Task 01
September 19, 2026 · 13:45–17:25 EDT · 3h 39m 24s · Sessions 001–004 · 78 messages
Saturday, September 19
I’ll research the opening route and battle systems, set up the gameplay archive, then start a separate save with only
HARDCAP. I’ll keep notes and play until the first Gym Leader is defeated.Julia uses Electric Terrain and a full team of six. I’m planning around Mudkip’s evolution into Marshtomp, plus early support Pokémon; the initial level cap is 20. I’ve also found the longer walkthrough and postgame route for future sessions. Opening guide, Gym strategy.
I’m checking the recording before making any game progress.
The recording works and is cropped to the game window. Reborn’s title animation is running, but it hasn’t responded to the desktop tool’s keypresses yet. I’m checking that input issue before creating the save.
Reborn receives menu shortcuts, but its gameplay input polling misses the desktop tool’s instant key taps. May I use a local keyboard helper that holds keys briefly (for example via macOS CGEvent) to control the game? The computer-use tool’s rules require your explicit authorization to use another input method.
- Yes, use a local keyboard helper
- Keep trying the desktop tool only
The keyboard helper works. This is Reborn 19.5.43, and the menu is ready for a new save. I’ll name our trainer Aster and use only
hardcap.Aster’s new game has started. I’m proceeding through the train introduction to the password prompt, then heading for starter selection.
hardcapis confirmed enabled, and I declined further passwords. The recording is running; the input log will let me remove pauses spent planning or inspecting screens from the final 4× archive.We’ve arrived in Reborn City. I’m heading east to the Grand Hall; after the starter battles, I’ll collect the early team members needed for Fern and Julia.
Mudkip is ours. Its Ground typing after evolution should be especially useful against Julia; I’ll add a second attacker before facing Fern’s Grass types.
Cain is defeated, and Mudkip reached level 6. The separate save is
Game_3.rxdata, so the existing runs are intact. Victoria is next, followed by team building around Peridot Ward.Victoria is defeated too; Mudkip is level 7. I’m collecting the Pokédex and Poké Balls, then going after Kricketot and a few useful wild encounters.
The introductory battles and registration are complete. I’m moving into Peridot Ward to recruit Kricketot, then I’ll train it alongside Mudkip and collect supplies before the factory sequence.
Kricketot has joined the team. I’m checking its ability and moves, then training it toward Kricketune so we have an answer to Fern’s Grass-heavy team.
Kricketot has Shed Skin, so I’ll use the early Ability Capsule to give Kricketune Technician after it evolves. For now, it will gain experience by starting battles and switching to Mudkip.
The level-10 Wimpod is too strong for this team yet, and its Special Attack reductions are blunting Water Gun. I’ll build up on the lower-level plaza battles before returning to this alley.
We’re back at the plaza’s beginner trainers. Kricketot’s Bide can handle these lighter hits, and a few levels will unlock its direct Bug attack.
The early training is slower than expected because Kricketot starts with only Growl and Bide. I’m switching to safer experience gains and catching additional Pokémon before attempting stronger trainers again.
Both Pokémon are healed. I’m expanding the team in the grass beside the Grand Hall, then returning to trainer battles with more options.
Rattata is caught, giving us a third Pokémon. I’m looking for a few more useful encounters here while Kricketot gains capture experience.
Bidoof is caught, and it has Moody—a useful ability for longer battles. I also tightened the input timing so each action finishes before I inspect the next screen.
That helps. I’ll build reusable movement routes and a screen-reading battle loop for routine training, and use turbo for repeated battles. I’ll still inspect captures, move learning, and major fights individually.
I’m adding screen recognition and reusable action sequences so routine battles and travel take fewer round trips. Bidoof has joined the team; I’ll save this progress and finish the first recording segment before continuing training.
The first archive is complete: about 50 minutes of recording became 4½ minutes at 4× after removing idle gaps. The next segment is recording now. I’m building Kricketot toward its first attacking move and Mudkip toward Marshtomp for Julia.
I found why turbo had little effect: frame skipping was disabled, which limits its speed. That is now enabled. I’m also tightening the key timing so repeated menu presses aren’t missed.
Kricketot has reached level 6 and learned Struggle Bug, so it can now train without relying on Bide. The battle helper is handling repeated attacks and level-up screens, with stops for unfamiliar choices.
