inside the house. Climb to the second floor and jump on the visors and air conditioners. Watch out for glowing signs pointing in the right direction. There is a board on the roof of the building on the right. Push it and get over to the other side. Jump onto the blue window sill. There will be a barrel behind this building. Enter it and roll the barrel to the right. With its help, you can jump onto the visor. After moving to the other side, go down and follow up the scaffolding. More precisely, you will fall down, and then you will have to climb up.
Cross to the other side, climb up and push the board forward to get across it further. Continue moving along the balconies. There is nothing complicated here. You can meow to turn on the lights that indicate the correct direction of movement. But, I repeat, there is no open world as such, so you won’t get lost.
Climb up the balconies and air conditioners. Go through the grate, behind which you can see the glowing vyve??ka. You will see a working fan at the top. Pull out the power supply from the slot on the left and go into the ventilation.
Climb onto the keyboard by the large monitor and wait. Unknown will write messages. Soon the door to the next room will open. Go there and jump on the lever on the right. You will move the monitor stand. There is a power supply at the bottom. Pull it out and install it in any of the four slots on the left. Jump on the monitor, under which the block was pulled out, and look for another one from above. Install in any slot. The third power supply is in the equipment located on the central table. To get behind the last block, jump onto the tall wooden stool and from there onto the tall cabinet on the opposite wall (from the moved monitor). When you install all four power supplies, enter the secret room. Jump on the robot, capsule and rack on the left. Push the box and take out the drone from there. Grab the drone and run back to the computer where the power supplies were installed. Place the drone on the work surface above the center blocks. This is how you get to know the B-12.
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Follow the drone to get a special backpack to charge it. Soon you will receive a digitized key, and you will be able to open the door to the right of the monitor with the keyboard in the first room. By pressing "2", you can use the drone's flashlight. Enter the room on the right and jump onto the crate by the board. Push the jar to see the code on the board - 3748. It may be different for you, although it may not be generated. Enter the code on the panel at the front door.
Ride down the bucket and go to the picture on the wall. You will receive a postcard and restore the first part of B-12's memories. Climb down and ride the next bucket. Run away from small monsters, jump on the container and the pipe near the image of the house. Walk along the pipe between the houses until you see a robot. Follow him the only route and watch the video.
Talk to the Guardian and show him the photo of the Outside. By pressing "1", you can use the B-12 hint (at any time). Canspend time and chat with all the characters in the Slums. If you go to the right of the Guardian, you will enter the market. There is only one vendor here - Azuz. And he has only three goods - a relic for 3 energy drinks (gives B-12 memories), electrical wires for 1 detergent (needed for the story) and 4/8 notes for 1 energy drink (something like collectibles). Both notes and energy drinks are hidden only in this location.
There are many other buildings. To get started, go along the main street, back from the Keeper, and look into the bar on the left side. There is a memory for B-12 (soup on the table) on the second floor of the bar. On one of the tables are 5/8 notes .
As you understand, there are 8 sheets with notes in total. If you find a paper bag, be sure to put your head in it to get the "Curiosity Killed the Cat" achievement.
Return to the Guardian and stand with your back to him. Go down the first steps and to the right of the passage leading to the bar, p?Climb up the air conditioners and visors. Here you will find a robot that throws buckets of paint to another. Meow before throwing to make him drop the paint bucket down. As a result of these actions, another robot will come out of the lower laundry room. While it's busy, you can go to the laundry, pick up the Sper Spirit detergent and use it to redeem the electrical cable from Azaz in the market. The detergent is on the windowsill to the left of the entrance.
If you go to the left of the Keeper, you can find a musician, to whom you should transfer all the notes you have collected. In this walkthrough and in a separate guide, we will talk about how to get all the notes, but for now it will work in sequence. There, in front of the musician is a vending machine. Interact with him to get the first energy drink . You only need the vending machines that have cans of bottles in them (and that are highlighted). Go a little further than the musician and look for a safe in a pile of garbage on the left. Remove the red note with the code from it. A real hacker will help decrypt it, but so far you have not met him. In the alley to the left of the musician, if you go upstairs, you canfind a memory for B-12 .
