Guides & Walkthroughs New Guides Popular RPG Action Strategy Adventure YouTube Guides Mobile App
Download Game Guide PDF, ePUB & iBooks

Stray Guide, Walkthrough by gamepressure.com

Stray Guide, Walkthrough

Table of Contents

Stray: Dead End, Chapter 7 - walkthrough Stray guide, walkthrough

Dead End is stage 7 of the Stray game. From the walkthrough in our guide you will learn, among other things, where to find Doc, how to turn on the generator and how to use Defluxor to kill Zurks.

Last update: 22 July 2022

The seventh chapter of Stray is called Dead End. Below you will find its complete walkthrough. Our guide's walkthrough explains how to reach Doc, how to successfully activate the generator, how to protect Doc from the zurks with the Defluxor (UV lamp), how to safely return to the slums and go to the sewers, and more.

Finding Doc

You'll go searching for Doc after you repair the Tracker in the slums and show it to Seamus - these steps were done in chapter 6 - Stray: Dead End, Chapter 7 - walkthrough - Walkthrough - Stray Guide, Walkthrough

You'll go searching for Doc after you repair the Tracker in the slums and show it to Seamus - these steps were done in chapter 6.

Soon after you start exploring the new areas, you will ride in a cart, then zurks will begin to chase you. Remember to run in a zigzag pattern to make it difficult for the zurks to grab onto the cat. If necessary, knock them off your body (Circle on the pad) and/or jump to the side. Along the way, you'll have to run through a small hole.

The chase will end once you've climbed on tall ledges inaccessible to the monsters - Stray: Dead End, Chapter 7 - walkthrough - Walkthrough - Stray Guide, Walkthrough

The chase will end once you've climbed on tall ledges inaccessible to the monsters. You will reach a new location with movable booms - they change their position once you land on them. You have to land twice on one of them (jump down and jump again) to bring it close enough to the pipe pictured in the screenshot.

After one of the jumps, you will end up in a cart, which can crush the zurks - Stray: Dead End, Chapter 7 - walkthrough - Walkthrough - Stray Guide, Walkthrough

After one of the jumps, you will end up in a cart, which can crush the zurks. You don't need to do anything else here.

The cat will fall from a great height, but there's no risk of dying here. The animal will limp on one of its paws at first, but after a while it will regain full strength and you will be able to run and jump again.

Climb the higher-up pipes and other high objects - Stray: Dead End, Chapter 7 - walkthrough - Walkthrough - Stray Guide, Walkthrough

Climb the higher-up pipes and other high objects. You will end up in a location with a generator and a residential building. Head towards the house and get inside through the shutter at the back of the building pictured in the screenshot above (you can follow the yellow cable).

Doc is on the ground floor - Stray: Dead End, Chapter 7 - walkthrough - Walkthrough - Stray Guide, Walkthrough

Doc is on the ground floor. After the conversation, you can look around the house. Examine the Defluxor from the screenshot above - it's a UV lamp that can kill zurks. You will learn that it's necessary to restore the electricity supply.

Starting the generator

Follow Doc - Stray: Dead End, Chapter 7 - walkthrough - Walkthrough - Stray Guide, Walkthrough

Follow Doc. He will give you a fuse. Bring it to the generator in the courtyard in front of the house (you passed this object earlier on your way to the scientist's location). The cables will lead you there.

Interact with the generator and select the fuse from your inventory.

Zurks will appear on the way back to Doc - Stray: Dead End, Chapter 7 - walkthrough - Walkthrough - Stray Guide, Walkthrough

Zurks will appear on the way back to Doc. Doc will illuminate the area, allowing you to hide in the purple light produced by the Defluxor. Once again, head to the right towards the window, because monsters are waiting near the one on the left.

During the conversation with Doc, you will receive the Defluxor as an upgrade to B-12's lamp.

Reaching the sewers

Get out of the building and stand next to the net - Stray: Dead End, Chapter 7 - walkthrough - Walkthrough - Stray Guide, Walkthrough

Get out of the building and stand next to the net. You can test how the Defluxor works - hold down the lamp activation button to "fry" the zurks.

You and Doc will reach the locked entrance - Stray: Dead End, Chapter 7 - walkthrough - Walkthrough - Stray Guide, Walkthrough

You and Doc will reach the locked entrance. The solution to this problem is simple - roll the barrel under the small hole in the wall pictured in the screenshot above. This will allow you to climb up and, after passing through a small shaft, get inside.

In the new location, pull the lever and be ready to fight the zurks - the Defluxor can kill them - Stray: Dead End, Chapter 7 - walkthrough - Walkthrough - Stray Guide, Walkthrough

In the new location, pull the lever and be ready to fight the zurks - the Defluxor can kill them.

Watch the temperature indicator of the UV lamp, because it might overload, which makes it inactive for a while. If this happens to you, keep running until the Defluxor has cooled down sufficiently.

Returning to the slums and heading to the sewers

You have to continue protecting Doc until you get rid of all the zurks (luckily the robot has no health bar) - Stray: Dead End, Chapter 7 - walkthrough - Walkthrough - Stray Guide, Walkthrough

You have to continue protecting Doc until you get rid of all the zurks (luckily the robot has no health bar). After succeeding in the task, Doc will open the hatch and you will return to the slums.

You will learn from the Guard that the entrance to the sewers is now unlocked. It's located next to where Morusque is sitting. Once there, you can talk to Benzoo and proceed underground.

The linear route will lead you to Momo's raft - Stray: Dead End, Chapter 7 - walkthrough - Walkthrough - Stray Guide, Walkthrough

The linear route will lead you to Momo's raft. Jump on it and talk to the robot to start exploring the sewers (chapter 8).

Note - You'll be unable to return to the slums later in the game. It's best to complete any tasks you've missed before heading out. Fortunately, you can use the Chapter Select option in the main menu to replay chapters when necessary.

See/Add Comments

You are not permitted to copy any image, text or info from this page.

This site is not associated with and/or endorsed by the Annapurna Interactive or Blue Twelve Studio. All logos and images are copyrighted by their respective owners.

Copyright © 2000 - 2024 GRY-Online S.A. for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games.