The saved map routes are working now, including obstacle checks. That should make healing trips and city travel much more reliable. Next I’ll build enough strength to clear the early trainers and the factory sequence.
The early trainer battles are giving better experience than the grass, so I’m moving through those now. Kricketot is level 7. I’ll use the nearby healing station and trainer rewards to prepare for Fern before entering the factory.
Kricketot reached level 9 using the first trainer reward candy. It has beaten Claudette’s first Meowth and is fighting her second; evolution at level 10 will give it the stronger moves needed for the next stretch.
Kricketot evolved into Kricketune and learned Fury Cutter. I’ve healed the team and bought Potions, Antidotes, and more Poké Balls. I’m heading into Peridot to collect its Ability Capsule and continue toward Fern.
Fury Cutter is clearing the nearby trainers well. One Igglybuff slowed us down with sleep and infatuation, so I switched to Mudkip for the next opponent. The route helper now pauses automatically when a trainer interrupts travel.
Kricketune now has Technician, which boosts its weaker attacks and makes the opening Fury Cutter much stronger. The capsule is safely collected before the factory event can remove access to it.
Kricketune is level 12 and has cleared another two-Pokémon trainer. I’ve linked the route and battle helpers so they can handle routine encounters along the way, stopping for low health, new moves, or unfamiliar decisions.
Salandit exposed a weakness in the automatic battle choices: it knocked out Kricketune before I switched. Mudkip won with Water Gun and reached level 10. I’ve added a stop for dangerous type matchups and am healing before continuing.
We’ve reached Fern with the team healed. I’m pausing here to finish the next hourly archive, then I’ll resume with his battle and the factory.
The second archive is saved and verified: 58 minutes became 7¼ minutes at 4× after trimming idle time. Recording has restarted. Fern’s team is vulnerable to a built-up Fury Cutter, so I’ll try to keep Kricketune’s attack chain going through the fight.
Fern’s Rowlet is hitting hard, and paralysis has disrupted Kricketune’s attack chain. I’m adjusting the battle plan; the recording is still running.
I found and fixed a control-script issue: the move cursor changes color with the selected move, so it sometimes chose Growl instead of Fury Cutter. I reloaded the pre-battle save and am retrying with the corrected selector.
Fern is defeated. Kricketune reached level 15, and I’m heading to Mosswater Factory next. Fern’s healing between factory battles should help train Mudkip toward its Ground-type evolution for Julia.
The factory route is mapped, and the team is ready for the next story section. The first two trimmed, 4× recordings are verified and saved; the third recording is active.
Mudkip is now leading so it can gain experience in the factory’s double battles. I’m also tightening the menu timings so queued actions finish their transitions before the next input.
The first factory pair is beaten, and Mudkip gained two levels. Fern heals the team after these battles, so this is a useful stretch for building it up before the gym.
The factory’s first code terminal is activated. I’m working through the next guards with Water Gun while Fern supplies support; Mudkip is level 12 now.
Two factory battles are down, with Mudkip at level 13. I’ve also added a visual check to the pathing script so patterns on factory machinery aren’t mistaken for dialogue.
The factory field made Alolan Geodude’s Spark strong enough to knock out Mudkip. Kricketune is finishing this fight with Absorb; Fern will restore the team afterward.
Three factory pairs are beaten, and the next fight is underway. Kricketune is level 16; Mudkip still needs three levels to evolve, which should make Julia’s Electric attacks much easier to handle.
The elevator code is solved, and I’ve reached the second floor. Next are the explosives and the final factory battle, followed by preparation for Julia.
The second-floor guards are underway. Mudkip is level 14, and both main Pokémon are getting steady experience without needing trips back to the Pokémon Center.
Mudkip is level 15—one level from evolving. The second code’s last digit is collected, and I’m moving through the remaining factory rooms.
The next pair used Disable on Water Gun, so I’ve switched Mudkip to Tackle for the finish. The factory’s partner healing is keeping the team ready between fights.
Mudkip evolved into Marshtomp and learned Mud Shot. That gives us Electric immunity and a reliable Ground attack—the key pieces of the Julia plan.
Marshtomp is handling the remaining guards. After the factory boss, I’ll check levels and supplies before taking on Julia; I’ll stop as soon as her badge is secured.
All four digits for the explosives-room code are collected, and I picked up a hidden Super Potion for the upcoming boss fights.
