Stray: The Slums Map - is it available in the game? Stray guide, walkthrough
Our guide to Stray tells you if you can find a map of The Slums in the game. In addition, we have prepared a summary of the most important locations in the slums and tips on how to reach them.
Last update: 01 August 2022
The Slums is one of the largest and most important locations in Stray. This page of the guide explains whether it's possible to obtain a map of the slums. You'll also learn where to find the most important locations in the slums, e.g. Seamus' flat, the bar, Elliot Programming, the shop or the sewer exit.
- The Slums Map - is it in the game?
- The Guardian - the central location of the slums
- Morusque the Musician - sheet music
- The Sewers entrance - chapter 8
- Azooza's stall - memory, sheet music and electric cables
- Super Spirit Laundry - Super spirit detergent
- Seamus' flat - chapter 6
- The Dufer bar
- Elliot Programming
- Grandma - poncho
- Dead End entrance - chapter 7
- Momo's flat
- Zbaltazar's flat
- Doc's library
- Clementine's flat
The Slums Map - is it in the game?
The Slums are one of the most complex areas in Stray. Unfortunately, there's no map of this location. You'll have to find all the areas yourself - some of them have entrances at street level, and others are accessible from the rooftops.
Road signs can partially help you navigate - B-12 is able to translate text from them. However, they only appear on the general path to the goal. Further down the page, you will find a list of the most important locations in the slums with instructions on how to reach them.
The Guardian - the central location of the slums
The best landmark in the slums is the garage where you can find the Guardian. It's the robot you first encountered in chapter 4 of the game. The guardian will always be standing in the same place when you re-visit the slums in stages 6 and 7. There are several other robots in the garage behind him, but interacting with them is completely optional.
Morusque the Musician - sheet music
Start in front of the garage with the Guardian, then go left. Morusque the guitarist sits leaning against the garage door to the left. You can bring him collectibles, which we've described on the Sheet Music page.
The Sewers entrance - chapter 8
You'll find the entrance to the sewers next to the aforementioned Morusque. Initially, it's unavailable. It will only become accessible at the end of chapter 7.
Azooza's stall - memory, sheet music and electric cables
Start in front of the garage with the Guardian, then go right. Azooz is a merchant who will sell you the Electric Cables required in chapter 6, as well as 2 collectibles - one of B-12's memories and a piece of sheet music.
Super Spirit Laundry - Super spirit detergent
Start in front of the garage with the Guardian, turn around and head towards the far right alley pictured in the screenshot above.
The entrance to the laundry is on the left. It's closed initially, but we've described how to open it on a separate page: The Super Spirit Laundry Puzzle. There is an important quest item inside the laundry: the Super Spirit Detergent.
Seamus' flat - chapter 6
Start in front of the garage with the Guardian, turn around and head towards the far right alley pictured in the screenshot above.
Continue heading straight.Seamus' flat is in the building on the right (pictured in the attached screenshot). Your only chance to check it out is in stage 6 (Momo will reveal a small opening to the left of the entrance door), during which you'll need to meet with Seamus and solve a puzzle, which we've described on a separate page of the guide.
The Dufer bar
Start in front of the garage with the Guardian, turn around and go straight towards the alley pictured in the screenshot above.
On the left, you'll notice the bar with its large red neon sign. You'll visit this place several times during the game.
Elliot Programming
Start in front of the garage with the Guardian, turn around and go straight towards the alley pictured in the screenshot above.
While traveling along the alley, you will come across the right door of the Elliot Programming building. You have to interact with it and scratch it. After a while, a robot will open the door and let you inside. Elliot is on the first floor of the building and you can bring him a poncho.
You can also unlock an alternative entrance to Elliot Programming. While on the first floor, interact with the roller shutter. This will reveal a shutter, through which you can jump in from the outside.
Grandma - poncho
Start in front of the garage with the Guardian, turn around and go straight towards the alley pictured in the screenshot above.
Follow the narrow alleys, the same ones you took in the opposite direction to reach the slums at the start of stage 4. Eventually, you will arrive at the location of the robot called Grandma - she can sew you a poncho if you bring her the electric cables that can be bought from Azooz.
Dead End entrance - chapter 7
Start in front of the garage with the Guardian, turn around and take the small alley to the left from the screenshot above.
Pictured in the screenshot is the passage to the Dead End, namely a large hatch, but it will only become accessible at the end of chapter 6, when you arrive there with Momo.
Momo's flat
This is one of the 4 most important locations that can only be reached by climbing the central rooftops (any path works). We've described this location, as well as the 3 following ones, in more detail on the Notebooks in the slums - where to find? page.
Look for the building with an orange neon sign and reach it by climbing
Zbaltazar's flat
This is one of the 4 most important locations that can only be reached by climbing the central rooftops (any path works).
Locate the building with a fenced balcony. You have to climb onto its roof and turn off the power source to stop the fan.
Doc's library
This is one of the 4 most important locations that can only be reached by climbing the central rooftops (any path works).
Locate the building with a blue neon light on the balcony. Reach the balcony and squeeze through the hole between the boards.
Clementine's flat
This is one of the 4 most important locations that can only be reached by climbing the central rooftops (any path works).
Locate the building with blue graffiti and an open shutter. Reach the window by climbing.