Task 09
September 27, 2026 · 21:08–05:44 EDT Sep 28 · 8h 36m 22s · Sessions 039–047 · 268 messages
Sunday, September 27
I’ll resume from Spinel, prepare for Noel and Radomus, and stop after badge eight or at 5% usage remaining—whichever comes first. I’ll finish by saving, quitting, and putting the completed recordings in your Desktop folder.
Recording is active and the save is intact. I’m getting Anna’s medicine first; then I’ll prepare for Sigmund and the Tanzan bosses before triggering the next story sequence.
I’ve mapped the forest’s return route so it can run as a longer sequence. The key story choice is still to stop Sigmund after the mansion battle, preserving the postgame route we’ve been working toward.
The installed Sigmund team matches the walkthrough, and our current level-50 team is close to his levels. Drapion covers the Psychic threats, Cryogonal covers Drampa, and Swampert handles the Electric matchups. I’ll use those matchups and the upcoming battles to build experience rather than take a long training detour immediately.
The medicine is purchased, and the route to Anna is running. I’ll keep the two gym recordings separate and verify that each recorder’s duration matches the time it was running before making the final edits.
The next major fight is Sigmund at the mansion. I’m preparing a bounded battle script with specific Pokémon and moves for each opponent; it will stop for unexpected switches, low health, or move-learning prompts.
The medicine is bought, and I’m back at the Belrose house. Next is the Meteor attack sequence; I’m checking the story choices and boss teams ahead of each trigger so we preserve the later quest options.
The party is still healthy at level 50. For Sigmund, Drapion will handle his Psychic types, Cryogonal will cover Drampa, and Swampert will handle Electivire. I’m preserving Cryogonal’s recovery move and setting Swampert to learn Earthquake at 51.
Anna’s medicine scene is underway. After this I’ll speak with Shelly before triggering Noel’s scene, then lead with Drapion for the house defense. The recording is healthy, and usage is at 4% used.
Anna has recovered. I’m moving into the house-defense sequence now; afterward, the next major threats are the level-75 Steelix and PULSE Abra, before Noel’s actual badge battle.
Drapion is now in front, with all six Pokémon at full health. I also fixed a recurring map-number OCR error in the house, so the route helper can queue the remaining transitions reliably.
Shelly’s conversation is complete. I’m starting the attack scene now, with the important branch already planned: after defeating Sigmund, we’ll stop the Doctor to keep the exclusive postgame route available.
Saphira has arrived, and the house-defense setup is progressing. No battles or damage yet; I’m letting the scripted scene finish before approaching Sigmund.
Sigmund’s battle is starting. His Psychic Terrain makes the Psychic attackers much more dangerous, so Drapion’s immunity is the safest opening.
Drapion knocked out Musharna without taking damage. Sigmund is sending Drampa next, so I’m bringing in Cryogonal for Ice Beam while keeping Drapion healthy for his remaining Psychic types.
Drampa is down after two Ice Beams. Cryogonal took a heavy hit but survived; Drapion is returning at full health for Raichu. The battle is following the planned matchups so far.
Raichu survived Night Slash, used Nasty Plot, and knocked out Drapion. I’m adjusting around the boosted attacker now; this is the first setback, and it makes preserving our Electric immunity especially important.
Arcanine finished Raichu with Extreme Speed once the terrain expired. We lost Swampert as well, so I’m handling the remaining three more cautiously: Arcanine for Hypno/Rotom, with Ampharos and Klinklang still untouched.
Hypno is down, and Cryogonal reached level 51. I’m switching to the healthy Ampharos for the remaining Electric Pokémon rather than risking Arcanine at 100 HP.
Rotom’s burn-and-Hex combination hit harder than the earlier matchups. I’ve stopped the attack loop and am using Klinklang to give us room to heal Arcanine, whose Fire typing prevents burns.
Arcanine and Ampharos have both been healed. Once this fight is finished, I’m adding a training stop before the level-75 bosses; the Raichu exchange showed the current level-50 team needs more margin.
Rotom is defeated. Only Electivire remains, and all four of its attacks are physical. Ampharos can use Cotton Guard, then heal and win with Power Gem without triggering Motor Drive.
Electivire landed a critical hit on the first turn, but Ampharos survived and got Cotton Guard up. I’m restoring its health and clearing the burn before continuing; the defense boost is now reducing the ordinary hits.
Ampharos now has maximum Defense and no burn. I’m keeping its HP high enough to survive another critical hit while it wears Electivire down. Afterward I’ll heal, save the story progress, and prepare the team at the new level cap.
The Electivire strategy is stable now: normal hits deal about 15 HP, and the script heals below 60% to leave room for a critical hit. Sigmund has started using his Hyper Potions, so this last matchup is taking a few extra turns.
Both of Sigmund’s Hyper Potions are gone. Ampharos is still holding the matchup safely, and I’ve added automatic healing to the battle helper so this kind of predictable finish needs fewer interruptions.
Sigmund is defeated. It was a costly win—three Pokémon fainted—but Ampharos finished Electivire safely. I’m taking the Doctor branch, then healing and training before the next major fights.
The dialogue helper advanced through the branch prompt too quickly and selected Sirius. That would close off the postgame route we’re preserving. I’m correcting the helper and reloading the last save, then replaying this section with training first and a checkpoint before Sigmund.
The reload is complete, and the known forest route is replaying as one queue. The dialogue helper now checks the screen after every confirmation, so it cannot silently pass that branch prompt again.
I’m returning through the railnet for training. The revised preparation will bring the team to 55 and give Swampert Earthquake before we replay Sigmund, then continue into the Meteor base.
