⚠️ Severe Alert. Issued on the 14th August 2026 at 7:00 pm. Issued by the UK Government. There is a very high risk of wildfires nationally. Residents, landowners and visitors should not undertake any activity that could start a fire, including disposable barbecues, firepits, garden incinerators or fireworks. Even a small flame can rapidly develop into a major wildfire placing lives, homes, businesses and emergency responders at risk. Follow official updates and report signs of fire immediately by calling 999. Search gov.uk/alerts for more information. | Leazes Park won back the Green Flag Award after a recent petition was accepted. CLICK HERE for more information. | Electronic Arts has been sold to a Saudi-led group for $55 billion dollars. | No Man’s Sky celebrates its 10 year anniversary. Still as popular as ever. | Grand Theft Auto VI release date has been extended from the original release date scheduled for June 2026 to now being 19th November 2026. | PlayStation will stop releasing games on disc in January 2028. | Warren’s Blog has celebrated its 25th blogiversary on the 21st July. | Fallout 3 Remake has not been announced with an official release date as of yet. | On the 11th of May 2026, the U.S. Trademark Trial and Appeal Board (TTAB) ruled in favour of Microsoft and 11 Minecraft Marketplace companies, denying original Skyblock creator Noobcrew’s 2019 trademark application for the term “Skyblock” and leaving the creator with significant legal debt. | As of March 2026, The Rothbury Estate appeal, backed by The Wildlife Trusts and Northumberland Wildlife Trust, aims to purchase and secure 3,800 hectares (9,500 acres) in the heart of Northumberland for a major “nature” recovery project. The project will remove over 9,500 acres of land to build wind farms that is supposedly needed for the growing electricity supply. However this will not be a viable natural recovery for the site, as stated by the wildlife trust’s website. Further details in the article reveals the truth and the scope of the matter and the damage that will be caused by this venture. | 🚨 Scam Alert: Prepaid Mobile Recharge 🚨 | A group of players have built a 1:1 scale of London and it took them 5 years to build it. | 🚨 Scam Alert: GLARTENT 🚨 | Ubisoft bounces back with a cash injection from a stake by the Chinese tech giant Tencent | 🚨 Scam Alert: On Topup 🚨 | Rooster Teeth are back under independent ownership.

28 September 2026

Memories - Stray Guide

Guide by Warren Woodhouse



Chapter 1: Inside the Wall

None


Chapter 2: Dead City

None


Chapter 3: The Flat

  1. Memory 1 (Postcard): Found automatically on the wall when you first show the transceiver to B-12.

Chapter 4: The Slums - Part 1

  1. Memory 2 (Soup): Upstairs in the Dufer Bar, inside a bowl of broth on a small table near the stairs.
  2. Memory 3 (RIP Humans): Upstairs in Elliot Programming, found in a corner with some plants. After meeting Guardian, retrace your steps back where you came from at the start of the chapter. Start walking back towards Guardian and you'll spot some steps on the left. Head up there and then scan the graffiti on the left-hand wall for this Memory.
  3. Memory 4 (Plant on the Chair): From Guardian, turn back and go past the bar on the left. Follow the alley until you come to a door that reads "Elliot Programming". Scratch at it and a robot will open the door. Head up the stairs, then this Memory can be found on the left.
  4. Memory 5 (Dead Robot on the Rooftop): On a rooftop near a neon sign, accessible by climbing up pipes near Clementine's direction.
  5. Memory 6 (Back Home Poster): On a rooftop ledge in an alleyway, reached by jumping from a dumpster to an awning and across air conditioners. From Guardian, turn around and go down the steps. To the right is a Super Spirit sign, with a dumpster to its left. Use this to jump up to the roof. You'll find two robots throwing paint cans to each other. Get across to the higher robot and climb up to a balcony where you can jump through a small window. This is Momo's place. Just behind Momo is a small back room with this Memory inside.
  6. Memory 7 (Robot Mural): From Guardian, head down to the left where Morusque is. To the left of Morusque is a small area with a couple of dumpsters, lit in red. Jump to a dumpster, then up the units, onto the awning and up to a ledge. Scan the artwork for this Memory.
  7. Memory 8 (Ancient Artifact) (Requires 3 Energy Drinks): Bought from the Barterman (Azooz) by trading energy drinks. The drinks are found in the vending machines at: 1 - Opposite Morusque the musician down the stairs from the Guardian; 2 - In the alleyway near where you entered the area, next to the RIP Humans graffiti; 3 - On the balcony above Rozey, the robot sat watching TV in an alleyway; 4 - Directly below the rooftop with the sofa and TV you can change channels on near the library.

