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Stray: How To Complete Chapter 11 – Jail

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Stray: How To Complete Chapter 11 - Jail

In this guide, we’ll be telling you the walkthrough of the 11th chapter of the Stray game.

How To Complete Chapter 11

Clementine and B-12 will be trapped and you’ll need to find them and free them. When the chapter starts, you’ll get out of your cage and get out of the door, but the sentinels will be watching. When you get out of the door there’ll be a yellow conditioner on the left side of the door, jump on it and make your way to the closed gate. Then wait for the sentinel to move and go to the other side. You’ll see some blocks ahead, jump on them and go to the upper floor and you’ll find Clementine. She’ll tell you to grab the keys from the office in front. There’ll be a door ahead on your right, go in there and go out of the window of that room then come in from the window of the office, grab the keys and then go back from the same route. Go to Clementine and give her the keys, she’ll open the door of her cell. She’ll use the keys to open the gates ahead as well. Then there’ll be a cutscene where you’ll see that B-12 is in a cage with lasers all around it and sentinels guarding it. You and Clementine will make your way down and then you’ll have to free B-12 from that cage.

How to Rescue B-12

Go through the windows and jump on the boxes and then on the metal pipes to cross through the lasers. Then you’ll see the moving lasers, just walk behind the lasers and hide behind the table from the sentinel. When the sentinel goes away. Jump on the conditioner and when the lasers go ahead, jump down and cross it. Then go to the left side and pull the lever to disable the lasers. Then cross through the sentinel. When the sentinel goes to the right side, jumps through the window, and hides under the table. Then go to the cage and grab the B-12 then run straight and there’ll be a window on your right. Go through the window and go back to Clementine. B-12 will boot up and you’ll get all things back. Hack door in front with B-12. Then you’ll come across a closed door and to get through that, you need to push down the bricks from the trash can and Clementine will take a brick and break the window above. Go and interact with Clementine and she will boost you up on the window. Go into the room and pull down the lever for Clementine.

Stray: How To Complete Chapter 11 - Jail

You’ll reach in open ground and the sentinels will be guarding it. You’ll have to lock down the sentinel in the cell on the left. Hack the door and go into the light of sentinel and bring it to the cell and run out from the cell and hack it again to close the door. Wait for Clementine and go through the next door. There’ll be two sentinels and there’ll be only one cell but it’ll have two locks that will unlock the door or close it. Keep the one door close and go into the light of both sentinels and let them follow you to the cell. Make a round in the cell and go out of the cell and hack the door to close it. Clementine will open the door ahead but the next door will be closed so, go to the right and there’ll be an open vent. Go through it and pull the lever to open the door.

How to Get Out of jail

You’ll see a big door with EXIT written above it but you’ll need to open it from the control room on the right. To get to the control room, interact with the door of the Rickshaw Vehicle near and it will have keys inside the door. Clementine will reverse the Rickshaw for you and you’ll be able to jump through the back into the control room. Pull down the lever to open the door but as you open the door, sentinels will come for you so, just run back the way you came from and jump your way through it but Clementine will start to drive the vehicle, you’ll have to run to the vehicle and jump on it to escape from the jail. Then a cutscene will play in which Clementine will drop you back at the substation and give you the keys to the subway.

Go to the substation and you’ll have to power up the station by placing the Atomic Battery. Go to the right side of the subway and you’ll see the main power box ahead and its light will be red. Follow the wires coming out of it and it will take you down the stairs and all the way back. Place the Atomic Battery and the power of the station will come online. Go to the subway and insert the keys to start and the last chapter of the game will start.

Guide

The Spirit and The Mouse: The Old Man and The TV (Quest) – Walkthrough

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The Spirit and The Mouse: The Old Man and The TV (Quest) – Walkthrough

After meeting Lumion the Spirit and getting to East Street of the Town, you’ll get a quest named “The Old Man and the TV” in which you have to fix the Antenna above the Café. Lumion will tell you to help the Old Man because happiness gives spirit power.

In this guide, we’ll tell you how to complete the Old Man and the TV in the Spirit and the Mouse.

The Old Man and The TV

After listening to the conversation between the Old Man and the Bartender, Lumion will tell you to help the Old Man by fixing the Antenna so he can watch his show. Look in front of the Café and you’ll see chairs. Go towards the chairs and jump on one of the chairs and then jump on the platform. You’ll see dialogue on the screen which will tell you to shock the glowing objects. Press Y to shock the objects and you’ll get Energy. Shock all of the objects on the Platform to gather the Energy and then go to the left side and jump up then jump up on the right side and follow the path. Go up the platform and go to the right side.