When you're ready to move through the story, climb up the ledges in the same alley at the musician's to get to the roof with a robot that another one is throwing cans of paint at. Follow even higher, to the balcony with a sign to get through the window to Momo's apartment. Talk to him to get Notebook 1/4 (Momo). You need to find three more parts of the notebook. Go into the room on the left, through the grate into the utility room with boxes and look for notes 1/8 on the top shelf. Behind the hanging curtains behind Momo is a room with a bed and a poster. The poster is a remembrance for the B-12 .
After leaving Momo's apartment, move along the rooftops to the right and look for a glowing vending machine there. Interact with him to get the second energy drink . Climb up behind the vending machine and look for a balcony with a blue glowing sign (square shape) at the end of the Slums. You will enter the library. Go right and look on the left for a piano. Rise up and remove the notes 7/8 from it. Go further along the bookshelves, jump over the books on the right and take the safe key from the mattress. In the middle row, where are the letters?? L and M, standing stacks of books. Jump on them to knock them to the ground and find the safe. Open it with the key and take Notebook 3/4 (Doc) . Only two more left to find! Since you have two energy drinks, you can go back to the changer and buy 4/8 notes from him by spending one of them.
Go from the Keeper (standing with your back to him) to the far right corner. You came from that side and there will be signs pointing to the designer's grandmother. Before the grandmother you need to go to the right. It is from this long corridor that you have come. Take the steps on the right, go upstairs and interact with the white vending machine to get the third energy drink . There will be a memory for B-12 on the wall nearby.
Climb up to the roofs again, you can go to the roof of the laundry room. You need to go in the opposite direction from Momo's apartment. There will be another house with a blue symbol. A pipe leads to it. Climb inside the house through the window, go through the broken glass door and pick up notes 6/8 on the pedestal on the right. Go to the room on the left to find Notebook 4/4 (Clementine) by the computer. Get out of Clementine's house and climb onto the ballhorse on the left. There will be two chairs and a round table. The last one has 2/8 notes .
Stay on rooftops. Look at Momo's house. Now turn your head to the right. See the square blue sign on the tall post? The same as the previous ones. You - there! But you can get there only through the lane of the musician. On the roof of this building, pull out the power supply to stop the fan. Jump down through the hole into the apartment. Jump on the boxes by the door to drop them and find Notebook 2/4 (Zbalthazar) . To get out of Zbaltazar's apartment, you need to find a green cloth above the bed and pull it with your claws.
Once you have collected all four books, return to Momo. There is a red door in one of the lanes of this city. To her left are two robots (apparently female). Knock on the door, go inside and remove from the large painting opposite the 3/8 note . Climb up to the second floor. There is a tree on the left. This is a memory for the B-12 . There is also a green curtain on the window. Talk to programmer Elliot. Show him the binary code found on the safe not far from the musician. He will decipher the note and say that someone is called?I had a meeting at the Dufer bar.
Climb to the bar and take a picture above the DUFER BAR sign. You will see the code - 1283. Enter this code on the safe a little further from the musician to get notes 8/8 . If you followed our guide, you should have collected all 8 sheets of musical notes.
Go to Momo and show him the collected notebooks. Get out through the window that Momo will open for you (when you show all the books). Ride down the bucket and get ready for the challenge. You need to get past the enemies. Jump down and run forward to the box. Jump up. Monsters won't be able to do the same. Jump to the right towards other enemies. When they get close to you, get over to the other side along the suspended beam. Jump higher without turning anywhere to find a red container. This is a memory for a B-12 .
Then turn around and jump onto the beam to move it to the side. Jump to the visor on the left and again to the beam, so that with?blame her further and continue the path. Move the barrel to the right after entering it and jump onto another beam. When you go down, interact with the panel to close one gate and open another. All enemies will crawl inside the chamber. Interact with the panel and while B-12 opens the gate, jump over to the other side. The monsters will be trapped. On the other side, move the barrel again and climb up.
