Stray: Entry 8 - Doc’s Defluxor
Beyond the fence, the space opens into something that feels truly outside the city. We stand at the base of a massive wall that towers multiple stories above us, its surface scarred by age and neglect.
The sight triggers another memory in B-12.
"I remember, it was a symbol of the division between those in the Slums and in Midtown. That and the fact that they kept throwing their garbage down here. What a horrible thing to do. Maybe that's why they failed."
Running parallel to the wall are deep drainage ravines carved sharply into the ground, like artificial canyons gouged from concrete and stone. They offer the only path forward. To reach them, we slide down a steep slab of cement, losing our footing before landing in the channel below.
Thin streams of murky water trickle through the ravines, layered with grime and choked with rusted grates, broken pipes, and debris washed down from above. This place was never meant for living—only function. And yet, moss, algae, and aquatic plants cling stubbornly to the water’s edge, finding life where none was intended. High overhead, faint artificial light filters down from unseen sources, barely illuminating our path as we move deeper into the shadows.
But we were not alone. Ahead of us, a cluster of Zurks skittered across the ravine floor, their orange eyes flickering in the dim light. There was no way around them—the only path forward cut straight through their territory.
I let out a sharp meow, drawing their attention. The Zurks swarmed toward me in a writhing wave, and at the last possible moment I darted across the ravine before breaking into a full sprint.
More Zurks poured in ahead. I weaved and twisted through them, serpentine and fast, as they hurled themselves at me. I leapt onto narrow metal walkways, bounded over rusted barrels, and scrambled across slick pipes while they snapped at my heels.
The path narrowed into what looked like a dead end. The Zurks closed in. Then, as I skidded around the edge of the walkway, I spotted a small tunnel—barely wide enough for me. I dove into it without slowing, claws scraping metal as the Zurks slammed uselessly against the entrance.
I burst out the other side and kept running, scaling a tall wall in two quick jumps. From there I landed on a rickety cart perched on rails along the ravine. The moment my weight hit it, the cart lurched forward, careening wildly down the track. It rattled and screamed as it raced through swarms of Zurks below, scattering them in every direction.
The ride ended abruptly. The cart slammed into a short barrier and stopped dead. I was launched into the air, tumbling end over end before crashing into the ravine below. Pain shot through my side as I hit the ground hard.
For a moment I stayed still, catching my breath. Then I pushed myself up and limped forward. The pain lingered—but slowly faded, replaced by the steady rhythm of my breath and the hum of survival. I wasn’t done yet.
Using a tipped-over truck, I climbed onto a series of exposed pipes running along the wall. From there, I hauled myself up and out of the ravine, slipping through a bent fence and into a quieter stretch beyond.
Ahead stood a small hut beside a wide, lake-like pool of thick green water, its surface coated in scum and algae. Inside the hut sat a robot, motionless and rusted, holding a fishing rod poised over the water as if frozen mid-task.
The sight made the air feel heavier.
Something about it stirred B-12—and another memory began to surface.
"The scientist I used to work for always said he wanted to retire to a little cottage, fishing all day long. Of course that was not a possibility in the city and nobody could have done that for at least a hundred years. When we get to the Outside, what if we found ourselves a little cottage with a harmless fishing rod and a lot of books? I think that's what the scientist would have wanted."
With no clear path forward, I retraced my steps and climbed a low wall that opened into a broad courtyard nestled between abandoned apartment buildings. The space felt strangely still, as if it had been forgotten by both the city and the Zurks.
Surrounded by decaying facades, the courtyard held remnants of life: a weathered merchant cart, a wooden framework arranged into what appeared to be a makeshift garden. At one end, an open ravine yawned wide, spanned by a broken metal bridge.
A long yellow wire stretched across the courtyard, trailing away from a small generator tucked near the center of the space. As I padded closer to inspect it, I nearly jumped out of my skin—a Zurk suddenly thrashed inside the barrel of an old washing machine nearby, trapped but very much alive.
Curiosity pulled me onward. I followed the yellow wire as it crossed a narrow ravine and disappeared into a back alley thick with Zurk growth, its walls slick with organic residue. The wire led straight through an open window.
I leapt inside and found the cable plugged into another generator humming softly in the corner. Directly across from it stood a metal cage containing three live Zurks, their bodies writhing and clicking as they strained against the bars. A staircase led downward into another room, and I followed it, jumping up onto a cluttered desk.
The sudden movement startled a Companion so badly that he toppled backward out of the chair he had been sitting in.
He scrambled to his feet, adjusting himself as he stared at me in disbelief. He wore a lab coat, and his eyes—large and round—resembled magnifying goggles. Wires sprouted from his head at odd angles, giving him the appearance of wild, unruly hair.
"Wait...you are no Zurk. Who are you? That’s my badge you're wearing. How did you find it? Did my son send you? Oh Seamus, you clever boy! I’ve been alone here for ages. I came here to test my Defluxor, but it didn’t go as planned. I wish I could go back home. I miss my son dearly. You can have a look around the house if you want. But I have no idea how to escape this place. These Zurks will attack as soon as we step outside."
