Task 02
September 19, 2026 · 19:07–02:44 EDT Sep 20 · 7h 37m 03s · Sessions 005–012 · 187 messages
Saturday, September 19
I’ll plan the route and Florinia’s team before continuing, restart the recording, and stop after earning the second badge.
Florinia’s main threats are Cradily’s defensive setup, Breloom’s Spore, and Desert Field-boosted attacks. I’ll prepare level-25 Kricketune with Protective Pads, add a Flying-type option, and stock up on the slums’ cheaper Fresh Water. I’ve also reviewed Cain, the Scraggy gang, PULSE Tangrowth, and Fern along the route.
The recording is running, and Victoria has opened the route toward Obsidia. I’m healing first, then I’ll strengthen the team before entering the slums.
The route plan is saved, including each major opponent and the items to collect. The first stop is Grand Hall training; after Julia, its rewards increase to four experience candies per win.
Kricketune beat Servine and reached level 21. Marshtomp is handling Quilava. I’m keeping the type matchups planned rather than letting the battle script run through every opponent with one attack.
I caught an input-script issue: OCR occasionally misses the move-menu PP label, which caused one unintended Absorb. I’m fixing that recognition before repeating training battles. The game state and saves remain unmodified.
The first training win is complete, and the party has been healed automatically. I’ll put these four candies into Marshtomp so the remaining training battles are quicker and safer.
Marshtomp is now level 24, and Kricketune has reached 23. I’m using Mud Shot against Quilava as well as Nidorino—it hits both super effectively and is stronger than Water Gun.
The stronger Marshtomp took only two Mud Shots to beat Quilava. I’ve also added an Emile-specific routine that switches between our two main Pokémon at the planned matchups, while still stopping for move learning or uncertain screens.
Both main Pokémon are now at the level-25 cap and fully healed. I’m moving on to Obsidia, where I’ll add Flying coverage before the slums and PULSE Tangrowth.
The team is ready for the route. I’m clearing the bridge trainer on the way to Victoria’s checkpoint, then heading into Obsidia’s railnet to look for Woobat.
Obsidia’s checkpoint is open. I’m locating the railnet entrance and collecting useful route information before heading south; Kricketune and Marshtomp are both capped, so the next training investment will go into a new teammate.
Franklin’s Togedemaru is cleared. One useful detail from the walkthrough: the slums contain a free Friend Ball. I’ll use that for Woobat so its friendship evolution is practical, and catch a slums Pokémon for immediate backup along the way.
The team is at the current level cap. I’m working through the slums route next, collecting the Friend Ball and supplies before preparing our Grass-gym counters.
Davinson is cleared. I’m checking the slums entrances against the installed map: this area has several exits that lead to different floors, so the route needs the correct starting doorway.
The correct entrance is on the south side; the upper doors are exits from later floors. The nearby Flying trainer is next, so Marshtomp will handle that battle.
Wayne’s accuracy-lowering moves have stretched this battle out. I’m healing Marshtomp and checking the move selection before finishing his last Pokémon.
Wayne is defeated, but Marshtomp fainted after repeated misses. I’m restoring the team before entering the slums; the next trainer has a Fire type, so going in depleted would waste supplies.
The party is fully healed. I’m pausing here for the hourly recording export, trimming the idle gaps and saving this segment at 4× speed before resuming.
The export is verified: about 56 minutes of capture became a five-minute archive after idle removal and 4× playback. macOS changed the capture-device numbering, so I’m reconnecting the recorder while the game remains paused.
Recording has resumed and the return route is clear. In the slums I’ll preserve the healing shards until needed and pick up the free supplies before the Victoria fight.
The entrance Potion is collected. I’m tightening the navigation checks around item messages so queued movement only continues after the game has fully returned to the map.
Rafe’s Pansear went down in one Mud Shot. The next stretch is mostly Psychic and Normal opponents, where Kricketune’s Fury Cutter is a good fit; the healing shard comes before Victoria.
Omar is cleared without taking damage. Both main Pokémon remain healthy, so I can save the next healing shard for after the remaining slums trainers.