Keep shocking the objects to gather the Energy. You’ll see a pattern on the wall that you can climb up. Climb on the pattern and then leave when you reach the next platform. Go straight on the path and you’ll meet the Kibblin-Box. The Kibblin-Box will require 25 Energy to turn on the East Antenna. You need to gather the Energy by shocking the Glowing objects in the area. You can get 25 Energy by shocking all of the objects on your path to the roof. Shock all of the plants and objects on the roof to gather the Energy. Once you’ve 25 Energy, interact with the Kibblin-Box again and feed him the Energy.

The Spirit and The Mouse: The Old Man and The TV (Quest) – Walkthrough

After feeding him the Energy, he’ll tell you to help 2 Kibblins in the area and he’ll be able to power up the Antenna. He’ll remove the Camouflage of the Kibblins so you can see them. One of the Kibblins will be standing on the roof. Go and talk to him and he’ll tell you to rotate the Antennas to align them in the direction of the East Antenna. Go down and you’ll meet the other Kibblin that will tell you to find 5 Fallen Letters so he can put them back in the mailboxes. After rotating the Three Antennas and finding all of the Fallen Letters, return to the Kibblins and they’ll return to the Kibblin-Box and the Kibblin-Box will be available to Power Up the East Antenna.

The Spirit and The Mouse: The Old Man and The TV (Quest) – Walkthrough

Return to Kibblin-Box on the roof and talk to him, select the option “Do It” to activate the Antenna. A cutscene will start in which the Antenna will turn back on and the show will start on the TV. Go down to the Café and listen to the conversation. After that, Happiness will appear on the floor. Grab the Happiness to finish the quest.

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The Spirit and The Mouse: The Spirit and The Mouse (Quest) – Walkthrough

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The Spirit and The Mouse: The Spirit and The Mouse (Quest) – Walkthrough

After reaching the Top of the Electric Pole, Lila the Mouse will get struck by lightning and fall down in the Townhall. Lila the Mouse will survive but she will hear a spirit talking to her.

In this guide, we’ll tell you how to complete the Spirit and the Mouse quest in The Spirit and the Mouse.

The Spirit and the Mouse (Quest)

Lila will start to hear a Spirit in her head when she gets conscious. She’ll realize that her body has changed and a Spirit is calling her back again on the Electric Pole. After the incident, Lila has now powers that will let her move quickly through the Electrical Wireboxes. The Spirit’s name is Lumion and he will tell Lila to use the Electrical Wirebox to come back up on the Electric Pole. Go near the Electrical Wirebox and interact with it to move to the other Electrical Wirebox. Go to the right side and Shock on the Electric Rod to free the Spirit.

The Spirit and The Mouse: The Spirit and The Mouse (Quest) – Walkthrough

After freeing the Spirit, dialogues will start and after the dialogues, The Spirit will tell you to go to East Street of the Town. Go back to the Electrical Wirebox you came up from and use it again to go down. Go towards the main gate of the Townhall to go to East Street. When you reach the door, you’ll see two wooden planks on the bottom level of the door, use the Shock power to remove the planks and enter East Street. A cutscene will play in which you’ll get to see the whole Residential Area.

The Spirit and The Mouse: The Spirit and The Mouse (Quest) – Walkthrough

After the cutscene, go to the right side and climb up to the outside of the window of the Café. You’ll need to listen to the Old Man and the Bartender and the quest will be ended.

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The Spirit and the Mouse: The Lightning Rod (Quest)– Walkthrough

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The Spirit and the Mouse: The Lightning Rod (Quest)– Walkthrough

There is a huge thunderstorm in the town and Lila the mouse had a long night. The mouse has come to a town named Sainte-et-Claire. The Mouse is going through the streets of the town and hears the villagers of the town from outside their houses. One of the villagers has lost her favorite Scarf and the Scarf has flown away and got stuck on top of the Pole. Lila the Mouse has thought to bring back the Scarf to the Villager to make a change in this town.

In this guide, we’ll tell you how to complete the Lightning Rod in The Spirit and the Mouse.

The Lightning Rod

The Scarf of the Villager is stuck on top of an Electric Pole and you have to climb up on the pole to get Scarf back. You’ll reach South Square which is Sainte-et-Claire Townhall. Once you get control of the mouse again, you need to go straight and climb on the platform in front. You need to climb the off-white pattern on the platform to reach the upper floor of the platform. Press the jump action to grab the pattern and start going up and you’ll reach a metal platform.

lightining

Go to the right side and go up from the Wooden planks, jump on the box and you’ll see a fuse box. Go right from there and you’ll reach the Electric Pole. Once you get there, a Cutscene will start in which Lila the Mouse will climb the Electric Pole and start freeing the scarf from the pole. The Thunderstorm gets wilder and a Lightning Strike will hit Lila and the quest will be ended there.

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