Guide: How to find all musical notes in Stray

 How to find all the musical notes, to whom to take them and what it will be


Got to the Slums and are looking for all the notes? Stray Adventure allows gamers to take control of a sentient cat who is lost in a magnificent dystopian underground city. This city is filled with dangers and many secrets. Collectibles are scattered all over the place, and one of the first collectibles you might come across will most likely be musical notes. In Stray's first spacious location, The Slums, you will receive a side quest related to finding lost notes. In total there are 8 missing sheets with different unusual compositions.


Reverse Music search
Reverse Music search

In this guide, we will tell you where to find all the notes in Stray and to whom to transfer them. It is noteworthy that each sheet with notes has some ordinal number, so in our guide, we will number them according to their names, and it will be easier for you to understand which notes you have already managed to find and which ones you have missed so far.


As you progress through the Slums, you will be able to find a robot named Morusk, to whom you need to transfer all the notes found. Morusk sits on the ground next to a boarded-up shop near the sewer entrance, to the left of the hideout with the Keeper standing next to it. You can visit Morusk an unlimited number of times, but remember that there is a point of no return: once you leave the Slums and go into the sewers with Momo, you will not be able to return and continue searching for the remaining notes. If you give Morusk all the pages with notes, you will get the achievement "Meow Lodia". At the same time, Morusk himself will play every melody on his improvised guitar.


Notes 1: Momo's apartment

Notes 1: Momo's apartment

The music sheet numbered "1" is located in Momo's apartment. It can be obtained at the very beginning of the adventure after arriving in the Slums. When you climb into the upper house through the window, turn left and go along the small corridor until you find a dark storage room. The door will be locked, but you can climb through the bars and use the small hole at the bottom. Climb up some crates inside the pantry and look on the shelf to find the first sheet of music.

Notes 2: at Clementine's apartment

Notes 2: at Clementine's apartment

Shortly after that, you can find another sheet of music outside Clementine's apartment. You need to get to the balcony next to the window through which you climb inside Clementine's apartment. Examine this balcony to notice a turquoise canopy perched above a small set of patio furniture. Jump on the round garden table under this canopy to find the second sheet of music.

Sheet music 3: Elliot's house

Sheet music 3: Elliot's house

The third part of the notes is in the house of the programmer Elliot, and the page is hard to miss. When you get inside this house (according to the story), examine the wall opposite the door to find a huge painting of a robot. The music sheet will be attached to this picture.

Notes 4: Market

Notes 4: Market

Stray Slums has a mini-market consisting of a single Azusa changer robot. Among other goods, he has a fourth music sheet, which he will give in exchange for an energy drink. There are four such drinks in the Slums. Each bank is hidden in a separate vending machine. We talk about energy drinks in a separate guide, but here, as an example, we will point to a vending machine located opposite guitarist Morusk.

Note 5: top floor of the bar

Note 5: top floor of the bar

The fifth sheet of music is in the bar. When you enter inside, go up to the second floor and inspect several tables. On one of them lies a page with musical notes.

Notes 6: in Clementine's apartment

Notes 6: in Clementine's apartment

We already wrote above that outside Clementine's apartment, on the balcony on the right side of the window, there were notes under the number "2". Another sheet of music can be found already inside Clementine's apartment. Enter Clementine's apartment (in the story) and find a sliding wooden door with holes that once contained glass. The windows are broken and you can walk through those holes. Once you've done that, look to your right to find a tall bookshelf by Clementine's bed. On this shelf is the sixth page of musical notes.

Notes 7: Doc's Library

Notes 7: Doc's Library

Another place that you will visit according to the plot of the game, as part of the passage of the main plot. The penultimate notes are hidden in Doc's library. Look inside the library and find a piano. Jump on the keys and take the seventh sheet of music.

Notes 8: mysterious safe

Notes 8: mysterious safe

Next to Morusk, the robot you give notes to, there is a closed sewer entrance (you will open it later). Go to the left side of this entrance and find a mysterious safe among the rubble. It has a note on its front cover that you can examine for a clue: Follow the Numbers. Various figures and numbers in the lane only distract you. If you show the note to any robot, it will say that only a real geek can decipher it. Thus, you must visit Elliot's programmer, who will decipher the note without demanding anything in return.

Head to Elliot, who can decipher the binary code, to get another clue: "Dufer Bar". Go to the bar and jump onto the bar. Knock down the picture located above the neon sign of Dufer Bar from the wall on the left side, and as a result of these actions you will find the code: 1283. Return to the mysterious safe and enter the code to get the eighth and final sheet of music. Don't forget to give all these notes to Morusk! In addition to the achievement, you will also receive a separate badge. 

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