Task 03

September 20, 2026 · 10:53–17:37 EDT · 6h 44m 11s · Sessions 013–020 · 183 messages

Sunday, September 20

  1. I’ll continue through Gym 3, plan the full route and major battles first, and queue longer stretches of movement. I’ll also cut back on saves to meaningful checkpoints, then stitch this leg into one video when the gym is complete.

  2. In this version, the next gym battle is Corey/Borealis, but he awards no badge; Shelly awards the third badge afterward. Where should I stop?

    • After Corey/Borealis, the next gym battle
    • After Shelly, the third badge
  3. Got it—stop after Shelly and the third badge. I’ve replaced the route helper’s repeated save checks with queued paths based on known map positions. I’m also planning to rescue all five police officers before the relevant story battle, which keeps the later story route available.

  4. The team is healed. Before Jasper, I’m collecting the Itemfinder while its event is available, then strengthening the team. Marshtomp learns Rock Slide at level 28, which will help against both Corey’s Crobat and Shelly’s doubles team.

  5. The longer movement queues are working: I’ve crossed several areas without saving at each doorway. The main route is now planned through the two PULSE encounters, all five officer rescues, Corey, and Shelly.

  6. The Itemfinder and its nearby Exp. Candy M are collected. I’m putting that candy toward Marshtomp’s Rock Slide, then heading onward with the Flying types ready for the forest battles.

  7. I’m using the Grand Hall’s repeatable battles for experience and free candies. This will give us Rock Slide and stronger Flying coverage before the forest bosses, while conserving money for healing and useful captures.

  8. Kricketune won the opening exchanges despite an Ice Fang freeze. I’ve restored battle turbo after the game restart; I’ll heal between training battles and use the candy rewards to reduce the amount of grinding needed.

  9. Marshtomp has reached Rock Slide. I’m giving Kricketune a little more battle experience and saving the next candy rewards for Swoobat, whose Calm Mind and later Air Slash should be useful against the upcoming bosses.

  10. Kricketune has reached level 30 and learned X-Scissor, giving us a reliable Bug attack alongside Fury Cutter. One more short training round should supply enough candy for Swoobat’s Calm Mind; then I’ll move on to Jasper.

  11. Training is complete for now: Kricketune 31, Swoobat 29 with Calm Mind, and Marshtomp 28 with Rock Slide. I’m making one useful capture on the way north: Sunkern can be traded for a Pokémon holding Exp. Share, which will help raise the rest of the team.

  12. I found a built-in coordinate display on a long press of D. That gives me a way to recover from interrupted movement without saving just to locate the character.

  13. Seacrest’s garden is unlocked. I’m catching Sunkern here, then heading directly to Jasper to start the officer-rescue quest.

  14. The Sunkern search is running automatically, with other encounters safely fled. I’ve also added position checks to the longer route queues so they stop and recover if a character or obstacle blocks the planned path.

  15. Sunkern has appeared. I’m catching it now; the garden search is complete, and the next destination is Jasper.

  16. I’ll stop after Shelly awards the third badge. I’m continuing the route with longer action queues, saving at major checkpoints, and keeping the recording archive split by gym.

  17. Sunkern is caught. It unlocks an upcoming trade that supplies an Exp. Share; the main team is also trained, with Rock Slide on Marshtomp and Calm Mind on Swoobat. Next is Jasper, where I’ll start the police rescue quest before advancing the forest story.

  18. The team is heading into Jasper. I’m preserving the five-officer rescue route, which needs to be completed before the later forest confrontation; that order also secures useful rewards before Corey.

  19. Jasper’s entrance is open and the opening scene is complete. I’m using the in-game coordinate display for navigation now, so route checks no longer require repeated saves.

  20. The missing-officer quest is active. I’m moving through Jasper’s buildings toward the forest, with a healing stop on the way. The next boss plan is ready: Kricketune for Exeggcute, Marshtomp’s Rock Slide for Chatot, and special attacks for the heavily armored Tangrowth.

