Task 07

September 26, 2026 · 15:31–21:03 EDT · 5h 32m 47s · Sessions 029–034 · 158 messages

Saturday, September 26

  1. I’ll resume from Apophyll, check our battle plan and recording setup, and continue through Aya for badge five. Then I’ll save, quit, and finish the recording.

  2. The recording is running. Swoobat’s Psychic upgrade is the main preparation target for Kiki; I’ll use the remaining academy trainers to build experience before taking on the bosses.

  3. I found an accessible Exp. Candy L near Pyrous Mountain’s entrance, which should cut down the training needed. I’m also speeding up the helper’s screen-reading step so travel and dialogue queues spend less time waiting.

  4. Swoobat is still taking several hits to finish ordinary trainers with Confusion. I’ll get its levels and stronger Psychic move in place before Kiki, while keeping Swampert ready for the Dark-move users that threaten it.

  5. The first academy trainer is cleared and Nidoqueen gained a level too. Next I’m collecting the nearby experience candies and preparing the party for Victoria and Kiki; Aya comes after the Azurine Island and volcano sequence.

  6. Swampert handled the next Fighting trainer cleanly. An unexpected trainer interruption also exposed a flaw in the queued healing helper; I’ve added a stop condition so it won’t keep pressing confirm if a battle starts.

  7. We’re at the volcano approach, clearing the trainer guarding the candy route. I’ve also confirmed that this installation uses Tab for battle turbo, so battles should move faster from here.

  8. The first Exp. Candy L is collected. I’m checking the cave’s nearby candy pickups next, then returning to the academy to apply the upgrades and heal before the boss fights.

  9. Swoobat is now level 40, one level short of Psychic. I’ve added a bag-selection helper that checks the highlighted item before using it, which should make the remaining healing and candy steps quicker and safer.

  10. The cave route led into its optional trainer battle. I’m switching to Ampharos for the opening Water type, then using our Fire coverage for the rest; this also gives Nidoqueen more experience through Exp. Share.

  11. The cave trainer is cleared. Nidoqueen learned Body Slam, and we’ve reached the second large candy. I’m heading back to heal and finish Swoobat’s Psychic upgrade before the academy boss fights.

  12. The return route exposed a cave-stair movement rule the navigator wasn’t handling correctly. I’ve verified the actual landing position and corrected it; that should also help with the volcano’s stairs later.

  13. We’re back at the academy healer. The team has gained levels and the candy route is complete; next is Swoobat’s move upgrade, then Victoria and Kiki. We still have plenty of usage available for the rest of the fifth-badge route.

  14. Swoobat now has Psychic, the party is healed, and the checkpoint is saved. Victoria’s battle has started. I’m leading with Swampert and holding Swoobat and Arcanine for the matchups where they have the advantage.

  15. Gallade is proving tougher than expected: it survived Swoobat’s boosted Psychic and knocked out both Swoobat and Arcanine. It’s now low on health, and I’m bringing in Ampharos to finish it while preserving Swampert for Victoria’s remaining team.

  16. Gallade’s setup overwhelmed the slower members too, so I’ve reloaded the pre-battle save. On the next attempt, Ampharos will paralyze it immediately; that should let the rest of the team attack first and prevent the same sweep.

  17. Paralysis alone hasn’t solved Gallade: its healing items and boosted attacks are still wearing the team down. I’m going to prepare a stronger answer before retrying—Drapion’s Dark typing would block Psycho Cut, and the Railnet also has an Ability Capsule worth collecting.

  18. The Railnet detour is available now, before Strength. I’m checking its entrances and encounter locations so we can pick up a useful counter and return to Apophyll without wandering.

  19. The immediate upgrades are a Dark-type answer to Gallade and a better setup ability for Swoobat. I’m also preserving Nidoqueen’s Helping Hand and aiming for Earth Power at level 43; those will matter much more in Aya’s doubles battle.

  20. We’ve reached the Railnet entrance. Nidoqueen is taking Rock Smash for the trip, replacing Double Kick; Helping Hand stays intact. I’ll rotate the recording shortly before continuing the recruitment.

