Task 10

September 28, 2026 · 10:12–16:34 EDT · 6h 22m 00s · Sessions 048–055 · 171 messages

Monday, September 28

  1. I’ll resume at Radomus’s chess puzzle, finish badge 8, and continue through badge 9. I’ll use the computer-use skill with our existing keyboard helpers, keep gameplay recorded, and save and quit at the end.

  2. The save loaded correctly, and the third board’s pieces are where we left them. I’ve also checked the route toward Luna; I’ll finish Radomus with the prepared team, then prepare for the next stretch.

  3. The third puzzle was accepted. Rosemary’s Beldum is down, and Swampert is handling her remaining Steel types. The last puzzle is already scripted, with a separate plan for the next trainer’s Counter/Destiny Bond Wobbuffet.

  4. Metagross landed a flinch, but Swampert survived and knocked it out. I also found that restarting the game had disabled battle turbo, so I’ve switched it back on to speed up the remaining fights.

  5. Rosemary is beaten, and the fourth puzzle is underway. Before Radomus, I’ll heal the team and equip Cofagrigus’s Ghost Gem. The opening plan is to focus both attacks on Reuniclus to prevent its Trick Room, while accounting for Malamar as a second setter.

  6. The final puzzle is progressing normally. For Luna, Swampert’s Earthquake gives us a way to remove the Dark Crystal field’s defensive boosts, and Ampharos’s Signal Beam is useful if we keep the field. I’ll verify those options against our level-65 team after Radomus.

  7. A Repel prompt interrupted the puzzle, and the recording health guard has now blocked further input because it isn’t receiving fresh frames. I’m checking the capture before resuming so we don’t play through an unrecorded gap.

  8. The captured footage checks out: the largest interruption was under half a second, and no gameplay input occurred after the capture stopped. Recording has restarted, and I’m checking exactly where the interrupted chess move ended before continuing.

  9. The interrupted move is corrected and the recording is stable. The promoted queen is in its final position; the remaining knight and bishop moves are queued with position checks.

  10. The knight is nearly in place. I also checked a cave-field hazard for Luna: repeated Earthquakes can collapse the ceiling and knock out our own Pokémon too. I’ll use Earthquake deliberately to change the field, rather than queueing it repeatedly.

  11. The fourth board is complete and being checked. After Thyme, I’ll return to the castle healer before the boss; Swampert took enough damage from Metagross that it needs a full recovery.

  12. The fourth puzzle was accepted. I’ll restore some of Drapion’s health for Thyme, then use Cofagrigus’s Curse against Wobbuffet so Counter and Destiny Bond don’t catch a direct attack.

  13. Drapion is healed and Thyme’s battle is starting. I also checked our saved gang progression: the Seventh Street access quest still needs finishing, so that’s part of the route between Radomus and Luna.

  14. Thyme sent Wobbuffet out early, and the switch guard caught it. Cofagrigus has landed Curse; I’m using status moves while it ticks down, so Wobbuffet’s Destiny Bond won’t take a teammate with it.

  15. Thyme withdrew Wobbuffet to clear Curse, so I’m adapting to his switches rather than treating the team list as a fixed order. The recorder is recovering from occasional macOS interruptions; the input guard pauses controls whenever frames stop.

  16. Only about 3 GB of disk space remains. May I delete the raw recordings for completed gyms whose finished videos are already verified, while keeping the finished videos and editing metadata? These raw sources would no longer be available for future re-edits.

    • Yes, delete verified raw sources
    • Keep the raw sources
  17. Beheeyem is down. Wobbuffet has returned, so I’m using its non-attacking turns to heal Cofagrigus and apply burn before Curse. That will leave damage on Wobbuffet even if Thyme withdraws it again.

  18. Wobbuffet is now burned, and Cofagrigus has enough health to use Curse again. The rest of the team is ready for the remaining Unown and Swoobat; I’m keeping direct attacks away from Wobbuffet’s retaliation moves.

