The Flat is the title of stage 3 of the Stray game.
guides
Last update:22 July 2022
The third chapter ofStrayis entitledThe Flatand is set precisely in a residential block.
Go to acomputer with a large screendisplaying a message asking for help.
Jump up on the desk and startrunning on the keyboard.
You will send random strings of characters, but it will be enough to “establish communication”.
you’re free to reach them in any order.
The first objectis at the top of one of the cabinets.
First, jump on the chair and make a second jump up from it.
The second objectis on the central desk and is used to power one of the computers.
you’ve got the option to easily remove it from the slot.
The third objectrequires two steps.
You must first pull the lever (picture 1).
This will cause the machine to move to the left.
Use it to climb up and reach the ledge with the power source (picture 2).
The fourth objectis in the slot of the machine that you moved to obtain the third power source.
Take it out of the slot.
Delivering 4 itemswill unlock another room.
You have to start climbing here near the inactive robot.
Thanks to them, you will reach the top left shelves.
There is abox that needs to be thrown down.
Aninactive dronewill fall out of the box.
Grab it with the mouth and return to the room.
You mustplace the drone in the machine, which the arrowson the monitor screens indicate.
Getting out of the apartment
Go to thehanging keys - you could ask B-12 to take them.
You willunlock the backpackwhere digitized versions of the items and B-12 memories will be stored.
From then on, there will be new interactions with the environment.
Icons on the backpack screen inform about possible actions.
Reach thelock at the exit from the apartment.
opt for item you have in it and choose to use it (Square).
You will come across a second locked door with an electronic lock.

They require a four-digit combination to be entered.
Explore the first room on the right.
You have to jump onto the ledge on the left with the board next to it.
Push the cancovering the lower right corner of the board.This will reveal the combination for the door - 3748.
Return to the main corridor and reach theinteractive numeric keypad (Digicode).
Press the interaction button to send B-12 there.
Reaching the safe zone
You will finda bucket, which allows a long descent.
Jump into it and wait until you reach your destination.
In the new alley, youwill automatically unlock the first memory of B-12.
This is one of the game’s categories of collectibles, which we described in theSecrets and collectibleschapter.
Resume the linear journey - find new interactive shelves to make jumps.
You have to reach the second bucket and start another run.
A new chase including Zurks will begin.
Zurks will not be able to get there.
Soon you will reach the slums and Chapter 4 will begin.
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