  21. The Railnet route is open. Once the capsule is collected, I’ll recruit Drapion or evolve a Skorupi, then bring the key team members closer to the level cap before returning to the boss fights.

  22. The recording rotation hit a capture-selection error: macOS exposed a tiny auxiliary window ahead of the game window. The game is paused, and the previous hour’s recording finalized correctly. I’m fixing the window selection before resuming.

  23. The Ability Capsule is secured. I’m using it to give Swoobat Simple, which doubles Calm Mind’s boosts. Combined with the Modest Mint we already have, that should address the damage shortfall in the last attempts.

  24. Recording has resumed successfully. The next training route is straightforward: the Grand Hall’s current repeatable battle awards five Medium Exp. Candies per win, which will let us finish key level-up moves without grinding wild encounters.

  25. The last Repel has worn off, so recruitment encounters are now coming through. Swoobat’s ability and nature changes are complete, and the first recording from this session has been trimmed to 4× and is getting its soundtrack restored while we play.

  26. I also checked Solaris’s exact team ahead of the mountain sequence. His level-75 Garchomp carries healing for status, not HP, so a Focus Sash plus a Ghost-type Curse user gives us a practical route to winning that optional fight. I’ll prepare that before returning to Apophyll.

  27. The encounter search is still running safely with Swoobat in front. I’ve increased the walking batches and enabled overworld turbo for this search, while keeping battle decisions guarded so it stops as soon as the target appears.

  28. No Skorupi or Drapion yet; they occupy only 7% of this encounter table. The upgraded Swoobat is already a viable improvement, so I’m keeping this search bounded rather than letting it hold up the whole route.

  29. The bounded Railnet search finished without the target, so I’m moving on with the Swoobat upgrades we secured. I’ll use the repeatable training battle to finish our main team’s moves, then collect the Curse specialist for Solaris.

  30. A level-40 Drapion appeared on the final walking batch, just as the search ended. I’m catching it now—this gives us the intended Gallade counter without needing to train a Skorupi first.

  31. Drapion was caught with the first Quick Ball, and Ampharos is resting in the PC for now. I also freed the trapped Railnet resident. We’re heading back to heal and train, with the capsule, mint, and new capture now saved.

  32. Drapion’s current moves include Night Slash and Hone Claws, and its Speed is already strong at level 40. The return route has hit a stale map obstacle in the navigation notes; I’m correcting that before continuing to the Pokémon Center.

  33. There’s another Ability Capsule available before Aya in the Wasteland. I’ve added it to the route for Nidoqueen: switching to Sheer Force will strengthen Earth Power, giving us a better answer to Aya’s Poison team.

  34. The team is healed in Obsidia. Next is a short training block: Arcanine will handle Emile’s Servine and Gardevoir, then Swampert will handle Quilava and Nidoking. The candy rewards will go toward Nidoqueen’s Earth Power and Cryogonal’s Recover.

  35. The first training battle is going well: Arcanine removed Servine in one hit, and Swampert handled Quilava and Gardevoir without taking damage. Swampert is now level 43 and Nidoqueen level 36. I’m turning that verified sequence into a guarded repeat routine.

  36. The repeat routine is working, and the Grand Hall automatically heals the team after each win. That removes the trips to the healing counter. Arcanine has already reached level 42; I’m letting the guarded training block run while reviewing the mountain route.

  37. One training round had worse rolls against Gardevoir, so I stopped the repeat routine and adjusted it. Drapion will now handle Gardevoir with Hone Claws and Night Slash, protecting Swampert’s health for Nidoking. I’ve also strengthened the routine’s low-HP check.

  38. The revised matchup worked: Drapion finished Gardevoir with 68 HP left, and Swampert entered Nidoking’s fight at full health. Three wins are complete. I’m running four more, then spending the candy and leaving the Grand Hall.

  39. Swampert has reached the hard cap of level 45, and Nidoqueen is now 39. The new training sequence is holding up, including Gardevoir’s Calm Mind; Drapion’s physical attacks avoid that defensive boost.

  40. The training block is nearly finished. Emile changed his switch order on the last round; the routine caught that before attacking, and I’m handling the new order. After this win we’ll have 35 Medium Candies to allocate.