The railnet shortcut is open, and I’m heading to the repeatable Grand Hall trainer. I’ll rotate the recording around the hour mark, then use the training rewards to raise the team efficiently.
Training is underway with battle turbo enabled. I’m also preparing a Sturdy + Nuzzle option for PULSE Abra: it can survive one hit and slow Abra down for Swampert’s Earthquake.
Ampharos has reached 51 and learned Signal Beam over Power Gem. That gives us useful Bug coverage for Radomus later. Two training wins are complete; I’m finishing the batch before distributing the candies.
Swampert has learned Earthquake, and the fifth training battle is nearly finished. I’m checking the boss stats directly from this installed version before settling the final support slots, then I’ll save and rotate the recording.
Five training wins are saved, with 25 large EXP candies earned and the party healed. I’m pausing for the recording rotation now. The next preparation step is raising the main team to 55 and bringing Yamask back as a Curse specialist for Steelix.
All six main members are now level 55. The first hour’s video has been trimmed to 4×, given normal-speed music, and passed a full decode check. I’m adding the last specialist preparation before returning to the story.
The main team is ready at 55. I’m preparing Cofagrigus from our existing Yamask for Steelix: its bulk should let it use Curse, after which Swampert can stall safely with Protect. Usage is at 13% used, so there is plenty of room to continue.
Yamask has evolved into Cofagrigus during training. I’m preserving Curse and Will-O-Wisp and adding Shadow Ball, so it will serve as a useful reserve after the Steelix fight too.
Cofagrigus is ready at 55. I’m banking candies for the level-60 cap after Noel now, using a queued, reliable training matchup. That should spare us another long return trip before Gym 8.
The reserve training is progressing reliably, and we have 83% usage remaining. I’m checking the upcoming base route while the queued battles finish so we can move straight into the story afterward.
The main team is now level 55, with Cofagrigus ready for Steelix. I’m also preparing a Sturdy/Nuzzle backup for the later single-Pokémon bosses; it gives us a way to slow them down without depending on surviving their strongest attacks.
The remaining preparation is mainly candy reserves and supplies. The base route and boss matchups are mapped out; I’ll use the corrected dialogue controls at the Doctor/Sirius choice and check that branch explicitly before moving on.
We’ve banked roughly half the planned reserve. The recording is still healthy, and the training loop heals the party after each fight, so it isn’t consuming our battle supplies.
Seven of the ten reserve battles are complete. I’ve also checked the base’s trainer teams, so the travel queue can stop at the right battles with the appropriate lead ready.
The candy reserve is nearly finished. Next I’m restocking, making the short recruitment detour, and returning to Tanzan with the level-55 team.
The final reserve battle is running now. That gives us enough candies to bring the core team up to the next cap immediately after Noel, without another training trip.
Training is complete: 50 large candies are reserved, and I’m topping up healing and repels. The next stretch is travel, the Manse encounter, and the Meteor base.
The prepared team and supplies are saved. I’m using the power-plant detour for a utility Pokémon rather than another damage dealer: Sturdy plus Nuzzle remains useful against both Abra and the later Arceus fight.
For the base bosses, the plan is now specific: Cofagrigus uses Curse on Steelix, then Swampert stalls with Protect; Abra requires direct damage during Hyper Beam’s recharge turns because Magic Guard blocks Curse damage.
We’re crossing Beryl now. Klinklang is safely boxed for Noel; Cofagrigus occupies that slot for the base, and I’ll switch Klinklang back in before the gym battle.
We’ve reached the power plant. I’m checking Togedemaru for Sturdy, then heading directly back toward Tanzan; the new catch can be retrieved from the PC at the Manse.
The encounter search is running under the recording. Once we have the utility catch, the remaining preparation is already packed and saved, so there won’t be another city shopping stop.
The travel Repel has worn off, so the wild search can now proceed. I also tightened the helper so it stops at Repel prompts instead of wasting movement inputs on them.
The first encounters are appearing normally. I’m keeping this search bounded; the main team already has a workable Abra plan, and the new Pokémon is an extra safeguard for the later bosses.
I found an uncollected Ability Capsule on the return route. That lets us keep the first Togedemaru we catch and select Sturdy through the normal item menu, instead of repeatedly searching for the right ability.
The encounter helper hit a timing issue on a battle introduction and started selecting moves. I’m stopping that loop and replacing its escape handling before continuing the search.
The escape handling is fixed, and Arcanine is fully healed. The search now waits for the battle menu and uses the verified Run selection, avoiding accidental attacks during introductions.
Togedemaru is caught. I’ll check its ability, collect the capsule if needed, and then resume the Tanzan story route.
The catch already has Sturdy, so the capsule detour is unnecessary. Togedemaru also has Nuzzle, exactly the utility combination we wanted. We’re heading straight back now.
We have 78% usage remaining. The new catch is ready, and the party is on the return route; I’m keeping the remaining time for the story battles and both badges.
The return trip is underway, and I’ve prepared this recording’s music cues while the route runs. I’ll rotate the recording around the hour mark before the next major story sequence.
Togedemaru makes the Abra plan much more reliable: after Nuzzle, Drapion should outspeed it, and Swampert can use Earthquake during a Hyper Beam recharge turn. We’re nearly back at the Railnet.
We’re at the Railnet entrance. I’m pausing briefly here to finish the current recording and start the next one, then continuing to the Manse.
The previous hour is safely captured with no recording gap, and the new recording is running. We’re clearing the Railnet crossing and heading for Anna’s medicine.