  19. Swoobat is down. Wobbuffet is weakened and still burned, so Drapion can use Hone Claws safely while the burn finishes it. Those boosts should also make the remaining Unown quick to handle.

  20. Wobbuffet is down without taking anyone with it, and Drapion is fully boosted for the last two Unown. After this fight, it’s healing and held-item preparation before Radomus.

  21. Thyme is beaten with all six Pokémon still standing. I’m heading to the healer now, then equipping the Ghost Gem and saving before Radomus. The plan for his doubles battle includes responses to either an attacking or Trick Room opening.

  22. The team is fully healed and returning through the solved rooms. Radomus’s field makes party order important: Drapion and Cofagrigus will open, Ampharos gets the King’s priority boost, and Klinklang gets the Queen’s damage and defensive boosts.

  23. The Ghost Gem and Quick Claw are equipped. I’m verifying the pre-battle save and starting Radomus’s introduction. The opening turn will target Reuniclus with both Drapion and Cofagrigus.

  24. The pre-battle save is verified: full health, correct party order, and both held items in place. Radomus’s introduction is nearly finished; I’ll check the target positions before selecting the opening attacks.

  25. The opening worked: Reuniclus is down before it could set Trick Room. Malamar attacked Cofagrigus instead, leaving it injured. I’m bringing Klinklang in to absorb the next hit while Drapion damages Malamar.

  26. Drapion fell to Gallade’s Close Combat after damaging Malamar. Klinklang absorbed its hit, and Gallade lowered its own defenses. Ampharos can now attack Malamar with priority Signal Beam while Klinklang targets Gallade.

  27. Gallade and Malamar both fell that turn. Radomus now has Metagross and Slowking out. I’m switching Klinklang to Swampert so Ampharos can use Discharge without hitting its partner.

  28. Ampharos damaged both opponents and paralyzed Metagross, but their combined attacks knocked it out. Trick Room is still inactive. Swampert and Klinklang are now focusing Metagross while Muddy Water also chips Slowking.

  29. Metagross is down; only Gardevoir and Slowking remain. Slowking burned Klinklang with Scald, which weakens Gear Grind. I’m checking Klinklang’s health before deciding whether to heal it or switch.

  30. Trick Room is now active, so both opponents move before Swampert and Klinklang. I’m using items, which act before attacks, to clear Klinklang’s burn and give it a chance to survive the next turn.

  31. Swampert went down, but Klinklang survived and its burn is cleared. Arcanine’s priority Extreme Speed will chip Slowking before Trick Room’s normal move order, while Gear Grind puts Gardevoir within Cofagrigus’s reach.

  32. That turn left Gardevoir untouched, so the planned finishing attack isn’t available. I’m reviewing the recorded turn to see what happened before choosing between a recovery line and a reset.

  33. The recording confirms Gear Grind missed. With both remaining teammates injured and Gardevoir still at full health, I’m resetting to the pre-battle save. The first attempt stays in the archive; the opening worked, but I’ll adjust the endgame rather than rely on that one hit.

  34. For the second attempt, I’ll use Ampharos’s Light Screen and give Klinklang time to use Shift Gear before Gardevoir arrives. That should improve both its survival and its damage, instead of depending on an unboosted Gear Grind plus a follow-up.

  35. The second attempt is underway. I’ve checked the damage threshold: one Shift Gear boost is enough for Gear Grind to knock out Gardevoir through its Sitrus Berry, provided both hits connect and Klinklang isn’t burned.

  36. Reuniclus, Malamar, and Gallade are down again. This time Ampharos is putting up Light Screen while Klinklang boosts, so the final three should be more manageable.

  37. Both opponents targeted Swampert on entry, so I’m using Protect to give Klinklang another attack on Metagross. Light Screen is up, Klinklang has its boost, and Ampharos is still available in reserve.

  38. I’m still working through Radomus. Metagross is paralyzed and Light Screen is up, but Slowking has boosted its Special Attack; I need to remove one of them quickly before it can exploit Trick Room.