  41. All seven training wins are complete. I’m spending the rewards now: the main battle team will be at level 45, with Nidoqueen brought to 43 for Earth Power. She can gain the last two levels on the way to Aya.

  42. Nidoqueen now has Earth Power, and Cryogonal has Recover. Arcanine, Swampert, Swoobat, and Cryogonal are at 45; I’m finishing Drapion’s level-up and then rotating the recording before the Power Plant trip.

  43. The team is now trained to the level cap, with Simple Swoobat and Earth Power Nidoqueen ready. I’m finishing one specialist pickup before returning to the Apophyll battles; the recording is running.

  44. The preparation is aimed at the next few fights as well as Aya: Swoobat can use the beach field’s stronger Calm Mind, Drapion covers the Psychic attackers, and Cryogonal now has Recover. I’m also preparing a Curse strategy for Solaris’s much higher-level Garchomp.

  45. The previous recording segment is now trimmed and has its soundtrack restored. I’m continuing toward the Power Plant for Yamask, then heading straight back to the story battles.

  46. I’ve reached the Power Plant. Yamask is available here with Curse already learned, so this pickup won’t require another training session. After that, the team is ready to return to Apophyll.

  47. The encounter search is running as a guarded batch: it flees unwanted Pokémon and stops when Yamask appears. That keeps the game moving while I check the return route and upcoming battle details.

  48. Yamask is caught and safely stored. I’ll collect it at the academy’s PC, keep Nidoqueen available for Aya, and begin the Victoria–Kiki sequence.

  49. The return route is underway, and usage is still comfortably above the cleanup cutoff. The next checkpoint is the academy PC and healer, followed by Victoria with the newly trained team.

  50. Yamask’s moveset checks out: it has Curse at this level. The team and route preparations are complete; I’m now making the trip back to Apophyll.

  51. I’ve crossed back into the lower city on the way to the harbor. Aya’s installed team is also checked: the plan will prioritize Earth Power and Psychic support, with coverage ready for her Psychic-immune Drapion.

  52. I’m at Coral Ward now, one short route from the boat. The long travel batch has stayed on course; I’ll switch to battle checks once we’re back at the academy.

  53. Back on Apophyll Beach. Victoria’s Gallade was the earlier stumbling block; this time Swoobat has Simple, a Modest nature adjustment, and the full level cap, with Drapion as a backup.

  54. The party is being healed at the academy. I’m making the temporary PC swap next, then starting Victoria’s battle.

  55. The temporary swap is in progress at the PC. Nidoqueen is safely boxed; I’m checking the storage cursor carefully before withdrawing Yamask so the rest of the roster stays intact.

  56. The swap is complete: Yamask is in the party, and Swampert is leading for Victoria’s Pangoro. I’m saving this preparation checkpoint before the fight.

  57. Victoria’s battle is starting. Swampert will handle Pangoro, and the prepared switch plan will bring Swoobat in against Gallade; the script stops if the matchup or health becomes unsafe.

  58. Gallade knocked out Swoobat during setup, so that line didn’t hold. I’m switching to the prepared backup: Drapion resists Gallade’s Dark and Grass attacks and is immune to its Psychic attack.

  59. Drapion handled Gallade successfully, taking it down in two attacks after Hone Claws. That gives us a reliable answer to the matchup that stopped the earlier attempts.

  60. Incineroar is down too. Swampert took a heavy hit and then Mienfoo’s Fake Out, so I’ve paused the battle batch to reassess its remaining health before the next move.

  61. Mienfoo is down, and Victoria is on her last Pokémon, Alolan Raichu. Drapion is back in for its Psychic immunity and super-effective Night Slash.

  62. Victoria is beaten. I’m healing the party and advancing Kiki’s story scene next; Drapion’s performance also gives us a better plan for Kiki’s Gallade.

  63. Kiki has acknowledged the win over Victoria. For her battle, I’m separating the jobs: direct Psychic damage where it’s safe, Drapion for Gallade, and Swampert’s boosted Ground and Water moves for the appropriate targets.

  64. The story scene is nearly finished. I’ve also tightened the dialogue script so ordinary mentions of “fighting” no longer interrupt it as though a battle menu had opened.

