Last Updated on November 10, 2025 by “Talha”
Stray is a 2022 adventure game developed by BlueTwelve Studio and published by Annapurna Interactive. The game blends platforming, puzzle-solving, stealth, exploration, and narrative. The city’s backstory and mysteries are slowly revealed as you progress. In this guide, we’ll help you find all the B-12 memories.
In this third-person game, you play as a lost stray cat, and along the way, you’re joined by a little drone companion named B‑12 who helps you navigate, translate robot speech, and access hidden systems.
As you explore, you’ll piece together the world’s story, including what happened, how the robots ended up this way, and what your role is. Part of that story is revealed through the “memories” that B-12 has lost.
What are B-12 memories?
Now, you may be wondering what these B-12 memories are and how you can find them. The memories are collectible story fragments scattered throughout the game. By scanning certain objects or reaching certain locations, B-12 recovers a “memory” (often a small visual/audio flash) which helps fill in the back-story and lore of the world.
Some of the B-12 memories are automatic; you can get them simply by progressing the story, while you’ll have to explore for the others.
Total B-12 Memories
There are 27 B-12 Memories in total. The table below shows you how many memories are in each chapter.
| Chapter | Memories Count |
| The Flat | 1 |
| The Slums | 7 |
| Rooftops | 3 |
| Dead End | 3 |
| The Sewers | 2 |
| Antvillage | 2 |
| Midtown | 7 |
| Jail | 1 |
| Control Room | 1 |
Locations of B-12 memories
Chapter: The Flat
Memory 1
You get this automatically. After retrieving B-12, you ride the bucket pulley outside the flat and arrive at a mural of a beach scene. B-12 scans a postcard there.
Chapter: The Slums
Memory 2
With your back to the Guardian (the large robot near the start of the area), head down the steps ahead. On your left, climb up the units until you reach a red roof with a circular-arrow sign on top. Behind that sign, a robot is slumped with suitcases.
Memory 3
For the third one of B-12’s memories, you need to interact with the merchant named Azooz. He sells a “mystery item” in exchange for three energy drink cans. You need to collect 3 and then talk to him. Once you make the trade, you can scan the picture to get the memory.
Vending Machine locations
- Opposite Morusque (the musician) downstairs from the Guardian
- Alleyway near the entrance, next to “RIP Humans” graffiti
- The balcony above Rozey (robot watching TV) in an alley
- Beneath the rooftop with the sofa & TV near the library.
Memory 4

From the Guardian, turn around and go down the steps towards the bar with a neon sign. Upstairs, in the bar area, you’ll have to inspect the bowl of food on a round table under hanging glasses.
Memory 5

Go to Momo’s apartment (top of the Slums). Through the beaded curtain into the bedroom, check the video game poster on the wall to get another one of B-12 memories.
Memory 6
In the back alley where you entered the area with the robot that closed the gate. Go up the stairs and look at the graffiti on the wall near a vending machine.
Memory 7
From the Guardian, go down the stairs towards Morusque. To his left is a small alley with dumpsters. Jump up the units, onto the awning, and up to a ledge: scan the painting on the wall above the AC units.
Memory 8
Enter “Elliot Programming” (door marked with binary code signs). Scratch the front door, enter, and head upstairs. On your left, you’ll find plants growing from a pot and a toilet. Scan that area for the memory.
Chapter: Rooftops
Memory 9

Shortly after passing the second group of Zurks, you jump across a gap; this memory will be right in front of you on a flickering neon sign.
Memory 10

Later, after using a rolling barrel to squish some Zurks and open a gate, look to your left beyond a pile of girders. A sign is stuck in the growth, scan the sign for the memory.
Memory 11
You receive this one at the end of the chapter once you plug in the transceiver to the antenna.
Chapter: Dead End
Memory 12

At the start of the chapter, after you receive one of the badges automatically, turn left and inspect the large shutter gate in the wall before sliding down the ramp.
Memory 13
After climbing the pipes and doing the trolley ride, go straight ahead into a short alley, through a gap under the fence. There’s a robot on a floating pontoon there. Visit this before you climb the nearby fence. Once you go past, you might lock out access.
Memory 14

After you meet Doc, look behind where they were sitting. There’s a mannequin with a bucket for a head. Scan it for the memory.
Chapter: The Sewers
Memory 15
After Momo opens the gate for you, proceed down the next corridor with Zurk nests on both sides. Take the left path, climb into a pipe on the left, and at the other end, you can scan the system.
Memory 16

After you drop down into a pipe section, instead of turning right (which continues the main path), turn left onto smaller pipes, barrels, and obstacles. Follow these to a hidden room behind a pipe dent. That room holds the memory.
Chapter: Antvillage
Memory 17
Automatically received when you enter the village at the start of the chapter.
Memory 18

After speaking with Zbaltazar, climb down to the lowest level. Near a sofa where a robot watches TV, scan the wall next to it for this memory.
Chapter: Midtown
Memory 19
Automatically received upon arriving at the subway station at the start of Midtown.
Memory 20

After exiting the subway, climb the stairs and turn right. You’ll find Ledoc’s library area. Scan the bookshelves for the memory.
Memory 21
Find the alley where Albert is sweeping. On the side with the light-blue neon sign, use the dumpster to get onto the awning. From there, jump over the AC units until you reach a small rooftop platform and scan the area with bottles.
Memory 22
Near a large hologram robot in the centre of town, locate the barber shop. Hop in through a street-level window, then into the upper storage area and inspect the pictures.
Memory 23
Enter the café with a yellow sign near the big hologram. Inside, hop onto the counter, then into the ceiling cavity above the entrance. You’ll find the memory there.
Memory 24

After stealing the “Atomic Battery,” return to the security room next to the big hologram. The door is now open. Inside, scan the picture of a Sentinel on the back wall for this memory.
Memory 25
Inside the nightclub, behind the bar, find the dumbwaiter next to the sink. Use it to ride down into the storage area, then scan the table in that room.
Chapter: Jail
Memory 26

After you’ve locked the Sentinel in a cell during your escape, go through the next gate. On the right, you’ll find a rebooted robot, which you need to scan to collect the memory.
Chapter: Control Room
Memory 27
Received automatically once you enter the control room during the story.
These are all the 27 B-12 Memories you can find in the game until now. For more gaming guides, stay tuned to Retrology.
Yes! Once you complete the game, you can use the Chapter Select feature from the main menu to revisit specific chapters and collect any B-12 Memories you missed.
There are 27 B-12 Memories in total. Some are main story memories that unlock automatically, while others are optional and must be discovered by exploring each area.
B-12 Memories are collectible items scattered throughout the game Stray. They represent the memories of your drone companion, B-12, and help piece together the story of the world and its inhabitants.
The areas The Slums, Midtown, and Antvillage contain the largest number of optional B-12 Memories. These chapters encourage exploration, so make sure to check rooftops, hidden alleys, and side rooms carefully.
Collecting all B-12 Memories unlocks additional story details, world lore, and the “I Remember!” trophy or achievement. It also deepens your understanding of B-12’s backstory and the history of the city.


