As he spoke, I wandered the room, my eyes drawn to a strange mannequin propped against the wall. Its body was stiff and human-shaped, but its head was nothing more than an overturned bucket.
The sight of it sent a sudden jolt through B-12.
"I've seen humans wear costumes like this. They were small and running around making lots of noise. Oh yes, I remember now. They were children. The streets felt much more alive with them. Even with the difficulty they brought, the adults seemed to love them very much. Doc says he misses Seamus, is that the same thing?"
I continued exploring the apartment and hopped onto a workbench where a strange device lay waiting. It looked like a specialized flashlight—compact and heavy. I pawed at it, knocking it slightly against the metal surface to get Doc’s attention. He spun around immediately, alarm flashing across his face.
"Hey! Be careful with that Defluxor! At full charge it can explode Zurks like confetti. This baby needs 1.21 Gigowatts to work, and the only thing around here with that kind of juice is the Generator outside the house. The problem is that it won't start. I think a fuse blew. And with all the Zurks around, it's too dangerous for me to go out and fix it. I'm not fast enough but you just might be! If you can reach the Generator and replace the Fuse, I should be able to get the Defluxor recharged!"
He guides me to a window overlooking the courtyard below. From here, the generator is clearly visible.
"Here, take this Fuse. It’s brand new. Turning on the Generator will be loud, so expect some Zurks. Once you fix the Generator, I should be able to charge and kickstart the Defluxor! You just need to follow this cable, change the Fuse, then meet me back here. Best of luck!"
With the fuse secure, B-12 and I head back out into the courtyard. I scramble across the open ground, following the yellow cable straight to the generator. Sliding the fuse into place, I flip the switch.
The machine roars to life with a deafening buzz.
Almost instantly, Zurks begin spilling out from the surrounding buildings, dropping from ledges and crawling from cracks in the walls. Panic surges through me—but then a beam of brilliant purple light slices through the courtyard. From the upper window, Doc fires the Defluxor, its energy blasting the Zurks apart, clearing a temporary path.
I sprint.
The broken metal bridge ahead is crawling with Zurks, their bodies piling atop one another. I hesitate only a second—then Doc sweeps the Defluxor across the bridge, vaporizing them just in time. I dash across the ravine, leap through the open window, and skid into the apartment, safe once more.
When Doc sees me, he throws his arms into the air in triumph. His gaze then locks onto B-12, curiosity flickering into excitement.
Seeing B-12 sparks an idea. With quick, practiced movements, Doc begins tinkering at his workbench, modifying the Defluxor’s housing and power interface. Sparks fly, tools clatter, and moments later he steps back, satisfied.
He’s done it.
The Defluxor can now be carried remotely by B-12.
Now we can fight back against the Zurks.
With our new ability, Doc is eager to return to the Slums and see his son. He leads us to a back door in the apartment that opens into a fenced-off exterior area. Zurks immediately hurl themselves at the fence, clicking and clawing as they try to reach us. At Doc’s insistence, we test the remote Defluxor with B-12. When B-12 shines the focused beam, the Zurks burst apart with a satisfying pop, dissolving into puddle of organic material.
Satisfied with the results, Doc unlocks the fence and guides us along a narrow walkway toward a heavy garage door set into the base of the massive wall. He warns us that the area beyond is crawling with Zurks, and that we’ll need to be ready. But when he tries to open the door at a nearby panel, nothing happens—the power is out. To raise the door, we’ll have to restore power from inside the tunnel.
Nearby, a vent offers a way in. We roll a barrel beneath it so I can leap up and slip through. Inside, the corridor glows an ominous red, industrial and claustrophobic, its walls slick with grime. I move as quietly as I can, my paws barely touching the metal floor.
The moment I activate the power switch, the silence shatters. Zurks pour out from every direction—vents, cracks, and shadows—flooding the corridor. I sprint forward as fast as I can, zigzagging through the narrow space while B-12 activates the Defluxor in short bursts to keep it from overheating. Light flashes, Zurks pop and scatter, and I keep running until the corridor finally falls silent.
With the power restored, we raise the garage door. Outside, Doc is already under attack, Zurks clinging to him and snapping at his limbs. B-12 fires the Defluxor, blasting them away just in time. More Zurks rush in, but this time we don’t retreat—we push forward, clearing them out together until the area is finally still.
We escort Doc safely back through the corridor and to the sealed door leading into the Slums. Doc opens it, and on the other side we see the Guardian speaking with Seamus. When Seamus spots us, he rushes forward. He and Doc meet in the doorway and wrap each other in a long, emotional embrace, their relief palpable even without words.
Back in the village center, at the base of the towering elevator, The Guardian thanks us for finding Doc and tells us that Momo is already waiting for us—down in the sewers.