  65. The party is healed and saved for Kiki. Swoobat will open with Psychic rather than spending a turn setting up against a physical attacker; I’m reserving Calm Mind for a safer special-attacking matchup.

  66. Swoobat knocked out Kiki’s Machamp in one hit. She has brought in Lucario next, which is the safer opportunity for the Simple–Calm Mind setup we wanted.

  67. Lucario and Toxicroak are down. Swampert took a major hit from Toxicroak, so I’m changing the Hitmonlee plan: Yamask can deny Fake Out’s Normal Gem activation, preserving Swoobat’s speed advantage.

  68. The Hitmonlee plan worked: Yamask drew the attack without activating Normal Gem, and Swoobat then knocked Hitmonlee out before it could move. Kiki is down to Gallade and Medicham.

  69. Drapion beat Gallade with just 1 HP left. Only Medicham remains; Swoobat is coming back in for a super-effective Air Slash.

  70. Kiki is beaten on the first attempt. Swoobat finished Medicham with Air Slash followed by Psychic. We’re moving into the Azurine Island story section now; Aya is still the fifth-badge target.

  71. I’m finishing the post-Kiki scene and preparing for Azurine’s terrain. Drapion will take Cut in its unused Venoshock slot so we can cross the island without another PC detour.

  72. Cut is learned, and I’m heading to the healer before leaving for Azurine. I’ve mapped the island’s required tree crossings and checked the Aster/Eclipse double battle, so the next section can run in longer route batches.

  73. Victoria has pointed us to Azurine. I’m picking up repels at the academy shop before sailing; that should cut down the island’s random encounters and keep the route moving.

  74. I caught a repeated dialogue loop after Victoria’s scene and stopped it. I’ve marked that duplicate stretch for removal from the final video, while keeping the actual story scene and battles.

  75. We’re healed and supplied with ten Super Repels. I’m sailing to Azurine next, then following the mapped route to Aster and Eclipse.

  76. We’re sailing to Azurine. The island route is queued through the required Cut trees to the healing shard before Aster and Eclipse.

  77. The first two tree crossings are clear, and the repel is keeping the route free of wild battles. Swampert and Drapion are the planned leads for the upcoming doubles fight.

  78. We’ve reached the healing shard before the double battle. I’m setting the two leads and taking a save checkpoint here, then rotating the recording so the next battles begin in a fresh segment.

  79. The recording has been rotated and the previous segment is safely encoded. Aster and Eclipse are introducing their battle now; I’m restoring the prior segment’s music in parallel.

  80. The opening went well: Solrock and Lunatone both fell in the first round. Swampert’s spread damage is doing the main work while Drapion adds targeted pressure.

  81. A flinch followed by their spread attacks knocked out both leads. We still have four healthy Pokémon; I’m bringing in Swoobat and Cryogonal and targeting the weakened Oranguru to stop its support moves.

  82. Oranguru is down, but the Lycanroc pair has put heavy pressure on the replacements. I’m focusing the weakened Midnight Lycanroc first so we don’t leave both attackers on the field.

  83. That attempt is no longer viable, so I’m reloading the pre-battle save. The adjustment is to lead with Swoobat beside Swampert: Swoobat avoids the swamp’s grounded speed penalty and can set up while Muddy Water clears the opening pair.

  84. The revised lead pair is in place. The key change is keeping Swoobat fast while the grounded opponents slow down, rather than letting the Lycanrocs repeatedly move before both of our attackers.

  85. The revised opening cleared both opponents while Swoobat set up. They sent Midnight Lycanroc in early this time, and Swoobat is now positioned to attack it before the swamp slows the rest of the field.

  86. The revised plan has removed Aster’s entire side of the team. Swoobat went down in the process, but Swampert is still standing and Drapion is fresh for Eclipse’s remaining Pokémon.

  87. Aster and Eclipse are beaten. The second plan kept enough of the team healthy to finish both sides cleanly. I’m moving through the hidden lab next, where Taka is the next major fight.

