Stray: All Door and Safe Codes

Stray: All Door and Safe Codes
Stray: All Door and Safe Codes

Many other puzzle chances will present themselves to you as you navigate Stray's universe, leaving you scratching your brain and unsure of where the necessary code is. Let's get right into this tutorial on Where to Locate All Codes in Stray because, thankfully, we've got you covered with photographs and descriptions of the locations where you'll need to go to find each of these codes!

Code 1 – Leave The Flat

B-12, your drone buddy that will be by your side on your huge excursion into an even bigger city, can be found as you advance through the game's introduction. You will need to leave the flat you are currently in, though, if you wish to take part in this adventure. Once you have B-12, you should use the key you were given in the prior chamber to unlock the door. Once the door has been unlocked, you'll find a keypad-operated door at the end of the hallway. Use the left directional pad or L1 button to switch on your flashlight when you enter the chamber to your right. In front of you, on top of a shelf unit, is a whiteboard. Along with CODE=, the remainder is concealed by a paint can. To expose code 3748, you can jump up there and hit the triangle button to knock the paint can to the ground.

Code 2 - The Slums Pt. 2

When you reach Chapter 8 of the tale, you'll need to assist Shaemus in locating a secret laboratory in his condo. If you want a hint, make sure you're knocking images off the wall. Once you're inside, you'll need to use your instincts and think like a cat to figure out where the keypad is. You must look around after discovering the keypad to discover the code to enter to get entrance to the lab. Four clocks that are each locked at a specified time may be found on the wall to your left. This is your next code; enter 2511 while paying attention to the hour hand on each of these clocks to ensure that you can enter and locate the secret lab and continue your quest.

Code 3 – The Slums

There are numerous unique characters hiding around The Slums, just waiting for you to discover them. You'll run into a musician, which is a lovely addition. You can offer the musician any music sheets you find in the game to hear some new songs. You will find a safe in the alleyway, though, if you move a little behind them and continue down the street. The note on the door, which is written in binary, should be taken.

You'll run into Elliot, a robot who is also a programmer, as you progress through the game. For your mission, you'll need to deliver them a certain item, but you can also give them the sticky note you found, which he will be pleased to decipher. You should return to the bar where you first encountered Momo and look for the Dufer Bar neon sign on the counter after receiving the message. To unlock the safe you've found, take down the photo and look for code 1283.

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