The Slums - part 2 takes place during chapter 6 in Stray. Our guide's walkthrough contains information about the new tasks to be completed in the slums. These include exploring Seamus' apartment and solving the clock puzzle, opening the Super Spirit laundry room, obtaining a poncho for Elliot and following Doc's signal.
- Returning to Momo
- Following Momo and meeting Seamus again
- Unlocking and examining the secret room
- Visiting Elliot Programming
- Getting a poncho for Elliot
- Returning to Seamus and following the signal
Returning to Momo
You'll end up in the slums for the second time after installing the Transceiver at the nearby radio tower (during chapter 5). Instead of finding Momo in the appartment, you'll find Momo's Note instead.
The message says to go to the Dufer bar. Return to the lowest level of the slums. 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.
Following Momo and meeting Seamus again
Follow Momo to Seamus' apartment. You'll find it in the alley next to the Super Spirit Laundry - it's the yellow-lit building from the screenshot above.
Momo will knock on the door and then reveal a small opening through which you can squeeze into the apartment.
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.
You can drop them one by one by interacting with them. The first picture from the left hides the keyboard to enter the combination.
The first picture from the right covers the message that must be translated. 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.
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 to unlock a secret room.
You can optionally translate the text from the blackboard and the newspaper from the table. Your goal is to climb to the highest ledge to push down the box with the Broken Tracker. Show this item to Seamus (select it from the inventory while talking to them).
Visiting Elliot Programming
You can ask the robots in the village about a specialist who could repair the device. Initially, they will send you to Jacob the bartender. 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 need to get inside the Elliot Programming building. 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. Show him the tracking device and you'll learn that you need to bring him something to warm himself up.
Getting a poncho for Elliot
You need to obtain a poncho for Elliot, but it's a multi-step process. If you already completed some of the steps in stage 4 (they were optional at the time), you'll now be able to progress faster. Otherwise, read on.
There is a closed Super Spirit Laundry near the central part of the slums, and you need to get inside.
Your task is to provoke the laundry owner to leave the building. Near the laundry room, you will find protruding objects on the walls of the buildings. Use them to reach 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 and meow when it is making the throw. It doesn't have to be done once - you can increase your chances by meowing several times in a row.
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 the Super Spirit Detergent pictured in the attached screenshot.
Bring the detergent to the local merchant Azooz - his stall is near the central part of the slums. He has 3 items for sale - the Electric Cables you need are in the middle, so choose to exchange them for the detergent (select the item from your inventory).
Explore the surrounding streets and you'll encounter Grandma - you can give her the electric cables that you bought from Azooz.
Grandma will make you a poncho from the cables for free. Now, you can return to Elliot and give him the item. As a reward, you will receive a Fixed Tracker from him.
Returning to Seamus and following the signal
You need to return to Seamus' flat. If you forgot where to find it, start at the garage where the Guardian is. Turn around and take the alley to the right next to Super Spirit Laundry, which we've marked in the screenshot.
Reach the yellow building on the right. As a reminder, you can get inside through the small opening to the left of the door that Momo had revealed earlier. Show Seamus the working device.
You have to start following Seamus and Doc's detected signal. Use the alley to the left of the bar - we have marked it in screenshot no. 1.
You will reach a hatch and Seamus will open for you. Seamus will give you the Outsider Badge. You will leave the slums and begin exploring new locations on your own, which are part of chapter 7.