I’m fighting the guards holding the explosives. Marshtomp’s Water Gun is well suited to their Solrock and Lunatone; the final factory pair is next.
The explosives are secured, and Marshtomp is level 18. I’m returning to Julia and Florinia to open the final factory room.
The final factory fight is underway against Aster and Eclipse. Marshtomp can ignore Thunder Fang and hit their Rockruff super effectively with Mud Shot.
Aster and Eclipse are defeated, and Marshtomp is level 19. I’m finishing the factory exit scene, then pausing to trim and save the hour’s recording at 4× before continuing to Julia.
The third archive is verified: 64 minutes became 8 minutes 39 seconds at 4× after idle trimming. I’m restarting recording and heading to the gym with Marshtomp and Kricketune fully healed.
I’m inside Julia’s gym. Its puzzle uses Voltorb to remove the metal gates after trainer battles. Marshtomp should reach the level-20 hard cap while clearing these trainers.
The first gate is open. Two Sonic Booms took a large chunk of Marshtomp’s HP, so I’ll restore the team before Julia; the next trainer’s Mareep has no damaging move that can hit Marshtomp.
Three gym trainers are beaten and the first two gates are cleared. I’m saving healing supplies for Julia and will visit the Pokémon Center before the leader battle.
All four gym trainers and gates are cleared, and Marshtomp has reached the level-20 cap. I’m healing now, then going straight to Julia.
Julia’s battle has started. Marshtomp will use Mud Shot against the grounded Electric Pokémon and Water Gun against Oricorio, with healing ready for Sonic Boom damage.
Minun is down, and Marshtomp still has 54/60 HP. Julia is sending in Oricorio, so I’m switching attacks to Water Gun.
Oricorio is down. Its boosted Air Cutter required the Super Potion; Marshtomp has 22 HP left. Electrode is next, so I’m managing healing around its 20-damage Sonic Boom.
Electrode knocked out Kricketune. I’m using the remaining Potion to give Marshtomp another chance to finish it; the other team members can cover that healing turn.
Electrode is down, but Marshtomp is hanging on at 2 HP. I’ll finish this attempt; if Julia’s remaining Pokémon stop us, I’ll adjust the team and supplies before retrying.
That attempt ended in a loss. Marshtomp handled Julia’s Electric attacks, but Oricorio and Sonic Boom exhausted our healing. I’m training Kricketune to the level cap and restocking before the rematch.
I’m back at the Grand Hall, where repeatable trainers award experience candy and heal the party after each win. That should bring Kricketune up to level 20 quickly and earn money for supplies.
The training battles are straightforward: Marshtomp knocks out Emile’s Nidoran in one Mud Shot. I’m using the candy rewards on Kricketune so it can contribute more in the rematch.
Kricketune is now level 20 and has learned Sing in place of Bide. I’m buying healing items, then heading back to Julia.
I’ve restocked with 10 Potions. For the rematch, I’m leading with level-20 Technician Kricketune to build Fury Cutter’s power, with a fully healthy Marshtomp ready to switch in.
Kricketune knocked out Minun in one Fury Cutter without taking damage. Julia chose Alolan Geodude next; I’m switching to Marshtomp, which is immune to its Electric-type Self-Destruct.
Geodude is down, and Marshtomp entered the Oricorio matchup at full health. Kricketune is still untouched, which gives us a much stronger backup for Electrode and Voltorb this time.
Rattata covered one healing turn, and Bidoof survived the next because Electrode missed. Marshtomp is restored for the fight, while Kricketune remains healthy for Julia’s last two Pokémon.
Electrode is down, and Marshtomp still has 40 HP. Only Voltorb and Plusle remain; Kricketune is going in at full health.
Julia is defeated! Kricketune finished both Voltorb and Plusle with Fury Cutter. I’m collecting the badge rewards, saving here, and finalizing the recording before stopping.
The save now confirms the Volt Badge, and the game is paused inside Julia’s room. The final recording has finished exporting; I’m checking the video and saving the continuation notes.
Julia defeated—Volt Badge and TM57 Charge Beam obtained. Saved and stopped inside her gym as requested.
- Trainer: Aster, separate save
Game_3, HARDCAP only. - Main team: Marshtomp 20 and Technician Kricketune 20.
- Archive: Four idle-trimmed, 4× videos totaling 25m45s and 64 MB.
Recordings and checkpoint details · Run notes
- Trainer: Aster, separate save