  39. Slowking knocked out Klinklang. I’m trying the remaining Swampert–Ampharos combination now; if this attempt fails, I’ll revise the middle of the fight before retrying. The recording is also nearing its hourly checkpoint.

  40. That attempt failed, and I’ve reset to the pre-battle save. I’m finalizing the recording before resuming. The next attempt will keep attacking through the middle of the fight—the setup turn gave Slowking too much room to boost.

  41. The hourly capture has been trimmed from about 56 minutes to roughly 6 minutes 40 seconds. I’m checking the finished video and music, then I’ll resume from the saved gym entrance.

  42. The new recording is running. I’ve also checked the route after Radomus: escape the castle, finish our Magma gang access quest, then follow the Seventh Street and Sanctum storyline toward Luna.

  43. I’ve scripted the three-turn opening with checks between turns, so it can run without repeated manual inspection. It stops automatically if the expected opponents or replacement prompt change.

  44. The opening took an unexpected turn: Gear Grind missed Gallade, which then knocked out Klinklang. Cofagrigus is still at full health this time, so I’m checking whether we can recover with Arcanine and preserve Destiny Bond for the final threats.

  45. Gallade is down, and Slowking is now low on health and paralyzed. Swampert and Ampharos are both healthy, so this attempt still has a workable path; Gardevoir has entered earlier than in the previous battles.

  46. Only Gardevoir and Metagross remain. Ampharos is down, but Cofagrigus was preserved at full health; I’m bringing it in alongside Swampert to finish the fight.

  47. Radomus is beaten. Cofagrigus survived Gardevoir’s final hit through the chessboard’s Pawn protection and finished it with Shadow Ball. I’m collecting badge eight and securing the save, then I’ll finish its video and continue toward Luna.

  48. Badge eight raises the cap to 65 and gives us Trick Room. Before Luna’s route, I’ll replenish healing items and train to the new cap; the current medicine supply is too thin for the next stretch.

  49. The finished Gym 8 video is now in /Desktop/bin/reborn—40 minutes 7 seconds, trimmed to 4× with normal-speed music. The full decode and copied-file hash checks passed, and I removed the redundant partial MP4s. I’m starting the Gym 9 recording now.

  50. The recording guard caught a brief macOS capture interruption and stopped movement. Capture has recovered, and I’m resuming from the verified room. The eighth-badge save and finished video are already secure.

  51. The team is healed, and I’m following Radomus’s escape route out of the castle. I also found a better supply option for this stage: Berry Ice Cream restores more HP than Super Potions, and the candy shop sells revives as Cotton Candy.

  52. The castle escape is complete. I’m taking the Tauros shortcut back to the city, then combining the healing-item restock and level training into one visit before the gang quest.

  53. The roaming Tauros has drifted away from its original route, making the shortcut awkward to catch with timed inputs. I’m adding a small visual tracking helper so I can interact with its current position reliably.

  54. The Tauros shortcut worked; we’re heading back through the Grand Gate. The new fast-input helper solved the interaction timing, and I’ll keep it available for similar moving targets.

  55. We’ve cleared Radomus and healed the party. I’m working back toward Reborn City to restock and train before the Luna route; an NPC interrupted the return path, so I’m resolving that before continuing the queued movement.

  56. The interruption was Ranger Nelly; Drapion won. Before heading underground, I’m stocking healing items and bringing the team toward the new level-65 cap. Luna’s field rewards Dark attacks, so Swampert’s field change and our Steel, Fire, and Bug coverage will matter more than simply adding another party member.

  57. Disk space is tight, so I’m also checking for duplicate finished exports I can consolidate without losing any footage. I’m keeping the raw recordings intact while the earlier cleanup question is pending.

  58. The team is healed at the Grand Hall, and the return from the castle is now at a safe checkpoint. Consolidating identical finished exports recovered about 900 MB; the Desktop videos and all raw footage are preserved.

