Stray
24 Achievements
1,000
8-10h
PC
Xbox One
Xbox Series
I Am Speed
Complete the game in less than 2 hours.
80
1.09%
How to unlock the I Am Speed achievement in Stray - Definitive Guide
Start a new game and stick to the golden path only collecting items needed to progress the story. Press the button prompts to skip through conversations. I finished the game in 1:43 on my first try and 1:33 on my second (with 1 death), so it is doable with a large buffer.
The next hurdle is the first Zurk pursuit used to earn the Can’t Cat-ch Me achievement/trophy. Don’t bother trying to get a perfect run here, shake off () any Zurks that latch onto you and get through here as quickly as you can.
After the chase, follow the path, knock over a plank and enter the window. Then, move the barrel closer to the roof on the right and follow the path across the beams. Next, knock over another plank to bridge the gap. Further down the path, disable the fan by pulling the battery hidden behind boxes on the left.
Next, run to the end of the hidden room and use the robot to climb up to the shelf on the left. Knock over the box, grab the drone companion, and place it on the platform. Then, collect the keys and the vest and use the keys to open the door. Enter the code 3748 to exit the flat. Finally, climb into the bucket to leave the rooftop and follow the path to the slums.
Next, stick to the rooftops, enter the library, translate the page on the mattress, and grab the keys. Now, move to the middle of the library and jump on the piles of books to reveal the safe. Use the key to open the safe and collect the second notebook.
Move to the middle of the rooftop and distract the robot throwing paint cans to trigger a scene and open the laundry. We won’t enter the laundry room yet. First, continue on the rooftops to the opposite side from the library. Remove the power supply to stop the fan and jump down into the apartment. On the left, you will see 2 stacks of boxes. Jump on the boxes on the right and collect the third notebook before scratching the window covering and leaving through the window.
Then, work your way down to the ground floor and grab the detergent in the laundry. Immediately run to the shop keeper and trade the detergent for the electric cable which will be traded to Grandma for a poncho. Now, head up to Momo’s apartment and show him the postcard and 3 notebooks.
Once inside, lure and avoid the Zurks as you weave your way to the second floor. Then, work your way to the gated area, hack the door, lure the Zurks around the floor, and jump into the gated area. Next, move the barrel just outside the gate and use it to scale to the third floor and fourth floors.
Now, flip the switch on the right, wait for the Zurks to reach you, and avoid them as you run around the roof. After one and a half rotations, jump into the elevator, flip the switch, and ride it to the top. After using the transceiver and watching the cutscene, take the bucket back down to Momo’s flat.
Next, run over to Elliot’s place and scratch on the door. On the second floor, give Elliot the poncho and ask him to fix the tracker. Then, return to Seamus with the fixed tracker and follow him through the next 2 gates.
After the cart scene, climb up the truck and pipes and follow the path to Doc’s place. Once you talk with Doc, jump on the desk in the small room and interact with the device. Place the fuse and try avoiding the Zurks on the way back to Doc.
After Doc upgrades your gear, use the device on the Zurks outside the gate. Use the barrel to jump up to the small opening where you can flip a switch to open Doc’s path. Be ready to use the device in short bursts to take out the Zurks. Finally, follow Doc back to the slums where you will meet Momo at the docks.
After flipping the switch, run through the corridors taking out the Zurks until you reach the wider tunnel. From there, run and dodge to get to the end of the segment as quickly as possible while using the middle platforms to confuse the Zurks. When you reach the pipes, take the path on the right and enter the larger pipe.
In the room with 2 door locks, run to the lock on the right side. Feel free to take out a few of the nests on the way. Hack the first lock and run back to the bridge connecting the sides while clearing out Zurks that get in the way. Use jumping gaps to help get away from the enemies. Finally, follow the path to the Antvillage.
Head to the back of the clothing store, insert the cassette tape to distract the worker, take the jacket, and meet with Blazer in the next alley. After giving him the hat and the jacket, he will sneak you into the factory.
At the end of the path, use the barren to get through the laser gate. Then, use the robot on the right to get over the fence, flip the switch, and park both robots on the right and left pressure plates. Walk the barrel onto the final pressure plate, take the battery, use the bucket on the balcony to return to Midtown, and run back to the apartment complex (right path).
Now, follow the next drone as it paths away from the catwalk, using the ledge on the left as cover when it paths back. Run around to the left, up the stairs, and cross behind the next drone by jumping the stair railing, before jumping to the middle section. When the final drone moves away from Clementine’s place, jump back to the walkway and into her apartment.
Next, interact with the kitchen window to exit the apartment, but don’t jump off the ledge. Make sure the drone starts pathing away before you navigate back to the central area. Use it to scale down the complex, keeping an eye on the first drone on the bottom floor. When it pans to the right, finish jumping down and run directly to the alleyway (left at the central hub and left after the bouncer. Climb up one floor using the dumpster behind the janitor, navigate around the alley clockwise to the open window, and interact with the robot (Alex) to be let into the club.
Immediately jump on the bar and grab the strange drink. Take it to Fripp on the right side of the room and exchange it for a lever. Next, place the lever in position on the stage, flip it, jump above the lowered pillar, and ride it to the top. From there, interact with the far right and the far left buttons, cross the light fixtures, and jump to the control room on the far side.
In the second room, jump twice on the left swinging beam, and once on the right beam to descend to the cage and out the grate. Once you reach the hallway, turn around and use the AC unit to climb to the next floor. Then jump to the lower plywood, wait for the drone to move away, drop down and use the vent in the room on the right. Climb up the crate to the dumpster and to the next floor.
Next, enter the gated room on the right, through the window to the next room, and collect the keys for Clementine. After the cutscenes, jump through the office, up onto the ducts, and across the light fixture. Use the pipe on the left in the hall to avoid the lasers and the desk to avoid the drone. Then, Jump to the AC unit and across the gap after the next lasers move down.