  21. Ross is defeated without taking a hit. I’m healing before the forest, then rotating the recording near the one-hour mark; the saved segment will keep active gameplay at 4× speed.

  22. The team is fully healed, and Swoobat is leading for the Bug- and Poison-type trainers ahead. I’m batching the building crossings and stopping the queue only when a battle or story choice needs attention.

  23. I’m finishing the last battle in this building, then pausing to process the first recording segment. The route scripts now also cross-check map names, which prevents OCR misreading a map number from sending a movement queue to the wrong place.

  24. The first segment is archived and verified: about 8½ minutes at 4× after idle time was removed. Recording has restarted for the forest section.

  25. The recordings are rotating correctly, and the route through Jasper is progressing. Swoobat has cleared Morrison cleanly and is now facing Tara’s Poison types, which are weak to Confusion.

  26. Tara is beaten. Golbat’s confusion caused some damage, but Swoobat won without a knockout. I’m accepting Heather’s team-up and entering Malchous Forest; her later healing point is part of the route.

  27. Malchous uses moving vines as well as Cut trees. I’ve checked the trigger order, and I’m adding those changes to the local route notes so the longer movement queues can follow the newly opened paths without saving after every tree.

  28. The first vine barrier is cleared. I’m collecting the useful supplies along the opened route, then working around to the forest guards and Heather’s healing point before Taka.

  29. The route supplies are collected, including a Full Heal and another Telluric Seed. The second vine trigger is opening the next section; I’m keeping the status-healing items available for Chatot and Corey.

  30. Heather’s forest scene is complete, and the left-side barrier is opening. Next are the two guards; Kricketune’s Bug attacks are especially effective against their Lunatone and Solrock.

  31. The route to the northern guards also needs two ordinary Cut trees cleared. I’ve queued those crossings together, then the script will stop at Ringo’s battle.

  32. Ringo’s battle has started. The movement queues are now longer, and the battle helper checks the command cursor before attacking so queued movement cannot accidentally select Bag or Run.

  33. Ringo is down without landing a hit, and Kricketune reached level 32. The final moving-vine barrier is cleared; I’m continuing to Rod and the double battle before the boss building.

  34. Rod is defeated, and Kricketune is level 33. I’ve also checked the battles between Corey and Shelly, including Cal’s Fire team, so I’ll use the later candy rewards to strengthen Marshtomp and the new recruits before that stretch.

  35. A wild Pansage interrupted the crossing and was defeated in one hit. I’m resuming the guard route; the team still has enough health to reach Heather’s healing point.

  36. The first pair in the double battle fell to Struggle Bug plus Air Cutter in one turn. I’m using the same spread attacks on the second pair, then heading for the heal and the boss-room supplies.

  37. Both guards are beaten, and Tranquill reached level 24. I’m finishing the forest’s readout and healing stop, then collecting the missable candy inside Taka’s building before starting the fight.

  38. The double-battle trainers moved into the path afterward, so I’ve corrected their positions in the route map and rerouted around them. The game is still being recorded; no progress was lost.

  39. The forest supplies and PULSE readout are secured. The approach to Heather includes a scripted diagonal step that the route planner hadn’t accounted for; I’m handling that crossing, then healing and entering the building.

  40. Heather has healed the team. I’m climbing into Taka’s building now; the missable Exp. Candy M comes before the battle.

  41. The missable candy and Red Shard are collected. Before Taka, I’m giving Marshtomp a Chesto Berry for Chatot’s Sing; Kricketune is healthy and strong enough to handle Tangrowth with X-Scissor.

  42. Taka’s setup is ready: everyone is healed, Swoobat is level 30, and Marshtomp is holding the Chesto Berry. I’ve saved this boss checkpoint and am starting the battle.

  43. Taka’s pre-battle scene is wrapping up. I’m sticking with the prepared matchup plan and preserving Swoobat as backup for the PULSE.

  44. Exeggcute and Chatot are down. Marshtomp’s Rock Slide took out Chatot in one hit; I’m bringing the still-healthy Kricketune back for Tangrowth.

