Task 11
September 29, 2026 · 17:15–23:36 EDT · 6h 21m 43s · Sessions 056–062 · 216 messages
Tuesday, September 29
I’ll check the saved checkpoint and usage limits, then resume with recording enabled. I’ll also verify whether the banked reset is available before relying on it for the second stretch.
You have 22% remaining and one banked full reset. I’m using the Computer Use skill to resume play and the OpenAI Docs skill to check the reset workflow. I’ll save and finish each recording before the limit is exhausted, so an interruption won’t strand gameplay footage.
The reset is available, but Computer Use blocks access to the Codex app, and the usage tool is read-only. I can continue playing now; if there’s no supported way to redeem it when we reach the limit, you’ll need to click the reset yourself.
Before leaving for Agate, I’m checking supplies and team preparation—the next section locks us out of the earlier areas for several badges.
For Samson, I’m bringing Swoobat back into rotation: Simple, Calm Mind, Psychic, and Air Slash give us a useful setup option. Cofagrigus stays available for physical attackers. I’ll also stock healing items before crossing Agate.
Recording is active. I’m working back out of Iolia Valley to heal and make the team swap; the Escape Rope isn’t usable here, so I’m following the mapped exits.
I found the post-Luna shortcut, which avoids retracing the valley’s crystal puzzles. Next is healing at the castle, then Swoobat’s return and level-70 preparation.
The installed Samson roster matches the walkthrough. His seeded Hawlucha and Blaziken are the main speed threats, so I’m keeping Cofagrigus as a defensive option alongside Swoobat rather than depending on a single sweep.
The team is healed, and Swoobat has replaced Klinklang for this segment. Klinklang is safely boxed with its Wide Lens for later matchups.
We have access to healing items, a Move Relearner, and repeatable candy fights at Agate Circus. I’m using those for the next training stretch, with the core team healed and Swoobat ready to train.
Cain has opened the Agate gate. I’ve also added a recording safeguard for future major fights: each attempt gets an explicit start/end span, so automatic battle animations are retained even between inputs.
We’re in the Agate arrival scenes. I’ve checked the Circus training teams in the installed game data; they’re level 58 at this stage and award candies, giving us a practical way to bring Swoobat up to the new cap.
The arrival scene is still running. After it finishes, I’ll queue the Circus introductions and supply stops, then start training. No battles have occurred in this segment yet.
We’ve reached Agate Circus. The story is wrapping up its introduction, and the healing station, PC, and shops are now our base for this section.
A Circus trainer intercepted the route. His team is Venusaur and Unfezant; I’ll use Arcanine for Venusaur and Ampharos for Unfezant, then continue the introductions.
Arcanine knocked out Venusaur in one Flamethrower. Ampharos is handling Unfezant now. The outdoor hail adds chip damage, so I’ll heal before starting the repeatable training fights.
Arthur is defeated with no fainted Pokémon. I’m progressing the Ringmaster and Samson introductions, which unlock the route toward the next gym challenge. Usage is at 18% remaining.
Samson’s introduction is underway. Once the backstage scene gives us the Powder Vial, the next obstacle is Route 2’s Crustle puzzle; I’ve already pulled the walkthrough’s push sequences and will match them to the current maps before moving anything.
The crowd has cleared, opening the Big Top. I’m finishing the backstage scene before training so the story unlocks and our next destination are settled.
Ciel has taken us backstage. I’m preserving the current save and roster evidence as we go; the next meaningful checkpoint will be the Powder Vial and a trained team ready for Route 2.
For training, I’ll use short, checked battle routines matched to Indra’s actual teams. They’ll stop on unfamiliar opponents, low health, or move-learning prompts, while handling the straightforward turns in batches.
The backstage scene confirms the next objective: cross Route 2 and speak with Amaria at the cascade. I’m checking the installed events alongside the walkthrough because this version has some revised dialogue and story details.
The Powder Vial is obtained. I’m heading to the recovery station and Indra next. We have 15% remaining in this allowance; the reset is still banked and unused.
Drolly also intercepted the path. Swampert has beaten Claydol; Cofagrigus can safely handle his Ambipom, whose only attacks are Normal-type moves. After this, the nearby recovery station will restore the team.
Drolly is beaten without a faint. Cofagrigus’s immunity worked as planned, and Curse finished Ambipom. I’m clearing the recovery-and-training route now so subsequent training rounds can be queued more efficiently.
One more trainer, Bert, was on the route. Exeggcute is down. His level-75 Delibird carries Destiny Bond, so I’m checking that turn by turn to avoid trading Arcanine for it.
Delibird is down too; Arcanine used priority Extreme Speed before it could set up Destiny Bond. All six are still standing, and the local route to healing is now cleared.
Indra’s first team is the brown lineup: Ursaring, Dragonite, and Sawsbuck. I’ll use Swampert for the first two and Arcanine for Sawsbuck, with the routine stopping if health becomes unsafe.
The new routine misread “Swampert” and briefly reopened the party menu. I’ve fixed that recognition check and added a stop for “already in battle,” so it won’t loop there again. No battle turn was lost.
Ursaring is down. Swampert took enough damage that I switched the Dragonite plan to Cofagrigus: Will-O-Wisp landed, cutting its physical damage and making the matchup safer.
First Indra win secured, with all six alive. Cofagrigus finished Dragonite at 9 HP, so I’m healing before another round. Usage is at 12% remaining.
I’m applying the first candy rewards to Swoobat. I’ll also check the official web usage dashboard through the Browser skill for a supported reset control; I won’t use another input method to work around the Codex app restriction.
Swoobat is now level 57, retaining Calm Mind, Psychic, Air Slash, and Charge Beam. Indra also restores the team after the practice battle, so repeat rounds won’t need a detour to the healing station.
