The Slums Part 2 is chapter 6 of the game Stray.

guides

Last update:21 July 2022

The Slums - part 2takes place during chapter 6 inStray.

Our guide’s walkthrough contains information about the new tasks to be completed in the slums.

Article image

Instead of finding Momo in the appartment, you’ll findMomo’s Note instead.

The message says togo to the Dufer bar.

Return to the lowest level of the slums.

PC

The bar has a huge red neon sign above the entrance and you’ll meet Momo right away.

Go inside and listen to the conversation between Momo and Zbaltazar.

Momo will knock on the door and thenreveal a small openingthrough which you could squeeze into the apartment.

PC

Talk to Momo -by showing him Doc’s Notebook, you’ll be allowed to search the apartment.

Unlocking and examining the secret room

Jump on the tabletop with 4 pictures hanging next to it.

The first picture from the rightcovers the message that must be translated.

PC

It is a hint to solve the puzzle -Time Will Tell.

You have to look at the 4 clocks hanging on the wall.

Each of them shows a different time and these are successive parts of code.

PC

The correct combination is 2511(two o’clock, five o’clock, one o’clock, one o’clock).

Return to the keyboard and enter the code 2511 tounlock a secret room.

you’re free to optionally translate the text from the blackboard and the newspaper from the table.

PC

Your goal is to climb to the highest ledge topush down the box with the Broken Tracker.

Show this item to Seamus (select it from the inventory while talking to them).

Initially, they will send you toJacob the bartender.

PlayStation

Return to the Dufer bar and show the robot the item you’ve obtained.

He will point you towards Elliot, who’s a repair expert.

you’re gonna wanna get inside the Elliot Programming building.

Xbox

The screenshot depicts its entrance.

You have to interact with the door and start scratching it until Nestor the robot lets you inside.

Elliot can be found upstairs.

Nintendo

Show him the tracking rig and you’ll learn that you better bring him something to warm himself up.

Otherwise, read on.

Your task is toprovoke the laundry owner to leave the building.

Stray

Near the laundry room, you will find protruding objects on the walls of the buildings.

Use them toreach the rooftops.

There are 2 robots on the roof of the laundry and one of them is throwing paint cans.

You have to distract it andmeow when it is making the throw.

A successful action will trigger a cut-scene of dropping the paint can.

It will crash right in front of the laundry entrance.

The owner will leave the laundry and stay outside- you don’t have to hurry.

Go down any way you like and use the newly unlocked entrance to the laundry.

The key quest item in the laundry room is theSuper Spirit Detergentpictured in the attached screenshot.

Bring the detergent to the local merchant Azooz- his stall is near the central part of the slums.

Grandma will make you a poncho from the cables for free.

Now, you could return to Elliot and give him the item.

As a reward, you will receive aFixed Trackerfrom him.

Returning to Seamus and following the signal

You need toreturn to Seamus' flat.

If you forgot where to find it, start at the garage where the Guardian is.

Reach the yellow building on the right.

Show Seamus the working gadget.

You will reach a hatch and Seamus will open for you.

Seamus will give you theOutsider Badge.

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