  59. Monday’s Grand Hall trainer uses the Squirtle line, which is a good matchup for Ampharos. Each win now awards six large Exp. Candies, so this should cover most of the remaining training without a long wild-Pokémon grind.

  60. Ampharos won the first training battle, and the repeat routine is running with checks for low health, unexpected menus, and the candy reward. I’m using that time to map the gang quest and Sanctum sequence so the next stretch can run in longer movement batches.

  61. The second training win is nearly finished. I’m keeping Discharge instead of Thunder for reliable accuracy, and I’ve checked the next major opponents: Drapion’s physical Dark attacks remain useful against Ace, while Arcanine and Ampharos cover Bennett’s Bug team.

  62. The supply plan is settled: bulk Lemonade from the Spyce, revival candy from Sweet Kiss, and Repels from the mart. That avoids relying on the weather-dependent ice-cream vendor and gives us enough healing for the Sanctum’s consecutive battles.

  63. We’re on the final planned training battle. After distributing the candies, I’ll save, finish this recording segment, and resume with the shopping and gang quest.

  64. I also found 2 GB of disposable audio-conversion cache and cleared it; those files can be regenerated from the installed OST. We now have about 4.4 GB free, without deleting any gameplay footage or finished videos.

  65. Training battles are complete: Ampharos is level 65, and we have enough candies to bring the other five to the cap with two left over. The roster is staying intact for this segment.

  66. All six are now level 65, healed, and saved. I’m pausing gameplay to trim and add the OST to this recording segment, then I’ll continue toward 7th Street.

  67. The recording is still exporting. I’ve prepared the next route in one script, including the Aqua entrance double battle; Ampharos will lead beside Swampert so Discharge can hit both opponents safely.

  68. The trimmed segment is about 7½ minutes, with the raw capture’s duration matching the recording window. I’m checking the final audio and picture before restarting capture.

  69. The segment passed picture and decode checks, and capture has restarted. I’m heading to the shops, then straight into the remaining Magma quest.

  70. The mart helper is working and verifies the item count and total before each purchase. Repels are stocked; I’m finishing status cures, then collecting revival candy and Lemonade.

  71. We’re at Sweet Kiss for revival candy and extra sleep cures. I’ve also checked the story choices ahead, including Luna’s question and Cain’s offer to walk back toward the valley, so we can take that return trip directly.

  72. macOS briefly interrupted capture on the way to the Spyce. The input guard stopped movement immediately, and recording has recovered. I’m resuming from the game’s actual position.

  73. Lemonade is the last supply stop. I’m also mapping the Sanctum guards: the first leg to the library has a route that avoids every guard’s possible sightline; the later patrol crossings will need timing checks in the game.

  74. Maxwell’s raid is underway. Supplies are stocked, Repel is active, and the party is arranged for the Aqua double battle. After this quest, we can enter 7th Street and follow Bennett.

  75. We’ve reached the Aqua hideout. Their entrance team is far below our current level, so the Ampharos–Swampert pairing should make this a short fight before Archer.

  76. The entrance double battle is won. I’m advancing the raid scene and moving on to Archer; Ampharos has the type advantage against his whole team.

  77. Archer is defeated. I’m collecting the gang reward and 7th Street access, then using the recovery unit there before the Sanctum.

  78. Radomus is beaten, and the route to Luna is underway. I’m finishing the gang’s 7th Street access, then heading through the Sanctum with the puzzle solutions and boss matchups prepared.

  79. The party is now level 65 with healing supplies stocked. I’m keeping the same six for Luna: Swampert can remove her opening field advantage, while Drapion gives us a reliable answer to Umbreon’s evasion and Toxic.

  80. The gang route is cleared. I’m picking up Charcoal for Arcanine on the way; its extra Fire damage will help against Bennett and Luna’s Steel- and Ice-types.

  81. I’ve also mapped the Sanctum’s book codes and guard patrols ahead of time. The next stretch is mostly navigation and story, so I’m queuing the safe routes and stopping at choices or battles.