  45. Taka is defeated on the first attempt, with no knockouts. Kricketune survived the two Rock Tombs and finished Tangrowth with its third X-Scissor. Next I’m rescuing Jasper’s two officers before heading into Rhodochrine.

  46. The Jasper PULSE is shut down. I’m healing Kricketune, then taking the newly opened route to rescue the officers and release the trapped resident before moving north.

  47. A wild Oddish interrupted the exit. After Jasper’s rescues, I’m also picking up the nearby Mareep: evolving it into Ampharos will give us useful Electric and Rock coverage for the coming bosses.

  48. I’ve reached the first trapped officer. Ray has one Alolan Raticate, so Kricketune’s X-Scissor is the direct answer; afterward I’ll clear the rescue dialogue and continue through Jasper.

  49. Ray is beaten, and the officer is free to leave. I’m completing that rescue and the fifth-floor resident’s escape, then collecting Mareep and checking off Jasper’s second officer.

  50. The first officer has returned to the station. I’ve reached the stranded resident on the fifth floor; once her escape is confirmed, I’ll finish the remaining Jasper errands in one route.

  51. The fifth-floor resident has left safely, preserving her later reward. I’m collecting the hidden PokéSnax for Mareep and stopping at the Pokémon Center before the next rescue.

  52. I’ll stop after Shelly awards the third badge. I’m finishing the Jasper rescues and planning the Beryl battles before moving on, with longer movement queues and saves at major checkpoints.

  53. The Jasper detour is complete: the first officer and the trapped girl are safe. I’m returning through the forest to heal, then collecting Mareep and rescuing the second officer before entering Beryl.

  54. Mareep will give us Electric coverage for Shelly’s Flying and Water types. I’m also carrying Sunkern for the jungle trade that awards an Exp. Share, so new teammates can gain levels while we clear the route.

  55. I’m approaching the hourly recording break. I’ll pause at the Pokémon Center, archive this segment with idle time removed at 4× speed, and verify the next recording before resuming.

  56. The team is fully healed. The latest recording is verified: 8 minutes 11 seconds at 4× speed, about 31 MB. I’m starting the next capture and continuing toward Beryl.

  57. The next section has several rescues before its boss fight. I’ve mapped their order so we can finish the police quest in time, collect the Exp. Share, and prepare for Corey’s poison field before challenging him.

  58. Both Jasper officers are now safe, and Mareep’s owner has given us the lead for finding it. I’m collecting Mareep next, then buying Repels to keep the jungle traversal moving.

  59. Mareep has joined the team, with Tranquill resting in the PC. I’m returning to its owner for the Quick Ball reward, then heading north; those balls will make later captures much easier.

  60. Jasper is complete, including Mareep and three Quick Balls. I’ve also updated navigation to prefer paths outside tall grass where possible, which should reduce interruptions during longer movement queues.

  61. The gate vendor and Beryl shop aren’t accessible at this stage, so I’m continuing without buying Repels. The route into the jungle is open, and I’ve marked the known traps so the queued paths can avoid them.

  62. We’re in Rhodochrine Jungle, and the Rare Candy is collected. I’m taking the route around the capture trap toward the healing house, then working through the remaining officer rescues and the Exp. Share trade.

  63. We slipped past the grunts and reached the healing house. The next priorities are opening the jungle paths and getting the Exp. Share onto Mareep before more trainer battles.

  64. The southern jungle path is open. Swoobat is leading for the upcoming Fighting and Poison matchups, while Kricketune stays ready for the next PULSE battle.

  65. Mary is defeated with no damage taken: Swoobat handled Mareanie and reached level 31, then Marshtomp beat Boldore. Swoobat is now one level from Air Slash.

  66. The trade gave us Cryogonal, which learns Ice Beam at level 25. I’m leaving the Exp. Share on it for now: that gives us another strong option for the PULSE fight and Corey’s Crobat. Mareep will get its training before Shelly.

