My Memory of Us guides

My Memory of Us Walkthrough - Chapter Route and Stealth Tips

A spoiler-light My Memory of Us walkthrough covering chapter flow, stealth timing, partner puzzles, and memory cleanup habits.

On this page

My Memory of Us is a short puzzle-platform adventure built around two children who solve environmental problems by using different strengths together. The girl handles speed and several ranged interactions, while the boy slips through restricted spaces and sneaks past robot patrols.

This walkthrough focuses on chapter flow, puzzle order, stealth timing, and collectible-safe habits. It avoids heavy story detail and keeps the game’s war setting non-graphic.

Route Overview

Think of My Memory of Us as four gameplay blocks.

The opening block covers the bookshop, first meeting, and early home sections. These chapters teach interaction prompts, pushing objects, hand-holding, the girl’s faster movement, the boy’s sneaking, and simple environmental puzzles.

The second block runs through the first major separation and the city stealth chapters. You still solve small puzzles, but now they are layered with patrol routes, limited safe spots, and gates that only one child can reach from the current angle.

The third block is the most mechanical part of the game. The middle and late chapters mix lever placement, slingshot shots, key steals, switch timing, moving cover, and wire-routing sequences. Most restarts happen here because rushing creates more work than moving carefully.

The final block is shorter, but it still expects you to read the room, finish setup interactions in order, and treat every ladder, platform, and hiding spot as part of one final route.

Essential Tips

1. Use hand-holding as your default state

Whenever the chapter does not clearly require separate actions, keep the children together. Holding hands is the game’s safe baseline because it keeps both abilities available, reduces confusion during transitions, and makes it easier to read when the puzzle wants you to split them up.

2. Read the room before you move the first object

Most early puzzles are solved by noticing the one interactable prop that obviously changes the room state: a bell, ladder, lever, valve, crate, or poster. Do a fast screen sweep before dragging anything around. The right object is usually visible before you commit.

3. Let the boy scout restricted spaces

If a chapter places a robot guard, narrow passage, or one-child-only doorway in front of you, assume the boy should test that route first.

4. Treat stealth like rhythm, not speed

The safest stealth chapters are solved by waiting one beat longer than you think you need. Patrol routes are generous when you move on the guard’s turn-away animation instead of trying to cut in early. If you are caught repeatedly, your timing is probably too fast rather than too slow.

5. Check side alleys before ending a stealth screen

The memory collectibles tend to sit just off the main route rather than inside long optional branches. If you see a side gate, upper platform, or short detour that opens during a stealth chapter, peek into it before crossing the obvious story trigger.

6. Use the girl’s shots to set up the boy’s path

Several midgame rooms rely on the girl hitting a target so the boy can move through the safe lane it creates. When a room has both a slingshot prompt and patrolling robots, solve the line of sight first.

7. Reset mentally after each room change

This game likes to finish one puzzle cleanly and then start the next one immediately in the neighboring room. Do not carry the last room’s logic forward by habit. Pause for a second on every new screen and ask what changed: a new guard angle, a ladder, a machine, a broken route, or a new solo path.

Chapter Walkthrough

Chapters 1-4: Learn the interaction language first

The Prologue teaches the game’s puzzle grammar. In the bookshop sequence, move right, ring the bell to wake the elderly shopkeeper, then shift the wheeled ladder until the red ends meet. Climb, jump the book pile, take the red book, and bring it back down.

The next chapters keep building on that same rule. During the first meeting and home sections, stay together unless a clear solo lane appears, and finish the obvious environmental task before you test every corner of the map.

These early chapters are also where you should start checking for memories. The first collectible is close to the route you already need, and later early-game memories are usually visible if you sweep the ground floor or far edge of a building before leaving.

Chapters 5-8: Separate jobs and cleaner stealth

Once the city tightens up and robot patrols become a real obstacle, the route becomes more specific. Let the boy handle sneaking jobs, then bring the girl through once the door, gate, or path is safe. If a puzzle seems to stall, look for the point where the two children need to stop acting as one unit.

