This is a complete walkthrough, with 100% achievements, containing a basic game guide, a list of all NPCs and their requirements, a full list of items and objects in the game.
While most info is here, I may be editing the guide and adding pictures to it.
You are welcome to post things I may have missed in the comments below and I will add them to the walkthough.
This walkthrough contains spoilers. Duh!
What exactly constitutes a spoiler? For a game that is a mix of story and puzzle, any detailed data could give away too much. Knowing what an item does under specific circumstances could be as much spoiler as giving away one the endings of this game, or telling you about the interactions with NPCs. There are sections that are relatively spoiler free in regards to the story, while some sections do contain story spoilers but give away less of the puzzle elements. Prowl with caution pu$$ycat!
In A Street Cat’s Tale you play the young kitten to a street cat. After your mother is the victim of a car crash, you have to survive the next twelve days and find your place in a harsh world, unlocking one of the eleven possible endings.
Except for two endings (5 & 6), all possible endings are unlocked by reaching the maximum intimacy level of 7 with one of the NPCs in the game – only one NPC’s intimacy level can be maxed out per playthrough.
During a total of 13 days (12 + D-day) you have to watch your health and food meter, while you try to gain ever higher intimacy with one of the NPCs, by gifting them items they like, or complete little errands for them. As you prowl the city, you have to avoid being run over by cars, manage your time and resources, complete small quests, make friends and stay alive, as you try to unlock a new ending.
Time – Day & Night
You have a total of 13 days until your playthrough ends. Time progresses by the second unless you talk to a NPC, have a system or info window open, or have pressed pause. Note that clicking outside of the game window (if playing in window mode) does not pause time progression.
Every day runs for four minutes if you don’t do anything. Two minutes daytime and two minutes evening hours. One minute before your time runs out (a quarter day left) a message will appear, warning you that it is getting late. When day switches to evening, the world gets a bit darker. Any daytime-NPCs will disappear and evening-NPCs will appear. It can happen, when you are just about to interact with a NPC, day switches to evening and the NPC is gone; so time your interactions accordingly. Note that if you run out of time and don’t make it back to your cat-home, you will fall asleep where you are and wake up at the usual spot the next day, with your meters starting at a low 20/90. You can advance a day anytime you want, by going to sleep at your cat home.
Health & Food
In A Street Cat’s Tale you have to survive for thirteen days. To survive, you need food and stay relatively healthy. As time progresses, you loose one point of food for every second, if your food meter runs out, you loose health instead, for one points every four second. Once your health reaches zero, you are dead.
You can fill up your meters by eating various foods, or sleeping in your cat home – which regenerates a certain amount [# details needed] of health and food, depending on the upgraded level of your home.
You can drain your meters by eating unhealthy items, being hit by an unfriendly NPC, being run over by a car, or by not sleeping in your cat home.
There are three types of NPCs, cats, humans and a dog. Each NPC has a bar of affection that you can fill up by either being nice (does not work on the mean guy) or by giving the NPC a gift. Once you reach a certain level of intimacy, you have to do something specific to be able to progress gaining affection. In this guide we call these requirements “quests”, for sake of simplicity.
Each NPC has their own story, needs and requirements for you to be able to reach maximum intimacy with them. [link to NPC requirement list]
There is only a limited number of interactions with all NPCs per day – usually two, unless you have a fully upgraded house, which allows for three interactions per day.
While the cats and the dog are available all through the day and evening, humans are either available only during the day, or only during the evening, which makes timing an important factor.
As long as a NPC has a speech bubble over their had, they are interactable. To interact with a NPC, you need to get close enough until a paw appear over them, then you can click on the NPC (clicking on the legs of humans seems to work best). Sometimes a NPC stays interactable, but requires a specific object to progress, so timing and managing the limited amount of possible interactions becomes strategy.
There are various objects in the world you can interact with, usually yielding an item. Those objects are trashcans, boxes, broken bottles, flower patches, shop stalls. Different objects have a maximum amount of interactions available every day, in different objects can yield different items. If you already carry an item, you can not interact with objects, since you can only carry one item at the time. You will find a complete list of all Objects & Items here.[link to Objects & Items list]
There are a range of items in the world that have various effects and many are used to progress through the story. Most items can be eaten, but not all items are healthy and can lower your health meter. Note that you can only ever carry one item at the time – which one is seen in a speech bubble over your head.