  88. The last required trees are clear, and we’ve reached the lab building. There’s a healing machine inside, so the full team can be restored before Taka; the planned answers are Flamethrower for Klefki, Muddy Water for Gligar, and Ice Beam for Exeggutor and Chatot.

  89. The lab’s recovery unit has healed everyone. Arcanine is moving to the lead for Taka, and I’m saving here before the fight.

  90. Taka’s story scene is underway. I’m also checking the mountain route now so we can move directly from this fight into the Apophyll rescue without another preparation trip.

  91. Klefki, Gligar, and Exeggutor are down. Swampert survived Gligar with 10 HP, and Cryogonal is still at full health for Taka’s last Pokémon, Chatot.

  92. Taka is beaten. Cryogonal survived Chatot’s hit and finished it with Ice Beam. I’m taking Cain’s return trip to Apophyll, healing, and then heading up Pyrous Mountain.

  93. Cain has confirmed the attack on Pyrous. I’m finishing the return to the academy healer, then taking the western path to the mountain entrance with the Solaris plan ready.

  94. Everyone is healed, and Swampert is leading for the mountain’s paired battles. I’m keeping Yamask out of those fights and reserving the Focus Sash for Solaris at the summit.

  95. We’ve reached the mountain blockade. I’m advancing the entrance scene, and the route planner now accounts for trainers’ sight lines when choosing paths through the mountain.

  96. Kiki and the Azurine rescue are complete. I’m heading through Pyrous Mountain next, with Yamask reserved for Solaris and Nidoqueen ready to return for Aya’s fifth-badge battle.

  97. The mountain’s heat weakens Water attacks, so Swampert is using Rock Slide while Victoria covers the Steel types. I’ve also mapped the lava drains so we can move through the puzzle in longer batches.

  98. The entrance battle is won, and Victoria is now accompanying us and healing the team between fights. We’re starting the lava-drain route; the Focus Sash remains untouched for Solaris.

  99. A grunt’s Hariyama used Belly Drum while Swampert was asleep. I’m switching to a faster Psychic attacker to remove it before it can keep picking off Victoria’s team.

  100. Swampert woke and knocked Hariyama out before the switch was needed. That battle is now won; our own team is intact, and Victoria’s post-battle healing will restore it for the climb.

  101. The first lava channel is open. I’m continuing through the remaining drains and keeping the battle and scene timestamps for the finished video’s soundtrack.

  102. The lower floors are drained. The route now loops through the upper floors to release their lava, then returns downstairs to clear it out. Repels are keeping the traversal mostly uninterrupted.

  103. Another Meteor pair blocks the upper stairs. Swampert’s Ground attack covers their opening Steel and Poison types; after this, we can continue draining the upper chamber.

  104. That pair is defeated too. The remaining climb should give us a clean setup point before Solaris; I’ll equip Yamask’s Sash there and save once before the optional boss fight.

  105. The next pair has Grass types, so Arcanine is taking the lead for this fight. Its Flamethrower benefits from the heated field and avoids exposing Swampert to Serperior’s Leaf Blade.

  106. Arcanine and Victoria have cleared most of this pair’s team. Once the last opponents are down, the route script can handle the remaining drain sequence without another planned battle.

  107. Arcanine went down after landing its attacks, so Swampert is finishing the Fire-type opponent. Victoria will restore the party afterward; the Solaris setup is still intact.

  108. The last stairway battle is won, and the party is healed. I’m running the remaining drain circuit now, then preparing the summit attempt.

  109. The upper lava is draining correctly. For Solaris, the plan is Focus Sash + Curse on Yamask, then Protect and carefully ordered switches to let Curse finish the overleveled Garchomp.

  110. The return path crossed one more grunt pair. Cryogonal removed their Graveler after Swampert fell, and we’re finishing the last Liepard before resuming the drains.

  111. All the encountered Meteor pairs are cleared. We’re on the final drainage loop now, and the team has been restored again. I’ll rotate the recording at the next safe pause before the summit.

  112. The lava puzzle is solved; only the climb back to the summit remains. The recording is still running, and the battle soundtrack cues are recorded for this segment.

  113. The route reader briefly misread map 33 as 39. I added a second screen read before accepting a mismatch so that an OCR slip doesn’t stop an otherwise valid route.

