
Stray — Achievement Walkthrough
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Jumps in Stray are mostly contextual but a few free-aim sections let you mistime. Stand near a ledge with no jump prompt, press jump anyway. The cat awkwardly tries and falls. Achievement on the recovery.
Unmissable story beat. B-12 is the drone companion that joins you in Chapter 3. Achievement pops on first conversation.
Story beat. Once you reach the city proper and start translating robot speech, the achievement pops. Unmissable.
In one of the Slums apartments, a paper bag sits on a counter. Walk up to it, press interact. Cat wears the bag. Hilarious + achievement.
Stray uses contextual jumps to highlighted ledges. 500 jumps is cumulative — comes naturally during normal play. If you're short at the end, find a flat area and spam-jump.
Press the meow button (default circle/B) 100 times. Counts across all sessions. Most players hit this naturally; if not, sit at a bench and spam-meow.
Cumulative. Every time you balance on a thin pipe / wire / ledge, it counts. Most rooftop sequences naturally trigger this.
Story-tied. Pops during the prison-escape segment in Midtown. Unmissable on progression.
Story-tied. Pops during the chapter when you and B-12 reveal the sky / sun for the trapped robot city. Major story beat.
Most natural achievement in any cat game — 9 deaths cumulative. Zurks, Sentinels, falls. Most players unlock this organically by chapter 5.
In the Slums, two robots play mahjong on a low table. Jump on the table and disturb the tiles. The robots get annoyed; you get the achievement.
Walk up to friendly robot NPCs and press the nuzzle / rub button. Each unique robot counts once. 5 total. Slums has plenty — also Midtown citizens.
The wholesome cat-rubs-leg interaction. Free affection.
Morusque sits in the Slums playing guitar. Find 8 music sheets scattered in the Slums and Antvillage. Bring each to him. He plays a new song each time. Achievement on the 8th sheet.
Antvillage has a basketball hoop near the meditation NPC. Grab the ball with your paws, jump up to the hoop, dunk. Achievement on the score.
In Mom & Pop's apartment (or any TV in the game), press the channel button repeatedly. Cycle through ALL channels. Each shows different in-world content. Achievement on the last channel.
Fun easter-egg achievement — each channel is a small joke.
Walk up to any couch / curtain / scratching post (sparkle indicator). Press the interaction button. Cat scratches; achievement pops on first scratch.
Memories are glowing blue energy pickups scattered across all chapters. Some require backtracking with B-12 after he learns to interact with specific objects.
Wiki tracker essential — many are in non-obvious locations (high ledges, behind interactive objects). Reward is story context for B-12's backstory.
Find a sleep spot (red dots / cushions / soft surfaces). Press sleep button. Leave it idle for 1+ real hour. Good time to grab coffee — return to the achievement popped.
Most found in Slums apartments and the Antvillage area.
4 badges scattered across the city. Attached to your harness for cosmetic effect. Locations include:
- Chapter 3 robot vendor (paid in Energy Drinks)
- Antvillage (talk to specific NPCs)
- Midtown shopkeeper
- One hidden behind a side quest
Wiki has the comprehensive list.
Sentinels (the flying robot drones) detect movement with cones of light. Stay in shadows, behind cover, or in tall grass. Move only when their light passes elsewhere. One full Sentinel area cleared without alert = achievement.
12 chapters in Stray. Find a scratch-able surface in each (sparkle indicator) and scratch. Missable chapters: the ones that are short-and-fast (chase sequences). Backtrack via chapter select after completing the game.
Wiki has the scratch-spot locations per chapter.
Chapter 4 introduces the Defluxor (UV light weapon) that kills Zurks. To get Pacifist, NEVER fire it during the chapter. Use stealth + sprinting only.
Use environmental hazards (electric fences, falling crates) to clear paths without direct kills. Watch your trigger — even one Zurk killed by your shot fails it.
Chapter 3 introduces Zurks (the small biting creatures). Sprint through the sewer chase without ever stopping. If you get grabbed once, reload from checkpoint and retry. Memorise the path; obstacles are linear.
Skip every collectible, sprint every section, skip cutscenes (hold the skip button through dialogue). Knowledge of the route from prior playthrough essential.
Typical first run: 6-10 hours. Speed run: 90-110 minutes. Practice each chapter individually first.