In the next room, stay behind the small wall or box on the right until the drone paths away. Then, run into the office and flip the switch. From there, exit the office to the left and jump through the window, hiding under the desk until the circling drone passes by. After it does, run to the middle and grab B-12, working your way clockwise around the room to the window in the back right corner. Wait for the drone in the hall to move to your right before jumping through the window. Use the office again to return to Clementine.
In the next section, run through the first drone’s view, into the left room, and behind the boxes. Once the drone catches up, run around the boxes, and hack the door panel. Wait briefly for the doors to start closing before running out. Repeat the process with the next two drones. Run through both of their paths, into the room on the left, using pillars to block their shots. Then exit the room through the other gate, doubling back to the previous panel hack and lock them in.
Now, use the vent on the right of the next room to access the door switch, letting Clementine through. Then, scratch the door of the vehicle, jumping on its rear bumper to get over the fence. Run around, flipping the next switch before immediately running back to catch up with Clementine. When you reach the tunnel, run side-to-side to avoid getting hit and jump on the rear bumper to complete the chapter.
Immediately activate the robot next to the benches and lead it to the left maintenance panel. Inspect the door panel twice and use the robot to reach and scratch the exposed wires. Run to the far side of the next room and interact with the computer before walking over all inactive keyboards.
Next, jump on the computer to your left, expose/scratch the wires, and hack the screen. Across from there, knock over the panel and repeat the process. The final hack is just on the other side of the sleeping computers where you repeat the process the third time. Finally, drop B-12 off at the control station.
After the cutscene, run out of the control room, turn right, and go through the large red doors. The achievement will pop at the start of the credits.
Full text walkthrough: https://tigorestips.com/stray/stray-speed-run-walkthrough/
Chapter 1: Inside the Wall
Start off by interacting with each of the 3 other cats, then lie down on the cardboard to sleep. Once you regain control, hold to run to the end of the tutorial segment. Don’t stop to collect the scratching spot. You need to finish this as fast as possible.Chapter 2: Dead City
Follow the linear path until you go through a short vent into the room with the first fan. Grab the bucket on the right and drop it in the fan to stop it. Then move one of the paint cans to clear a path, ascend the wall on the other side, and use another paint can to break the skylight open.The next hurdle is the first Zurk pursuit used to earn the Can’t Cat-ch Me achievement/trophy. Don’t bother trying to get a perfect run here, shake off () any Zurks that latch onto you and get through here as quickly as you can.
After the chase, follow the path, knock over a plank and enter the window. Then, move the barrel closer to the roof on the right and follow the path across the beams. Next, knock over another plank to bridge the gap. Further down the path, disable the fan by pulling the battery hidden behind boxes on the left.
Chapter 3: The Flat
Start off by walking on the keyboard until the door opens. Next, flip the switch on the right side of the room and climb the shelves on the other side of the room while the machine is moving. Grab the power supply on the top shelf and insert it below the computer. Then climb on the table in the middle of the room to collect the second power supply. The third power supply is at the base of the moving machinery and the fourth is above it. With all 4 power supplies in place, prepare to run into the hidden room that is about to open.Next, run to the end of the hidden room and use the robot to climb up to the shelf on the left. Knock over the box, grab the drone companion, and place it on the platform. Then, collect the keys and the vest and use the keys to open the door. Enter the code 3748 to exit the flat. Finally, climb into the bucket to leave the rooftop and follow the path to the slums.
Chapter 4: The Slums
After the cutscene, talk to the Guardian again and show it the postcard. Now you are free to explore the slums. First, turn around and navigate to the rooftops. On the left, you will see an open window with a blue/white face next to it. Jump through the window, run through the broken door, and collect the first notebook next to the computer.Next, stick to the rooftops, enter the library, translate the page on the mattress, and grab the keys. Now, move to the middle of the library and jump on the piles of books to reveal the safe. Use the key to open the safe and collect the second notebook.
Move to the middle of the rooftop and distract the robot throwing paint cans to trigger a scene and open the laundry. We won’t enter the laundry room yet. First, continue on the rooftops to the opposite side from the library. Remove the power supply to stop the fan and jump down into the apartment. On the left, you will see 2 stacks of boxes. Jump on the boxes on the right and collect the third notebook before scratching the window covering and leaving through the window.
Then, work your way down to the ground floor and grab the detergent in the laundry. Immediately run to the shop keeper and trade the detergent for the electric cable which will be traded to Grandma for a poncho. Now, head up to Momo’s apartment and show him the postcard and 3 notebooks.
Chapter 5: Rooftops
At the start of chapter 5, follow the path baiting and avoiding the Zurks along the way. When you reach to gated area, lure the Zurks to you and hack the door to toggle the gates. Once all the Zurks are in the cage, hack the door again and be ready to jump across the gap. Continue on the path until you reach the skyscraper.Once inside, lure and avoid the Zurks as you weave your way to the second floor. Then, work your way to the gated area, hack the door, lure the Zurks around the floor, and jump into the gated area. Next, move the barrel just outside the gate and use it to scale to the third floor and fourth floors.
Now, flip the switch on the right, wait for the Zurks to reach you, and avoid them as you run around the roof. After one and a half rotations, jump into the elevator, flip the switch, and ride it to the top. After using the transceiver and watching the cutscene, take the bucket back down to Momo’s flat.
Chapter 6: The Slums
Start the chapter by reading Momo’s note on the TV and using the keypad to open the window. Then, take the bucket down and navigate to the ground floor where Momo is waiting for you at the bar. After following him, give Doc’s Notebook to Seamus, scratch the picture on the left, and enter the code 2511. Immediately run into the room, climb on the left shelf, knock over the box, and give Seamus the broken tracker.Next, run over to Elliot’s place and scratch on the door. On the second floor, give Elliot the poncho and ask him to fix the tracker. Then, return to Seamus with the fixed tracker and follow him through the next 2 gates.