Chapter 8, “Changes, changes, changes,” is the first long mechanical checkpoint. Enter the familiar bar as the boy, solve the drunk robot’s security puzzle, and take the lever that drops out. Back outside, use the lever at the wall mechanism near the last poster, then chain the platform and slingshot actions in order. After that, steal the key by cutting the water, opening the gate for the girl, and moving the chest together before the long stealth section begins.

For the park stealth route, patience matters more than precision. Wait for stationary guards to turn, use the open gate before the lion statue for an optional memory, and treat the tree hideout as a required reset point. Later in the same chapter, steal the lever from the guard, install it in the nearby machine, and use the mirror only after you have the guard facing the correct direction.

Chapters 9-14: Expect machine puzzles, not combat

The middle chapters shift from street sneaking into more device-driven puzzles. These rooms are about using switches, valves, and wiring correctly while still respecting stealth spacing.

The best example is “The Leviathan.” Start by powering the first door through the wire panel. In the next room, route power toward the wrench, collect it, then return to the earlier setup so you can keep the path open and continue. Once you reach the stealth room with buttons and moving cover, do not run it in one motion. Fire the first target to create cover, fire the second to start the moving obstacles, then walk the boy cover to cover as the patrol passes.

If a machine puzzle gives you multiple interactable nodes, look for the smallest change that opens a new path instead of trying to understand the whole room at once.

Chapters 15-18: Finish carefully and sweep the last side paths

The late-game chapters are shorter, but they still rely on clean sequencing. In “The Return,” use the cover points and enemy dead zones slowly, then help the boy climb the briefcases, search for the girl’s mascot, and bring it back before continuing. When the route opens into the damaged building, check the upper path for the chapter memory before you commit to the next ladder and platform sequence.

The final chapters are more about finishing each interaction in the right order than solving a brand-new system. If you reach the Epilogue, go down, push the grandparents toward each other, then connect the torn photographs with the directional input prompt.

Treat the last four chapters as cleanup-sensitive. Look for one last side route before every big transition, and remember that missing a memory or chapter-specific achievement is usually faster to correct with a checkpoint restart than with a full replay later.

Common Mistakes to Avoid

  1. Do not separate the children too early - Most rooms are easier when you stay linked until the puzzle clearly asks for solo work.
  2. Do not rush guard patterns - Waiting for the full turn-away animation is safer than trying to cut the corner.
  3. Do not ignore the first obvious interactable - Bells, ladders, valves, levers, and posters usually start the correct chain.
  4. Do not leave stealth screens without a side-path check - Many memory pickups sit one short detour off the main route.
  5. Do not solve machine rooms all at once - Open one path, take the new tool, then reevaluate the room.
  6. Do not send the girl first into restricted lanes - The boy usually clears the path before she crosses.
  7. Do not panic during moving-cover rooms - Those sections are about timing and patience, not fast reactions.
  8. Do not overcomplicate the ending rooms - The final chapters still use the same one-room, one-state-change puzzle logic as the opening.

Summary

CategoryTop Tip
Partner controlKeep the children together until the room clearly demands a split
Early puzzlesFollow the first meaningful object interaction before experimenting
StealthMove after guards turn away, not before
Midgame routesLet the boy unlock or scout restricted areas first
Machine roomsSolve for one new opening or tool at a time
CollectiblesCheck short side paths before crossing obvious chapter exits
Late chaptersSlow down and finish each setup in order
EndingTreat the last rooms like simple environmental puzzles, not cutscenes

Did this answer your question?

Your feedback helps keep the useful answers visible.
Community notes0

No community notes yet.

Sign in to contribute

Sources

5 checked for this guide

Every factual claim in this guide was checked against at least two independent sources before publication. These are the references used for My Memory of Us.

  1. [S1] Steam - My Memory of UsOfficialstore.steampowered.com
  2. [S2] Xbox Store - My Memory of UsOfficialxbox.com
  3. [S3] PlayStation Store - My Memory of UsOfficialstore.playstation.com
  4. [S4] Gamepressure - My Memory of Us WalkthroughCommunitygamepressure.com
  5. [S6] Nintendo World Report - My Memory of Us Switch ReviewCommunitynintendoworldreport.com