もっと詳しく

The radio is now connected to the tower erected on the roofs. Momo will therefore be able to try again to establish a connection with his companions during this sixth chapter of stray. Back home, however, you notice that he is absent.

Find Momo and contact the Exteriorists

Stray walkthrough the slums part two 2 2

The Outsider left a note: you have to meet him at the bar. B-12 enters the endless code to open the window. Outside, borrow the bucket and drop down straight ahead until you reach the street. Spot the bright pink Momo bar sign, as expected, waiting for you outside the entrance.

Follow him and sit next to him while he tries to make contact with one of the Outsiders. Zbaltazar eventually responds. Despite some interference, you learn that you have to go through the sewers to reach the Outside.

Unfortunately, the sewers are riddled with Zurks and Seamus, who overheard the conversation, formally forbids you to go there and then leaves. The bartender then tells you that Seamus’ father is none other than the Doc, and that he disappeared after trying to test a weapon against these damned critters.

Momo is undeterred and believes that Doc’s work provides a solid lead to escaping the Zurks. Moreover, he had a secret laboratory. Seamus may know more about all of this.

So follow Momo to the Doc’s son’s apartment. On the road, note the location of the Super Spirit laundromat as you pass by, you’ll need it for later. Arrived at Seamus, the robot refuses to open the door.

Momo then makes you go through a small hidden access, and advises to present Doc’s notebook to Seamus. Once inside, show him. Surprised by the presence of a secret lab, he decides to help you. However, it is up to you to find the access.

Climb on the cabinet at the foot of the portraits displayed on the wall and scratch the one on the far left. A digicode is hidden behind.

The code corresponds to the time displayed on the clocks on your left : 2511. Enter the combination then enter the secret room. To the left, you see a box on top of a shelf. Climb on top through the stool and drop the box. Inside is a broken tracer.

Show it to Seamus. Definitely, the Doc has crafted a weapon against the Zurks, evidenced by all the blueprints and materials throughout the room. And this tracker, which the Doc used to follow his son, can be reversed to find out where he is.

Fix the tracer and follow the Doc’s trail

Stray walkthrough the slums part two 26 22

You will therefore have to find a repairer. Come back in front of the bar then continue to the right of the entrance. At the intersection with the signs, take the first door on the right, opposite the one symbolized by three red squares.

Here you are in front of Elliot Programming. Scratch at the door then sneak inside. Go upstairs and present your tracer to Elliott.

This one can help you but he’s too cold to work. He asks you to retrieve a blanket for him. Exit through the window after clawing the curtain. Grandma, who is at the end of the same street as Elliot Programming, will make you a nice poncho, only if you find her some electric cable.

The merchant located to the right of the Guardian’s refuge, at the bottom of the stairs, will trade you a cable for a bottle of Super Spirit laundry detergent. You have it ? And yes, you have to go to the laundromat as stated earlier.

But before that, it is necessary to open an access because the front door is closed. Climb to the top of the roof like going to Momo’s in Chapter 4 and talk to Vapora.

Above all, he must NOT drop the cans of paint that he throws at his friend. You’re a cat, so you’ll interact with Vapora and meow when it’s about to throw. (“Meow” will then be highlighted at this time) in order to drop one.

The accident results in the owner leaving the laundromat: the way is clear.

Enter the laundromat and immediately on the left, collect the bottle of detergent. Bring it to the merchant by aiming for the electric cable, and bring it to Granny. She assembles you a pretty poncho that you will give without further delay to Elliot.

While warm, the technician repairs the plotter in two strokes of a spoon. Return the tool to Seamus. Happy as anything, he goes up the tracer signal without waiting. You accompany him to a locked door. Seamus opens it and leaves you to continue on your own as the Zurks populate the area.

In order to be identified as an ally by the Doc, Seamus grants you the Exteriorist badge. Now head for the perilous paths of Cul-de-sac.

stray is available digitally on PC, PlayStation 4 and PlayStation 5, and is included in the PlayStation Plus Extra subscription upon release. To learn more, do not hesitate to consult our complete guide.

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