Chapter 7: Dead End
At the start of the chapter run from the Zurk by taking the right path, then move left before jumping to the right, and dodge the 2 groups after the bridge. Instead of taking the path on the right, jump the gap to a ledge on the left, then jump back to the right, wait for the last Zurk to fall before fully crossing the pipes. At the end of the path, take the left stairs, lure the Zurks around the path, then head into the tunnel.After the cart scene, climb up the truck and pipes and follow the path to Doc’s place. Once you talk with Doc, jump on the desk in the small room and interact with the device. Place the fuse and try avoiding the Zurks on the way back to Doc.
After Doc upgrades your gear, use the device on the Zurks outside the gate. Use the barrel to jump up to the small opening where you can flip a switch to open Doc’s path. Be ready to use the device in short bursts to take out the Zurks. Finally, follow Doc back to the slums where you will meet Momo at the docks.
Chapter 8: Sewer
Remember to use the device to clear Zurks in the sewer. First, jump of the boat, navigate over to the switch, take out the Zurks, and flip the switch. In the long alley with Zurk nests, keep to the left and then to the right as you run down the first stretch. Then, take your time in the big room with Zurk nests using the device to clear them out in short bursts.After flipping the switch, run through the corridors taking out the Zurks until you reach the wider tunnel. From there, run and dodge to get to the end of the segment as quickly as possible while using the middle platforms to confuse the Zurks. When you reach the pipes, take the path on the right and enter the larger pipe.
In the room with 2 door locks, run to the lock on the right side. Feel free to take out a few of the nests on the way. Hack the first lock and run back to the bridge connecting the sides while clearing out Zurks that get in the way. Use jumping gaps to help get away from the enemies. Finally, follow the path to the Antvillage.
Chapter 9: Antvillage
From the start of the chapter, quickly scale the path on the left and interact with Zbaltazar for a brief cutscene. Next, continue to the right and take the ladder just before you reach the bucket. Continue scaling to the top floor, passed the garden, and up the pipes. Follow the path through the subway and to Midtown.Chapter 10: Midtown
Immediately run to the apartment complex by taking the path on the right at the central hub, and run up to Clementine’s place. Then, use the middle section to drop down, break the 3 cameras, and interact with the cassette tape in front of Simon. Now, head to the back of the bar and knock over the bottles to wake up the worker. Run to and enter the box in front of the hat store. After the worker takes the box into the store, grab the hat, leave through the vent on the left, and run to the clothing store.Head to the back of the clothing store, insert the cassette tape to distract the worker, take the jacket, and meet with Blazer in the next alley. After giving him the hat and the jacket, he will sneak you into the factory.
The Factory
Next, avoid being seen by the drones by positioning yourself below the first drone before running to the right when it turns to the left. With the second group, run across the barrels when the drone on the left returns to the drone on the right. Continue down the path to the switch on the wall. Then use the moving debris to block the drone line-of-sight in the next corridor.At the end of the path, use the barren to get through the laser gate. Then, use the robot on the right to get over the fence, flip the switch, and park both robots on the right and left pressure plates. Walk the barrel onto the final pressure plate, take the battery, use the bucket on the balcony to return to Midtown, and run back to the apartment complex (right path).
Return to Midtown
Once you reach the apartments, avoid the first drone, taking the path on the right. When the second drone looks away, run around the next pillar and up the stairs, taking the right path, and jumping the the middle section before landing on the middle catwalk.Now, follow the next drone as it paths away from the catwalk, using the ledge on the left as cover when it paths back. Run around to the left, up the stairs, and cross behind the next drone by jumping the stair railing, before jumping to the middle section. When the final drone moves away from Clementine’s place, jump back to the walkway and into her apartment.
Clementine’s Clues
In Clementine’s flat, interact with her clue board then collect the clues. The first clue is on a small round table in the adjacent room. The second is found in the loft above by scratching on a cloth hanging from a drawer. Then, head to the bathroom and interact with the mannequin for the third clue before scaling to the top shelf in the kitchen for the final clue.Next, interact with the kitchen window to exit the apartment, but don’t jump off the ledge. Make sure the drone starts pathing away before you navigate back to the central area. Use it to scale down the complex, keeping an eye on the first drone on the bottom floor. When it pans to the right, finish jumping down and run directly to the alleyway (left at the central hub and left after the bouncer. Climb up one floor using the dumpster behind the janitor, navigate around the alley clockwise to the open window, and interact with the robot (Alex) to be let into the club.
Immediately jump on the bar and grab the strange drink. Take it to Fripp on the right side of the room and exchange it for a lever. Next, place the lever in position on the stage, flip it, jump above the lowered pillar, and ride it to the top. From there, interact with the far right and the far left buttons, cross the light fixtures, and jump to the control room on the far side.
Chapter 11: Jail
At the start of the chapter, move left and right to break open the cage and follow the path ascending clockwise in the room. Jump to the first swinging beam near the end of the beam so it swings out further. Otherwise, you may need to jump to it twice.In the second room, jump twice on the left swinging beam, and once on the right beam to descend to the cage and out the grate. Once you reach the hallway, turn around and use the AC unit to climb to the next floor. Then jump to the lower plywood, wait for the drone to move away, drop down and use the vent in the room on the right. Climb up the crate to the dumpster and to the next floor.
Next, enter the gated room on the right, through the window to the next room, and collect the keys for Clementine. After the cutscenes, jump through the office, up onto the ducts, and across the light fixture. Use the pipe on the left in the hall to avoid the lasers and the desk to avoid the drone. Then, Jump to the AC unit and across the gap after the next lasers move down.