  67. Cryogonal is already gaining several levels from the Exp. Share. I’m keeping Swoobat’s Psychic coverage active and passing on moves we won’t need, so the team can keep progressing without a separate training detour.

  68. Endow is defeated, and Cryogonal has learned Aurora Beam. I’m collecting the nearby experience candy before dropping into the Underroot for the next two rescues.

  69. Cryogonal is level 17 and has Acid Armor for physical defense. Marshtomp is leading for the next rescue battle, where the grunt opens with Growlithe.

  70. Bruno’s Herdier hit harder than Growlithe, so I switched Marshtomp out safely; Herdier then fainted from recoil. The rescue battle is won, and I’ll heal before the next trainer fight.

  71. The third officer is safe. The Underroot vine is cleared, and I’m crossing to the cage holding officer four; the library investigation will finish the police search.

  72. Officer four is rescued, leaving the library’s missing officer to investigate. I’m restoring Marshtomp and using the two small experience candies before the final section of the jungle.

  73. The saved quest state confirms all four living officers are rescued. Marshtomp is healed, and the team is ready to investigate the library before returning to the chief.

  74. I’ve confirmed a useful Corey tactic: Tranquill’s Gust clears the corrosive mist before its end-of-turn poison effect. I’ll bring Tranquill back for that opening, then use Swoobat and Marshtomp against Corey’s Poison team.

  75. The library confirms what happened to the fifth officer, and Growlithe has returned to the station. The police search is complete before the story’s next major battle. I’m collecting the Twisted Spoon for Swoobat and opening the remaining jungle paths.

  76. The Twisted Spoon is still blocked by a vine, so it remains for later. I’m continuing through Brenna’s building to Amaria’s healing point, then preparing the team for Ace.

  77. Brenna is defeated. Emolga went down to Rock Slide; Dewott needed two X-Scissors and damaged Kricketune. Amaria’s healing point is just ahead, so I’m heading there before the next battles.

  78. All five officers are accounted for. I’m finishing the forest route and preparing for Ace, then Corey; I’ll continue through Shelly and stop after earning the third badge.

  79. The second blocking tree is cut. I’m rotating the hour’s recording now; the next stretch leads to Ace. Corey’s poison mist also has a planned answer: Tranquill’s Gust clears the field.

  80. The officer quest flags are confirmed, and Amaria restored the whole team. I’m taking the mapped return route to the last tree, with Kricketune ready for Ace’s Grass-heavy team and Marshtomp reserved for Braixen.

  81. The new recording is verified, and the previous hour is archived at 4× with idle time removed. I’m crossing back through the Underroot; the remaining forest route is already mapped.

  82. The team is still healthy after the return trip. The last tree is reachable from this side; I’ll clear it, handle the remaining trainers, and heal before Ace.

  83. Kenneth is beaten. Cryogonal reached level 21 and is learning Ancient Power, giving us another Rock attack for the Flying and Bug battles ahead.

  84. Swoobat is leading for Coleman’s Fighting and Grass Pokémon. These remaining trainer battles are also feeding experience to Cryogonal, so preparation and story progress happen together.

  85. Coleman’s team went down without landing a hit. I’m clearing the final tree and using the nearby healer before the Ace battle.

  86. All three vine controls are now cleared. Ace is next: X-Scissor for the early team, Marshtomp for Braixen, then special Struggle Bug against Tangrowth to avoid strengthening its physical defense.

  87. The team is healed, and I’m saving the pre-Ace checkpoint. All five officer rescues are complete before this story branch, so that option remains available later.

  88. The forest confrontation is underway. The battle plan is set, and the recording is running through the story scene.

  89. Ace’s disguised Zorua is down, and Kricketune reached the level cap. Marshtomp is handling Braixen as planned; Kricketune is being kept away from its Fire moves.

  90. Braixen is down, but I missed the switch window afterward and Roselia knocked out Marshtomp. Swoobat is taking over. I’ve added an opponent-change check to the battle script to prevent that mistake recurring.