The Railnet crossing is clear. The previous recording has been trimmed to about 12 minutes at 4× speed; its final verification and soundtrack pass can run while we continue.
Anna’s medicine is purchased, and the previous recording is now verified and receiving its normal-speed soundtrack. I’m taking the team to the Manse’s healing room before the story battle.
I found and removed a stationary Repel-prompt section from the last recording, so that won’t linger in the finished video. The team is now traveling to the Manse with Drapion leading for Sigmund.
We’re crossing Tanzan Cove now. The upcoming battle order is set: Drapion handles Musharna, Swampert handles Raichu and Electivire, Cryogonal handles Drampa, and Arcanine handles Hypno and Rotom.
The team is fully healed at the Manse. I’m delivering the medicine and advancing the story with a save before the attack; the dialogue helper will stop when the battle begins.
The medicine scene is underway. The updated dialogue controls are advancing one confirmed screen at a time, so the later Doctor/Sirius choice won’t be skipped.
Anna’s scene is complete. I also confirmed that Gear Grind gets a major boost in the base’s Factory Field, so I’ll bring Klinklang back for that section after Sigmund, then restore Ampharos before Noel.
The pre-battle save is verified: everyone is healthy, the five main battlers are level 55, and Togedemaru is ready at 32. The Manse attack scene is now running.
The attack scene is progressing normally. After Sigmund, I’ll verify the Doctor choice explicitly, heal, and make the planned Klinklang swap before entering the base.
Sigmund’s battle has started. Drapion is in against Musharna; I’m using the planned setup, then switching by matchup.
Musharna went down to one boosted Night Slash. Drapion still has most of its health, and Swampert is coming in for the next matchup.
Drampa is down, though Swampert took a heavy hit. At level 55, Drapion now outspeeds this Raichu and has enough damage to finish it with Night Slash, so I’m using that matchup.
Raichu went down before it could act. Arcanine is handling Rotom now; this avoids the burn-and-Hex problem from the earlier attempt.
Rotom is down. Cofagrigus is now taking Electivire’s physical attacks and applying a burn; that lets us preserve the weakened Swampert instead of forcing it back in.
Electivire is down, and all six party members are still standing. Hypno is the last Pokémon; I’m checking for Hypnosis before finishing the fight.
Sigmund is beaten with no knockouts and no battle items used. I’m now stopping the Doctor at the story choice and verifying that the correct branch is saved.
The post-battle scene is almost at the branch choice. I’m letting the guard stop there before making the selection manually.
The Doctor option is selected and confirmed. The resulting scene matches the intended branch; I’m finishing it and checking the saved story state before proceeding.
The correct branch is now saved and verified: Saphira was taken, and the Doctor choice is preserved. I’m finishing the family’s follow-up scene, then healing and swapping Klinklang back in.
The story checkpoint is secure, with 71% usage remaining. I’m also turning the base’s teleporter puzzle into a verified route so we can move through it in longer queued sections.
Klinklang is being swapped in for Cryogonal. Its Factory Field bonuses should make the base’s trainer battles much quicker, while Cofagrigus and Togedemaru remain available for the two bosses.
The team is healed and on its way to the base. The two teleporter-room routes are planned, including their return paths, so those sections can run as queued navigation rather than tile-by-tile exploration.
I’m adding one small navigation improvement: the route planner will remember trainers we’ve actually beaten. That avoids unnecessary detours when we pass back through the same rooms.
Laura is opening the base entrance. The team is fully restored, Klinklang is leading, and the next opponents and puzzle routes are already checked.
The base’s first puzzle is mapped out. Klinklang handles the opening trainers well here because the Factory Field strengthens Gear Grind; I’ll save the boss-specific team members for Steelix and Abra.
The first Minior used Shell Smash after Gear Grind missed, but Klinklang survived and knocked it out on the next turn. I’m keeping the battle script guarded so it stops when an unplanned opponent or low-health situation appears.
Kenneth is beaten with the team in good shape. I found a route that reaches both gate controls through the teleporter rooms, so we can clear the puzzle without retracing the central rotary.
Gate A is open, and the queued route is working through Gate B. I’m also extending the trainer script to make the already-planned switches automatically, while still stopping for anything outside the plan.
Both entry gates are open. Brenna is next, with Arcanine covering Carnivine and Klinklang covering the rest. Usage is at 68% remaining, comfortably above the cleanup cutoff.
Samurott took more hits than I budgeted for and knocked out Klinklang. Swampert can finish this fight safely; I’ll restore Klinklang before proceeding and tighten the script’s health cutoff.
Monday, September 28
Swampert finished Brenna untouched. There’s a guaranteed Revive and a full-team heal further inside, so I’m continuing with the healthy counters instead of taking a long trip back to the house.
The second rotary section is underway. I’ve adjusted the next fights around Swampert and Arcanine, and the automation now stops below half health. The next recording rollover will be after this battle.
Hilda is down. Crobat’s flinches made that fight longer, but Extreme Speed finished it safely. I’m healing Arcanine, then pausing briefly to finalize this recording segment.
Arcanine is restored and the hour’s progress is being saved. I’m closing this capture now; the next segment will start before any more gameplay.
The previous hour’s capture closed cleanly with no recording gap, and the new one is running. I’m collecting the Abra PULSE readout on the way through the base and keeping the Sturdy/Nuzzle counter healthy for that boss.
Regina is beaten. Houndoom landed a critical hit, but Swampert survived and won; I’ll patch it up before continuing. The previous recording is now trimmed, and its normal-speed music track is rendering.
