Task 05

September 20, 2026 · 20:14–22:45 EDT · 2h 31m 32s · Sessions 023–025 · 81 messages

Sunday, September 20

  1. I’ll plan the route to badge #4, resume from the Shelly save, and stop at either the badge or 5% usage remaining. I’ll finish with a verified save, quit, and recording cleanup.

  2. The route includes Cain, the orphanage rescue, and then Shade. I’m checking those fights before moving. I’m also switching to game-window recording so desktop menus won’t contaminate this next archive.

  3. The new recorder is capturing only Reborn’s content, and the Shelly save is loaded. First I’ll get the team healed, then build toward level 40 during the rescue. Swampert’s evolution and Growlithe’s Flamethrower will help with the upcoming teams.

  4. Cain provides a full heal before his challenge. I’ve also checked the orphanage’s healing and rescue sequence, plus Shade’s exact team. Growlithe learns Crunch at 39, so I’ll keep it unevolved until then to retain that useful Ghost counter.

  5. The team is healed and Cain’s battle is underway. The recording test passed: the game remains visible in the archive even when another application is in front. That should eliminate the desktop cleanup needed on gyms 1–3.

  6. Cain’s Brionne landed Sing and forced an early switch, but it’s down. Cryogonal is handling Nidoking next. I’m keeping the larger route queued while stopping the battle scripts at opponent changes so they don’t attack blindly into a new matchup.

  7. Nidoking and Marowak are down; Marshtomp fainted getting Marowak into finishing range. I’ll heal again before entering the orphanage. The next stretch has partner healing between battles, which will make training and progress much smoother.

  8. Cain is beaten. I’m moving into the rescue sequence, with a Center stop first. I’ve expanded the move-learning script for this leg’s planned upgrades, including Flamethrower, Crunch, Muddy Water, and Discharge.

  9. I’m streamlining long dialogue and recording rotation now. For this rescue, the story choices are already planned, so those scenes can run in larger input batches; battles still stop for new opponents, fainting, or unplanned moves.

  10. The rescue is ready to start. I’m correcting a timing issue in the existing menu helpers: some inputs were arriving during transitions. The new helpers wait for the actual screen before continuing, which should reduce repeated navigation and accidental menu reopening.

  11. We’re inside the orphanage. Kricketune is leading into the opening Grass/Psychic pair, and the partner battle script is running a bounded attack plan. I’ll explore upstairs first, then unlock the lower terminal and the children’s cells.

  12. The opening double battle has been rougher than the single fights: the enemies focused Kricketune and Marshtomp. Ampharos has removed Bruxish, and I’m using targeted attacks with Cain’s Marowak to finish the remaining threats. Afterward Shelly joins and restores the team.

  13. The first orphanage battle is won, and Ampharos reached level 37. I’m preparing Swoobat for the upstairs Grass-heavy pair; Marshtomp will get safer training against the Electric and Steel opponents later in the building.

  14. The upstairs plan is working better: Dartrix and Tynamo are down, and Swoobat reached level 36. Shelly’s support is keeping the pace up. Growlithe is now 33, one level from Flamethrower.

  15. Toxapex and Tentacool are cleared. Swoobat is poisoned, but the remaining pair is manageable and the partner heal will clear it afterward. I’m preserving consumables for Sigmund and Shade.

  16. Growlithe learned Flamethrower, and the upstairs battle is nearly finished. Usage is still well above the cutoff—73% remained at the last check. I’ll keep moving through the planned rescue route.

  17. The upstairs guards are next. Marshtomp is leading this one to gain its evolution level against a safer lineup. After the guards, the route doubles back to Anna, then the lower laboratory terminal.

  18. Marshtomp has evolved into Swampert. That gives us a substantial boost for the Electric/Steel fights ahead, including Sigmund’s lead. The remaining guards are being cleared before the laboratory detour.

  19. The upstairs guards are defeated, with Swampert still healthy. I’m heading to the laboratory controls now; the rescue’s remaining locks and item pickups are mapped out.

  20. Swampert reached 37 in the office battle and is handling the Electric/Steel targets well. For Shade, I’m planning a short Magma quest detour after the rescue: it supplies a guaranteed Fire Stone and useful training, so Growlithe can become Arcanine after learning Crunch.

  21. The office is cleared, and Swampert is now 38. I’m continuing directly through the lower lab, then the cell controls. The extra experience here should reduce the training needed before Shade.

  22. The lower-lab fight is nearly done. Swampert’s Ground immunity is paying off here, and the next level brings Muddy Water. I’m also collecting the rescue’s experience candies before the solo Sigmund battle.

  23. The laboratory lock is open, the Data Chip is collected, and Swampert has learned Muddy Water. Ampharos is taking the lead for the upper-floor guards while I free Noel and the other children.

  24. The long route queue has reached Noel’s floor. I’m opening the upper controls next, then freeing Charlotte and collecting the candies and Archive Key before the final rescue scene.

  25. Ampharos has reached 39, and the upper guards are almost finished. The team is gaining enough experience during the rescue that I should only need a small amount of candy preparation before Sigmund.