We reached Victoria with both main Pokémon still at full health. I’ll use Kricketune for her opening Pokémon, then switch to Marshtomp for Torracat.
Victoria’s Ralts and Torracat are down without damage. Marshtomp is handling the remaining pair; afterward the route opens into the basement encounters and supply rooms.
Victoria is defeated, including her optional relationship-point battle. I’ll use the nearby shard now to restore Marshtomp and replenish moves before searching the basement.
The basement supply detour is underway. The Carbos here can fund healing items, and I’m watching the encounters for a Flying-type backup while continuing toward the roof and elevator shortcut.
Caught a level-13 Pidove. Once it learns Air Cutter and evolves, it will give us a useful Grass- and Fighting-type counter alongside the planned Woobat.
The Carbos is collected, and the team now includes Pidove. I’m heading through the upper slums toward Corey and the elevator, which opens the shortcut to the Friend Ball and the Scraggy gang.
Marshtomp is facing Joltik to avoid Thunder Wave and Electroweb. The next section has scripted jumps across broken flooring, so I’m mapping those transitions before queuing the route.
The broken-floor section is crossed. Next are the upper-floor items and rooftop healing shard, then the elevator shortcut into the gang’s basement.
I’ve added the floor-jump transitions to the route helper. It can now cross these gaps with ordinary key presses and pause for encounters, which should make this section much smoother.
Corey’s scene is complete and the Zinc is collected. I’m taking the nearby Exp. Candy as well, then returning to the rooftop route.
The route helper exposed one input issue: very brief direction taps occasionally failed to turn toward an item. I’ve changed item interactions to use the reliable held-key timing and am verifying pickups before moving on.
The upper-floor supplies are secured, including the Moon Stone. I’m following the loop to the roof now; the next trainer’s Paras will get non-contact attacks to avoid Effect Spore.
Mason is cleared without taking damage or status. I’m healing at the rooftop shard before the gang sequence, which will also wake up the newly caught Pidove.
The first-floor elevator shortcut is open. I’m descending to buy Fresh Water and collect the Friend Ball before the Scraggy gang battle.
Fresh Water is stocked. I’m at the side passage for the Friend Ball; after this, the remaining basement route leads to the gang battle and Coral Ward.
The Friend Ball is secured. This is a good stopping point for the next hourly archive: I’m saving and pausing here, exporting the recording, then resuming toward Coral Ward.
The second export is verified: 5 minutes 23 seconds, about 9 MB. Recording has restarted, and I’m resuming from the Friend Ball room.
The second shortcut is open and the Net Ball is collected. I’m taking the brief elevator detour for TM60, then entering the gang’s rooms.
TM60 is collected. I’m returning to B1F for Dax and the Scraggy gang; Kricketune and Marshtomp will lead the double battle, with healing ready if needed.
Dax’s team is being cleared cleanly. The gang battle is next; I’ll concentrate attacks to remove one opponent at a time and prioritize Scrafty when it enters.
The first Scraggy is down. Swagger caused Kricketune to hurt itself, so I’m using Fresh Water while Marshtomp finishes the weakened opponent.
Swagger overwhelmed the two-Pokémon core, and Pidove is still too low-level to cover it. I’m reloading the pre-battle save and finishing the Flying-type training before another attempt; we’ll need those counters for the park and Gym #2 as well.
The reload preserved all collected items and shortcuts. I’m using those shortcuts to return for Woobat and training, so the next attempt will have a full set of usable counters.
I’m preparing two Flying-type counters before returning to the Scraggy gang. They’ll also cover the park’s Tangrowth and Florinia’s Grass team, so this training serves the rest of the route.
The route back is clear. I’m saving the Friend Ball for Woobat: its friendship boost will make Swoobat available sooner, giving us a fast special attacker alongside Tranquill.
I’m checking the Railnet encounter area while keeping the party ready to catch Woobat. Once it’s secured, I’ll use the Grand Hall’s repeatable candy rewards to bring both new team members to the level cap.