Jump onto the scaffolding and push the board. Enter the ventilation, climb higher and get over the fence. Jump down. The monsters are behind the pipes. Jump over them and climb the scaffolding on the right. This will take you to the other side. Lure monsters to you. You can use meow. You need to jump onto the scaffolding in the far right corner and jump higher along the beam. Lure the rest of the enemies on the top floor (you need to open the gate with the red panel) to the ramp so that they get over to the other side, and jump out of there yourself. Take your time and go to the end of the floor to find another B-12 memory .
Go to where the enemies were and roll the barrel out. Jump with it to the beams from above. Go around the enemies and go upstairs. By?pull the lever. While the elevator goes down, run from the monsters. When it is below, enter it and ride up. At the very top, the elevator will get stuck. Climb with the box to the top of its walls. Install the transceiver in the indicated location. Ride down on the bucket.
Read the note from Momo and move to the bar where Momo is waiting for you. Sit on the stool next to him. Follow Momo, who wants to convince Seamus. Momo will move the plank to the left of the door and you can get inside. in the apartment, talk to Seamus. Climb onto the table and drop the paintings until you find a digital pad under one of them. Under the other picture there will be a clue "Time will tell". Pay attention to the clock in the room. Remember what time each of them shows in order to get the code 2511.
Enter it on the panel. Go to the secret laboratory of Seamus's father, Doc. At the board on the left, there is a box on the rack. Climb up to her with a stool??and and drop down to get a broken tracker .
Find Programmer Elliot's house if you haven't already (it's on the first level, red door, away from the Keeper). Knock, go up to Elliot and ask for help. In order for him not to refuse, you need to buy out electrical wires and sew a poncho from a designer grandmother. More about this was written in the first part of the passage of the Slums. The wires are sold at the changer, and the grandmother also lives on the first level (sitting outside). Give Elliot the poncho, then show the broken tracker. He will repair it. Take the tracker to Seamus. Follow him to move to another location.
Follow Seamus, who will open the gate. At the crossroads, first turn left to the gate. There will be a glowing dot - a memory for B-12.
Roll down into the canal. Run past the boxes, bypassing all the monsters. When you see enemies near the hole, first go upstairs to lure them away, and then run through the hole. Jump to the beam on the left and then on the right. From this beam, jump to the right and back to move it. Jump on the pipe on the leftand again on the same beam to move it even more to the left and continue the path. Soon you will jump onto the cart. After a bad landing, start climbing from the overturned truck up the pipes and air conditioners. Walk along the yellow wire and jump into the building through the open window. Go downstairs and talk to Doc.
Nearby there is a mannequin with a bucket on its head. This is a memory for a B-12 . To the left of the stairs, on a table inside the room is a defluxor (Doc's weapon). Interact with him and then follow Doc. He will give a fuse . Run along the yellow cable and install the fuse in place. Monsters will appear. Do not hurry. Let Doc kill them. Your task is to lure enemies into the open space. Then return to the Doc through the same window.
Follow Doc. Click on "1" to destroy the Zurkov. Move one barrel to the right so that you can move the second to the far edge. Make your way inside through the ventilation and lower the lever on the wall on the right. Destroy the monsters in the next room. Help Doc with the others. Let Doc open a passage further and return to the Slums.
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It remains to do the last thing in the Slums: find the fourth energy drink . To do this, go to the alley with the designer granny and climb the blocks from the air conditioners next to her. Jump onto the board on the balcony protected by the bars. Jump down and see the fourth vending machine by the door. You can buy a relic from the money changer and get a memory for B-12 . Now you can safely leave this place and sail on a boat with Momo. And if you give Morusk all 8 music sheets, you will get the achievement "Meow Lodia" .
