Chapter 10

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Jan 27, 2024

Chapter 10

Welcome to IGN's walkthrough for Stray Chapter 10 - Midtown. This page features

Welcome to IGN's walkthrough for Stray Chapter 10 - Midtown. This page features information on finding Clementine, including locating her apartment, finding a way to sneak into Neco Corp, and reuniting with Clementine after your task is complete.

Now that you’ve exited Antvillage, you’ll come out in a large hallway leading to a large abandoned subway station. Seeing the subway will trigger one of B-12's main memories, before you can continue on into Midtown proper.

Head across the platform and up the stairs to exit the station into a large open room.

Midtown Memory 1: Bookshelves - As you exit the subway platform to the main room above, look for a small dwelling to the right where a solitary robot sits, and inspect the bookshelves near him to access one of B-12's Memories.

As you exit the large room into a long balcony, a robot will dash past you, followed by a surveillance drone. He’ll soon be caught by a security robot, which should clue you in that this place is under far more strict of a guard than Antvillage or the Slums.

What's worse, wanted posters for Clementine are posted everywhere - the very person you’re trying to find.

If you turn left at the intersection, you’ll find the top of the elevator that was broken leading down to the Slums - and you can even look over the balcony to see where you’ve come from!

As you enter the main street of Midtown, you’ll find it's a lot like The Slums. There's a lot of Companions to talk to, different buildings to explore, and even a few things to find out of order if you’re so inclined. As with The Slums, we’ll save certain items for when you naturally explore that area, but feel free to see all Midtown has to offer.

Territory Trophy Progress - Another advancement in the trophy to scratch something in every chapter can be found in many places in Midtown, but an easy one to find early is through the door on the right as you enter Midtown's main street. Look for a robot sitting on a couch, and help yourself to scratching the side of the couch.

Midtown's main street includes a short alley on the left leading to the Neco Corp recycling plant, but you won't be able to enter right now. The street itself leads up to a main plaza connecting to a few different avenues, and you can ask the various robots about the photo of Clementine.

As you head down the main street, look for a shop on the right where a robot is angrily complaining to a silent robot behind the door counter (and has actually run out of battery power). You can hop onto the counter and into the room behind the shopkeeper to find a poster on the shelving behind the owner - which reads "2458 :edoC"

This is essentially a safe code written backwards, so look up on the shelving against the back of the room to find a safe on the top corner and enter 8542 to unlock the safe and earn the Cat Badge to add to your backpack.

Midtown Memory 2: Comfy Spot - In the large back alley behind the nightclub, look for a yellow sign to jump up onto the pipes above, and then travel right to the awnings with the blue neon sign. If you jump up the yellow fan boxes nearby, you can reach a secluded ledge high up with a spot that can be interacted with to unveil one of B-12's Memories.

Midtown Memory 3: Barber Shop - Near the central plaza in Midtown with the large hologram, look for a closed up hat shop, and then to the left for another lit building with a sealed door and an open window to the side (A nearby sign shows 1 red dot and a sideways red H). Jump through the window to find a barber shop of sorts, and you can jump from the couch up into an attic space above to find another of B-12's Memories.

Midtown Memory 4: Food Shop - Across the central plaza from the barbershop and hat shop, there's a small food shop to the right of the security checkpoint with two robots outside (The door has a symbol with one red dot and four red dots next to it). Inside, jump up on the wall behind the server and then look up at the broken ceiling to reach a crawlspace above, and interact with the corner of the tiny area to unlock one of B-12's Memories.

By now, you should have talked to enough Companions about Clementine's photo to find out she lives somewhere in Midtown's housing area, and that the blue symbol on the back is the street name, while the green dots represent the floor number, and the red dots is the room number.

The blue sign can be found as you take a right when reaching the main plaza, heading past the bar, hat shop, and barbershop.

Inside this area you’ll see three hooligan robots that have a task we’ll complete soon enough. For now, look for the sign pointing to two green dots up some stairs to reach the second floor, and continue up to the three dots - the third floor.