  91. Ace had switched Braixen out rather than losing it—my earlier read was wrong. Kricketune finished Roselia. I’m reviving Marshtomp for Braixen’s return, while keeping Kricketune ready for the final Tangrowth.

  92. Braixen is now confirmed knocked out. Marshtomp survived the return, and Kricketune is coming back for Baltoy and Tangrowth.

  93. Ace is beaten on the first attempt. Struggle Bug took down PULSE Tangrowth in two hits. I’m finishing the escape scene, then healing and bringing Tranquill back for Corey’s mist-clearing plan.

  94. The escape is complete. I’m heading through the newly opened part of Beryl to heal and change the party, and I’ve checked Corey’s gym puzzle and trainer roster before entering.

  95. The rescued officers have confronted Corey, and he has retreated to his gym. I’m finishing the Center stop before following him.

  96. Everyone is healed. I’m replacing Bidoof with Tranquill for Corey, and keeping Marshtomp in front for the gym’s Growlithe and Flaaffy trainers.

  97. Tranquill is coming out of storage with Gust intact. The rest of the team is restored; I’m arranging the party for the gym trainers before heading uphill.

  98. The chief’s field notes confirm the Gust plan. The gym’s reactor puzzle can be solved with two switches; I’ll clear the trainers on the way and prepare Tranquill to lead Corey’s battle.

  99. The reactor switches are set, and the first officer’s Growlithe is beaten. I’m using the remaining safe matchups to get Cryogonal closer to Ice Beam before Corey.

  100. Marshtomp is taking the Electric matchup next. After the trainers, I’ll verify the reactor colors, heal once more, and start Corey with Gust.

  101. The officers move around the room, so I’ve adjusted the approach route to meet them along their patrols. The current reactor state is also checked; two more switch presses will make all six blue.

  102. Blackwell is beaten, and Marshtomp reached level 31. Cryogonal is now one level from Ice Beam, so I’m using the saved Rare Candy for that upgrade and restoring Marshtomp before Corey.

  103. Cryogonal has reached level 25 and is learning Ice Beam. That gives us a stronger backup against Corey’s Crobat, alongside Marshtomp’s Rock Slide.

  104. The team is ready for Corey. I’m correcting the route around the reactor columns so the movement queue can reach the final switches reliably.

  105. The last officer battle is underway. I’m switching Kricketune into Herdier’s recoil attack to spare Marshtomp, then restoring Marshtomp for Growlithe.

  106. All three officers are beaten. I’m finishing the reactor puzzle and Corey’s room scene, then making one final healing and supply stop before the battle.

  107. The puzzle is solved and Corey is waiting in the arena. I’m replenishing healing items and restoring the team before the fight; the next recording segment will begin from that prepared checkpoint.

  108. Supplies are restocked: five more Super Potions and three Super Repels. I’m setting Tranquill as the lead and archiving this recording segment before Corey.

  109. The new recording is verified. We’re fully healed with six Super Potions, and Tranquill is leading. I’m heading into Corey’s arena now.

  110. I’m at Corey’s arena. The opening is Gust to remove the mist, followed by Swoobat for the Poison types; Marshtomp and Cryogonal are reserved for Skuntank and Crobat.

  111. Gust removed the automatic poison, and Corey switched Skuntank into Swoobat’s Calm Mind. The new opponent check caught that switch. I’m assessing Pursuit before moving Swoobat out, since it can punish a retreat.

  112. I found a move-selection bug: the script chose Confusion instead of Air Cutter. I’m fixing that and restarting from the prepared checkpoint. The recording will retain this attempt; on the retry, I’ll keep Swoobat out of Skuntank’s Pursuit trap.

  113. The selector now checks the highlighted move before confirming it. On this retry, I’ll use Swoobat to draw Skuntank out, then bring Marshtomp in before Pursuit can trap Swoobat.

