Dead End is the seventh chapter in Stray, which takes you outside the safety of The Slums Part 2. This chapter is all about tracking down a character named Doc, who may have a way to deal with those nasty Zurks. As part of our Stray guide, we have a full walkthrough of Dead End, explaining how to get through the chapter and pointing out any collectibles. For more info on those, see our guide: Stray: All Collectibles Locations.
Stray: Dead End Walkthrough
Here's our full Stray Dead End walkthrough.
Immediately after you see the splash screen, turn around and head for the wall to find a B-12 Memory. Anyway, carry on down the main path. You'll slide down into a canal where Zurks will start chasing you. Run! After the pursuit you'll find yourself above some water, with metal beams that will swing when you jump to them. Use these to traverse the pipes, and then jump down to the floating barrels.
Hop across the beams and down onto a cart. This cart will start moving, and you can influence its direction a little. You'll squish a bunch of Zurks, which is nice. After a big fall, you'll be limping for a few seconds, but the cat will clean its leg and you'll be right as rain.
Jump to the toppled vehicle and climb the pipes. At the top, straight ahead, is a well hidden B-12 Memory, but the main path is to the left. Climb over the fence into the yard. Head straight across it and jump over the broken bridge. Head left up the steps, then right up a wall and right again through a small window. Inside, go downstairs to trigger a cutscene and meet Doc.
After the cutscene, head to the right for the final B-12 Memory of the chapter. Turn around into a back office, and on the desk, interact with the thing that looks like a big flashlight. Doc will tell you it's a Defluxor, which is the weapon he's created to kill Zurks. He says it needs a generator to charge it, but that it's stopped working, and he can't go fix it because of the Zurks.
Follow Doc back upstairs and he'll give you the Fuse. You need to take this to the generator. As Doc says, follow the cables to find the generator. It's back the way you came, so hop over the broken bridge, follow the wires to the generator, and plug in the Fuse.
As soon as you turn it on, Zurks will start hunting you down. Head back to Doc's house and he'll start blasting Zurks away while you get back inside through the window. Doc says he can attach the Defluxor to B-12. A cutscene later, and you have a means of dealing with Zurks.
Next, follow Doc downstairs and outside, where you're taught how to use the Defluxor. Kill all the Zurks and proceed. The next door won't open. There's a barrel on its side — get in and walk it to the left. Next, get in the second barrel and walk it all the way to the left. You can now reach a small air vent to get into the building.
Drop down and push the switch on the wall. This will open the door and you'll need to kill some Zurks in the next area. Approach the door Doc was trying to open, and you'll see he's being attacked. Kill the Zurks, Doc will get up and shut the door, but keep popping Zurks in the meantime.
Follow Doc through the hall and out back into the Slums, where you'll get a cutscene. Once Guardian is done talking to you, you're free to roam the Slums one last time. When you're ready, head to Guardian's left and walk through the newly opened door to the next chapter.
Stray: Dead End Collectibles
If you're still looking for collectibles in Dead End, here's where to find them all:
Did you enjoy Dead End in Stray? Next up is our walkthrough of the eighth chapter, The Sewers. Let us know your thoughts in the comments section below, and check out our Stray guide for lots more.
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