The PULSE readout is collected, and Laura’s scene confirms Saphira has escaped her cell. The remaining rotary route is queued, including the extra candy pickup and the path to the control room.
Coleman is beaten, and Cofagrigus handled the Fighting-type matchup cleanly. I’m topping up Arcanine before the next trainer, then running the longer rotary-and-teleporter sequence as a single guarded route.
Both upper rotaries behaved as mapped. Gretchen is the next fight; after her, the queued route loops around to the right side of the base and the control-room heal.
Gretchen is down with no further knockouts. The next stretch is mostly the mapped puzzle route; I’m preserving the remaining attack PP for the control-room battle and its full heal.
The route guard caught a teleporter approach that was blocked from below. I’ve corrected it to enter from the accessible side, and the longer sequence is continuing.
The main puzzle route is complete. An optional candy sits beside a teleporter, which fired before pickup; I’ve fixed the item-approach helper and am moving on to Ricardo rather than repeating that loop.
Ricardo’s first two Pokémon are down. After Aggron, I’ll collect the nearby Revive and restore Klinklang for the control-room double battle. Saphira heals the whole team afterward, which will prepare us for the final base trainers.
Klinklang is revived. I’m finishing the healing and checking the double battle’s targets before starting. I also adjusted the later Scolipede matchup to use Klinklang, which resists its attacks.
The double battle is ready. Swampert will use Muddy Water while Arcanine targets Vikavolt with its last Flamethrower, removing the biggest special attacker first.
Vikavolt is down. The opponents brought in Golisopod and Mudsdale, so I’m switching Arcanine out to avoid their combined Water and Ground attacks while Swampert pressures Mudsdale.
Mudsdale changed the field to Short-Circuit, which turns Gear Grind and Muddy Water into Electric attacks. I missed that interaction. I’m restoring Arcanine’s Flamethrower while protecting Swampert, then using Fire damage to remove Mudsdale.
Mudsdale is down, so the repeated Earthquakes are out of the way. After this battle, the story provides a full heal before the remaining base fights. Usage is at 57% remaining.
Piloswine and Golisopod are down too. Drapion and Arcanine are healthy enough to handle the remaining two; Drapion’s Dark typing is particularly useful against Gothitelle.
The control-room battle is won. I’m finishing the rescue scene, then clearing the upper rooms and talking to Simon for his later sidequest before heading to the two boss fights.
The team is fully healed and the checkpoint is saved. I’m using the prepared matchups for the upper trainers; the next recovery unit will restore everyone again before Steelix.
Klinklang took out Ringo’s Lunatone immediately. The queued plan switches to Cofagrigus for Passimian, then back to Klinklang for Scolipede. The next two trainers need deliberate setup turns, which I’ll handle separately.
Cofagrigus beat Passimian without taking damage. I also checked the upcoming teleport route: it lands beside a recovery unit, and the connecting room contains Laura’s optional dialogue and the exit toward Steelix.
Ringo is beaten. Klinklang took several hits and a flinch from Scolipede, so I’ll heal it before its next fight. I’m also adjusting the Steelix plan for Rocky Field’s boosted Earthquake rather than relying on a narrow survival calculation.
Trevenant used Wood Hammer, so there’s no active Destiny Bond to play around. One Hone Claws boost is enough for Night Slash here; I’ll attack now and avoid taking another setup hit.
Deryl is beaten with no further damage. I’m opening the first terminal and completing Simon’s dialogue, then moving to the right-side trainers. The recording will roll over near the hour mark.
The first terminal is unlocked. Simon’s conversation is next, and I’ve added its quest flag to the route checklist so we don’t leave the base without it.
Simon’s conversation is complete. I’m pausing briefly to close this recording and start the next one; the completed segment will be trimmed and given its normal-speed music while I continue.
The new recording is running, and the previous hour closed cleanly with no capture gap. Klinklang is setting up against Rod’s Beedrill so it can handle his later Palossand before Earth Power becomes a threat.
Klinklang’s setup turn was free—Beedrill used Agility. I also checked Cofagrigus’s actual saved stats: its Defense is already higher than the earlier estimate, so the Steelix Curse plan survives a normal hit with a safer margin.
Rod is beaten, and Klinklang stayed at full health through all three opponents. One trainer and the second terminal remain before we can reach the depths.
Naoman’s disguised Zoroark is down; Grumpig is the last opponent in this section. The previous recording is now finished and verified at 9 minutes 18 seconds, with game-only footage and restored music.
Both terminals are open, and we’re in the project-room story scene. After the teleport, I’ll complete Laura’s dialogue, heal at the recovery unit, and take the mapped route through the changing cave passages.
The project-room scene is nearly finished. I’m adding a faster dialogue helper for scenes whose event data contains no choices or battles, so these longer conversations need fewer inspection pauses while keeping the choice guards elsewhere.
Laura’s optional conversation is underway. The cave route is mapped through its three changing layouts, and the new helper verifies each destination before advancing the navigation notes.
The faster helper repeated the recovery-unit interaction, so I stopped it and am using the single-step helper there. I’ll remove that repeated footage from the archive and keep the faster helper restricted to one-time story scenes.
The team is healed and saved, with Cofagrigus leading. We’re through Laura’s first cave scene and moving toward Steelix; the route script pauses at battles and checks every map transition.
We’ve reached the second cave layout, and the first map transition checked out. I’ve also confirmed the boss music tracks from the game files so Steelix, ZEL, and the gym battle get the correct soundtrack in the archive.