  114. The bait worked: Skuntank switched in as Marshtomp took the field, leaving Swoobat safely on the bench. I’m using Rock Slide here because the remaining Corrosive Field alters Mud Shot and Mud Bomb.

  115. Skuntank is down, with one Super Potion used. Swoobat can now handle the Poison matchups without the Pursuit trap.

  116. Nidorina is down, and Swoobat learned Air Slash at level 32. Corey is sending Crobat next; Cryogonal is coming in with full health and Ice Beam.

  117. Crobat is down. Cryogonal survived the boosted attack and finished it with Ice Beam. I’m healing Swoobat before Croagunk so it can survive Sucker Punch and answer with Confusion.

  118. Croagunk and Mareanie are down. Only Skrelp remains; I’m restoring Swoobat before finishing the battle.

  119. Corey is beaten. The retry finished with no fainted Pokémon and three Super Potions used. I’m continuing through the story afterward, then training for Shelly; the third badge is still the stopping point.

  120. The post-battle scene is finished. Next are Beryl Bridge and the police reward, then focused training—especially Ampharos for Shelly’s rain battle.

  121. Corey is defeated. I’m continuing toward Shelly, with a training stop planned to bring Mareep up to Ampharos and prepare the team for her doubles battle. I’m keeping the recording running and saving at major checkpoints.

  122. The police rescue quest is complete, so I’m collecting its Growlithe reward on the way back. The upgraded Grand Hall trainers now offer five medium Exp. Candies per win; that should make the remaining team preparation much faster.

  123. I’ve checked the upcoming movesets against this installed version. One useful correction: Ampharos won’t learn Discharge before the current level cap, so I’ll use Charge Beam and Power Gem for Shelly instead.

  124. Growlithe has joined the team, and I’ve collected Corey’s Silver Ring for later encounters. I’m heading straight to the Grand Hall now, then through the Grand Stairway story and Cal’s battle before Shelly.

  125. Training is underway with Kricketune leading and Mareep holding the Exp. Share. I’m testing the stronger trainer’s full team once, then I’ll automate repeat wins around the moves and healing that actually work.

  126. The first training match is tougher than the earlier rounds: Furret hit Kricketune very hard after the opening fight. I’m adjusting the switches before turning this into a repeatable training loop.

  127. Furret’s Rest makes a simple damage race inefficient. I’m using Cryogonal’s Acid Armor and Icy Wind to build defense and slow it down; that should also handle Furfrou’s physical attacks and give us a better repeatable route.

  128. The first upgraded training battle is won, and Mareep has evolved into Flaaffy. Cryogonal’s defensive setup worked, so I’m investing these first candies in it to make the next rounds more reliable.

  129. Cryogonal is now at the level cap, with Ice Beam, Acid Armor, Icy Wind, and Light Screen. I’m replenishing healing items and using the next candy rewards to finish Ampharos, then the remaining team.

  130. Cryogonal is handling the physical attackers well, but Croconaw’s Chip Away ignores defense boosts. I’ve accounted for that in the training script’s healing checks; once Ampharos is ready, it can take over that matchup.

  131. The second round is won without any faints. I’m using its candies on Flaaffy, then moving on to the story—the Grand Stairway has more free medium candies, so we can finish preparing the team along the route.

  132. Ampharos has evolved. I also found two large Exp. Candies in the installed Grand Stairway maps, in addition to the walkthrough’s medium candies, so I’ve added those pickups to the route.

  133. Ampharos now has Charge Beam, and the team is ready to continue into North Obsidia and Lapis. I’m pausing briefly to trim and compress this recording segment, then I’ll restart capture before moving on.

  134. I’m clearing the remaining bridge trainers en route to North Obsidia. For Shelly, I’ve confirmed the main hazards: her rain accelerates Anorith, its seed protects it on entry, and Masquerain’s Energy Ball makes an early Marshtomp switch unsafe.

  135. The larger candy pickups are behind later access barriers, so I’ve excluded them from this gym’s preparation. The accessible medium candies and the upcoming story battles still cover the core team’s remaining levels.

