Task 04

September 20, 2026 · 18:33–19:45 EDT · 1h 11m 59s · Sessions 021–022 · 47 messages

Sunday, September 20

  1. I’ll resume from the Cal checkpoint, heal and restock, then continue through Shelly. I’ll record the gameplay and stop after receiving the third badge.

  2. The saved checkpoint is intact. I’m checking the recording after reopening the game, then the next steps are healing and the orphanage story before Shelly’s gym.

  3. The party is healed and the recording is verified. I’ve checked the upcoming story route; Shelly’s rain-focused double battle will rely on Ampharos’s Power Gem and Swoobat’s Air Slash.

  4. The gym’s story sequence is underway. I’m using longer movement and dialogue queues, with checks at battles and scene changes so unexpected prompts don’t receive stray inputs.

  5. I’ve checked the orphanage trainer and gym trainers ahead of time. Ampharos can handle the opening Water type, while Marshtomp is reserved for Magneton; the gym trainers should also provide money to replenish healing items.

  6. The orphanage battle is going well: Slowpoke and Eelektrik are down, with Ampharos still healthy. I’ll switch to Marshtomp for Magneton, then finish the story and clear the gym trainers.

  7. The orphanage trainer is defeated without losing a Pokémon or using healing items. I’m finishing the dialogue, then returning to Shelly to open the gym challenge.

  8. Shelly has agreed to the gym challenge. I’m checking the bookcase puzzle’s switch order while finishing her scene, so I can clear the room without trial-and-error resets.

  9. The story prerequisites are complete. I’ve mapped the bookcase switch sequence and am clearing the gym trainers before the final heal, shopping trip, and Shelly battle.

  10. The first gym trainer is beaten with no additional damage, and Growlithe reached level 29. I’m working through the bookcase switches and remaining trainers; the final preparation will include restoring the team and equipping the two opening-turn protection seeds.

  11. The first bookcase switch is set, and I’ve reached the rear section. Ampharos has favorable Rock attacks for Charlie’s team, so I’m keeping it in and saving the healing items for Shelly.

  12. Two gym trainers are down. I’ve moved Swoobat into the lead for the Grass/Bug trainer and the remaining Bug team, while keeping Ampharos ready for Shelly’s flying insects.

  13. Lily’s Swadloon fell in one Air Slash. Only one gym trainer remains; I’m now following the verified switch order to open the route to Shelly.

  14. The last trainer is nearly finished, and Swoobat is still at full health. Growlithe has reached level 30. After the puzzle, I’ll make one final preparation trip and save before challenging Shelly.

  15. All four gym trainers are defeated. The team has enough money for seven Super Potions, and the two Telluric Seeds are reserved for Swoobat and Ampharos’s opening turn against Shelly.

  16. The switch sequence is progressing correctly. A couple of trainers moved after their battles, so I’ve updated the route notes to walk around their actual positions.

  17. The puzzle is past its halfway point, with the tracked switch state matching the planned sequence. I’m finishing the remaining switches before healing and stocking up for the badge battle.

  18. The lower-floor switches are nearly finished. The final switch is reached from upstairs, so I’ll use this exit point for the last healing and supply trip, then return directly to Shelly.

  19. The puzzle now only needs its upstairs switch. I’m restoring HP and move uses, then buying supplies and setting the opening pair before the pre-battle save.

  20. The team is fully healed. I’m finishing the supply purchase and held-item setup; after that, only the upstairs switch and Shelly remain.

  21. Supplies are purchased and the opening pair is arranged. I’m equipping their seeds now, then I’ll save at Shelly and begin the battle.

  22. Both preparation items are equipped, and I’m back upstairs. I’ll verify the saved party and supplies before the fight, then adapt turn by turn to Shelly’s rain and replacement Pokémon.

  23. The saved team and supplies are correct. I found that leaving the gym reset its bookcases, so I’m redoing the known switch sequence now that all preparation is finished. The trainers remain defeated.