  82. The recorder has needed a few automatic restarts. The input guard pauses controls when capture fails, and I’m checking recovery before resuming so gameplay doesn’t run ahead of the recording.

  83. 7th Street is unlocked. I’ve tightened the dialogue helper so it can advance several inspected lines at once, while still switching to single steps near choices and the end of a scene.

  84. The next major battle is Ace in the Sanctum. I’m planning around the Holy Field: physical Dark moves stay useful there, while Ghost attacks are weakened, so Drapion will lead that matchup.

  85. Charcoal is purchased. I’m equipping it, then using the recovery unit before following Bennett into the Sanctum.

  86. Arcanine now has Charcoal equipped. The recording guard caught another capture restart during movement; the route is resuming from the character’s actual position rather than replaying the interrupted movement.

  87. Pierce challenged us on the way to the recovery room. Ampharos is handling his Water-types; I’ve set a health stop so it won’t keep attacking through an unsafe position.

  88. Pierce is beaten. I’m restoring the team now, then continuing into the Sanctum; the next recording cleanup is due around the hour mark.

  89. The team is fully healed. Another street trainer intercepted the route, but his two Flying-types are a straightforward Ampharos matchup; I’m clearing that encounter before Bennett.

  90. Chaz is defeated, and I’ve reached Bennett. The route ahead is scripted story followed by the stealth section; I’ll take the next recording break at a safe checkpoint there.

  91. Bennett’s entrance is open. Beryl Wall uses a diagonal stair connection that the route planner doesn’t yet handle, so I’m verifying that short section and adding it to the map notes.

  92. The Sanctum capture scene is progressing. I have the four scripture codes ready, and the first route to the library avoids every guard’s possible sightline; the later patrol crossings will need timed inputs.

  93. Randall has opened the cell. I’m heading for the library to collect the remaining clues and Spell Tag, then I’ll handle the rotating guards and patrol separately.

  94. The cell door’s moving tiles are now reflected in the route notes. I’m following the safe path to the library; after the books and item pickup, I’ll pause to finish this recording segment.

  95. The safe library approach is complete. I’m checking the doorway position before starting the books, then I’ll archive this hour’s footage.

  96. I’m in the library. The coordinate reader confused “332” with “392”; I verified the room visually and corrected that reading, including the music cue, so the archive keeps the Sanctum soundtrack.

  97. The remaining scripture clues are nearly collected. Once Spell Tag is equipped and the game is saved, I’ll stop capture, trim the idle time, add the normal-speed music, and start the next segment before moving again.

  98. The library books are read, and Cofagrigus has Spell Tag equipped. I’m finishing the checkpoint save and pausing for the scheduled recording cleanup.

  99. The game is saved in the library, and capture is stopped. The video trim is complete: about 41 minutes of active footage becomes roughly 10 minutes at 4×. Music rendering and final checks are running now.

  100. The capture duration matches elapsed time, with no duration gap detected, and the video passes a full decode check. The soundtrack pass is still running; gameplay remains paused.

  101. This segment is finished and checked: 10:16, game-only, trimmed to 4× with normal-speed music. I’m starting a fresh recording and resuming at the library checkpoint.

  102. The first timed crossing worked. The visual helper waits for the guard to turn away, then sends the full movement sequence; I’m using the same approach for the moving patrol.

  103. The patrol caught me while I paused in a spot that was only briefly safe. I’m returning to the library save and joining those two crossings into one continuous sequence so there’s no inspection pause in the patrol’s path.

  104. The continuous patrol sequence worked, and I’m past its first two crossings. I’m clearing the last rotating guards next, then moving on to the statue puzzle and Ace.

  105. The last narrow crossing needs faster timing than the screenshot loop provides. I’ve saved immediately before it and am replacing that loop with a small frame-based watcher, so it can react as soon as the guard turns.

  106. The frame-based watcher is validated and has sent the crossing on the guard’s turn-away frame. I’m checking the resulting position before the final guard.

  107. I found another delay between detecting the turn and sending the keys. The watcher now sends the guarded key holds directly, and I’m verifying that change on the saved crossing.