  136. The team is healed in Lapis. I’ve also worked out a stronger Shelly opening using the available battle items: boost Ampharos’s Speed first so it can remove Masquerain before another stat-lowering attack, then use Anorith’s protected entry turn to boost its Special Attack.

  137. The Lapis story scene is underway. After it finishes, I’m heading into the Grand Stairway, collecting the accessible training and battle items before rescuing Victoria.

  138. I’m continuing toward Shelly’s third badge. The team is prepared for the Grand Stairway rescue; I’m collecting the useful items along that route, then planning the Victoria, Fern, and Cal fights before entering Shelly’s gym.

  139. Cain’s diversion is underway. I’m keeping the Focus Sash and battle boosts for the harder fights, and using the cave’s experience candies to bring the main team up to the level cap.

  140. The route automation caught a small map detail: the guards still block most of the staircase during the diversion. I’m correcting the approach so subsequent travel avoids those triggers.

  141. The staircase approach is fixed. I also corrected hidden-item collection so the character faces the item without accidentally stepping over it; this will make the remaining pickups more reliable.

  142. We’re inside the Grand Stairway. Marshtomp will lead the rescue battle: it resists Rock attacks and can hit both opponents with Rock Slide, while Victoria supplies an Intimidate partner.

  143. The cave pickups are progressing. I’m reserving the Speed and Special Attack boosts for Ampharos against Shelly, where acting before her attackers should matter more than raw levels.

  144. I’ve confirmed that the game heals the party between Victoria and Fern, so that sequence can be handled as one planned stretch. Afterward, I’ll restock healing items before Cal and Shelly.

  145. The main detour is nearly complete. The remaining candies will strengthen Marshtomp and Ampharos; the next stretch is the rescue fight followed by Victoria and Fern.

  146. The last candy pickup is ahead. I’m also tightening the path planner to avoid walking across ladder entrances unintentionally, so longer movement queues can run cleanly.

  147. Marshtomp has reached level 35. Ampharos is next, with Power Gem due at 35—a key move for Shelly’s Flying and Water/Bug Pokémon.

  148. Preparation is complete: Marshtomp is level 35, Ampharos and Swoobat are level 34, and the Focus Sash plus both planned battle boosts are confirmed in the bag. We’re heading to the rescue battle now.

  149. We’ve reached the story chamber. I’m using a more explicit battle-input helper for double battles so moves and targets are selected deliberately, while keeping the travel queues long.

  150. The rescue encounter is starting. I’ll use Marshtomp’s spread damage first, then adjust around the opponents’ sleep and speed moves.

  151. This version’s rescue fight uses Crystal Cavern, which adds variable typing to Rock attacks. Marshtomp went down to that interaction; I’m adapting with Kricketune’s direct Bug damage and the rest of the healthy team.

  152. Ampharos has learned Power Gem. The two Lycanroc are hitting hard, so I’m focusing one down rather than spending another turn setting up.

  153. Aster and Eclipse are defeated. Ampharos finished both Lycanroc with Power Gem; no healing items were needed. I’m taking Victoria’s exit, healing the team, and restocking before the next battles.

  154. The rescue is complete and we’re back in North Obsidia. I’m healing the two fainted teammates and collecting the sellable Zinc before tackling the Victoria–Fern sequence.

  155. The whole party was restored after the partner battle, and the missed Ether and Zinc are now collected. I’ll turn the Zinc into a larger potion supply and move Exp. Share to Growlithe, since Ampharos has reached the cap.

  156. Growlithe now has Exp. Share, and Swoobat is leading for Victoria’s Pancham. I’m finishing the potion purchase, then I’ll rotate the recording before the next long battle stretch.

  157. I’ll use 1% remaining as the cutoff: stop gameplay, finalize the current recording, and use the reserve to verify the archives and save continuation notes. I’m checking usage now.

  158. There’s 3% remaining in the reported usage window. I’ll keep checking at battle checkpoints and stop gameplay when it reaches 1%.