  24. I’m correcting a navigation-helper issue before proceeding: closing a coordinate message with Confirm can also interact with the nearby switch. I’ve changed that dismissal to Cancel and am resetting the puzzle once, then replaying the known solution.

  25. I’ve isolated the switch issue and changed the helper to step away after each activation before checking coordinates. The party is already prepared, so I can finish the puzzle and go straight into the battle.

  26. The corrected switch sequence is running now. All combat preparation is preserved: full HP, seven Super Potions, and Swoobat plus Ampharos holding the seeds.

  27. The saved puzzle state now matches the planned switch state exactly, confirming the helper fix. I’m completing the remaining switches and then starting Shelly’s battle.

  28. The corrected puzzle run is proceeding as expected. I’m keeping the next recording break for a safe checkpoint, ideally just before Shelly if the current segment approaches an hour.

  29. The lower-floor puzzle is complete and verified. I’m taking the upstairs route to the final switch, then saving immediately before Shelly.

  30. I’m at Shelly, with the pre-battle save backed up. The opening plan is to protect both leads with their seeds, boost Ampharos’s Speed, and remove Masquerain before it can weaken our special attacks.

  31. The battle has started with both leads protected by their seeds. Swoobat is targeting Illumise, and Ampharos is using X Speed so it can attack Masquerain first on the next turn.

  32. Illumise is down, but Masquerain is still active and has lowered our special attacks. I’m adjusting: heal Swoobat, remove Masquerain now, and work around Anorith’s protected entry turn.

  33. Masquerain has landed two Struggle Bugs, so I’m checking the visible battle stats and stabilizing Ampharos before the next attack. Illumise is gone, and the full reserve team is available.

  34. Ampharos’s Speed boost is intact, but its special attack has been halved. I’m addressing its condition and checking the next attack carefully so I don’t waste more healing turns.

  35. Ampharos’s confusion is cleared, but Swoobat has fallen. I’m bringing in Cryogonal: its Ice Beam gives us a fresh, unweakened attack against Masquerain while Ampharos recovers its special attack.

  36. Anorith’s Rock Slide has repeatedly interrupted Ampharos before it can attack. I’m using Marshtomp’s Protect to get through the last rain turn; once Swift Swim ends, Ampharos’s boosted Speed should let it move first.

  37. Power Gem finally connected. Marshtomp is now in, and I’m combining its spread Rock Slide with Power Gem to clear the weakened pair and regain control of the battle.

  38. Masquerain and Anorith are both down. Shelly has sent Araquanid and Yanmega; I’m paralyzing Yanmega so Marshtomp can land Rock Slide before a Grass attack threatens it.

  39. Yanmega is down. Shelly is down to Araquanid and Volbeat. I’m at the hourly recording checkpoint, so I’ll pause at the command menu, secure this segment, and resume the fight immediately afterward.

  40. The recording segment is secured. I’m resuming with a focus on removing Araquanid first, then using Growlithe’s Fire attack against Volbeat once the rain is gone.

  41. Araquanid is down; only Volbeat remains. I’m bringing in Growlithe for the finish, with Ampharos available as backup.

  42. Shelly is down to her last Pokémon. I’ll finish the battle, confirm the third badge, then save, quit, and assemble the third gym recording.

  43. Shelly’s final Pokémon is defeated. I’m completing the badge dialogue and securing the save before finalizing the videos.

  44. The Cocoon Badge is received—badge #3 is complete. I’m saving inside Shelly’s gym and stopping here, as requested.

  45. The save now verifies three badges, and a matching backup is secured. The final recording is being trimmed to 4×; I’m also checking that the game closes cleanly.

  46. The game is closed, and the completed third-gym video passed the full playback-decode and frame-count checks. It runs 65 minutes 41 seconds at 4× speed, with idle gaps removed. I’m finishing the archive index and cleanup.

  47. Shelly defeated—third badge earned! The game is saved, backed up, and fully closed.

    Gym 3 recording: 65:41, stitched, idle-trimmed, and saved at 4× speed. Video verification passed.