When the boat stops, jump to the ledge on the right and go through the grate. Climb along the right wall, and when you go down, destroy all the Zurks that come out of the cocoons. Lower the lever and jump back onto the raft. Chat with Momo, and then jump on the barrels to the gate that the robot will open. This is where your paths will part.
Run down the corridor and turn left. Destroy all the Zurks and climb into the ventilation on the left side. Behind this pipe you will find another memory for B-12 . Go back and follow on. Climb down the pipes and clear another large hall from Xur??ov. Then lower the lever on the pillar and kill the others. Keep moving. Huge eyes will appear on the walls. Destroy the Zurks, go through the pipes and below you will find another room with Zurks. To begin with, I recommend destroying all the cocoons, after that interact with one of the two red panels at the gate. Other Zurks will start to appear. Reach and activate the second panel. Run away from the Zurks. After the cutscene, ask the drone to hack the terminal and stop the fan. Follow through the tunnel to the exit. You will reach a new village where Zbaltazar lives.
Rise upward. The drone will refuse to communicate, so you first need to get to Zbaltazar, connected to the monitors. Show him the picture of Clementine. Then you can go back and chat with all the drones. One of them needs three colors, but we don't talk about them in this walkthrough. When you're ready, climb to the very top and leave this place through the pipe.
Examine the hole on the left. Something is missing here. Soon you will find yourself at the metro station. Go up the broken escalator and at the roboton the right, look for a memory for B-12 . Continue walking through the streets of the city. Somewhere in here is Clementine. You need to go to the city center, where there is a round flower bed. The way forward is blocked by security bots. Turn right and enter the courtyard of an apartment building. Downstairs there are three musicians. They are angry that they are being monitored by CCTV cameras and ask them to turn them off.
Climb to the second floor and jump to the corner chamber where the purple robot is looking at. Go to the third floor, climb onto the railing and jump down the sign to the second chamber, which is pushed forward. Look for the third chamber on the second floor above one of the doors. You can climb to it through boxes and a shelf on the same second floor. When you destroy three cameras, you can get an audio cassette as a reward from music lovers.
Climb to the top floor and look for a boarded up window. Through it you can climb inside. explore the rooms until you meet Clementine. Talk to her in the evidence room. You need to meet Blazer. Head back down the main road. On the right there will be a clothing store, near which there is a robot girl. Eats a little furtherturn into the right lane. Go there and see a robot in a leather jacket with a gold chain around his neck.
He is ready to help, but he needs a disguise. Enter the clothing store and look for a tape recorder in the back room. Insert an audio cassette into it. While the seller is distracted, take the builder's clothes from the display case to the right of the entrance. Opposite there is a hat shop. The owner will not agree to let you inside, and the worker on the right complains that his friend has disappeared again. Go to the local bar. It is located near the apartments of Clementine, the red entrance is on the left. A worker is sleeping in the back room. Climb up and push the crate of bottles onto it.
Run to the clothing store, climb into the box (when the worker arrives) and wait. Get out of the box inside the store and steal the builder's helmet. You can safely leave the store through the main entrance. Go to Blazer and give him the helmet and clothes.
You will be at the factory. Go across the bridge to the other side. When the drone leaves to the left, follow to the right. Pick up the moment and jump on the barrels, hiding from another drone. Run through the door on the right. Go around another drone and climb the boxes to the beam on the left. Op??stee the lever at the door, go back, but on the box and the pipe on the left. Hide from drones behind moving debris blocks.
Move through the laser beams while hiding inside the barrel. There is a square bot here. Activate it and lure it to the yellow grate on the left. Jump over the grate and lower the lever. Activate the second such bot. Place both bots on the two side buttons. Place a red barrel on the far button. Take the battery. Go outside and roll down on the bucket.