  108. The narrow crossing is cleared. There’s one guard left before the main Sanctum, and the longer turn interval there gives us more room for the final pass.

  109. The final guard watches both approaches to the bend, so clearing his lower sightline wasn’t enough. I’m timing the second crossing separately, from the side, before taking the stairs out.

  110. The stealth floor is cleared. I’m finishing the sentry scene, restoring Ampharos, and moving on to the four statue codes.

  111. The stealth section is behind us and the team is fully healed. I’m using Drapion for the next cultist, then entering the four library codes to reach Ace. After the rescue, the route continues through Iolia Valley to Luna.

  112. Lyla is defeated, and Drapion is getting healed before Ace. Usage is at 53% used, so there’s still room to continue toward Luna while preserving the cleanup reserve.

  113. The code prompt starts on the last digit, so I caught and corrected the input helper before submitting. The statue codes themselves are confirmed from the library and the game’s event data.

  114. The next major fight is Ace. Drapion can handle Alakazam and the disguised Zoroark; Ampharos covers Togekiss and Primarina, with Swampert reserved for the real Delphox. I’ve also mapped the first Iolia cave connections so the crystal puzzle can run in longer batches.

  115. A cultist had moved into the route after her battle, so I’ve updated the navigation notes to account for her actual position. The remaining statue route now avoids that blockage.

  116. Brenda’s Dragonair is down. Klinklang took a critical Aqua Tail, so I switched to Swampert for Shelgon and will restore Klinklang afterward. The recording is still running; I’ll rotate it at the next safe break.

  117. Brenda is defeated. I’m healing Swampert and Klinklang, finishing the two remaining codes, then taking a recording break before Ace so the next archive segment starts cleanly.

  118. All four codes are entered. I’ve saved here and paused gameplay while this recording is trimmed, sped up, and given its normal-speed music. Once it passes verification, I’ll start a fresh recording for Ace and the rescue.

  119. The capture guard interrupted the save confirmation, so I’m leaving the game untouched during the export. I’ll confirm that save as soon as the next recording starts. The completed capture’s duration matches the session’s elapsed time, with no recording gap detected.

  120. That segment is finished and verified: 4:54 at 4× speed, with normal-speed music and only the game visible. The new recording has started, and I’m confirming the save before approaching Ace.

  121. Ace’s battle is starting. One useful detail from the field rules: Normal attacks also hit Dark types super effectively here, which makes Arcanine’s Extreme Speed a strong option against Zoroark once its disguise is exposed.

  122. Alakazam is down. Ace brought out Porygon-Z next, so I switched to Ampharos: its defenses caused Download to boost Attack rather than Special Attack. Light Screen is now up, cutting the damage from its field-boosted Tri Attack.

  123. Tri Attack froze Ampharos. I then made a bad switch: Holy Field also makes Normal attacks super effective against Ghost types, so Cofagrigus went down. I’m recovering with Klinklang, which resists Tri Attack and can use Shift Gear to outspeed Porygon-Z.

  124. Klinklang was also paralyzed on entry and lost its setup turn. I’m restarting from the pre-battle save with the corrected plan: Ampharos sets Light Screen, then Klinklang comes in immediately to set up. That avoids the failed Ghost-type switch and preserves the team for Ace’s remaining Pokémon.

  125. The revised setup worked: Light Screen protected Klinklang while it used Shift Gear. It now outspeeds Ace’s team, and boosted Gear Grind also covers both Fairy types if Ace sends them in next.

  126. Porygon-Z and Primarina are down. Drapion finished Primarina after Klinklang fell. Ace is sending in “Delphox” now; I’m checking the disguise before committing Swampert, since Zoroark carries Grass Knot.

  127. Arcanine’s Extreme Speed exposed and knocked out Zoroark in one hit. Only Togekiss and the real Delphox remain. I’m bringing Klinklang back for Togekiss, then giving Swampert the final matchup.