  114. We’re just below the summit. Yamask is getting the Focus Sash and moving to the lead; I’m making the pre-boss save and rotating the recording here.

  115. The checkpoint is saved with a healthy Yamask holding its Sash. The previous recording is archived at 4×, and the new recording is running as we approach Solaris.

  116. Solaris’s level-75 Garchomp is out. Yamask is leading with full health and the Focus Sash; I’m executing the Curse plan now.

  117. Curse landed, and Swampert’s Protect bought the extra turn as planned. Garchomp is steadily losing health; we have enough remaining Pokémon to finish the stall.

  118. Solaris is beaten on the first attempt. Curse finished Garchomp with Swoobat and Cryogonal still available, preserving the optional victory for the later story route. Next is the return to Reborn and preparation for Aya.

  119. For Aya, I’m bringing Nidoqueen back from the PC and upgrading it to Sheer Force. Earth Power keeps its strength on her field, where Earthquake is heavily weakened. I’ve also checked Ace and Fern’s teams along the approach.

  120. The summit battle and evacuation are complete. I’m finishing the academy dialogue, then healing and replacing Yamask with Nidoqueen before the Wasteland route.

  121. Strength is now received. I’m at the roster-management step: Yamask’s job is done for now, and Nidoqueen will return for the next three major fights.

  122. Nidoqueen is back in the party, and we’re returning by boat. I’m mapping the Wasteland’s one-way slides now so we can collect the useful items without unnecessary backtracking.

  123. Cain is opening the Wasteland gate. The planned detour collects an Ability Capsule, then returns to the main route for an experience candy and the healing shard before Ace.

  124. The Wasteland route is working as mapped. We’re collecting Nidoqueen’s capsule now, then heading to the healing shard and Ace’s checkpoint.

  125. One important field detail: Wasteland turns Mud Shot into Poison damage. Swampert’s Mud Shot won’t be our answer to Aya; Nidoqueen’s Earth Power and Swoobat’s Psychic will carry that role.

  126. Nidoqueen is now level 45 with Sheer Force. Its Speed is 90, which is enough to get ahead of Aya’s opening Nidoqueen; that gives us a much cleaner first turn.

  127. The team is fully healed and saved before Ace. Nidoqueen will lead into the disguised Zoroark; Arcanine, Drapion, and Cryogonal have the planned matchups for the rest of Ace’s team.

  128. Ace’s Zoroark is down. Swagger forced a switch to clear Nidoqueen’s confusion; Drapion is coming in for Mismagius, where its Dark typing is a good fit.

  129. Rain is weakening Arcanine’s Flamethrower, so Clefable survived the expected finish. I’m using Swampert’s rain-boosted Water attack to stop it, then keeping Drapion for Bronzong.

  130. Clefable and Bronzong are down. Cryogonal is handling Honchkrow next, with a healthy Swampert held back for Ace’s final Delphox.

  131. Ace is beaten on the first attempt. I’m unlocking the route to Aya’s house now, where we can fully heal before Fern and the gym battle.

  132. The shortcut is unlocked. We’re taking the direct route to the house, then it’s Fern followed by Aya—both indoors, so the rain won’t interfere with those plans.

  133. We’ve reached Aya’s house. I’m healing here and setting Swampert to lead against Fern’s Rhydon, then we’ll make the final lineup change for Aya.

  134. Fern’s pre-battle scene is underway. The team is healed and saved; I’ll use the planned type matchups here, then heal once more before challenging Aya.

  135. Roserade landed Sleep Powder, so I’m recovering Arcanine before continuing the attack. The rest of the team is healthy, and Swampert already removed Rhydon without taking damage.

  136. Arcanine recovered, but Roserade put it back to sleep after taking a Flamethrower. Swoobat is switching in to finish it with Psychic while resisting both of its main attacks.

  137. Fern is switching Krookodile into Psychic and Roserade into Water attacks. I’m breaking that cycle with Drapion, which can pressure Roserade while resisting its Grass attacks and ignoring Extrasensory.

  138. Roserade and Krookodile are down. Fern has Scyther, Fraxure, and Decidueye left; I’m checking the remaining health and status before choosing the next switch.