We’re in the final cave layout before Steelix. For Noel afterward, I’m planning around Arcanine’s Flash Fire as well as type matchups: it gives us a useful switch into Porygon-Z’s Fire coverage against Klinklang.
Steelix is next. Cofagrigus will apply Curse, then Swampert will use Protect and Muddy Water to finish while limiting how many attacks we take.
Curse landed successfully. Swampert is now carrying out the Protect–Muddy Water–Protect sequence; the rest of the team is still fresh for Abra.
Steelix is beaten on the first attempt. Curse and the Protect sequence worked as planned; Swampert has 114 HP, and Arcanine, Drapion, Klinklang, and Togedemaru are untouched.
The post-Steelix scene restored the whole party, including Cofagrigus. I’m putting full-health Sturdy Togedemaru in front for Abra, then using its recharge turns to bring in Drapion and Swampert.
The return route hit a rotary whose state had changed during the earlier crossing. I’ve stopped the retries and updated the map notes so we can cross it deliberately and continue to Abra.
The cleared warp rooms are running as a queued route now. I’m also tightening the movement helper so it stops after repeated identical positions instead of spending several retries on a stale map state.
I checked one useful item for the next stretch: the Metal Coat is story-locked until after Noel, so it won’t help with this gym. I’ll collect it on the way toward badge 8, along with the Wide Lens for Gear Grind’s accuracy.
We’re nearly back to the project room. I’ll unlock the missed lower-level shortcut and save there before Abra, so the Steelix win and the return route are secured.
The shortcut is unlocked and the pre-Abra save is secured. ZEL’s dialogue is finishing; the battle plan is ready to exploit Hyper Beam’s recharge turn after Togedemaru lands Nuzzle.
Abra used Hyper Beam, and Nuzzle landed. Drapion is switching in during the recharge turn and will move first now that Abra is paralyzed.
PULSE Abra is beaten. A missed Hyper Beam and a paralysis turn let Drapion finish it with three Night Slashes, so nobody fainted. After this scene, we’re heading back to heal and prepare for Noel.
The post-Abra scene is ending. Next is the return to the house, Ampharos back into Togedemaru’s slot, and Klinklang leading for Noel. I’ll start a fresh recording before the gym battle.
Abra is beaten, and I’m returning to heal and prepare for Noel. We have 45% usage remaining, so there’s still room for both gyms; I’ll keep the cleanup reserve intact.
The return route hit a puzzle shortcut issue: the pathfinder was crossing a rotating gate while treating it as ordinary floor. I’ve marked those tiles for explicit handling. Noel’s plan is ready: Klinklang handles the Normal attackers, with Arcanine reserved for Bewear and Porygon-Z.
For Noel, I’m keeping Ampharos in the main team and putting Togedemaru back in the box after its successful Abra matchup. I’m also preserving the flower field; Flamethrower gets its damage boost there without burning the garden.
The team is on its way back to the Manse. I’m using that travel time to prepare the next stretch: level 60 after Noel, Cofagrigus learning Destiny Bond for the Arceus encounter, and a doubles formation tailored to Radomus’s chess field.
I’m finishing the return and healing now, then I’ll start a fresh recording before Noel. The earlier footage is being kept as part of the Gym 7 archive, including both major boss fights and the story scenes.
The new recording is running, and the previous segment is exporting with its restored music. I’m making the final party swap now; the next battle is Noel for badge seven.
Noel’s toughest pieces are Porygon-Z and Clefable, so I’m saving the right answers for them rather than spending the whole team on the opening. Klinklang will build Attack against Cinccino, and Arcanine’s Flash Fire gives us a useful switch into Porygon-Z’s Hidden Power.
The team is fully healed and saved, and Noel’s battle is starting. Usage is at 43% remaining, comfortably above the cleanup cutoff.
Klinklang has two successful Shift Gears up. Cinccino’s multi-hit attacks are doing the expected damage, so I’m healing once before the final boost and knockout.
The third boost is in place. I’m giving Klinklang enough health to survive a missed Gear Grind, then moving into the knockout sequence. That preserves our main Clefable answer instead of risking it on accuracy.
Gear Grind missed once, so the health buffer mattered. Klinklang survived and still has all its boosts; I’m healing it back into a safe range for the next attempt.
Bewear survived the first Flamethrower, so that matchup took more damage than planned. Arcanine still moves first and can finish it now. I’m adjusting the Porygon-Z plan to account for the lower Fire damage rather than assuming a one-hit knockout.
The rain is weakening Fire moves. Bewear is down, and I’m bringing Ampharos in for Porygon-Z: its defenses make Download raise Attack instead of Special Attack, and Thunder Wave will let our slower attackers move first.
Porygon-Z used Nasty Plot, so I switched to the backup plan. Ampharos landed paralysis, and Cofagrigus got Curse onto it before fainting. Swampert can now attack first and add damage while Curse wears it down.
Porygon-Z is down. Swampert and Cofagrigus traded for it, leaving Arcanine, Ampharos, Drapion, and Klinklang for Noel’s last three. The remaining matchups are much more straightforward.
Clefable is now in range of a second boosted Gear Grind. Klinklang has held up against its Calm Mind–boosted Moonblast, and Ampharos and Drapion are still healthy for Swellow and Girafarig.
Clefable is down. Drapion is handling Girafarig now, with a full-health Ampharos reserved for Swellow.
Noel is beaten on the first attempt—badge seven earned. I’m finishing the story scene, healing and saving, then I’ll finalize the Gym 7 recording and begin the route toward Radomus.
The seventh-badge save is verified and the team is fully healed. I’m starting a separate Gym 8 recording and raising the team to the new level-60 cap. Two useful upgrades come at level 57: Destiny Bond for Cofagrigus and Cross Poison for Drapion.