The first encounter was Klink. I’ve switched the faster Kricketune back into the lead so we can escape unwanted encounters reliably, then bring Pidove in to weaken Woobat.
Turbo made the short movement loop cross the Railnet exit. I’ve stopped the loop and am restoring the movement speed used by the mapped routes before continuing the encounter search.
Woobat has appeared at level 13. I’m weakening and putting it to sleep before using the Friend Ball; that should give us a dependable catch without risking the only one we have.
Woobat is now in catching range of the team’s weaker moves. After this catch I’ll rotate the recording archive, then proceed with the planned training.
The cave weakens Gust, so Pidove’s chip damage is too small here. Marshtomp can use Tackle to lower Woobat’s health more effectively; I’m keeping its stronger moves out of this catch.
Woobat is caught in the Friend Ball. I’m saving this progress and processing the current recording before starting the training segment.
The seventh archive is verified: about 4½ minutes at 4× speed, with idle gaps removed. Woobat has Unaware, which is useful against stat boosts; the next recording is running.
I’m returning to the Grand Hall to heal and train. The priority is reaching the Flying evolutions and Air Cutter before the Slums rematch, then topping off levels before Florinia.
The catch is safely saved, and we’re back at the Grand Hall. I’ll heal the team, then use the established Kricketune/Marshtomp matchups for the repeat battles.
The first training battle is following the expected pattern: Kricketune handles Servine, then Marshtomp switches in for Quilava. Turbo is enabled only for these battles, keeping the navigation timing consistent.
The training matchup is stable so far, with Kricketune staying healthy and Marshtomp handling the Fire and Poison opponents. Each win supplies four Exp. Candies and a full heal.
Woobat’s Friend Ball starts it at 200 friendship, and Swoobat needs 220. Level gains and walking should cover that threshold during this training, saving the salon expense.
Two rematches are complete. Two more will provide enough candy for both Flying evolutions and Air Cutter, after which I’ll return to the story route with four usable battlers.
For the gang rematch, both Flying types can use Air Cutter to hit both opponents at once. That avoids Intimidate’s Attack reduction and should clear the smaller Scraggy before they stack Swagger and Sand Attack.
The third rematch needed one extra hit on Quilava. Marshtomp still has enough health to finish the last Nidorino, and the automatic heal will reset the team afterward.
This is the last preparation rematch before returning to the Slums. I’ll give Pidove seven candies and Woobat eleven, retain their useful attacking moves, and verify both evolutions before leaving.
The four wins supplied all 18 candies, and everyone is healed. I’m applying them now and replacing the birds’ weaker utility moves with Air Cutter and recovery where available.
Pidove has learned Air Cutter and is now learning Roost. I’m keeping Quick Attack for priority and replacing the less useful status moves.
Tranquill is evolved at level 21. Woobat’s candy gains should also carry it past the friendship threshold; I’m finishing its move choices, including Air Cutter.
Both evolutions are complete: Tranquill and Swoobat are ready. I’m verifying their moves and saving, then heading back through the opened elevator shortcut for the gang rematch.
The saved team now has Swoobat level 22 and Tranquill level 21, both with Air Cutter. Their speed and spread damage give us a much stronger answer to the Slums double battle.
I found why the movement speed changed: Reborn automatically restores normal overworld speed after a battle. I’ve corrected the control routine so it won’t toggle turbo a second time when the battle ends.
We’re back on the route to the Slums. The elevator shortcuts let us bypass the earlier maze; the remaining sequence is the gang, Coral Ward, the park, and the Onyx school before Florinia.
The team is back inside the Slums. I’m setting the two Flying types in the opening slots before entering the gang room, with Kricketune and Marshtomp held in reserve.
We’ve reached the gang-room approach. I’ll save immediately outside the trigger and check each double-battle turn rather than queueing past a knockout or switch.
The rematch is underway with both Flying types healthy. Air Cutter targets both Scraggy, so there’s no single-target selection to slow the opening down.