In the next room, stay behind the small wall or box on the right until the drone paths away. Then, run into the office and flip the switch. From there, exit the office to the left and jump through the window, hiding under the desk until the circling drone passes by. After it does, run to the middle and grab B-12, working your way clockwise around the room to the window in the back right corner. Wait for the drone in the hall to move to your right before jumping through the window. Use the office again to return to Clementine.
Escape
After opening the locked door, jump on top of the dumpster and knock over the pile of bricks. After Clementine breaks the window, jump on her to get into the office and flip the switch to open the door.In the next section, run through the first drone’s view, into the left room, and behind the boxes. Once the drone catches up, run around the boxes, and hack the door panel. Wait briefly for the doors to start closing before running out. Repeat the process with the next two drones. Run through both of their paths, into the room on the left, using pillars to block their shots. Then exit the room through the other gate, doubling back to the previous panel hack and lock them in.
Now, use the vent on the right of the next room to access the door switch, letting Clementine through. Then, scratch the door of the vehicle, jumping on its rear bumper to get over the fence. Run around, flipping the next switch before immediately running back to catch up with Clementine. When you reach the tunnel, run side-to-side to avoid getting hit and jump on the rear bumper to complete the chapter.
Chapter 12: Control Room
After the scene with Clementine, follow the path through the subway and insert the battery. Then run to the front of the subway and start it up. As the subway slows down, move to the front door for a shorter path to the stairs. Follow the path to the security door at the top.Immediately activate the robot next to the benches and lead it to the left maintenance panel. Inspect the door panel twice and use the robot to reach and scratch the exposed wires. Run to the far side of the next room and interact with the computer before walking over all inactive keyboards.
Next, jump on the computer to your left, expose/scratch the wires, and hack the screen. Across from there, knock over the panel and repeat the process. The final hack is just on the other side of the sleeping computers where you repeat the process the third time. Finally, drop B-12 off at the control station.
After the cutscene, run out of the control room, turn right, and go through the large red doors. The achievement will pop at the start of the credits.
18 Comments
It baffles me that somebody downvoted this. Thanks for sharing!
By Twig cares on 14 Aug 2023 21:28
It baffles me that somebody downvoted this. Thanks for sharing!
By Twig cares on 15 Aug 2023 00:47
I'm speaking as someone who utterly stinks at speed runs and this was more than do-able as I made several mistakes and still had 15 minutes to spare. I'm not going to give step-by-step instructions, but here are some important notes I think helps. Game spoilers ahead.
- First, get all other achievements (except maybe Can't Catch Me which is actually the hardest one by far) as it will give you practice on several levels and improve your times and familiarity. As sprawling as Midtown is, it can actually be done as quickly as 10-15 minutes if you know what you're doing. Make sure to do the speed run on a different save file.
-This is any% speedrun so plan accordingly. You only need the items that propel the story forward. So only the 3 notebooks and Detergent/Electrical Cord/Poncho in Slums and specific mission items like the tracker, forget about the music sheets and who needs memories? Only the cassette tape/worker outfit/factory power source and drink/lever for Midtown. Fun fact: you don't need to say or grab a single thing in Antvillage other than show the picture to the dude up top.
-Try to combine actions where possible if dealing with a slow robot you have to wait on. For example, when I woke up the box mover in midtown bar, while he takes a million years to walk to the hat store, that's plenty of time to put the tape in the cassette player and distract the other store owner to get the worker out and then go back to the hat store.
-Press X through all dialogue possible. If you get lost because you forgot what the to do next you can always press down on the d-pad to get a hint from B-12 if you missed important dialogue.
- First, get all other achievements (except maybe Can't Catch Me which is actually the hardest one by far) as it will give you practice on several levels and improve your times and familiarity. As sprawling as Midtown is, it can actually be done as quickly as 10-15 minutes if you know what you're doing. Make sure to do the speed run on a different save file.
-This is any% speedrun so plan accordingly. You only need the items that propel the story forward. So only the 3 notebooks and Detergent/Electrical Cord/Poncho in Slums and specific mission items like the tracker, forget about the music sheets and who needs memories? Only the cassette tape/worker outfit/factory power source and drink/lever for Midtown. Fun fact: you don't need to say or grab a single thing in Antvillage other than show the picture to the dude up top.
-Try to combine actions where possible if dealing with a slow robot you have to wait on. For example, when I woke up the box mover in midtown bar, while he takes a million years to walk to the hat store, that's plenty of time to put the tape in the cassette player and distract the other store owner to get the worker out and then go back to the hat store.
-Press X through all dialogue possible. If you get lost because you forgot what the to do next you can always press down on the d-pad to get a hint from B-12 if you missed important dialogue.
6 Comments
It took me 1h52 with several deaths , and pausing for a couple steps like how to exit antville, and where to find copper Wire.
By HockeySteve94 on 13 Aug 2023 15:32
Is it possible to just go back and load the chapters that are the biggest time sink on a first run-through and speed run those and bring your time under 2 hours? Like if you speed run The Slums and Midtown and Ant VIllage?
Edit Update: Thanks for the info Fremmy.
So I did it messed up a couple of times and even spent a few wasted moments sitting there waiting for the robots to do things when they were waiting on me, and managed it in 1:51.
***Spoiler****
The hardest part is leaving B12 behind at the end.
Edit Update: Thanks for the info Fremmy.
So I did it messed up a couple of times and even spent a few wasted moments sitting there waiting for the robots to do things when they were waiting on me, and managed it in 1:51.
***Spoiler****
The hardest part is leaving B12 behind at the end.
By Tatakai no Kami on 13 Aug 2023 17:21
I'm speaking as someone who utterly stinks at speed runs and this was more than do-able as I made several mistakes and still had 15 minutes to spare. I'm not going to give step-by-step instructions, but here are some important notes I think helps. Game spoilers ahead.