  26. The patient cells are unlocked. I’m making a checkpoint here after the rescue battles, then heading back down for Charlotte and the storage room.

  27. Noel is free, and I’m at Charlotte’s section now. After the storage-room fight I’ll collect the candy reward and archive candy, prepare for Sigmund, and rotate the recording around the one-hour mark.

  28. Charlotte is out, and Growlithe is leading the final storage-room battle. For Sigmund, I’m reserving the candies for Kricketune: at 40 it can use X-Scissor against the Psychic types and finish one with Fell Stinger for a large Attack boost.

  29. Growlithe is 37 and has cleared the storage-room Steel type. I’m finishing the last guards, then taking the guaranteed candy and key pickups. There’s still plenty of usage available; the next pause is for the recording rotation.

  30. The storage guards are defeated. I’m collecting the rescue rewards and preparing Kricketune for Sigmund’s Psychic types, then I’ll rotate the recording before the boss fight.

  31. The Archive Key and Odd Incense are collected. The recording is at its hourly checkpoint; I’ll finish this short pickup route, pause, and verify the archive before resuming.

  32. The first hour is archived and verified: about 10½ minutes at 4×, with idle gaps removed and only the game visible. Recording has resumed for the Sigmund fight and the route to Shade.

  33. Kricketune has learned Fell Stinger. I’m bringing it to the level-40 cap so it can finish a weakened Psychic type, gain the Attack boost, and carry that advantage through Sigmund’s team.

  34. The team is healed, Kricketune is level 40, and the pre-boss save is verified. Swampert will lead against Electivire; I’ll switch plans as Sigmund brings in his Psychic Pokémon or Rotom.

  35. Sigmund’s battle has started. The rescue scenes are complete, and I’m checking his switches turn by turn so Rotom’s Ground immunity doesn’t waste Swampert’s attacks.

  36. Electivire is down, and Swampert reached level 40. Sigmund sent Hypno next, so Kricketune is taking that matchup; its finishing move can set up the rest of the fight.

  37. The Fell Stinger setup worked: Hypno fell, and boosted Kricketune knocked out Musharna in one hit. Rotom is next, with only Alolan Raichu remaining afterward.

  38. Rotom’s confusion disrupted the sweep, so I switched Kricketune out and brought in Ampharos to finish it. Psychic Terrain has expired, which makes the final Raichu much easier to handle.

  39. Cryogonal has Light Screen up, and Ice Beam froze Raichu. This should close the battle; afterward I’ll heal and begin the Fire Stone detour for Arcanine.

  40. Sigmund is defeated on the first attempt. Growlithe is now level 38, close to Crunch at 39. Next are the Railnet key and story checkpoint, then healing and the guaranteed Fire Stone from the Magma quest.

  41. The rescue also healed the whole party. I’m teaching Kricketune Rock Smash over Struggle Bug; Technician strengthens it, and it opens the Railnet route without giving up Swampert’s Protect.

  42. Rock Smash is available now. I’m collecting the Dull Key and opening the Railnet shortcut, then I’ll head back to Lapis for the Fire Stone quest and supplies for Shade.

  43. The Dull Key is collected, the shortcut is open, and Shade’s gym is unlocked. I’m heading to the Magma hideout now. Its Fire-type entry battle will give Ampharos experience, while Growlithe keeps the Exp. Share for Crunch.

  44. The Railnet route is complete. Swampert and Ampharos are moving into the first two party slots for the Magma entry battle: Muddy Water hits both opponents, while Power Gem provides focused damage without hurting our own team.

  45. The next two quest fights are against Water teams, so Ampharos will stay in front after the entry battle. I’ve also added a doubles policy that chooses each Pokémon’s planned move from the active command prompt, allowing longer battle sequences with checks at interruptions.

  46. A few remaining street trainers are on the route. I’m using their matchups to feed Growlithe experience; it now has Flamethrower ready for the Grass types, while Swampert handles the Ground types.

  47. The Magma entry battle is underway. Once it’s cleared, the route is already mapped through Maxwell’s briefing, the two Aqua guards, and the Fire Stone pickup.

  48. Ampharos reached level 40 and learned Discharge. Swampert’s Muddy Water is clearing the Fire pairs quickly; both are still in good shape for the remaining quest battles.

  49. The entry battle is cleared, and Maxwell has accepted us into Magma. Ampharos is now leading for the Water opponents; Growlithe will evolve as soon as it learns Crunch and we collect the Fire Stone.

  50. I’m tightening the route helper around map transitions: one gate has several entrance tiles, and only the upper approach is usable. The helper will now check that the final step is walkable before queuing an entrance.

  51. We’re at Maxwell’s Lapis briefing. After the two guards, I’ll collect the Fire Stone, finish the quest handoff, and stock up before entering Shade’s power plant.

  52. We’ve reached Craudburry’s back room. Ampharos is facing the first Aqua guard; the battle helper can now stay in automatically when the next announced Pokémon is one of the planned matchups, while stopping for anything else.

