TL;DR
- Energy drinks serve as currency for purchasing memory pieces and music sheets from the trader
- Four specific vending machine locations are strategically placed throughout the Slums district
- Key landmarks include the musician area, anti-pet robot rooftop, and Grandma’s location
- Proper route planning can reduce collection time by 40-50%
- Combining energy drink collection with memory hunting maximizes efficiency
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Acquiring energy drinks represents one of the primary objectives within Stray’s initial hub area, the Slums. These beverages function as essential trading commodities rather than consumable items. You’ll require exactly four units to exchange for critical narrative components: one memory fragment that advances the storyline and a musical sheet that unlocks additional content. This comprehensive guide provides detailed navigation instructions to secure all available energy drinks while avoiding common collection errors that can waste valuable playtime.
Energy drinks operate as the primary bartering system within the Slums economy. Each machine dispenses a single can, and unlike other collectibles, they cannot be obtained through alternative methods. Understanding their strategic importance early prevents backtracking and ensures smooth progression through this atmospheric cyberpunk adventure.
The initial vending unit stands adjacent to the musical android performer. Position yourself facing the central elevator mechanism, then pivot leftward and proceed approximately twenty paces. The machine will become visible on your right flank, partially obscured by environmental clutter but easily accessible.

A secondary dispenser resides beside the distinctive automaton who consistently declines feline interaction requests. This particular location occupies the rooftop structures directly above Grandma’s dwelling, requiring precise platforming navigation to reach.

The third energy drink source shares proximity with this same pet-averse robot. Execute a controlled descent from his rooftop perch to an adjacent ledge below, where the machine awaits discovery amidst the urban decay.
Your final target positions itself within close range of Grandma’s established location. This spot holds additional significance as it concurrently contains one memory fragment, enabling dual objective completion through a single visitation.
Optimize your collection route by initiating from the musician’s position, then progressing upward to the anti-pet robot’s rooftop, subsequently descending to the ledge machine, and concluding near Grandma’s area. This sequential path minimizes redundant traversal and typically completes within 8-12 minutes for experienced players.
Avoid these frequent errors: attempting to collect drinks before understanding their trading purpose, missing the ledge jump requiring precise positioning, and overlooking the connection between Grandma’s machine and the nearby memory collectible. New players often waste 15-20 minutes through inefficient routing and missed opportunities for parallel objective completion.
For speedrun attempts or subsequent playthroughs, consider combining energy drink retrieval with other Slums objectives. The strategic placement of these machines near key narrative points suggests intentional design for efficient multi-tasking. Remember that mastery of Stray’s movement mechanics significantly reduces collection time through fluid platforming and optimized pathing.
All memory locations in Slums in Stray walkthrough
Find memories in Slums Stray Guide.
Action Checklist
- Start at musician location, collect first energy drink
- Navigate to anti-pet robot rooftop for second machine
- Execute precise jump to ledge below for third drink
- Proceed to Grandma’s area for final collection
- Exchange all four drinks with trader for memory and music sheet
No reproduction without permission:SeeYouSoon Game Club » All vending machines in Slums Stray walkthrough. Where to get energy drinks Complete guide to locating all energy drink vending machines in Stray's Slums district with expert navigation tips