The finished Gym 7 video is now in
/Desktop/bin/reborn: 58:35, trimmed to active gameplay, at 4× speed with normal-speed music. I verified the copied file and removed its intermediate MP4s. Training for Gym 8 is underway.The team is now level 60, healed, and equipped with the new moves. Ampharos also learned Light Screen, which should help against Radomus’s special attackers. I’m following the Saphira story route next, then heading for the Nature Center’s Wide Lens before the castle battles.
The Gym 8 preparation is complete. I’m collecting the healing items along Saphira’s route and checking the Route 1 crossings ahead of time, so the next travel stretch can run as a longer queued route.
Noel is beaten and the Gym 7 video is finished. Everyone is now level 60, and Saphira’s reunion is complete. I’m heading toward Fern and the castle, with the team’s moves prepared for the upcoming Chess Field battles. We have 35% usage remaining.
The next rival fight is Fern’s six-member team. Klinklang can handle his Haxorus and Scyther, Swampert covers his Ground types, and Arcanine covers his Grass types. Afterward I’ll pick up the Wide Lens to make Gear Grind more reliable.
I’ve also picked up a Revive for the next stretch. The important preparations after Fern are the Wide Lens and party ordering: on the Chess Field, party position affects each Pokémon’s role and bonuses, so I’ll set that deliberately before Cain and Radomus.
The level-60 team is saved, and Fern’s battle is starting. I’m also checking the Tauros route ahead so we can cross Route 1 without repeated backtracking.
Fern’s lineup matches the walkthrough. I’m using the same six Pokémon here; the main risks are Roserade’s sleep and Decidueye setting up, so those will get dedicated switches rather than a blind sweep attempt.
Haxorus is down. The battle helper is now following the planned switches and will stop if a Pokémon gets too low or an unexpected situation appears. That lets the fight keep moving while I prepare the route and healing stops.
Roserade landed Sleep Powder and kept Arcanine asleep for three turns. Arcanine has woken up and attacked, but took substantial damage; I’ll heal before asking it to handle Decidueye.
Extreme Speed finished Roserade before it could attack again. Swampert is now handling Krookodile. The rest of the team is healthy, and there’s a full-heal shard immediately after Fern.
For Decidueye, I’m switching to a healthy Drapion instead of spending turns restoring Arcanine under pressure. Drapion resists both Grass and Ghost attacks, and its newly learned Cross Poison gives us a strong attack for this matchup.
Decidueye is down, and Klinklang is handling Fern’s last Pokémon. I found the key to the Route 1 crossing: clear the blocking log with Bouffalant first, then use a Tauros mount for the ledges. I’ve worked that into the route.
Fern is beaten on the first attempt. I’m healing the team, collecting the Wide Lens, and then opening the Tauros route to Vanhanen Castle.
The team is healed after Fern. I’m now crossing Route 1 toward the Nature Center; the mounted return route has been checked against the map, including the short passage through North Aventurine Woods.
The Route 1 helper stopped on a coordinate mismatch rather than continuing blindly. I’ve checked the actual position and resumed the route; no progress was lost.
I’m at the Nature Center now. The Wide Lens pickup and recovery stop are next, then I’ll clear the log and mount Tauros for the castle crossing.
Wide Lens is collected and the team is fully healed. That raises Gear Grind’s accuracy from 85% to 93.5%, which should help both the Route 1 fights and the later Fairy matchups.
Wide Lens is equipped. We have 31% usage remaining, so there’s still room for the castle sequence and Gym 8; I’ll keep checking the limit and reserve the final portion for saving, quitting, and finishing the recordings.
The route and battle scripts now account for mounted movement and the shortcut’s state changes. I’m also recording the wild-battle music transitions so the Gym 8 archive keeps the correct normal-speed BGM through these encounters.
The Tauros fight is won and Bouffalant has cleared the log. Next is the nearby Bouffalant encounter to obtain a mount, then the planned ride to the castle.
The shortcut is open, and the mount encounter is nearly finished. The castle has a recovery unit, so I can restore the team there before setting the Chess Field order for Cain.
The mounted crossing is progressing smoothly. For Cain, I’m adjusting the party order so Ampharos gets the Bishop’s Special Attack boost, while Swampert keeps a Pawn slot. That gives us stronger offense against Primarina and a full-health survival safeguard against Marowak’s priority attacks.
A Route 1 trainer caught us while crossing the ledges. It’s Sully’s Rapidash, which is in the walkthrough; I’m switching to Swampert to handle it before resuming the ride.
Sully’s Rapidash is using Bounce, so Swampert is waiting out the airborne turns and attacking when it lands. Once we reach the castle and finish preparation, I’ll rotate the recording before Cain’s battle.
Sully is beaten, and we’re back on the ride. Swampert picked up paralysis from Bounce; the castle’s recovery unit will clear that before the next rival battle.
We’ve reached the labyrinth entrance. I’m dismounting here, then heading straight to the castle’s recovery unit and preparing the party order before Cain.
The labyrinth route is underway. The helper has already handled a wild encounter and resumed from the correct tile. Cain’s team is verified against the installed game data, including Marowak’s priority role and Nidoking’s Queen bonuses.
We’re through most of the labyrinth; the wild encounters have been escaped without damage. I’m keeping this route’s footage, with the pauses trimmed and wild-battle music restored in the final edit.
We’re inside the castle, fully healed. I’m setting the Chess roles and saving before Cain. One useful adjustment: Drapion can handle Muk without risking Swampert’s held item, leaving Swampert fresh for the much more dangerous Marowak.
