The eighth chapter in Stray is The Sewers, which are unfortunately inhabited by deadly monsters. Our guide's walkthrough explains how to eliminate or avoid the zurks and how to gain access to the later sections of the sewers.
Exploring the sewers with Momo
During chapter 7, you ended up traversing the sewers on a raft with Momo after finding Doc. You don't have to do anything at first. Wait for the raft to stop after you encounter a blocked passage.
Jump off the raft onto a small wall and then jump over to the adjacent wall on the other side of the bars.
You have use the path upstairs to reach the other side of the water. Here, you'll encounter your first zurks and zurk eggs - the latter can hatch into more monsters, but only if you approach them too closely. In Chapter 8, you can choose between two options:
- Eliminate the zurks with the Defluxor (a UV lamp) - Keep an eye out for the temperature indicator, because you can easily overheat the lamp. The best solution is to only turn it on for short moments.
- Avoid killing the zurks - This allows you to obtain the golden Pacifist trophy for completing the level without eliminating the monsters. This is possible during your first playthrough of the chapter, but you'll have to run a lot (in a zigzag pattern) and make sure to stray away from the zurk eggs.
No matter which path you choose, pull the lever and return to Momo's raft (during the pacifist route, avoid the zurks until the raft arrives).
You have to swim to the next location where another obstacle will appear. Talk to Momo, who will examine the panel. You have to jump on the barrels to reach the partially raised gate. You'll have to complete the rest of the trip without Momo's help.
Traversing the sewers further
The route is linear. You have to jump on the pipes along the way, but it's not especially challenging. You can attack the zurks and their eggs along the way, or you can avoid getting into fights and instead focus on running.
You have to find another lever and pull it. There are eggs in the area, so make sure to explode as few of them as possible.
Start your escape. Run in a zigzag pattern to confuse the monsters or turn on the UV lamp. Reach the place where you can jump onto the pipe below and turn right.
You will end up in large room - at its opposite end, there are 2 door locks. Reach any of them to interact with it.
Releasing the first blockade will alert the nearby zurks. Even if you've avoided detection so far, you have to be careful on your way to the second blockade - plan your route and jump to the neighboring ledges.
After opening the gate, use the newly unlocked passage to escape this location.
Escaping the sewers
You will reach another room with clusters of large eyes - a cutscene will start.
After watching it, you have to run away with B-12 in your muzzle. This means that you'll be unable to use the UV lamp, so you have to rely on the strategy of running in a zigzag pattern and throwing monsters off of you (Circle on a Pad).
The chase will end once you run under the lowering gate. You'll be able to re-attach B-12, but the Defluxor will no longer be available.
There is a ventilation system panel in the same room. Ask B-12 to (automatically) hack it. This will turn off one of the fans and allow you to progress.
The linear route will lead you to the machine village - Antivllage. You will explore it during Chapter 9.