There are special items that only appear if you have a specific quest from one of the NPCs. Note that those items can not be eaten or dropped and can only be handed over to the appropriate NPC. If you are not careful, this can even kill you, since you can not eat if you are carrying a special quest item and if you can’t hand it in before your health meter runs out, you walk the rainbow bridge. You will find a complete list of all Objects & Items here.[link to Objects & Items list]
You start your journey with nothing but some old newspapers as sleeping mat. But the first NPC you meet is a rather stranger stray cat in a box who offers you to upgrade your housing, which grants you various benefits. You can upgrade you home three times, with ever more and harder to get items. The first two upgrades grant you a higher health and food meter, and higher amounts of regeneration if you sleep in your home, while the third and final upgrade allows you to interact with all NPCs one additional time per day, which is a huge advantage and time saver. For more details on how to upgrade your home, go here [link to housing WT].
Whenever you cross a street, a car might come around the corner and hit you, draining your health meter. Too many hits and you can die. Try to avoid being hit by cars.
There seem to be a few rules to cars: there are three types of cars, black, brown and red. [I have not done enough tests to know if they have any different attributes, like damage, speed etc. If I know more, I will update this section accordingly – for now, treat them equally].
The red car, unlike the others, will occasionally stop at a crossing. Most other cars seem to just drive through when the lights are red. You can use the lights of the signals as an indicator to know whether a car may be coming through, with green being save to cross and red meaning that a car is about the drive through. Either way, keep your eyes open and don’t get hit too often. Damage seems to rise if you get hit several times in short succession. If you get hit by a car once or twice while your meters are full, you will be fine, but the lower your meters are, the more it hurts.
I highly suggest to upgrade your home first. This is crucial and allows for much more time and less overall survival stress as you regenerate more health and food when you sleep in your home. You also start with higher meters and the final upgrade even allows for three interactions with NPCs instead of two.To do so, talk to Jimmy, the cat in the box, standing right at the starting spot where you wake up every morning.
Jimmy will give you a shopping list of items he needs to upgrade your house. You can talk to Jimmy anytime, for a reminder in what you still need. Note that you can only carry one item at the time and should not forget to eat once in a while too.
Once Jimmy has all the items from the list, you will have to wait for the next day, by either going to sleep right away, or play through the rest of the day normally. The next day, you will wake up, next to your new home, and with Jimmy ready with another upgrade. Once you have fully upgraded your home, Jimmy has no more uses and just hangs out next to your home, creepily standing there in his box…
Making Friends & Finding Food
The two other things you should do is to get to know how to interact with objects and NPCs. Go over to the trash can and when you see a paw, click the trash can. A bubble appears over you head, telling you what item you found. You can click the bubble and eat or drop the item. You can take an item to a NPC and give it to them as a gift, or automatically handing it over if it was for a quest you received from that NPC earlier. Elder Cat, the white cat a little to the southwest, likes leftover fish – if you find one in the trash can, give it to him. You can also act friendly and gain affection that way, or run away and end the interaction. Most NPCs don’t have much to tell you until you reach an intimacy level of 2. When you have reached a new intimacy level, the next time you talk to the same NPC, they probably have some quest for you. Pay attention to what they are saying, as their conversation will hold clues to what they could want.
Some NPCs will send you to other NPCs, or give you hints where to find them. Some quests require you to interact with specific NPCs, others will require you to bring them an item, or befriend another NPC.
You won’t understand what humans say, or see how they look like, unless you reach a certain level of intimacy with them. Gifting items and acting friendly usually works best – although there are NPCs that don’t accept gifts or kindness – and most NPCs will need just two or three of their favourite items or a few friendly interactions to progress to the next intimacy level. Often a favoured item and acting friendly twice will do the trick. This usually means that you can gain up to one level of intimacy and fulfil the requirement to progress to the next; and then come back again tomorrow and do the same for the next intimacy level.
However, some NPCs don’t seem to have errands to run at ever intimacy level, in which case you just progress normally to the next level by gifting items and acting friendly.
As you walk the streets, you need to eat. Trashcans and boxes can hold various edible items, although some trash is not as healthy, but can still do in a pinch. Food waste is not great, but it could still be a better choice than starving. Other possible food sources are some NPCs; and there is always the option to steal some food.
If you go all the way to the west, you will find a dumpster at the end of a road. An elderly lady will drop cans of food, the second best food items in the game. If you befriend the fish monger, he might give you fish now and then. You can also steal from his fish shop if you like. You get two tries and if you are lucky, you get a huge fish, the best food item.