The team order, full health, and Wide Lens are verified, and the game is saved before Cain. I’m pausing here to close and process this recording, then I’ll start a fresh recording for the castle battles.
The new recording is running, and the previous one is being trimmed and scored with the OST. I’m also taking the limited-time Umbreon interaction before starting Cain’s scene.
The castle introduction is progressing. The first Gym 8 recording has passed a full decode check: about 58½ minutes captured, trimmed to roughly 9 minutes 48 seconds at 4×. Its restored music and visual review are finishing now.
The recording review is clean: game-only video, no capture gap, and normal-speed music. I’ve switched the linear introduction to a small batch script so the dialogue keeps moving without repeated inspection pauses.
Cain has arrived; the battle is next. The opener is designed to preserve Swampert: Drapion can ignore Muk’s evasion boosts with Keen Eye and use the Chess Field’s boosted Strength attack.
Cain’s battle has started. Drapion is taking the Muk matchup, while Swampert’s full health and Wave Incense are being held back for Marowak.
Muk is down. Drapion handled it without using any medicine, and Swampert is still untouched. Klinklang is now taking Mimikyu; Gear Grind’s two hits are useful for breaking Disguise and dealing damage in the same turn.
Mimikyu is down. Cain sent Marowak next, so the preserved Swampert is going in at full health with its Water boost intact. This is the matchup that preparation was for.
Marowak is nearly down. One correction from the battle: in singles, only the lead gets the Pawn role, so Cain’s Mimikyu was the King and Marowak is a defensive Rook. Swampert is faster and can finish it with Earthquake.
Marowak is defeated. Nidoking is in now, and Cofagrigus has used priority Destiny Bond. I’m checking the damage before using a small healing item to preserve the bond for Nidoking’s next attack.
I caught a turn-rule interaction before using the Potion: this version clears Destiny Bond on item turns. I’m switching to Curse and Drapion’s fast attack to finish Nidoking reliably; we’ll heal the team after Cain.
Curse is active on Nidoking, and Drapion has landed its fast Night Slash. Once this matchup is settled, only Meowstic and Primarina remain.
Primarina survived Ampharos’s first Discharge and moved first on the next turn, knocking it out. It’s badly weakened now; Drapion’s faster Cross Poison will finish it, then Klinklang will handle Meowstic.
Primarina is down, leaving Meowstic. I’m finishing with Klinklang, then healing and saving. I’ve also added explicit recording coverage for automatic battle animations that continue after an input script stops, to avoid trimming those out.
Noel is beaten and the Gym 7 archive is finished. I’m working through the route to Radomus now; 23% usage remains, so there’s still room before the 5% stopping point.
Cain is beaten. His Meowstic’s chess-piece bonus knocked out Klinklang, but Drapion finished the battle. I’m healing before the next story section and keeping Cofagrigus ready for the boss ahead.
The next detour leads to El’s Arceus before Radomus. The plan is to use Cofagrigus’s Destiny Bond there, then adjust the party order for the chess field’s doubles roles before the gym.
The team is fully healed and saved after Cain. I’m using the mapped Tauros route back across Route 1, with a short stop for a Ghost Gem that could help remove Radomus’s Reuniclus before it sets Trick Room.
I’ve also checked the cave route and both logic puzzles ahead. The remaining preparation is focused: collect the Ghost Gem, preserve our healing supplies where possible, and reach El with Cofagrigus at full health.
Tauros is secured. I’m now crossing back toward the Grand Gate; the recording is still running, and I’ll rotate it at the next safe pause near the hour mark.
The Ghost Gem is collected. I’ve increased movement batches on mapped routes so travel needs fewer inspection pauses, while retaining stops for battles and dialogue.
We’re back on the western half of Route 1. I’ve queued the cave approach and prepared the puzzle inputs, so those sections can run in longer batches once we reach them.
A map-number OCR error interrupted the route twice. I checked the screen, corrected that specific misread, and resumed travel; no progress was lost.
We’ve reached the Grand Gate and dismounted. The next batch handles the story descent; I’ll pause at the cave entrance to finish this recording segment before continuing.
The Grand Gate scene is underway. The route script stopped when Cain’s dialogue triggered a tile earlier than expected; I’m continuing from that dialogue rather than replaying the route.
The descent is progressing. For Radomus, I’m keeping the same six Pokémon but changing their order and held items—the chess roles make that as important as the moves themselves.
We’re in the cave beneath the Grand Gate. I’m pausing here to finalize the current recording, then I’ll resume with a fresh capture.
The capture closed cleanly with no timing gap. Trimming reduced roughly 55 minutes of recording to 7½ minutes at 4×; the normal-speed music pass is rendering now.
The finished segment passed video and audio checks, and its review images show only the game. Recording has restarted, and I’m continuing through the caves.
Drapion is leading through the caves for easier escapes. We’ve picked up a Repel, and the route also passes a Super Repel; the team’s important boss moves are being kept fresh.
Both repels are collected, and the cave traversal is running without battles so far. We’re approaching Citae Astrae, where the two logic puzzles lead to El.
Citae Astrae’s arrival scene is playing. I caught a longer automatic animation between dialogue boxes and explicitly retained it in the recording so it won’t be mistaken for idle time.
The arrival scene is complete. I’m using the collected Super Repel before entering the tower, then applying the walkthrough’s Light/Dark answers to the first puzzle.
The first tower scene is nearly finished. I’m also mapping the return trip now so we can take the offered fast travel back to the castle after El.