When you reach the third floor, you’ll be looking for room 5, which is the most conspicuous looking one that is boarded up and covered in police tape. Luckily, there's a hole in the window that you can jump into.

Once inside Clementine's apartment, head through the kitchen into the main room to get ambushed by her, and show her the photo when she asks what you’re doing here. She's been looking for a way out, but the Sentinels have forbidden such actions, so she’ll need your help and a lot of subterfuge to make this work.

Follow her into the computer room on the side to learn of her plan to start the old subway line that you passed by on your way into Midtown. Unfortunately, she needs an Atomic Battery to power it up, which can only be found in the Neco Corp recycling plant that's restricted to most people.

She has a contact that may be able to get inside, and asks you to take a note to the robot wearing the bomber jacket and gold chain somewhere in Midtown for the next part of the plan.

With nothing more to do in Clementine's place, exit the way you came in and head back down and out of the housing complex, and through the main Midtown street. You’ll want to head back towards the entrance, and look for the small alleyway on the right leading to the Neco Corporation entrance.

At the back alley path, there's a robot reading a newspaper named Blazer, and he is the informant you seek. Show him the note and he’ll clue you in on his plan to infiltrate the Nceo Corporation.

They turn away anyone not dressed like a worker, so it's your job to find a Worker Jacket and a Worker Helmet to disguise Blazer to help get you inside.

Back in the main street of Midtown, if you look just to the left of the main plaza, you can find a clothing store, and there's even a mannequin in the front of the shop with a red worker jacket. However, the store owner is right there, and stealing in plain sight is a bit frowned upon. Stealing without witnesses however, is another matter - so you need a distraction.

Said distraction can be found in the form of a cassette player in the changing room at the back of the shop, but you need something loud and distracting to play. You may remember another robot was carrying around a large cassette player not far away.

Return to the housing complex where Clementine lives and interact with the three hooligan robots on the main floor. The main Companion has a stack of cassettes, but he won't let you just walk away with one - at least not until you help them first. He’ll ask that you take out all three surveillance cameras in the complex so they can be free to do what they want without the Sentinels spying on them.

Luckily, this is an easy task for a feline. All you need to do is head up to the second floor, and look for the cameras along the outer edge of the balcony. There's one on top of a sign near a yellow cable, and another next to some fans - you need only jump onto the top of the camera and off again to break them.

One more can be found above a doorway with a large red dot, so you’ll need to climb up the wooden planks above the home's windows to jump on the camera.

Once you’ve completed this nefarious task, return down to Simon, and he’ll happily give you his Cassette Tape full of incredibly loud and annoying music.

Take the Cassette Tape back to the clothing store's changing room, and trigger a very loud distraction.

When you head into the front room, the owner will race into the back to try and turn the music off, giving you the chance to swipe the Worker Jacket without anyone noticing. You can then slip out through the side door and into the alley.

While in the alley between the clothing shop and security checkpoint, head to the back to find an Outsider mural. If you look along the sides as you wander the alley, you can find a way to climb up between the various awnings, pipes, platforms, and fans to reach the very top of the alley.

Search the far back corner carefully, and you can spot a tiny barred window above a red pipe to jump through. Inside, you’ll find a jail cell with a dead robot that holds the Police Badge that you can add to your pack.

One part of the costume has been obtained, and for the other one, return to the main plaza in Midtown. You may notice since you visited Clementine, that there's a delivery truck outside the Hat Shop which now has an open door. Unfortunately, the owner won't let anyone inside until the place has been restocked. If you talk to the nearby delivery robot in the yellow vest, they’ll be mad about their co-worker disappearing.

Oskoor mentions that their co-worker Stuplachee has been messing around in the bar, and you can find the bar opposite the hat shop. Heading to the back room, you’ll find the robot in question passed out on a low table, so you’ll need a way to wake him up.