  128. Cotton Candy restored only half of Klinklang’s HP, so that recovery line failed. I’m switching to a safer finish: Cofagrigus will curse Togekiss, and Arcanine can use Morning Sun while the curse wears it down. Swampert is still at full health for Delphox.

  129. I missed another Holy Field rule: it removes Curse each turn. I’ve checked the complete field notes now. I’m finishing Togekiss with direct damage from Arcanine and Drapion, while keeping Swampert untouched for Delphox.

  130. Togekiss has been using Roost to stay ahead of Arcanine’s damage. Klinklang is back in with a free switch this time, and I’m healing it before setup. That gives it enough health to take two ordinary Dazzling Gleams and then finish with boosted Gear Grind.

  131. Ace is switching Togekiss and Delphox to dodge Steel and Ground attacks. I’m using those switches to restore Swampert, then switching its attack to Rock Slide, which hits both opponents super effectively.

  132. Togekiss is finally down. Swampert is now facing the last Pokémon, Delphox, with full health and no Flying-type switch left to block Earthquake.

  133. Ace is defeated. I’m finishing the rescue scene, then checking a nearby healing option before entering Iolia Valley. The next combat stop is Bennett, followed by Luna.

  134. There’s a full-team Light Shard on the Iolia route before Bennett, so I’ll use that rather than detour across Route 1. The crystal route itself has no required battles before that healing point, and Super Repels will cover the wild encounters.

  135. The rescue is complete and saved. I’m entering Iolia Valley now with a queued route through the first red-crystal caves to the Green Key. I’ve also checked the full Dark Crystal Cavern rules before the two upcoming battles.

  136. The first wall requires Rock Smash, which Drapion no longer knows. I’m replacing Strength with Rock Smash for this section; Strength can be relearned later from the TMX.

  137. Drapion has learned Rock Smash. I’m continuing through the cave sequence now; the route checks each map transition and stops if a wall or event behaves differently than expected.

  138. The rescue sequence restored the whole team—I’ve confirmed that in the saved state. The first cave transitions are working, and I’m continuing toward the Green Key with everyone healthy.

  139. The Green Key is collected. I’m heading back through the caves to activate the green crystal and open the route to the Blue Key.

  140. The Blue Key is collected. I’m saving here and finishing this recording segment before tackling the remaining crystal switches and cave transformations.

  141. The Blue Key checkpoint and recording are safely saved. I’m continuing through Iolia’s remaining crystal puzzle, with the team fully healed for Bennett and Luna.

  142. The archive check passed, including continuous capture and normal-speed music. I’m also mapping the connected valley sections together so the remaining switches can be handled in longer, planned routes.

  143. The remaining route is clear: one crystal on the eastern branch unlocks the path to the Purple Key, which then changes the cave exits. I’m opening those connections before returning to the final healing point and boss fights.

  144. I’m keeping Earthquake available to remove the bosses’ Dark Crystal field. That takes away Luna’s defensive boost and strengthens Swampert’s Rock Slide against Bennett’s bugs; Arcanine and Klinklang cover the Grass-move threats.

  145. The eastern switch is open. I’m heading to the Purple Key now; the route after that is planned through the changed cave exits. I’m preserving the nearby Light Shard to heal the team between Bennett and Luna.

  146. The route is progressing normally, and capture is healthy. I’ve also checked Luna’s named team and reserved specific answers for Tyranitar and Umbreon, rather than relying on Swampert to sweep everything.

  147. One bridge crystal only responds from a particular side. I caught that in the route check and corrected the helper so it verifies the activation message before treating a bridge as open.

  148. The bridge and Purple Key cave entrance are now open. The team is still untouched since the rescue, so the remaining preparation is party order and the field-specific battle plan.

  149. The Purple Key is collected. I’m taking the final cave route now, then tackling Bennett before Luna. The recording remains continuous and has plenty of disk space.

  150. The southern bridge is open and the last required cave transformation is underway. Klinklang is a useful reserve for Bennett: it resists all of Yanmega’s attacks and can build up Shift Gear before attacking.