From here on, you will have to decide who you want to reach maximum intimacy with and start building up your relationships. Once you reach level 7 intimacy with an NPC you will unlock their ending.
Every NPC has one ending you can unlock with maximum intimacy, while two endings can be unlocked by either dying – when your health meter reaches zero – or by not reaching maximum intimacy with any of the NPCs.
and what they want…
Note that when you reach a new level of intimacy, you need to interact with the NPCs again to receive their quest to be able to advance further with them. Some NPCs will drop items as a reward for completing their quest (in the list below, the first item is what they want and the second after the > is what they drop in response). Some of these items can be used for other quests if timed right.
It is also of note that whatever NPCs drop, will stay there until the end of the day, but disappear the next. Unique quest items appear once the quest is given, and stay there until you pick them up – be careful though, since those items can not be dropped or eaten and will block your inventory slot until you hand them to the NPC the item belongs to.
Some quests require you to befriend one or more NPCs by reaching intimacy level 2, or talk to some of the NPCs. You will need to be able to interact with those NPCs to do so, so mind your interaction limits.
Once you have finished the level 6 quest for a NPC and interact again with them, you can choose to maximize your intimacy with that NPC – unless you already are at maximum with another NPC – which will unlock an ending specific to that NPC.
Boss Cat (Black Cat)
- Level 2 – Canned Food
- Level 3 – Canned Food > Canned Food
- Level 4 – Talk to Elder Cat
- Level 5 – Rat > Rat
- Level 6 – Huge Fish
Ending 2. Protect the Loved Ones
Elder Cat (White Cat)
- Level 2 – Leftover Fish > Rat
- Level 3 – Talk to Boss Cat
- Level 4 – Huge Fish > Leftover Fish
- Level 5 – Glass Shard
- Level 6 – Talk to all cats
Ending 9. The True Journey
Freckle & Dotty (Twin Kittens)
- Level 2 – Glass Shard
- Level 3 – Leftover Fish
- Level 4 – Rat
- Level 5 – Huge Fish
- Level 6 – Flowers
Ending 10. Flower
Bobby (Fish Monger)
- Level 2 – Flowers
- Level 3 – —–
- Level 4 – Michelle @level 2
- Level 5 – Rat
- Level 6 – Band Aid
Ending 1. Bobby, the Fish Store and I
Gregory Park (Drunk Man)
- Level 2 – Gregory’s Keys
- Level 3 – —–
- Level 4 – Wallet
- Level 5 – Flowers
- Level 6 – Talk to Simon
Ending 4. The Long Journey
Michelle (Cat Lady)
- Level 2 – Canned Food > Canned Food
- Level 3 – Talk to all cats
- Level 4 – —–
- Level 5 – Band Aid
- Level 6 – Gloves
Ending 11. Met My Mama!
Sarah (School Girl)
- Level 2 – Feather > Band Aid
- Level 3 – Any cat @lvl 2 . Leftover Fish
- Level 4 – Sarah’s Keys
- Level 5 – —–
- Level 6 – Flowers
Ending 8. Life with Humans
Simon (Lonely Man)
- Level 2 – Any cat @lvl 2 > Canned Food
- Level 3 – Glass Shard > Leftover Fish
- Level 4 – Band Aid
- Level 5 – —–
- Level 6 – Talk to all the other cats
Ending 7. Warm Hands
- Level 2 – Flowers
- Level 3 – —–
- Level 4 – Bone
- Level 5 – Talk to all humans
- Level 6 – All humans @level 2
Ending 3. Being with Humans
If a NPC does not have any quests for you, just advance to their next intimacy level by acting friendly or give them their favourite items.
Objects & Items
There are various interactive objects in the world that yield a range of items. Below you find a list of all those interactive objects, how often you can interact with them, and what items they may yield.
- Food Waste
- Banana Peel
- Fish Bone
- Leftover Fish
- Banana Peel
- Glass Shard
Note that when you steal from shops, the intimacy meter of all humans and the dog will drop a few points. You can not drop to a lower intimacy level, but may need to fill up the meter again.
- Fish Bone
- Leftover Fish
- Huge Fish
- Band Aid
Gregory’s Keys – Under a bench at the park
Sarah’s Keys – In front of the academy
Feathers – At the pigeons
Wallet – In front of the Pub
All normal items can be eaten (except Gloves), or dropped. Once dropped, they disappear. Find a list of all items and their health and food modifier below.