Chapter 5: Rooftops
  1. Memory 9 (Neon Sign): After passing the second group of Zurks, you'll jump across a gap and this flickering neon sign will be straight in front of you.
  2. Memory 10 (Neco Corporation. Sign): Once you've used the rolling barrel to squish Zurks and open the gate, look left beyond the pile of girders to find a sign stuck in the growth.
  3. Memory 11: Received automatically at the end of the chapter.

Chapter 6: The Slums - Part 2
You can activate the same memories from Part 1 if you haven’t collected them by now


Chapter 7: Dead End
  1. Memory 12 (Metal Door): After receiving one of the Stray Badges automatically and then starting the chapter, turn left and inspect the large shutter gate in the wall. Make sure you do this before sliding down the ramp.
  2. Memory 13 (Robot and Fishing Pole): After climbing the pipes following the trolley riding section, go straight ahead into the short alley and through the gap under the fence, where you'll find a robot on a floating pontoon. Visit this area before you climb over the nearby fence or you'll be locked out.
  3. Memory 14 (Mannequin in Doc’s Place): When you meet Doc, look behind where he was sitting to find a mannequin with a bucket for a head.

Chapter 8: The Sewers
  1. Memory 15 (Fact about the Sewer System): Once Momo opens the gate for you and you move on to the next corridor, look for a path to the left with a number of Zurk nests in it. Get past these to find a pipe you can climb into on the left and at the other end you can scan the sewer system.
  2. Memory 16 (Unusual Substance): After getting through several heavily Zurk infested areas, you'll drop down onto a pipe, then instead of turning right to continue through the chapter, you should go left and along the pipes and barrels until you reach a hidden area with the unusual substance.

Chapter 9: Antvillage
Add

Chapter 10: Midtown
Add

Chapter 11: Jail
Add

Chapter 12: Control Room
Add

26 September 2026

The Slums: Part 1 & Part 2 - Stray Guide

Guide by Warren Woodhouse


Walkthrough

The videos below cover the chapter along with the activities, badges, collectibles, trophies/achievements and more.

Guide 1

Guide 2

Guide 3

Activities

  1. Watch all of the TV channels using the remote (trophy: Télé à chat)
  2. Scratch all Scratchable Items (stackable with the following trophy: Territory)
  3. Nuzzle up against 5 robots (stackable with the following trophy: Cat’s best friend)
  4. Wear a Paper Bag (trophy: Curiosity Killed the Cat)
  5. Have B-12 translate a robot (trophy: Cat Got Your Tongue?)
  6. Dunk the basketball into the bucket (trophy: Boom Chat Kalaka)
  7. Sleep as the Cat for one real world hour (trophy: Productive Day)
  8. Jump on 500 different items in any chapter (stackable with the following trophy: Cat-a-Pult)
  9. Meow 100 times in any chapter (stackable with the following trophy: A Little Chatty)
  10. Collect all of the Music Sheets for Morusque (trophy: Meowlody)
  11. Talk to all the robots

Memories

  1. Memory 2 (Soup): Upstairs in the Dufer Bar, inside a bowl of broth on a small table near the stairs.
  2. Memory 3 (RIP Humans): Upstairs in Elliot Programming, found in a corner with some plants. After meeting Guardian, retrace your steps back where you came from at the start of the chapter. Start walking back towards Guardian and you'll spot some steps on the left. Head up there and then scan the graffiti on the left-hand wall for this Memory.
  3. Memory 4 (Plant on the Chair): From Guardian, turn back and go past the bar on the left. Follow the alley until you come to a door that reads "Elliot Programming". Scratch at it and a robot will open the door. Head up the stairs, then this Memory can be found on the left.
  4. Memory 5 (Dead Robot on the Rooftop): On a rooftop near a neon sign, accessible by climbing up pipes near Clementine's direction.
  5. Memory 6 (Back Home Poster): On a rooftop ledge in an alleyway, reached by jumping from a dumpster to an awning and across air conditioners. From Guardian, turn around and go down the steps. To the right is a Super Spirit sign, with a dumpster to its left. Use this to jump up to the roof. You'll find two robots throwing paint cans to each other. Get across to the higher robot and climb up to a balcony where you can jump through a small window. This is Momo's place. Just behind Momo is a small back room with this Memory inside.
  6. Memory 7 (Robot Mural): From Guardian, head down to the left where Morusque is. To the left of Morusque is a small area with a couple of dumpsters, lit in red. Jump to a dumpster, then up the units, onto the awning and up to a ledge. Scan the artwork for this Memory.
  7. Memory 8 (Ancient Artifact) (Requires 3 Energy Drinks): Bought from the Barterman (Azooz) by trading energy drinks. The drinks are found in the vending machines at: 1 - Opposite Morusque the musician down the stairs from the Guardian; 2 - In the alleyway near where you entered the area, next to the RIP Humans graffiti; 3 - On the balcony above Rozey, the robot sat watching TV in an alleyway; 4 - Directly below the rooftop with the sofa and TV you can change channels on near the library.

