When I cracked into Stray for the first time, I didn’t think I’d have to worry about how best to zig-zag, juke, and even “drift” as a cat — but when a coveted trophy is on the line, everything’s on the table. Half an hour of failed attempts and several slow-mo guide videos later, I’ve finally gotten Can’t Cat-ch Me, a simple yet deceptively hard trophy.
It’s one of the earliest trophies/achievements you can (theoretically) get in Stray, but I’m here to say that it might be best to save it until after you’ve finished the game. It could put you into a sour mood if you try to force it, so don’t let it gnaw away. Come back later.
**Spoilers below**
In the second chapter, there’s a tense chase sequence on the city streets with Headcrab-esque creatures called the Zurks. They’ll scurry, leap, and glom onto your cat, and if you don’t shake them off quickly enough, that’ll be the end of this journey. Try again.
In a puzzle-solving adventure game that is overwhelmingly chill, these little creeps are very threatening. They’re relentless, as they’re meant to be, and that works well in the context of the ruined city’s story. But when it comes to this trophy, the struggle is real.
The chase sequence is about a minute long — how hard could it be? I feared the two-hour speedrun more than anything else, but that seems way less stressful by comparison; there’s room for error, at least. Here, you have to memorize every rushdown and pray.
In general, zig-zagging is the play. But sometimes, it’s best to strategically run into a group of Zurks and swerve at the last second. Other times, you might need to take a wide swing from one wall all the way to the other, to draw out certain Zurk leaps. It’s not so much avoiding coming into contact with
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