The Ruby Tower is open, and the first puzzle sequence is running. There are also fast-travel offers after El, so the return to the castle should be short.
The first Light/Dark puzzle is solved. Next is Adrienn’s scene, followed by the four-statue puzzle and the healing point before El.
The first puzzle’s exit is clear. I also improved coordinate reading by enlarging the on-screen text when OCR disagrees with the expected map; that should prevent more of these unnecessary stops.
Adrienn’s scene is underway, with the ring offer accepted. The second puzzle route is queued through the healing point and a pre-boss save.
The second puzzle is in progress. Usage is at 16% remaining, leaving 11 percentage points before the gameplay cutoff; I’m continuing toward El and Radomus.
Both puzzles are solved. I’m using the tower’s healing point, then saving with a full-health Cofagrigus before El.
The team is fully healed and saved before El. I’ll side with Radomus, then use Cofagrigus’s Destiny Bond against Arceus to preserve the later story route.
El’s pre-battle dialogue is running. The Arceus plan is ready; once the battle starts, I’ll check the first hit before committing to the Destiny Bond finish.
The dialogue is approaching the choice between El and Radomus. I’m keeping the input script guarded at that choice so it cannot accept the default option accidentally.
Radomus was selected correctly. The script caught a harmless dialogue-reading error on “eyes”; that is fixed, and it’s advancing to the battle menu now.
Arceus is on the field, and Cofagrigus is at full health. Destiny Bond is selected for the first turn.
Arceus landed a critical hit and knocked Cofagrigus out before Destiny Bond. I’m using the reserve Revive and Hyper Potion to restore it, then bringing it back in safely.
Cofagrigus is revived. Drapion took the knockout on that turn; Arcanine is covering the full-heal turn so Cofagrigus can get another safe attempt.
Cofagrigus survived the second hit with 5 HP, and Destiny Bond is active. I’ve selected a normal move so the faster Arceus will trigger the bond before Cofagrigus’s turn.
El is beaten. The recovery worked, and siding with Radomus kept the later route available. I’m taking the return travel, healing the team, and moving on to the chess gym.
The post-battle scene is finishing. I’ve marked the Arceus battle and scene music for the archive; next is the castle recovery point and gym preparation.
We’re on the fast-travel return. The gym plan is ready: Drapion handles most Psychic trainers, Swampert handles the Steel-heavy team, and Cofagrigus handles Wobbuffet without attacking into Counter or Mirror Coat.
The return includes a longer automatic camera sequence through Reborn City. The script paused during it; I’m retaining that footage and continuing once dialogue resumes.
The pause was an ellipsis-only dialogue box that OCR missed. I’m adjusting that check and continuing the return scene.
We’ve reached Coral Ward. I’m finishing Adrienn’s scene and taking the final fast travel back to the castle.
The return story is still running, with recording active. The chess-puzzle scripts are prepared, so I can move straight into the gym once the team is healed and reordered.
The final fast-travel offer is accepted. We’re returning to the castle now; the next batch heals everyone and assigns the planned party order for the chess field.
The castle’s reunion scene is nearly done. After healing, I’ll use the prepared puzzle moves and trainer matchups to keep the gym section moving.
Everyone is healed, and the save confirms the El route flag is preserved. The party reorder is nearly finished; next is the first chess board.
We’re inside Radomus’s gym. Usage is at 9% remaining, so I’ll continue through the prepared boards while watching the 5% cutoff closely.
The first board’s rook move matched the planned position. The king moves are queued next, followed by the game’s checkmate check.
The first board was accepted. I’m clearing its trainer now, then moving to the second board.
Parsley is beaten, and Drapion is still at full health. The second board is running now; 8% usage remains.
The second board’s knight moves are complete. The script is finishing the rook and bishop moves; I’ve also accounted for the blocked approaches around the next board’s pawn promotion.
The second board needed the bishop approached from another side of a blocked square; that route is corrected. Usage is at 7% remaining, so the cutoff is now close.
The second board was accepted. Drapion is handling Sage’s Meowstic pair; after that I’ll reassess the usage limit before starting the next board.
Sage’s first Meowstic is down. Drapion has enough health to finish the second with the queued attack.
Sage is beaten. The third board is running now; I’ll pause after this board to finish the recording segment, which is nearing an hour.
The pawn is advancing cleanly on the third board. Its promotion and the remaining knight moves are queued.
The promotion succeeded, and the knight moves are progressing. I’ll finish this board, rotate the recording, and check the usage limit before the next trainer.
We’ve reached 5% usage remaining, so I’m stopping gameplay here. Noel is beaten; Radomus is still ahead. I’ll save and quit, then finish and archive this segment’s recording.
The save is verified and Reborn has exited. Badge 7 is secured, El is defeated, and we’re partway through Radomus’s chess puzzles. I’m checking the final video and preserving the exact resume point.
The final capture has no recording gap. I’m exporting the trimmed footage with normal-speed music; it will be labeled “Gym 8 progress” so it’s clear the badge is still pending.
The final clip passed video/audio checks and the visual review. I’m combining the Gym 8 footage into one progress video and copying it beside the completed Gym 7 recording.
Stopped at 5% usage remaining, saved and quit.
- Gym 7: Noel defeated.
- Gym 8: Fern, Cain, and El defeated; paused at the third chess puzzle before Radomus.
- Recordings trimmed, accelerated to 4×, and given normal-speed BGM. Verified copies saved:
- Gym 7 — 58:35
- Gym 8 progress — 29:39
Redundant intermediate MP4s removed; resume notes and save backup preserved.