Notebooks

Collected from Momo, Clementine, Zbaltazar and Doc's apartments to advance the main story.


  1. Momo
  2. Clementine
  3. Zbaltazar
  4. Doc


Badges

  • Part 1: Collect all music sheets for the musician
  • Part 2: given as part of the story

Energy Drinks

  1. Machine 1 (Morusque’s Alley): Face the Guardian at the center plaza, go left down the stairs and look across from Morusque, the robotic guitar player, to spot the lit-up blue vending machine.
  2. Machine 2 (Near "RIP Humans" Graffiti): Take the first left from the entrance of The Slums, go past the gardener and look near the “RIP Humans” graffiti for a vending machine on a lower landing.
  3. Machine 3 (Rooftop TV Lounge): Climb up the bins and AC units near the Super Spirit Laundry (you can see some robots chucking paint cans above the shop) to reach the rooftops, then head past the sofa and the TV area to find a red vending machine on a lower roof ledge.
  4. Machine 4 (Balcony Alleyway): Jump across the rooftops or navigate past Seamus’ house with the bright yellow lights to find the final lit vending machine wedged into a lower balcony. Near the red vending machine, you’ll see a set of silver metallic barrels near a robot who is sat near a sofa. It’s on a lower balcony there, very hard to miss.

Meowlody Trophy - Stray Guide

 Guide by Warren Woodhouse


Give all 8 pieces to Morusque the musician (sitting near the trees and trash cans) to unlock the Meowlody trophy and a special badge.


Found in locations like Momo’s apartment, the Dufer Bar (upstairs), inside a safe (code 1283), near Elliot Programming and bought from the Barterman.


  1. Momo’s apartment
  2. From Guardian, get onto the roof of the bar. Head down the steps towards the red neon sign. Use the buckets and vending machine to get onto the roof and up the air con units to the next level. Keep heading up and use the pipe to get onto the balcony of the next building on the right. The Music Sheet is on the table here.
  3. From Guardian, turn back and go past the bar on the left. Follow the alley around the corner and on the right is a door you can translate: "Elliot Programming". Scratch at the door and a robot will open it. Head inside and straight ahead is this Music Sheet on a big framed picture.
  4. Barterman: This Music Sheet can be found right after meeting Guardian. From Guardian, head right and you'll find a robot merchant named Azooz with a few things to trade. One of the items is a Music Sheet. He will trade it to you for 1 Energy Drink Can. To find an Energy Drink Can, you first need to find a vending machine containing them. The closest is the other side of the elevator. Go back to Guardian and head left down the steps. On the right-hand wall is a vending machine that will dispense an Energy Drink Can.
  5. Duffer Bar, First Floor: From Guardian, turn around and head down the steps. You'll see a red neon sign above the entrance to a bar. Go inside and head up the stairs on the left. This Music Sheet is on the middle table against the back wall.
  6. From Guardian, turn around and go down the steps. Head to the left of the bar to find two robots at a fire. On your right is a dumpster. Use this to find a path up onto the roof of the bar. Around the corner, you can climb a little higher to find a square window. Go through the window, then through a gap in the sliding door. Immediately on the right is a small shelving unit with this Music Sheet.
  7. From Guardian, you'll need to get across a bunch of rooftops. Climb up to the roof of the bar and climb and jump across the rooftops, heading away from Guardian's location. You'll pass by Swanito, a robot chilling on a mattress. Go past them and head towards the blue glowing sign. Next to the sign is a small opening, go inside to the library. Inside is a piano, with this Music Sheet on it.
  8. From Morusque, head to the right and walk to the end of the alley. On the left is a bunch of rubbish and among this is a safe. To unlock the safe, enter the code 1283. This Music Sheet is stashed inside.