- First, get all other achievements (except maybe Can't Catch Me which is actually the hardest one by far) as it will give you practice on several levels and improve your times and familiarity. As sprawling as Midtown is, it can actually be done as quickly as 10-15 minutes if you know what you're doing. Make sure to do the speed run on a different save file.
-This is any% speedrun so plan accordingly. You only need the items that propel the story forward. So only the 3 notebooks and Detergent/Electrical Cord/Poncho in Slums and specific mission items like the tracker, forget about the music sheets and who needs memories? Only the cassette tape/worker outfit/factory power source and drink/lever for Midtown. Fun fact: you don't need to say or grab a single thing in Antvillage other than show the picture to the dude up top.
-Try to combine actions where possible if dealing with a slow robot you have to wait on. For example, when I woke up the box mover in midtown bar, while he takes a million years to walk to the hat store, that's plenty of time to put the tape in the cassette player and distract the other store owner to get the worker out and then go back to the hat store.
-Press X through all dialogue possible. If you get lost because you forgot what the to do next you can always press down on the d-pad to get a hint from B-12 if you missed important dialogue.
- First, get all other achievements (except maybe Can't Catch Me which is actually the hardest one by far) as it will give you practice on several levels and improve your times and familiarity. As sprawling as Midtown is, it can actually be done as quickly as 10-15 minutes if you know what you're doing. Make sure to do the speed run on a different save file.
-This is any% speedrun so plan accordingly. You only need the items that propel the story forward. So only the 3 notebooks and Detergent/Electrical Cord/Poncho in Slums and specific mission items like the tracker, forget about the music sheets and who needs memories? Only the cassette tape/worker outfit/factory power source and drink/lever for Midtown. Fun fact: you don't need to say or grab a single thing in Antvillage other than show the picture to the dude up top.
-Try to combine actions where possible if dealing with a slow robot you have to wait on. For example, when I woke up the box mover in midtown bar, while he takes a million years to walk to the hat store, that's plenty of time to put the tape in the cassette player and distract the other store owner to get the worker out and then go back to the hat store.
-Press X through all dialogue possible. If you get lost because you forgot what the to do next you can always press down on the d-pad to get a hint from B-12 if you missed important dialogue.
6 Comments
It took me 1h52 with several deaths , and pausing for a couple steps like how to exit antville, and where to find copper Wire.
By HockeySteve94 on 13 Aug 2023 15:32
Is it possible to just go back and load the chapters that are the biggest time sink on a first run-through and speed run those and bring your time under 2 hours? Like if you speed run The Slums and Midtown and Ant VIllage?
Edit Update: Thanks for the info Fremmy.
So I did it messed up a couple of times and even spent a few wasted moments sitting there waiting for the robots to do things when they were waiting on me, and managed it in 1:51.
***Spoiler****
The hardest part is leaving B12 behind at the end.
Edit Update: Thanks for the info Fremmy.
So I did it messed up a couple of times and even spent a few wasted moments sitting there waiting for the robots to do things when they were waiting on me, and managed it in 1:51.
***Spoiler****
The hardest part is leaving B12 behind at the end.
By Tatakai no Kami on 13 Aug 2023 17:21
This trophy should be doable without much practise when you have completed the game just once.
First rule is to hold down the run button at all times.
Second rule is to skip through all dialogue pressing square and then circle to end it. Time counts as people are talking and even in cutscenes.
Most of the game is linear so you just run for your next goal. For places that are not, such as the slums, minimize what you do. Only talk to people you absolutely need to talk to.
Pick up items and do things when you come across them on the way to doing something else instead of waiting for a character to tell you about it.
For example in the slums, have the NPC drop the paint when you first visit the roofs to meet Momo, and collect the 3 diaries before even entering Momo's appartment for the first time.
A bit later as you follow Momo walking slowly you will walk by the splash of paint and can quickly get inside to get the item you need for getting the wires from the merchant.
And then you get the scarf before visiting Elliot, he doesn't need to tell you he is cold first.
In midtown break the cameras on your way up to Momo's appartment, and collect the tape when you go back down. Don't bother showing Blazer the note first but steal the vest and hard hat first, then go to him and show him note, vest and hat all at once.
These kinds of little time savers help a lot. You do not have to get an objective first to collect what you need.
When you are in a zurks chase, try to zigzag to avoid getting killed.
And lastly... If you have PS+ go to your PS5 settings and disable automatic uploads to the cloud for this game. Only upload manually when you feel your time seems good and you have a section ahead where you feel you might mess up. This way if you screw up and die a few times you can always redownload your save file from before that section and try again to get through it flawlessly.
I made it through in 1 hour 52 minutes, and that includes a few retries and a couple of moments where I needed to search for an item longer than I should have.
First rule is to hold down the run button at all times.
Second rule is to skip through all dialogue pressing square and then circle to end it. Time counts as people are talking and even in cutscenes.
Most of the game is linear so you just run for your next goal. For places that are not, such as the slums, minimize what you do. Only talk to people you absolutely need to talk to.
Pick up items and do things when you come across them on the way to doing something else instead of waiting for a character to tell you about it.
For example in the slums, have the NPC drop the paint when you first visit the roofs to meet Momo, and collect the 3 diaries before even entering Momo's appartment for the first time.
A bit later as you follow Momo walking slowly you will walk by the splash of paint and can quickly get inside to get the item you need for getting the wires from the merchant.
And then you get the scarf before visiting Elliot, he doesn't need to tell you he is cold first.
In midtown break the cameras on your way up to Momo's appartment, and collect the tape when you go back down. Don't bother showing Blazer the note first but steal the vest and hard hat first, then go to him and show him note, vest and hat all at once.