All three Scraggy are down. Scrafty hit Swoobat hard with Payback, but it’s already below half health and both of our Flying types move first.
The gang is defeated with no knockouts or items used. I’m saving the win and healing Swoobat before moving on to Coral Ward.
The battle is won, but Scrafty’s exit animation appears to be stuck at the gate. I’m checking the event sequence before taking any recovery action so we don’t lose the win unnecessarily.
The exit sequence has completed and normal controls are back. No reset was needed; I’m saving through the menu and continuing.
The win is confirmed in the save. I’m using the remaining light shard for a free full heal, then taking the newly opened passage onward.
The light shard restored the whole team. I’m collecting the useful healing items along the exit route before the next rival battle.
The gang’s passage is open. I’m taking the nearby Potion and Exp. Candy, then heading toward the basement exit and Coral Ward.
The exit area has several useful supplies, including a Cotton Candy revive. I’m collecting these now so the park and school battles won’t depend on our small cash reserve.
The new team and the free healing supplies are in place. After Coral, I’ll focus on the park’s one-time pickups and the school’s Protective Pads before challenging Florinia.
The supplies now include a revive, a Super Potion, status cures, and another candy. I’m finishing this short side passage and then leaving the Slums.
A wild Pancham interrupted the pickup route. I’m clearing that encounter, then resuming the exit path.
The extra supplies are collected. I’m retracing the two short passages to the escalator, then opening the final shortcut through the Slums.
Swoobat is handling the incidental wild encounters cleanly. I’m continuing to the escalator; the next recording rotation is approaching, so I’ll pause at the next safe checkpoint.
One more wild encounter interrupted the escalator approach. The exit trigger requires approaching from its left side; I’ve checked that and am adjusting the route.
We’re through the basement and back on the upper floor. I’m opening the backpacker’s shortcut, then pausing to archive this hour of play before the Coral section.
The shortcut is open and the game is saved and paused. I’m exporting session eight with idle gaps removed at 4× speed; the next segment will start with the final Slums pickups and Coral Ward.
Session eight is verified: 7 minutes 23 seconds at 4× speed. Recording has restarted, and I’m continuing from the saved shortcut.
The game isn’t responding to the usual key holds after the recording restart. I’m checking the app’s focus and capture state before sending more movement commands.
The controls are responding again, but the capture check revealed that macOS reassigned the recording-device numbers and selected a camera. I’m stopping that capture and switching back to the screen before continuing; the brief pickup segment wasn’t recorded correctly.
The screen capture is now verified. I’ve switched it to the device’s name rather than its changing number, and removed the incorrect camera footage. Continuing toward Coral now.
The Awakening is collected for Florinia’s Spore, and I’ve reached the final Slums corridor. I’m starting the nearby Spoink encounter for later, then exiting to Coral.
We’ve reached Coral Ward. Cain’s team is planned for: Marshtomp handles his Alolan Grimer and Cubone, while Kricketune covers Popplio; the Flying types remain available as backups.
I’ve located Coral’s Pokémon Center. I’ll heal there, put Marshtomp in front for Cain’s opening Grimer, and then trigger the dock scene.
The party is healed and reordered for Cain. Marshtomp and Kricketune are the first two slots, with both Flying types healthy behind them.
The dock rescue scene is underway. The party screen kept its cursor on the swapped slot, so the reorder left Kricketune leading; I’ve verified the actual order and will select Marshtomp explicitly when the battle begins.
Cain’s battle has started. I’m bringing Marshtomp into the confirmed sixth slot for the opening matchup.
Grimer is down, and Cain is sending Popplio next. I’m switching to Kricketune so the mist-boosted Icy Wind won’t hit one of our Flying types.
Popplio is down. Kricketune’s Fury Cutter is now powered up, so I’m keeping that chain for Cubone while watching its health for the final Nidorino.
Cain is down to a weakened Nidorino. Kricketune still has enough health to finish it with the next Fury Cutter, with Marshtomp healthy in reserve.
Cain is defeated, and the dock scene is finished. I’m checking the Cut reward, then returning to Obsidia Park.