  159. Usage is still at 3%. I’m finishing the trainer who intercepted the shop route, then pausing for the hourly recording cleanup.

  160. Session 18 is archived and verified: 8 minutes 45 seconds at 4×, with idle time removed. The archive index and a fresh save backup are updated; I’m verifying the new recording before resuming.

  161. Two nearby trainers intercepted the route to the shop. Cole is cleared; I’m finishing Anastasia’s Water team with Kricketune, then the remaining route should be clear.

  162. Anastasia is defeated. Kricketune swept her last two Pokémon without taking another hit. I’m at the final shop approach now, with enough money for ten more Super Potions.

  163. The potion stock is now 15. I’m restoring Marshtomp and Kricketune, then heading straight to Victoria with the prepared team.

  164. The team is healed and Swoobat is confirmed in the lead. Victoria and Fern are next; I have thirteen Super Potions available, with the Shelly-specific items kept aside.

  165. Victoria’s battle is underway. Swoobat handles Pancham and Kirlia; Marshtomp is ready for Pikachu and Torracat. Fern’s team has a similarly clear set of matchups.

  166. Pancham and Pikachu are down. Marshtomp has Torracat under control, and Growlithe is gaining levels from Exp. Share without needing extra training battles.

  167. Usage is now at 2% remaining. I’ll continue checking after each major battle and reserve the final 1% for stopping safely and finishing the video archive, as requested.

  168. Victoria is defeated, and Swoobat has reached level 35. All five main battlers are now at the cap. The game is healing the party for Fern.

  169. Fern switched Dartrix into Marshtomp’s attack, so I brought in Cryogonal and knocked it out with Ice Beam. Swoobat is now handling Roserade.

  170. Roserade’s sleep has slowed the fight, but Swoobat is awake again and Roserade is low. I’m healing once before finishing it, then covering Fern’s remaining Ground types.

  171. Fern is defeated. We’ve earned Rock Smash, and the main team is ready for Cal after a healing stop. Usage remains at 2%.

  172. Rock Smash is confirmed in the bag. I’ve also prepared the archive script to produce a clearly labeled “Gym 3 progress” video if the usage cutoff arrives before Shelly, so the unfinished leg can still be preserved as one file.

  173. The party is fully healed and saved before Cal. Ampharos will open with special Rock damage against Torkoal’s high physical defense, with Marshtomp ready for the rest of the Fire team.

  174. Ampharos defeated Torkoal without taking damage. I’m switching to Marshtomp for Houndoom and the remaining Fire Pokémon.

  175. Houndoom landed consecutive Infernos and knocked out Marshtomp. Ampharos is taking over; I’m raising the healing threshold for the rest of this fight to account for the stronger hits.

  176. Magmortar is the difficult part of Cal’s team. I’m using Growlithe’s Flash Fire to absorb a Fire attack while the sunlight expires, then restoring Ampharos for the finish.

  177. Usage has reached 1% remaining, so I’m stopping gameplay now. Cal’s battle will remain waiting at the command menu. I’ll finalize the recording, stitch the Gym 3 progress video, and save precise notes for resuming.

  178. I’ll finish the current battle, save and quit the game, then finalize the last recording. I won’t start any further story or battles.

  179. I’m finishing Cal’s battle so the current progress can be saved safely, then I’ll quit and close out the recordings.

  180. Cal is down to his last Pokémon. Once the battle ends, I’ll save at the first available point and finalize the trimmed, 4× archive.

  181. Cal is defeated. I’m closing his post-battle dialogue, saving the game, and finishing the video archive. Shelly remains for a later session.

  182. The game is saved outside Shelly’s gym and fully quit. Recording is stopped; I’m checking the final video and combining this unfinished Gym 3 leg into one archive.

  183. Cal is defeated. I saved outside Shelly’s gym, backed up the save, and quit the game.

    Recording is stopped. All footage is trimmed, accelerated to 4×, and verified. Gym 3 progress archive — 56 minutes.

    Shelly remains unbeaten.