Return to the apartments and go up to Clementine. The task will be complicated by security bots. Study the hint board. You will see a hint from Clementine. Exit the room and look to the left. There is a purple incense burner on the round table. Study it. A piece of rag hangs on the cabinet to the left. Grab onto it to open the drawer, then climb up the cabinet and examine the piece of stone. This is the second clue. In the kitchen, to the right of the hole you climbed through, there is a cone lamp on the top shelf. Be sure to study it. In the bathroom, you need to examine the mannequin with a traffic cone, standing to the right of the bath itself. Will you find out that Clementine is waiting for you in the nightclub??e.
Go outside and run to the nightclub, near which the bouncer stands. He will refuse to let you in. Go to the alley on the right, behind the club, climb the trash can and other objects, to the open window. A robot peeks out of it. He will agree to let you inside. Find a robot with a lever on the right. He will return the lever if you give him a cocktail. Follow the bar and look for a yellow drink. Pass it to the robot and take the lever. Get on stage. One lever is in place, the other must be installed at the dancing hologram on the right, if you look at the bar counter. Lower the lever on the right and jump onto the lowered contraption. The DJ will approach the lever and lift the device up. Accordingly, you will rise above. Click once on the buttons on the left and right. Now these structures can be used to reach the VIP floor. Enter the room with Clementine.
Swing to the left to break the cage. Jump on the railings and beams up. Go through the ventilation. First, jump to the nearest beam on which the cage hangs, then jump to the one on the right. So you can jump onto the cage and the barrels?? get out into the corridor. In the corridor, climb the air conditioner blocks to the pipes and get over to the other side on top. The path ahead is blocked by a robot, so you need to jump down from the left side. At the end of the corridor, climb up the crates by the stairs to the top to meet Clementine.
She will show the key. Go through the grate on the left, get out through the window and climb into the next room, where you can find the key. Give it to Clementine. Follow the girl and she will point to the location of the B-12 drone. Go downstairs, jump into the window at the reception desk. Get out through the window on the left and use the boxes and ventilation pipes under the ceiling to jump over the red rays. Other rays go around the red pipe on the left. Having picked up the moment, go around the drone. In the next corridor, jump onto the vent on the left and jump onto another block when the red beams go down. When the drone flies away, run to the control booth on the left and lower the lever. This will free the drone. Pick it up and run back. You don’t even have to hide too much, they still won’t catch up with you.
?Walking Stray - game guide
Ask the drone to open the door using the red panel. Clementine will stop. You climb the dumpster and interact with the bricks so that the robot breaks the glass. Clementine will throw you up. Lower the lever in the booth on the right. Exit to the yard. Lure the drone to the left and in parallel ask B-12 to close the grate. Then run out of the room through the holes between the bars. The same must be done in the second part of the yard, only two drones will have to be lured at once. Between the two parts of the yard, on the right there is a broken robot with a memory for B-12 . Get out through the hole and lower the lever for Clementine. Examine the car on the right. Scratch on the door where the keys are hanging. Clementine will drive back and you can jump over the fence and open the gate. Run back the same way and jump onto the car.
Get down downward, iditol by the train back, to the wall with the control panel. Remember the empty slot? There you need to install the battery. After that, you will be able to start the train.
Rise upward, examine the red door of the bunker. The city is closed. Go to the laboratory on the left. The red doors are locked. Turn on the square robot and move it to the panel to the left of the door. Have B-12 drone examine the panel on the right. Sddo it repeatedly so that the robot interacts with it. Jump onto the robot on the left and interact with the left panel.
Enter the control center and examine the main computer ahead. Jump on the central rows with monitors. If the monitors glow blue, they should be bypassed. If the monitors are not working, go down a little lower to the keyboard and turn them on. When all the blue monitors in the three rows are turned on, B-12 will speak to you. Look for devices with yellow holographic locks. On the left, you will need to knock over a metal plate that closes the device. Scratch all the wires and ask B-12 to hack into the computer. Do this at three points. On the right, you need to jump onto the cabinet and open the doors, and then break the wires. To the right of the window will be the third device. It is enough to pick up the panel, and you will see the wires. Place the B-12 on a work surface under a large window. After waking up, leave the laboratory and go outside through the red door. Passage of Stray completed.