  151. The final cave is transformed. I’m making the return trip to its newly opened exit; after that, there are no more puzzle detours before Bennett and Luna.

  152. I’m back at the valley entrance and approaching the final exit now. The last section is a straightforward return through the first cave; the saved Light Shard will give us a fresh team for Luna.

  153. The puzzle is complete. I’m saving the fully healed team with Swampert leading, then starting Bennett. The Light Shard is still unused for the Luna preparation afterward.

  154. The team and checkpoint are verified. I’m entering Bennett’s final scene now, with Swampert ready to change the field and Klinklang reserved for the dangerous Bug matchups.

  155. Bennett’s pre-battle scene is still playing. It’s being retained in the recording; the battle follows immediately afterward.

  156. Swampert removed the field and knocked out Larvesta without taking damage. Bennett is sending Yanmega, so I’m switching to Klinklang for the resisted attacks and Shift Gear setup.

  157. Yanmega is down. Klinklang kept both Shift Gear boosts and is faster than Bennett’s remaining team, so I’m using Gear Grind to finish the fragile bugs while watching its health.

  158. Bennett is beaten on the first attempt, with all six Pokémon still standing. Klinklang handled the remaining five after Swampert’s opening knockout. I’m healing at the Light Shard and preparing the Luna checkpoint now.

  159. The Light Shard is used and I’m at Luna’s chamber. I’ll verify the fresh save before the fight, then watch the opening damage before deciding whether Swampert stays in.

  160. Luna’s field is now a normal Cave. Swampert took a heavy hit, so I’m preserving it and letting Arcanine finish Bisharp. That also removes the defensive field boost from the rest of her team.

  161. Bisharp and Tyranitar are both down, and no one has fainted. Klinklang’s planned Tyranitar setup worked. I’m bringing Drapion in against Absol, where its speed and typing give it a safer matchup.

  162. Absol is down too. Ampharos is handling Honchkrow next; I’m keeping Cofagrigus available for Umbreon and arranging a safe Gear Grind against Weavile’s Focus Sash.

  163. Honchkrow fell before it could damage Ampharos. Luna sent Umbreon next, giving Drapion a good recovery window: Toxic cannot affect it, and Keen Eye handles Double Team. I’m using that window to restore Klinklang for Weavile.

  164. Klinklang is restored to full health for Weavile. Drapion is safely wearing down Umbreon’s Dark Pulse supply while boosting; Toxic and Double Team cannot disrupt this matchup.

  165. Umbreon has exhausted Dark Pulse. Drapion is now fully boosted, and its remaining status moves are ineffective here. I’m breaking through its healing, then Klinklang will handle Weavile.

  166. Umbreon is down. Only Weavile remains, and Klinklang is fully healed to break its Focus Sash with Gear Grind. After the badge dialogue, I’ll save, quit, and finish the Gym 9 archive.

  167. Luna is defeated on the first attempt, with all six Pokémon still standing. Klinklang finished Weavile in one Gear Grind. I’m collecting the Eclipse Badge, then saving and closing the game before the final video checks.

  168. The ninth badge and save are verified, and a backup is preserved. I’m finishing the trimmed 4× recording with normal-speed music, then checking the complete Gym 9 video before placing it in /Desktop/bin/reborn.

  169. The game is saved and fully closed. The latest recording passed its video decode check and has no raw-duration gap. I’m adding the reviewed music cues and assembling the final Gym 9 video now.

  170. The latest video’s visual and audio checks passed: game-only framing, trimmed 4× footage, and normal-speed OST. The full Gym 9 compilation is undergoing its final frame-count and decode checks.

  171. Gyms 8 and 9 completed. Luna fell on the first attempt with all six Pokémon standing. Saved and quit.

    Finished, verified 4× videos with normal-speed music:

    • Gym 8 — 40:07
    • Gym 9 — 40:38

    Redundant partial MP4s removed; raw recordings retained.