Cut is confirmed in the bag. I’m healing once more before the park, where the Forest Field changes move strength and makes Tangrowth’s healing the main threat.
I’m teaching Cut to our utility Pokémon. I also noticed Swoobat can learn Charge Beam from the TM we already have, giving it a useful way to raise Special Attack before tougher fights.
Bidoof has Cut, and Swoobat is learning Charge Beam in place of Assurance. That gives us field access and a special setup option without changing Kricketune’s main moves.
Cut and Charge Beam are verified in the saved movesets. I’m returning north to clear the trees and enter the park.
Bidoof is clearing the South Obsidia shortcuts. The park route is opening now; I’ll handle the remaining street trainer before entering.
The first two trees are cleared. I’m adding the verified Cut interaction to the route helper so the park’s repeated tree puzzle can be handled consistently.
Carter has intercepted us on the shortcut. I’m resolving his Barboach and Spinda battle before continuing north.
Carter is defeated without damaging Kricketune. I’m taking the open eastern road back into Obsidia, then entering the park.
We’re back in Obsidia. One tree blocks the approach to Victoria and Amaria; after that, the park sequence can begin.
Victoria’s scene is complete. I’m joining the others at the park entrance and will collect the Warehouse Key and False Swipe before clearing this one-time area.
I’m finishing the entrance dialogue. Inside the park, I’ll follow the tree puzzle in order, secure the key and TM, and use the light shard before ZEL’s Tangrowth.
We’re inside the park. I’m matching the walkthrough’s numbered trees to the map before advancing, so the shifting paths and one-time pickups are accounted for.
Sunday, September 20
I’m checking the guide’s park diagram against the current map. The two reachable trees lead to different path changes, so I’m confirming their order before cutting them.
The tree order is mapped, including the warehouse detour. I’m leading with Swoobat for the park’s Grass and Bug encounters, and keeping Marshtomp ready for the Fire and Rock opponents.
Chad has intercepted us on the first park path, as expected. Swoobat is handling this opening battle while the route helper remains stopped.
Swoobat defeated Tepig and reached level 23. I’m using its new Charge Beam against Spearow, then continuing to the first numbered tree.
Chad is defeated and the extra Poké Ball is collected. I’m picking up the Chesto Berry before cutting tree #1; it gives us another answer to sleep later.
The park’s wild encounters are straightforward Flying-type matchups. I’m adding a bounded retry routine for those encounters, while keeping trainer battles, low health, and move-learning prompts as inspection stops.
Tree #1 is cut and its path change is complete. I’m moving through trees #2 and #3 next, collecting the Leppa Berry on that branch.
Tree #2 is cleared. The retry routine handled a Venonat encounter and resumed the exact route successfully; I’m now on the Leppa Berry branch.
The Leppa Berry is collected, and I’m cutting tree #3. I’ll save at this checkpoint and rotate the recording before tackling the park’s upper paths.
Tree #3 is cleared, and the checkpoint is saved. The game is paused while session nine is processed into the 4× archive.
Session nine’s 4× archive is verified. I’m resuming the park route, collecting the one-time items before ZEL, then preparing for Florinia’s team and field.
The route to tree #4 is clear. Swoobat will handle Minta’s Makuhita; I’ll switch to Marshtomp for Bonsly to avoid its Rock Throw.
A wild Venonat poisoned Swoobat on the detour. I’m treating it before continuing; the park’s healing shard is still reserved for the boss.
Swoobat is healthy again, and the Pecha Berry is collected. Next are the two shortcut trees and Minta; after that I’ll pair Swoobat with Marshtomp for the double battle.
Trees #5 and #6 are cleared, and Minta’s battle has started. The Warehouse Key and False Swipe are still on the checklist before ZEL closes this version of the park.
Minta is defeated. Swoobat took only minor damage, and Marshtomp safely handled Bonsly. I’m collecting the Super Potion and following the route to Victoria’s scene.
The Crobat scene is complete. I’m clearing tree #7 and collecting the nearby candy and shard, then setting up the double battle.
