もっと詳しく

Back from the Cul-de-sac with the Doc and his weapon the Defluxor, our mustachioed hero leaves with Momo for the sewers, the eighth chapter of stray. And as much to say that your new weapon will not be too much here.

Advance with Momo

Let yourself be carried by the makeshift raft until you are blocked by a grid. Go through on your feet, and go around the room to activate the lever. You notice some sort of pockets that contain Zurks. Know that you will encounter many throughout the chapter, but rest assured, nothing will happen as long as you pass far enough from these pockets.

In contrast, they will burst and release critters as they pass by. From then on, two strategies are available to you, voluntarily burst the pockets to preventively eliminate the Zurks with the Defluxor, or take care to pass sufficiently far from these pockets during your progress.

Regarding the pockets near the lever, eliminating the Zurks is the safest approach. Also watch the diffusion area of ​​the Defluxor, the purple light also bursts the pockets, so check the surface that you illuminate so as not to find yourself stupidly overwhelmed by the creatures.

After your cleanup, lower the lever to get Momo through, then climb back onto the raft. A few moments later, you are again stopped. This time, it’s a big door that blocks your way. Talk to Momo.

He finds that the door can be opened manually. Unfortunately, this implies that the Outsider leaves you to continue on your own. As soon as Momo manages to lift the door enough for the cat to sneak through, go for it.

Walk through the heart of the sewers

Stray sewer walkthrough 28 9

Undeniably, one ventures into the heart of the city’s ills when one observes the surroundings, filled with repulsive and disturbing organic matter. Go ahead, jump on the bridge in front of you and progress.

Jump to a new footbridge, go down the stairs and go from pipe to pipe until you reach a conduit. On the way, and in the sewers in general, do not hesitate to activate the lamp of B-12 to better understand the path.

As you exit the conduit, you land in a room filled with pockets of Zurks. You need to pull a lever at the back of the room to continue. If you wish to make a peaceful approach, there is a smooth path that starts from the right. Always making sure to stay as far away from the pockets as possible, walk towards the lever. Lower it.

Two doors open but Zurks rush towards you. Wait for them to approach slightly, exit through the left exit, turn around and eliminate the creatures with the Defluxor. Crossing the bridge a little further, other Zurks disembark. Take care of them and enter the next room.

The dread goes up a notch when you notice eyes lining the walls. Additionally, the area is filled with pockets of Zurks, and since that’s not enough, other critters fall from the ceiling with every little earthquake the place hosts.

Again, moving forward carefully eliminating Zurks, or running around pockets and waves of creatures, both are possible. Whichever you choose, you’ll find respite at the back of the room, jumping on a pipe below.

Go right, past the conduit, and oh dear, more pockets of Zurks populate the area. Take the small footbridge on the right to dodge those in front of you.

You can see the exit at the back of the room. This large door must be opened by operating the two terminals on either side of it. The difficulty here lies in the fact that at the first hacked terminal, Zurks will fall from the ceiling. They will therefore have to be managed in addition to the pockets of Zurks.

Thus, it is preferable, for safety, to clean the pockets of Zurk scattered on the way leading to the terminals, then to start to open the door. You will thus manage much better the waves of critters resulting from the earthquakes.

You will access both terminals by jumping on the emerged barrels at the end of the walkway you are on. As soon as the door is open, move forward. You then arrive in the most terrifying of rooms.

A cutscene starts where B-12 gives everything to protect you, to the point of overloading. Our potichat picks it up and flees, which gives rise to a new chase against the Zurks.

Go for it and once you reach the bridges, turn left. Climb the stairs and run towards the door with the red lights. Then go through the stairs on the left, then the one on the right. Continue straight to find yourself safe. Interact with B-12 twice, to wake him up.

Bad news: the Defluxor is completely destroyed. Ask him to turn off the ventilation and sneak between the blades of the fan on the right.

Follow the only possible path and cross the very small hole to leave the sewers. A robot attends your arrival in a much more peaceful place: the Anthill.

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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