These kinds of little time savers help a lot. You do not have to get an objective first to collect what you need.
When you are in a zurks chase, try to zigzag to avoid getting killed.
And lastly... If you have PS+ go to your PS5 settings and disable automatic uploads to the cloud for this game. Only upload manually when you feel your time seems good and you have a section ahead where you feel you might mess up. This way if you screw up and die a few times you can always redownload your save file from before that section and try again to get through it flawlessly.
I made it through in 1 hour 52 minutes, and that includes a few retries and a couple of moments where I needed to search for an item longer than I should have.
I see there are other guides, but mine is meant to not only get you the "I am Speed" trophy, but also most of the miscellaneous ones, as well as all of the memories, scratch points, and badges that aren't in the two major hub areas so that any replaying will be limited. It's pretty efficient as I finished in 1hr 48mins, and that was with a weird glitch that cost me 6 minutes. Following this the only thing you'll have left to do is all of the collectables in the Slums and some in Midtown. Everything else is covered.
I would advise you playthrough the game first and collect the other trophies before tackling this one, the potential multiple playthroughs will get you familiarised with the levels and objectives contained within. that being said, only two levels can really be called Hub like levels The Slums and Midtown, the rest are a very linear affair and will mostly be running from point A to B as fast as you can dodging anything that is a threat.
Here is a video of my successful run with the trophy popping at the end, if you want a visual guide for what I did and how to replicate it for yourself. This clocked out at around 1 hour and 40 minutes, give or take the starting of the stream and so on.
http://www.twitch.tv/videos/1537232434?filter=archives&s...
There are a few things you can do to speed up your playthrough; firstly running all the time will help you immensely, so get used to holding down .
Secondly skip all dialogue with the and end all dialogue with the if at anytime you forget what your objective is press and this will remind you what to do and not waste your time panicking.
Here are also some tips to manage your time more effectively and to show which parts of what quests to start first to maximise your efficiency.
The Slums: immediately after taking to the Guardian robot and showing him the postcard, climb up to the robots throwing paint and interrupt them with a meow; this will gain us access to the Super Spirit Detergent later. Now just grab all three Notebooks from the Outsiders apartments and then visit Momo.
After the platforming section to attach the Transmitter you will meet Momo at the bar and then leave to meet Seamus, now collect the Super Spirit Detergent you unlocked earlier on your way to Seamus's apartment.
Now with the Broken Tracker in paw go to the trading robot and trade the Super Spirit Detergent for the Electrical Cable and give it to Grandma to knit into a Blanket. Now head to Elliot's apartment giving him the Blanket first and then the Broken Tracker for him to fix it. Then just play the game normally from here.
Midtown: after arriving in Midtown go straight Residential Area to find Clementine and destroy two of the Cameras on your way up the one of the right and the one at the back, remembering to take out the last one on your way back from meeting Clementine. Don't forget to talking to the dancing robot for a Cassette Tape, before heading straight for the bar.
Wake up the sleeping robot and then make a beeline for the clothing store with the Workers Jacket, use the Cassette Tape and steal the Workers Jacket. Then go to Blazer, handing him the note and then the Workers Jacket. After this go back towards the bar and jump in the box outside the hat store, just in time for the sleeping robot to get his lazy ass back to work. Now steal the Workers Helmet and then return to Blazer for a brief cutscene of him carrying you in a box into the factory.
Now from here on you will have security drones on patrol, none of these are particularly hard and so just be patient with your timing. You can skip the first secruity drone in the the forth room, by walking around the crates near the lever for the shortcut back. Same advice for the Residential Area, just take your time and remember the layout from your previous visits.
Now very final advise is to play with a fresh save file and not restart from the beginning using Chapter Select. I had to complete this twice because the trophy didn't pop up and here is the second video as proof. Either video will help you out, neither were cutting it too close, so I hope you all have a quick and easy run.
https://www.twitch.tv/videos/1536648301?filter=archives&...
Here is a video of my successful run with the trophy popping at the end, if you want a visual guide for what I did and how to replicate it for yourself. This clocked out at around 1 hour and 40 minutes, give or take the starting of the stream and so on.
http://www.twitch.tv/videos/1537232434?filter=archives&s...
There are a few things you can do to speed up your playthrough; firstly running all the time will help you immensely, so get used to holding down .
Secondly skip all dialogue with the and end all dialogue with the if at anytime you forget what your objective is press and this will remind you what to do and not waste your time panicking.
Here are also some tips to manage your time more effectively and to show which parts of what quests to start first to maximise your efficiency.
The Slums: immediately after taking to the Guardian robot and showing him the postcard, climb up to the robots throwing paint and interrupt them with a meow; this will gain us access to the Super Spirit Detergent later. Now just grab all three Notebooks from the Outsiders apartments and then visit Momo.
After the platforming section to attach the Transmitter you will meet Momo at the bar and then leave to meet Seamus, now collect the Super Spirit Detergent you unlocked earlier on your way to Seamus's apartment.
Now with the Broken Tracker in paw go to the trading robot and trade the Super Spirit Detergent for the Electrical Cable and give it to Grandma to knit into a Blanket. Now head to Elliot's apartment giving him the Blanket first and then the Broken Tracker for him to fix it. Then just play the game normally from here.
Midtown: after arriving in Midtown go straight Residential Area to find Clementine and destroy two of the Cameras on your way up the one of the right and the one at the back, remembering to take out the last one on your way back from meeting Clementine. Don't forget to talking to the dancing robot for a Cassette Tape, before heading straight for the bar.
Wake up the sleeping robot and then make a beeline for the clothing store with the Workers Jacket, use the Cassette Tape and steal the Workers Jacket. Then go to Blazer, handing him the note and then the Workers Jacket. After this go back towards the bar and jump in the box outside the hat store, just in time for the sleeping robot to get his lazy ass back to work. Now steal the Workers Helmet and then return to Blazer for a brief cutscene of him carrying you in a box into the factory.