Hop up the step ladder in the corner and onto the high shelving, and go all the way to the end to find a precariously perched tray of bottles just over the dozing robot. Give it a few taps, and it’ll crash down and wake up the robot, who will finally stumble out and get back to work.

As he rejoins his companion, quickly hop into the green and white Neco Corp box at their feet, and soon they’ll carry the box right into the shop.

As soon as the box is placed down, you can pop out (the workers won't really care as you wander the place), and look along the front display window for a yellow Worker Hat. Now you can sneak out through a little vent to the left of the display window, and meet back up with Blazer to hand over the goods.

With his new disguise, he’ll be able to infiltrate the Neco Corporation, and suggests you hide in the nearby box that he’ll carry inside.

Once Blazer arrives inside, he’ll set you down and begin chatting up the other workers. That's your cue to jump out and start exploring. The good news is the other robots won't really care about a cat in the worker zone - but the Sentinels will.

The floating drones have a cone of vision seen by the bright blue glow, and if you get stuck in their path the glow will turn yellow, and then red when they begin to attack you. You won't be able to survive too many shots, but luckily for you the recycling plant is full of Neco Corp boxes you can jump into and evade their pursuit, and they’ll soon go back to their patrols.

The first sentinel is just past the gate, and will slowly patrol a walkway - but you can avoid it by getting up behind it while it's facing away and standing by the railing. When it turns around facing left, sneak by on the right.

The next room has two Sentinels on a platform across the water. Wait until the moving one goes toward the stationary Sentinel before jumping across and hiding behind the boxes. Wait for another pass before moving left to the other floating barrels, and hop across them to bypass the stationary Sentinel.

When you reach the next room, talk to a nearby Robot to find that he's lost his keys, and needs help locating them. They aren't in this room, but you’ll want to keep an eye out for them soon. Instead, make your way carefully to the stack of planks to hide behind as the Sentinel swivels from side to side. When it looks right, dart left and jump up to the bar that will swivel forward to let you jump to the small platform with a lever on it.

Activate the lever to open a gate nearby, but you won't be able to use the bar to get back. Instead, use the nearby box to jump back down to the main platform and dart around the Sentinel carefully.

The newly opened gate leads to a room with a Sentinel watching a robot clean, but hanging crates of junk will temporarily obscure its vision. Run along to the left in time with the passing crates to stay out of the blue glow of the Sentinel's vision, and down the hall to a pool of water.

Before entering the next room, follow the trail of floating barrels to a small island of debris where you’ll find the Worker's Lost Keys, and continue through the doorway by traveling across other floating barrels into the next hall.

When you reach solid ground, look behind some boxes on the left to find a switch that will open the nearby gate, leading to a shortcut back to the worker.

Give him the keys to get the Neco Badge, which should be the final badge you need to unlock the Badges Trophy.

Back in the second hallway, skirt around the boxes to evade the first Sentinel, and then stick behind the moving boxes to avoid the other Sentinel as you pass to the far side of the hall where a laser grid blocks access to the room with the Atomic Battery.

In order to get inside, look for a nearby empty barrel, and use it as cover to get through the lasers, and into the main room.

Once inside, you’ll have a puzzle on your hands - the battery is sealed in a pillar, and three different panels need to be stepped on to fully unlock it:

The panel on the right already has something on top of it, but you can have B-12 Hack the moving cart to follow you. Lead it away from the panel to a small fenced in area, and then jump on top of the cart to get above the fence.

On the other side is a switch to open the fence, along with another moving cart. You still don't have enough objects for all three panels, so it's time for some ingenuity.

Guide one of the moving carts back to the far right panel to descend the metal pillar, and then the other moving card to the left pillar to raise the glass at the very bottom. This will create an opening just wide enough for a certain object to roll on through.

Go back inside the empty barrel and roll it under the battery to the panel at the back of the room, and the battery will drop to the bottom, where you can finally pick up the Atomic Battery and solve the puzzle!