The extra Exp. Candy S is collected. For the double battle, Swoobat will target Hoothoot with Charge Beam while Marshtomp uses Water Gun on Shuckle.
Another Venonat landed poison, so I’m using the remaining Antidote. I’ve also added a status check to the route script so it stops after encounters that need treatment.
The first turn left Hoothoot at about a quarter health and Shuckle at half. I’m finishing Hoothoot first, then focusing both Pokémon on Shuckle.
The double battle is won. Only trees #8 and #9 remain before the warehouse; I’m checking health before the final stretch to ZEL.
Both shortcut trees are being cleared. For Tangrowth, the main threat is Acid Spray weakening special defense while Mega Drain restores its health. I’ll start with Kricketune’s Struggle Bug to reduce its damage.
The warehouse has False Swipe, but the key is gated behind the daycare side quest, which we haven’t started. I’ve noted that follow-up for the longer run; it doesn’t block Florinia.
False Swipe and the X Sp. Def are collected. I’m picking up the last Antidote and using the Light Shard, then saving before ZEL.
Swoobat reached level 24 on the way, and the Light Shard has healed the team. I’m bringing it to the level-25 cap for a stronger backup, then saving the boss-ready party.
The boss-ready save is in place: Kricketune, Marshtomp, and Swoobat are level 25, and everyone is fully healed. Swoobat also learned Attract, giving us another option against the female Tangrowth.
ZEL is defeated on the first attempt. Kricketune won with five Struggle Bugs, finishing at 12 HP without using a battle item. Next are healing, the school trainers, and Protective Pads before Fern and Florinia.
The team is healed, and I’m heading to Onyx. Swoobat will lead against the school entrance trainer’s Water/Flying and Water/Bug Pokémon.
We’re in Onyx. I’ll trigger Fern’s lockout, take the school’s alternate entrance, and collect Protective Pads before the remaining rival and gym battles.
Baxter challenged us on the way in. His Grubbin is down, and Swoobat is finishing Psyduck before we continue to the school entrance.
Baxter and Joel are defeated. Charge Beam knocked out both of Joel’s Flying types in one hit each, leaving Swoobat healthy for the entrance battle.
Fern’s lockout scene has triggered. I’ll use the right-hand entrance, then work through the school and collect the items needed for Florinia.
Blane is defeated. Charge Beam missed twice, but Air Cutter finished Dewpider. The school nurse is nearby, so I’ll heal before the next double battle.
The nurse is accessible from the front of the desk. After healing, I’m putting Tranquill beside Swoobat so it gains experience during the school’s opening double battle.
The school’s double battle is won in two turns, with both birds unharmed. I’ll give Tranquill the next training opportunities while we work toward Protective Pads.
We’ve reached the recording rotation point. I’ll finish Noah’s battle, save and pause, then produce the next idle-trimmed 4× archive before continuing.
Session ten’s archive is verified: 7 minutes 29 seconds at 4× speed, with idle time removed. I’m starting the next recording, then continuing upstairs toward Protective Pads.
I’m taking the Coin Case from the first upstairs room, then heading to Landon and the Protective Pads room. Those pads will keep Kricketune’s contact moves from triggering Roselia’s Poison Point or Ferroseed’s Iron Barbs.
Protective Pads are collected and equipped on Kricketune. I’m continuing through the hallway; Marshtomp is ready for Terry’s Pachirisu so the birds won’t have to take Electric attacks.
Terry’s Starly used Endeavor to bring Tranquill low. Quick Attack finished it before another hit, and Tranquill reached level 23. I’m switching to Marshtomp for Pachirisu.
Terry is defeated. I’ve put Swoobat back in front while Tranquill rests. Next are the Quick Claw, Desert Field readout, and the shortcut back to the nurse.
The Quick Claw is collected, and the hallway scene has opened access to the tutors and Desert Field readout. The readout will also be available in-game for future planning.
The Desert Field readout is collected. I’m heading downstairs to open the healing shortcut and reach the quiz corridor, with Kricketune’s Protective Pads already equipped.