Pong (Games)

©2026 GotGames Interactive. A Warren Woodhouse Company. Pong built using HTML, CSS and JavaScript.

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24 September 2026

Quick Exit Trophy - Atomfall Guide

 Guide by Warren Woodhouse



Quick Tips for Success

  • Lower the Difficulty: Play on easy mode. It saves you from worrying about heavy survival mechanics, damage and infection so you can just sprint through.


  • Skip the Side Stuff: Ignore side leads, optional exploration and non-essential dialogue. Stick strictly to the main objectives.


  • Double Up on Trophies: If you want to save time, you can actually unlock the "Not Expecting a Call" trophy (escaping without answering any phones) at the same time by ignoring the ringing phone booths - except for the final escape sequence at the starting bunker if needed.



Step-by-Step Speedrun Route

  • Gather 4 Nuclear Batteries: You need these to power up the data stores (Alpha, Bravo, Charlie, Delta, Casterfell Dam Data Store and more). You can trade for them with characters like Molly and Billy in Slatten Dale or pick up a couple from the church in Wyndham Village using bargaining dialogue. You can also grab them from patrolling robots in the lower Interchange if you feel brave and fast.


  • Find the Signal Redirector: Track down this key item (which unlocks the "Reverse the Polarity" trophy).


  • Power the Terminal: Once your data stores are active, head to Central Processing, go to the junction boxes under the floor and use the Signal Redirector to power up the main terminal.


  • Access and Clear Oberon: Gain access to the Oberon site, handle the objective there and make your way to the final escape sequence.

23 September 2026

Escape the Quarantine Zone with Dr. Garrow Questline - Atomfall Guide

 Guide by Warren Woodhouse


Step 1: Free Dr. Garrow from Skethermoor Prison

  • Gain the trust of Captain Grant Sims first so you can enter the prison smoothly without the Protocol guards immediately opening fire.
  • Head through the tunnels into the isolation area where Dr. Garrow is locked up and talk to her.
  • Go to the nearby security room, grab the Signal Redirector and use it to unlock the cells.
  • Escape the prison (guards will become hostile once she escapes) and meet her at the Central Processor room in the Interchange.



Step 2: Retrieve Her Research Notes

  • Garrow will ask you to recover her hidden research notes.
  • Head down to the Robotics Facility (restore power to the administration/experimentation wings if needed) to access the lower floors, avoid the B.A.R.D. robots and grab the documents.
  • Return to Dr. Garrow with the notes and she will give you a keycard for the Casterfell Dam Data Store in Casterfell Woods.



Step 3: Run the "GEN ERA" Command at Casterfell Dam

  • Head to the data store in Casterfell Woods using the keycard.
  • Use your Signal Redirector to route power to the console (climb boxes and servers to hit the overhead junction box if needed).
  • Interact with the Data Interface Console and type in the GEN ERA command to delete the files and cover her tracks. (Do not choose "GEN MOVE," as that ties into Joyce Tanner's path instead.).



Step 4: Extract the Oberon Sample

  • Return to Dr. Garrow at the Interchange. She will explain that you need to go to the Oberon sitebeneath the power plant.
  • Head to the Oberon dig site, place two atomic batteries and use the mining equipment/sample extractor lever to get a core sample.



Step 5: Meet Garrow for the Ending

  • Bring the meteorite/core sample back to Dr. Garrow in her head office on the lower level of the Robotics Laboratory.
  • Talk to her by the evacuation area in her office to trigger the final escape and unlock the ending.

Comics - Atomfall Guide

 Guide by Warren Woodhouse


Main Game

Slatten Dale

  • Jet-Ace Logan: Evil in Orbit (comic): After crawling under a door on your way to the exit, hug the right wall to find a room. The comic is at the back of the room, on a barrel > location: Bunker
  • John Steel: Special Agent (comic): in a barn on top of a filing cabinet > location: Waterwheels
  • Lion Annual 1962 (comic): On top of the wooden pallets in a cave behind the waterfall > location: 79.6 E, 23.1 N



Wyndham Village

  • Captain Condor: Mystery on the Moon - Lion Issue 248 (comic): Inside a bathroom stall > location: Grendel’s Head
  • Jet-Ace Logan: 10 Days to Doom (comic): On a bench behind the petrol pumps > location: Wyndham Garages