  139. Fern is down to his last three Pokémon. I’m rotating the recording at this pause, then finishing his battle and healing before Aya. For Aya, I’ve prepared Nidoqueen’s Earth Power and Swoobat’s Psychic to handle her team without relying on the Ground moves her field weakens.

  140. The recovery plan worked: Drapion is nearly back to full health, and Cryogonal has slowed Scyther enough to attack first. That keeps our strongest answer to Fern’s Decidueye ready for the end of the fight.

  141. Fern is beaten on the first attempt. I’m healing the team and setting Nidoqueen and Swoobat as the opening pair for Aya, the fifth badge battle.

  142. Aya’s field makes this more specific than a usual Poison matchup: Earth Power stays effective, while Mud Shot becomes Poison-type and Earthquake is heavily weakened. I’ll focus the opening attacks on her Nidoqueen, then adapt to her replacements.

  143. The team is fully healed and the pre-Aya checkpoint is saved. The battle has started with her expected Nidoqueen–Toxapex lead; I’m using immediate damage rather than setup because Toxapex’s field-assisted critical hits ignore defensive boosts.

  144. Her Nidoqueen is down, but Toxapex’s Icy Wind let Venusaur move before Swoobat and knock it out. I’m bringing in Arcanine with Helping Hand support to remove Venusaur before it can attack again.

  145. Venusaur and Dragalge are down too. Aya has Salazzle, Drapion, and Toxapex left; I’m preserving Swampert’s Water attack for Salazzle and using Arcanine’s Fire immunity to cover Cryogonal.

  146. Aya used a Hyper Potion on Salazzle. Drapion and Arcanine are still in good shape, and I’m keeping both attacks on Salazzle so it can’t keep forcing defensive switches.

  147. Salazzle is nearly down. Its Disable is interrupting our main attacks, so I’m rotating moves while keeping Cryogonal in reserve. I also tightened the battle script’s menu recognition to avoid wasting inputs when the game’s text is misread.

  148. Salazzle is out. The last stretch is tougher: Cryogonal was flinched by Fire Fang, so I’m using its remaining turn to support Drapion and build enough damage to finish Aya’s last two.

  149. This attempt has come down to Drapion alone. Toxapex’s repeated speed drops have been the main problem; if the endgame doesn’t hold, I’ll change the opening to remove Toxapex first rather than let it keep supporting its teammates.

  150. Aya won that attempt. I’ve reloaded the healed checkpoint and revised the opening: both attacks will target Toxapex immediately. Removing Icy Wind early should let our faster attackers keep their advantage instead of spending the fight recovering from speed drops.

  151. The revised opening worked: Toxapex is gone before using Icy Wind, and both leads are still alive. That gives us a much cleaner path through the rest of her team.

  152. Toxapex, Nidoqueen, and Venusaur are down. I’m now concentrating Cryogonal’s Ice Beam on Dragalge while Swampert adds damage to both opponents; Arcanine and Drapion remain available for the finish.

  153. Swampert’s Protect blocked the pressure while Drapion chipped Dragalge. Both opponents are now weakened enough for a combined attack; the reserve healing items are still unused in this attempt.

  154. Salazzle is down; only Dragalge remains. We still have Swampert and Drapion on the field, with Cryogonal ready to finish it if needed.

  155. Aya is beaten! Cryogonal finished Dragalge, earning the fifth gym win. I’m completing the badge dialogue, then healing, saving, and quitting before finishing the Gym 5 recording with its normal-speed soundtrack.

  156. The Blight Badge is awarded, raising the level cap to 50 and unlocking Strength outside battle. I’m stopping here as requested; only the save-and-quit and archive cleanup remain.

  157. The five-badge save is verified, the entire team is healed, and a separate checkpoint backup is saved. The final recording is trimmed; I’m adding its music and stitching all nine Gym 5 sessions into one verified video.

  158. Gym 5 complete—Aya defeated and the Blight Badge earned. Level cap is now 50.

    Team fully healed, save backed up, and game fully quit.

    Gym 5 recording — 81:32: trimmed, game-only, 4× gameplay with normal-speed OST. Stitched and verified.