Now from here on you will have security drones on patrol, none of these are particularly hard and so just be patient with your timing. You can skip the first secruity drone in the the forth room, by walking around the crates near the lever for the shortcut back. Same advice for the Residential Area, just take your time and remember the layout from your previous visits.
Now very final advise is to play with a fresh save file and not restart from the beginning using Chapter Select. I had to complete this twice because the trophy didn't pop up and here is the second video as proof. Either video will help you out, neither were cutting it too close, so I hope you all have a quick and easy run.
https://www.twitch.tv/videos/1536648301?filter=archives&...
There isn't much guidance I can provide you when it comes to nailing this speed run. My main suggestion would be to make this the only trophy you go for, as attempting anything else may eat into your time and cause you to have to attempt this trophy all over again.
I would also suggest that you go for this trophy after you have beaten the game for the first time, this way you will have a good idea of level layouts, where you need to go, and what you need to collect to progress. If there are any levels you are finding tricky I would maybe play those chapters a couple of times so that you feel more confident ahead of your speed run.
With that, I wish you good luck! From my time in Stray I don't think this is too tricky once you know what you are doing! Just stay calm, avoid the Zurk's, and thrive!
I would also suggest that you go for this trophy after you have beaten the game for the first time, this way you will have a good idea of level layouts, where you need to go, and what you need to collect to progress. If there are any levels you are finding tricky I would maybe play those chapters a couple of times so that you feel more confident ahead of your speed run.
With that, I wish you good luck! From my time in Stray I don't think this is too tricky once you know what you are doing! Just stay calm, avoid the Zurk's, and thrive!
Here's a guide for the I Am Speed Trophy. I do it in 1:35:40 by the in game timer so there is plenty of room to spare.
I see a few other guides in this forum already, but I wanted to share mine regardless. I do... By some miracle... Manage to get the Can't Cat-ch Me trophy in this run too . So the chapter 2 timestamp might help some people struggling with that.
I see a few other guides in this forum already, but I wanted to share mine regardless. I do... By some miracle... Manage to get the Can't Cat-ch Me trophy in this run too . So the chapter 2 timestamp might help some people struggling with that.
As I'm not a fan of video guides, I used https://platget.com/guides/stray-i-am-speed-speedrun-checkli... which gives you a written reminder of what you need to do if you have played through the game once already and just need a reminder of the process. I finished in 1hr45 including 3 deaths and a 3 minute reset due to an NPC not moving when they were required to do so to progress in the story.
Argh! Speedruns! Why oh why! Thankfully, the Stray speedrun isn’t too bad at all. Completing an 8-hour game in 2-hours might seem impossible, but honestly, it’s not at all. Obviously don’t attempt this on the first run-through, as Stray is meant to be an exploration game, one you take your time with and hunt out all the secrets. Plus, on your second run you’ll know all the solutions to every puzzle, you’ll know your way through the factory without being detected. You’ll know everything. And even if you forget, don’t sweat it, there’s plenty of wiggle room. A good run, for instance, you’ll do in 1 hour 30 minutes, meaning there’s 30 minutes of wiggle room for failures, moments where you forget and wrong routes, etc.
One of the biggest tips is to always keep on the move. For instance, during Midtown when you have to move a couple of robots back onto the beaten path and they’ll take a while to walk there, use that downtime to set yourself up for other things that you need to do. i.e. using the example above: Earlier in the level when have to find Clementine, speak to Simon in the Residency to initiate the tape side-quest. Then, knock the cameras out on the way up to Clementine. Two birds, one stone. Then, when you have to get the Worker Helmet and Worker Jacket, you can nip in, put the tape in, then go and wake the delivery guy from the bar. While he’s on his way to the bar, go back and get the Worker Jacket, now that the shop worker has moved, and then run back to the hat shop and hopefully the delivery worker is just turning up.
I’d also recommend tapping as opposed to holding it when going vertically, as sometimes the game will drop you down instead of up when doing this, and that can cost valuable seconds.
Like I said though, it’s easy. You have loads of time, don’t sweat it. And if you do struggle and forget a puzzle solution, fear not, pause it and look it up. We’ll likely have the solution here on the site. Check the bottom of the page for a list of all our guides and walkthroughs.
The speerun is based off the playtime on the individual save. Thanks to Gage for this information.
One of the biggest tips is to always keep on the move. For instance, during Midtown when you have to move a couple of robots back onto the beaten path and they’ll take a while to walk there, use that downtime to set yourself up for other things that you need to do. i.e. using the example above: Earlier in the level when have to find Clementine, speak to Simon in the Residency to initiate the tape side-quest. Then, knock the cameras out on the way up to Clementine. Two birds, one stone. Then, when you have to get the Worker Helmet and Worker Jacket, you can nip in, put the tape in, then go and wake the delivery guy from the bar. While he’s on his way to the bar, go back and get the Worker Jacket, now that the shop worker has moved, and then run back to the hat shop and hopefully the delivery worker is just turning up.
I’d also recommend tapping as opposed to holding it when going vertically, as sometimes the game will drop you down instead of up when doing this, and that can cost valuable seconds.
Like I said though, it’s easy. You have loads of time, don’t sweat it. And if you do struggle and forget a puzzle solution, fear not, pause it and look it up. We’ll likely have the solution here on the site. Check the bottom of the page for a list of all our guides and walkthroughs.
The speerun is based off the playtime on the individual save. Thanks to Gage for this information.