Skethermoor

  • John Steel: One False Step (comic): On a table to your left as you enter the barn, through the trapdoor out the back > location: Nora’s Barn



Casterfell Woods

  • Captain Condor: Mystery on the Moon - Lion Issue 260 (comic): In the ruined house, on the ground near the beds > location: Village Ruins
  • Rick Random in Sabotage From Space (comic): In the main hall, on a table on the upstairs catwalk > location: Datlow Hall



The Interchange

  • Jet-Ace Logan: Planet of Fear (comic): location: Medical Wing


Windscale Plant

  • Rick Random and the Planet of Terror (comic): on the upper level of the area full of machinery, found on the right as you approach the reactor. Watch out for Ferals and clouds of infection as you squeeze through (or walk behind) a server rack, where the comic can be found near a BARD Supply Box > location: Windscale Plant



DLCs

I’ll add these at a later date

I wasn’t feeling well today (Journal)

 Journal Entry by Warren Woodhouse


I wasn’t feeling very well today. At 2 am, my tummy was gurgling and making noises and then by 3 am, I felt hot and sweaty and by 3:50 am, I was vomiting and I didn’t feel really good at all.


I feel much better now though. Missed out on my swimming lesson today.

22 September 2026

Quote by Warren Woodhouse

“It’s not wrong to judge a flower that bends when it blooms but to view the flower as it wilts once it matures.” - Idiom by Warren Woodhouse

21 September 2026

How Generative AI Image Removal Works (Tech)

 Article by Warren Woodhouse


  1. When you ask to remove an item (like a red arrow or another object or item), the system identifies the specific object's boundaries, colours and coordinates to create a pixel accurate mask over the region to be erased.


  2. The model analyses the pixels surrounding the masked area to understand the underlying visual structure, such as the direction of the wood grain on the tree trunk, the thickness of sketch lines on the architectural drawing or the lighting and shading of the background.


  3. Rather than just stretching adjacent pixels or applying a simple blur, a generative diffusion model predicts what should exist behind the object. Drawing from patterns learned during training, it synthesises new textures and features that match the style of the original image.


  4. The generated area is blended seamlessly with the original image, matching noise, grain, tone and line thickness so no harsh seams or artefacts remain.

Endings - Atomfall Guide

 Guide by Warren Woodhouse


Main Game

  • Escape the Quarantine Zone with Dr. Garrow (trophy: Back door)
  • Escape the Quarantine Zone with Joyce Tanner (trophy: Emergency Extraction)
  • Escape the Quarantine Zone with Mother Jago (trophy: At one with the Soil)
  • Escape the Quarantine Zone with Captain Sims (trophy: Operation Atomfall)
  • Escape the Quarantine Zone with Dr. Holder (trophy: Oubliette)
  • Escape the Quarantine Zone with the Voice on the Telephone (trophy: Do you require the Operator?)
  • Escape the Quarantine Zone without answering the Telephone (trophy: Not Expecting a Call)


DLCs
Wicked Isle DLC
  • Escape the Quarantine Zone by talking down the Angel (trophy: Mind Over Matter)
  • Escape the Quarantine Zone by joining the Angel (trophy: A Throne Fit For All Things)
  • Escape the Quarantine Zone with Jean Hamer (trophy: Seaworthy)


The Red Strain DLC
  • Deorbit High Albion and destroy everything in the Quarantine Zone and beyond (trophy: Collapsing the Heavens)
  • Become an extracted brain awaiting your escape to High Albion station (trophy: Creature of Thought)

Make do and mend Trophy - Atomfall Guide

 add video here

Trophy Guide by Warren Woodhouse


Unlock the Gunsmith Skill
  • Find the Survival Crafting Manual (Master Guide to Crafting). You can buy it or find it in places like Wyndham Village or The Interchange facility.
  • Spend 7 Skill points (using 7 Stims) in the Survival Skill menu to unlock the Gunsmith perk.

Understand Weapon Tiers
There are three quality types: Rusty, Stock and Pristine.
  • Rusty + Rusty = Stock
  • Stock + Stock = Pristine
    (To make a Pristine weapon from scratch, you will need a total of 4x Rusty guns (of the same gun): two of them
     to make one Stock version and then another Stock version made from another two Rusty guns).

Gather Materials and Craft
Make sure the weapons and items are in your backpack or storage container (not lying on the ground). For a Pristine upgrade, you’ll need:
  • 2x Stock-tier versions of the exact same firearm.
  • 3x Gun Oil
  • 9x Scrap

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