With alarms blaring, it's time to make your escape - look for the balcony past the last panel to find a bucket to take you back to the Midtown entrance.

With the Atomic Battery in your possession, you can head back up the main Midtown street toward Clementine's apartment. At this point it's a good idea to take care of any other business you have in this section if you haven't already.

Midtown Memory 5: Sentinels - When you reach the central plaza again, look to the left at the security checkpoint window to find a door has now been opened off to the side. Inside the checkpoint, look at the back wall for a framed portrait of a floating Sentinel to scan, prompting one of B-12's Memories.

As you return to the housing complex, you’ll find the Security Robots have closed off access to everyone as they hunt for Clementine. The robots won't notice if you slip under the barrier and into the complex, but the floating Sentinels further up will get angry if they spot you.

Wait at the entrance first until the main Sentinel in the center spins around to the right, and dar around left using the posts as cover. When you get close to the main stairwell, wait for the second Sentinel to also look to the right and dart up the stairs to the second floor.

At the top of the stairs, go right and not left until you reach a center path - there's a Sentinel guarding the stairs on one side, so go to the other side with a patrolling Sentinel. Wait until it goes towards the far wall to sneak up and get behind the stack of boxes on the left, and once it passes by you, race up and to the left to get to the third floor.

Once at the third floor, quickly jump onto the railing and use the beam to cross the gap straight to Clementine's place and jump through the window.

Unfortunately, Clementine appears to have bailed, but she's left a blue-green note in the room with her computer. Once B-12 grabs it, take a good look at the four symbols depicted that hides her coded message.

Now that you know where to find Blazer and Clementine, head to the apartment window and carefully jump out when the Sentinel turns away, and quickly use the beam to cross back to the stairs down to the second floor, and follow the yellow cord to quickly drop back to the main floor and back onto the streets.

If you head back down the street to the nightclub with the purple neon signs, the Bouncer robot won't let you in. Talk to the hoodlum robots nearby to learn of a back entrance to climb into.

Go into the nearby alley, and use the yellow sign to jump up to the pipes near where a robot sits on an awning. Cross the pipes to the back wall of the nightclub, and look for another robot looking out the window. Talk to him, and he’ll happily let you come into the club!

There's a lot of crazy sights to take in at the nightclub, including the two DJs, the bar, and all the dancers - but no Clementine in sight. If you talk to the Bartender, you’ll learn that the VIP balcony is closed due to Blazer reserving it.

In order to find a way up, talk to some of the robots along the wall by the stage. The green robot named Fripp will complain that they kicked him out of the VIP club, but he stole a lever in the process, and will trade you for a drink.

Head back to the Bartender and look along the back wall for a bright orange Strange Drink to add to your inventory.

Midtown Memory 6: Nightclub Room - Move along the back of the bar counter until you come to a platform with four small columns, and stand inside it. This will trigger a dumbwaiter lift to take you down below the bar into a private room. Scan the table to trigger one of B-12's Memories.

Back up top, give the Strange Drink to Fripp and you’ll gain the Lever Handle. As for where to put it, head up on stage, and you’ll find two cylinders on either side of the performers - each with a lever base. One of them still works, but the other needs the Lever Handle to work.

Scratch Trophy - Before you move onward, search the small table to the right of the bar area and you can find a large vinyl record. Grab it, and take it to the DJs to place it in the empty slot at their booth, and start scratching it to get the party started, and earn an achievement in the process!

With the Lever Handle installed, hop on it to temporarily lower the cylinder so you can jump on top of it, before the DJ comes over to send it back to its original position.

Now that you’re at the top of the nightclub, you can find a console with three buttons to change the position of several light fixtures - and you need to cross them to get to the VIP section.

Now you should be able to jump to the closest fixture, and head around the far left all the way as it curves towards the VIP area. Blazer will disappear as you draw close, so follow him to find out a stunning revelation, which will lead you to an unexpected destination - Jail.