Hardy opened the upper gate, and I took the positive dialogue choice. I’m opening the lower shortcut next so we can heal easily before Fern and Florinia.
The healing shortcut is open, and the Telluric Seed is collected. I’m healing the party before answering the eight quiz terminals and moving on to Fern.
Trey is guarding the quiz route. His Rattata is down; I’m finishing Shellos and Swirlix, then using the walkthrough’s answers at the terminals.
The first quiz answer was accepted. I’ve set up a small input helper for the remaining terminals; it checks for “CORRECT” after each answer before continuing.
Five answers have been accepted so far. The remaining terminals cover Cubchoo’s evolution level, Lava Plume’s learnset count, and whether moves can change field effects.
All eight quiz answers are accepted. Kricketune is back in front with Protective Pads for the final corridor trainer and Fern; the Flying types are ready for Dartrix.
The quiz is complete, and Skye’s Eevee is down. The battle script missed a dialogue line, so I checked the screen and adjusted its text detection before continuing.
Skye is defeated, and Fresh Water has restored Kricketune to full health. I’m heading to Fern: Kricketune will handle Sandile and Roselia, then I’ll switch for Dartrix’s Flying attacks.
Fern’s battle has started. I’ll check each replacement before committing the next move, especially if Dartrix comes out early.
Dartrix came out second. Swoobat brought it below half health, then Tranquill switched into Ominous Wind unharmed thanks to its Normal typing. I’ll finish it from here.
Fern used a Super Potion as expected. I used that turn to heal Swoobat, then switched it back in to finish Dartrix.
Dartrix is down. Kricketune is now fighting Roselia with Protective Pads equipped. After Fern, I’ll heal the team and rotate the recording before Florinia.
Fern is defeated. I’m healing the team and checking supplies before Florinia; Protective Pads will let Kricketune attack her Ferroseed without taking Iron Barbs damage.
The game is saved and paused for the hourly recording break. I’ll finish the idle-trimmed 4× archive, restart recording, then heal and challenge Florinia.
Florinia’s main threat is Cradily: it can build defenses with Stockpile and recover health. Kricketune’s Fury Cutter is the main answer, with Swoobat’s Unaware ability as backup against those defense boosts.
A remaining school trainer caught us on the way back. Marshtomp handled both Pokémon safely; I’d moved it to the lead before backtracking so the injured team members could rest.
The team is fully healed. I’m buying a few Super Potions, then returning through the unlocked shortcut with Kricketune leading.
Supplies are ready: four Super Potions in total, plus status cures. The school puzzles and Fern are cleared, so Florinia is the only required battle left.
I’m at Florinia’s gym. The plan is to build Fury Cutter’s power early, keep the Flying types ready for Breloom, and preserve healing items for Cradily.
Maractus is down, and Kricketune is still at full health. Ferroseed came in next; Protective Pads are preventing contact damage while Fury Cutter builds power.
Cradily is down in one hit from the powered-up Fury Cutter. That removes Florinia’s toughest defensive Pokémon. Kricketune is low on health, so I’m healing before tackling the remaining three.
Cacnea and Cottonee are down. Only Breloom remains; Kricketune is poisoned, but still has enough health to attempt the finishing hit.
Florinia is defeated on the first attempt. Kricketune took down five Pokémon, and Swoobat finished Breloom safely. I’m collecting the badge and rewards, then saving and stopping here as requested.
The Canopy Badge and Nature Power TM have been awarded. I’m letting the required post-battle briefing finish, then I’ll verify the save and finalize the last recording.
The save confirms two badges and TM96, and a checkpoint backup is secured. Gameplay is paused. I’m finishing the archive index and leaving a note to heal Kricketune before the next session.
Gym #2, Florinia, defeated on the first attempt—no fainted Pokémon.
- Canopy Badge, Nature Power TM, and PULSE Dex collected.
- Saved, backed up, and paused.
- Recordings trimmed and archived at 4×.
- Notes updated for the next stage.
Save, notes, and video archive