  53. Pierce is defeated, with Ampharos still healthy. DeFacto’s three Water types are next; then the Fire Stone is directly beside the quest Pokémon.

  54. Both Aqua guards are defeated. I’m collecting the Fire Stone and using the remaining candy to finish Growlithe’s Crunch preparation, then evolving it before the gym.

  55. Growlithe has reached level 39 and learned Crunch. I’m evolving it now; Flamethrower covers Shade’s Dhelmise and Doublade, while Crunch gives us a strong attack against his Ghost types.

  56. Arcanine is ready with Crunch and Flamethrower. I’m buying healing items and repels, then moving a Chesto Berry onto Ampharos for Gengar’s Hypnosis. Discharge can also remove Shade’s initial field advantage.

  57. The supplies are bought, and Ampharos now has the Chesto Berry. I’m also giving Kricketune Thief as a backup Ghost attack—Technician boosts it—before the final heal and travel to the gym.

  58. Kricketune can’t learn Thief in this version, so I’m keeping its current moves. Arcanine remains the main Ghost attacker, with Ampharos changing the field and Cryogonal available for Light Screen.

  59. The team is fully healed, and I’m verifying the new save and supplies. Then I’ll close out Maxwell’s quest and take the mapped route through Jasper and Beryl to Shade’s power plant. We still have well over half the usage allowance remaining.

  60. The save confirms ten Super Potions, three Super Repels, and a fully healed team. I’m finishing Maxwell’s handoff, then heading straight to the power plant. The next recording rotation will fall around the gym preparation checkpoint.

  61. Maxwell’s quest is finished. I’m crossing Peridot toward Jasper and Beryl now. Shade’s four monitors are mapped, and I’ll check the team and recording once more before starting the gym battle.

  62. We’ve reached Beryl Bridge. The team stayed healthy on the trip. I’ll use a repel for the power plant, activate its four monitors, and save at the battle entrance before the recording rotation.

  63. The two left-wing monitors are activated. I’m clearing the right wing next, then pausing to archive this hour before fighting Shade. His Destiny Bond and Mimikyu setup need closer turn-by-turn checks than the ordinary trainer battles.

  64. All four monitors are activated, and the pre-Shade save is being verified. I’ve paused for the hourly archive. For the opening, I’ll use X Sp. Def on Ampharos before attacking, giving it more room to handle Gengar’s Shadow Ball and sleep attempts.

  65. The second hour is archived and verified as roughly eleven minutes at 4×. Recording has resumed, and the save confirms all four monitors, full health, and the planned supplies. I’m approaching Shade now.

  66. Shade’s battle is starting. I’ll keep the opening controlled with Ampharos’s Special Defense boost, then choose switches based on which Ghost he sends out.

  67. Ampharos has handled Shade’s opening well. I’m finishing Gengar, then preserving the right counters for his remaining team.

  68. Gengar is down. Banette is next, so I’m slowing this part enough to watch for Destiny Bond before committing to a finishing attack.

  69. Banette is down, and Arcanine reached level 40. I’m using Cryogonal’s Light Screen against Rotom to reduce damage while keeping Arcanine ready for Shade’s Steel and Grass types.

  70. Rotom has already forced Shade to spend healing items. Cryogonal is holding up well; I’m topping it up before the next exchange.

  71. Rotom is down. Arcanine is back in against Doublade, with Flamethrower ready; the remaining threats are Dhelmise and Mimikyu.

  72. Doublade fell in one hit. Mimikyu is now paralyzed; I’m adding confusion before breaking its disguise so it has fewer chances to attack or set up.

  73. Mimikyu knocked out Ampharos, but paralysis and confusion are paying off. Swampert has broken its disguise and brought it low without taking damage.

  74. Shade is defeated on the first attempt. I’m finishing the badge and reward scene, then saving, quitting, and assembling the Gym 4 recording.

  75. The Omen Badge and Shadow Claw TM are collected, raising the level cap to 45. The mandatory post-battle scene is finishing; gameplay will stop here afterward.

  76. I’m letting the full post-battle scene finish before saving. The archive is capturing only the game window, which avoids the desktop interruptions from the earlier recordings.

  77. The save now contains four badges, and the game has fully quit. I’ve also made a verified backup. I’m finishing the idle-trimmed 4× export and checking the combined Gym 4 video.

  78. The game is safely saved and closed, but the recorder hit an error when the game window disappeared before video finalization. The captured data is still present; I’m repairing that last segment before assembling the archive.

  79. All encoded frames in the last capture are intact, and the recovery is decoding. I’ve also fixed the recorder so a closed game window will still trigger proper finalization on future sessions.

  80. The last segment is recovered with all 31,903 encoded frames accounted for. Its original timing metadata was lost, so I rebuilt playback at 30 fps, removed static pauses, and checked the game-only framing. The final stitch is next.

  81. Badge #4 earned—Shade beaten on the first attempt. Saved, backed up, and fully quit.

    Gym 4 recording: game-only, trimmed, 4×, 25:06. Playback verified. The final segment was recovered after a recorder error; all encoded frames survived, with timing reconstructed.