Argh! Speedruns! Why oh why! Thankfully, this speedrun isn’t too bad at all. Completing an 8-hour game in 2-hours might seem impossible, but honestly, it’s not at all. Obviously don’t attempt this on the first run-through, as Stray is meant to be an exploration game, one you take your time with and hunt out all the secrets. Plus, on your second run you’ll know all the solutions to every puzzle, you’ll know your way through the factory without being detected. You’ll know everything. And even if you forget, don’t sweat it, there’s plenty of wiggle room. A good run, for instance, you’ll do in 1 hour 30 minutes, meaning there’s 30 minutes of wiggle room for failures, moments where you forget and wrong routes, etc.
One of the biggest tips is to always keep on the move. For instance, during Midtown when you have to move a couple of robots back onto the beaten path and they’ll take a while to walk there, use that downtime to set yourself up for other things that you need to do. i.e. using the example above: Earlier in the level when have to find Clementine, speak to Simon in the Residency to initiate the tape side-quest. Then, knock the cameras out on the way up to Clementine. Two birds, one stone. Then, when you have to get the Worker Helmet and Worker Jacket, you can nip in, put the tape in, then go and wake the delivery guy from the bar. While he’s on his way to the bar, go back and get the Worker Jacket, now that the shop worker has moved, and then run back to the hat shop and hopefully the delivery worker is just turning up.
I’d also recommend tapping as opposed to holding it when going vertically, as sometimes the game will drop you down instead of up when doing this, and that can cost valuable seconds.
Like I said though, it’s easy. You have loads of time, don’t sweat it. And if you do struggle and forget a puzzle solution, fear not, pause it and look it up. We’ll likely have the solution here on the site. Check the bottom of the page for a list of all our guides and walkthroughs.
The speedrun is based off the playtime on the individual save. Thanks to Gage for this information.
One of the biggest tips is to always keep on the move. For instance, during Midtown when you have to move a couple of robots back onto the beaten path and they’ll take a while to walk there, use that downtime to set yourself up for other things that you need to do. i.e. using the example above: Earlier in the level when have to find Clementine, speak to Simon in the Residency to initiate the tape side-quest. Then, knock the cameras out on the way up to Clementine. Two birds, one stone. Then, when you have to get the Worker Helmet and Worker Jacket, you can nip in, put the tape in, then go and wake the delivery guy from the bar. While he’s on his way to the bar, go back and get the Worker Jacket, now that the shop worker has moved, and then run back to the hat shop and hopefully the delivery worker is just turning up.
I’d also recommend tapping as opposed to holding it when going vertically, as sometimes the game will drop you down instead of up when doing this, and that can cost valuable seconds.
Like I said though, it’s easy. You have loads of time, don’t sweat it. And if you do struggle and forget a puzzle solution, fear not, pause it and look it up. We’ll likely have the solution here on the site. Check the bottom of the page for a list of all our guides and walkthroughs.
The speedrun is based off the playtime on the individual save. Thanks to Gage for this information.
Argh! Speedruns! Why oh why! Thankfully, this speedrun isn’t too bad at all. Completing an 8-hour game in 2-hours might seem impossible, but honestly, it’s not at all. Obviously don’t attempt this on the first run-through, as Stray is meant to be an exploration game, one you take your time with and hunt out all the secrets. Plus, on your second run you’ll know all the solutions to every puzzle, you’ll know your way through the factory without being detected. You’ll know everything. And even if you forget, don’t sweat it, there’s plenty of wiggle room. A good run, for instance, you’ll do in 1 hour 30 minutes, meaning there’s 30 minutes of wiggle room for failures, moments where you forget and wrong routes, etc.
One of the biggest tips is to always keep on the move. For instance, during Midtown when you have to move a couple of robots back onto the beaten path and they’ll take a while to walk there, use that downtime to set yourself up for other things that you need to do. i.e. using the example above: Earlier in the level when have to find Clementine, speak to Simon in the Residency to initiate the tape side-quest. Then, knock the cameras out on the way up to Clementine. Two birds, one stone. Then, when you have to get the Worker Helmet and Worker Jacket, you can nip in, put the tape in, then go and wake the delivery guy from the bar. While he’s on his way to the bar, go back and get the Worker Jacket, now that the shop worker has moved, and then run back to the hat shop and hopefully the delivery worker is just turning up.
I’d also recommend tapping as opposed to holding it when going vertically, as sometimes the game will drop you down instead of up when doing this, and that can cost valuable seconds.
Like I said though, it’s easy. You have loads of time, don’t sweat it. And if you do struggle and forget a puzzle solution, fear not, pause it and look it up. We’ll likely have the solution here on the site. Check the bottom of the page for a list of all our guides and walkthroughs.
The speedrun is based off the playtime on the individual save. Thanks to Gage for this information.
One of the biggest tips is to always keep on the move. For instance, during Midtown when you have to move a couple of robots back onto the beaten path and they’ll take a while to walk there, use that downtime to set yourself up for other things that you need to do. i.e. using the example above: Earlier in the level when have to find Clementine, speak to Simon in the Residency to initiate the tape side-quest. Then, knock the cameras out on the way up to Clementine. Two birds, one stone. Then, when you have to get the Worker Helmet and Worker Jacket, you can nip in, put the tape in, then go and wake the delivery guy from the bar. While he’s on his way to the bar, go back and get the Worker Jacket, now that the shop worker has moved, and then run back to the hat shop and hopefully the delivery worker is just turning up.
I’d also recommend tapping as opposed to holding it when going vertically, as sometimes the game will drop you down instead of up when doing this, and that can cost valuable seconds.
Like I said though, it’s easy. You have loads of time, don’t sweat it. And if you do struggle and forget a puzzle solution, fear not, pause it and look it up. We’ll likely have the solution here on the site. Check the bottom of the page for a list of all our guides and walkthroughs.
The speedrun is based off the playtime on the individual save. Thanks to Gage for this information.
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