I found the banked reset in the web usage settings, so there is a supported way to redeem it. The web and app usage readings differ; I’ll check both near the limit. Meanwhile, I’m finishing Swoobat’s training before tackling Route 2.
The second practice team is nearly down. Swoobat’s Exp. Share is helping it catch up while the established team handles the fights. Next is Route 2’s Crustle puzzle and the Fiore Mansion visit needed to unlock Samson.
The second Indra win earned another eight large candies, and Ampharos reached level 66. I’m applying those candies to Swoobat, then doing one more round before leaving the Circus.
Swoobat is level 64 now. This practice round has Dragonite again, so I’m using Cofagrigus to burn it and watching HP closely. After this reward, Swoobat should reach the level-70 cap.
The battle helper now stops when Indra unexpectedly switches Pokémon, so I can check the new matchup before issuing another move. I’ve also marked the trainer battles and the Agate arrival scene for their correct music in this recording.
The third practice round is won, with everyone still standing. I’m finishing Swoobat’s training, saving that progress, and stocking up for Route 2. The first recording is nearing an hour, so I’ll finalize it at that checkpoint before continuing.
Swoobat has reached level 70, and the fully healed team is saved and backed up. Cofagrigus, Arcanine, and Ampharos also reached 66 during training. I’m buying stronger healing items before the route puzzle.
Supplies are bought: 15 Hyper Potions, 10 Full Heals, and 10 more Super Repels. Swoobat is getting Odd Incense for stronger Psychic attacks; Drapion will take the Exp. Share while we travel.
We’re leaving the Circus with the team healed and supplies saved. I’ve mapped the route to the sleep-powder tree and the first Crustle, so I can queue longer stretches through the puzzle while checking each transition.
We’re at the Route 2 exit. I’m pausing at this checkpoint to finish the first hour’s archive, then I’ll resume with the Crustle puzzle. The app currently reports 7% remaining; the reset is still unused.
The first capture has no recording gap: its duration matches the elapsed recording time. Trimming and 4× playback bring it to about 11 minutes; the normal-speed music is being added now. The game remains paused and saved at Route 2’s entrance.
The archive passed playback checks and the sampled frames contain only the game. I’m saving the finished 11-minute progress video in
Desktop/bin/reborn/and starting the next recording.We’ve collected Sleep Powder and reached the first Crustle. The longer queued route worked, including automatic Repel renewal; I’m now checking the push mechanics so the remaining moves can be queued reliably.
The first push batch matched the expected position. The helper is now moving Crustle around the full bend, checking its position after each straight section. That should make the later puzzles quicker to execute without losing track of a push.
The first Crustle is almost in place. Route 2 uses separate ground and rock-top states, so I’m accounting for the stair transitions before queuing the next long crossing.
The first Crustle bridge is placed. One coordinate was being misread by OCR; enlarging just the coordinate text fixed it, and the final pushes verified correctly. I’m heading toward the southern part of Route 2.
The route is now taking us across the rock tops toward the southern area. I’ve also marked the northern cave branch for a later return; the immediate objective is Fiore Mansion and Samson’s battle pass.
A coordinate popup remained open after one inspection and blocked the queued movement. I’ve lengthened the dismiss keypress and restarted from the verified position. The game and recording are still running normally.
The machine is under heavy load, so movement is occasionally shorter than queued. The route helper is correcting from the coordinates it actually reaches. I’m keeping those checks in place as we approach the southern map transition.
We’ve reached the southern map boundary. I’m checking the next section’s trainers and Crustle layout while the transition completes. There’s still no new gym attempt yet; this is the route needed to unlock Samson.
The gate ahead is a shortcut that opens from the other side. I’m taking the nearby stairs into the southern section, where we can open it properly and continue toward the remaining Crustles.
I’m continuing through the longer route around the locked gate. Before redeeming the reset, I’ll secure another save and finish the active recording so a usage interruption cannot leave footage or game progress unfinished.
The route helper lost track of the ground-versus-rock state during that long crossing. I’ve stopped movement and am saving before the reset boundary. While this recording finishes, I’m fixing the pathfinder to track those state changes explicitly.
The game is saved and fully quit, and the second capture also has no recording gap. I’m finishing its archive and preparing the corrected route planner before using the reset at 0% remaining.
Usage is now at 1% remaining. The game is safely saved and quit. The video export is slower under the current system load; once it finishes, I’ll verify and publish the combined progress video, then redeem the reset when the app reports 0%.
The second recording is finished and visually checked. Together, the two clips cover the Circus preparation and the first Crustle bridge. The combined file is undergoing its final playback check; usage still reads 1% remaining, so I haven’t redeemed the reset early.
The app now reports 0% remaining. The saved game is closed, and the verified 13:24 progress video is in
Desktop/bin/reborn/; redundant source videos have been removed. I’m redeeming the banked reset now.I’ll verify the save against the backup and check the finished video. The game had been saved and fully quit before the reset attempt, so that checkpoint should be intact.
No save progress was lost. The live save is byte-for-byte identical to the backup made before shutdown: 9 badges, Route 2, first Crustle bridge completed, and the full party intact—including level 70 Swoobat.
The finished Gym 10 progress recording also matches its verified checksum. We had already saved and quit before the battery died, so no restoration is needed.
I’ll check the fresh usage balance, resume from Route 2, and keep recording. I’ll stop gameplay with enough time to finish the videos and save+quit by 5% remaining.
The reset is confirmed: 100% remaining. I’m resuming the Route 2 puzzles, then preparing for Samson; his speed boosts need a more deliberate plan than a straight Swoobat sweep.
The save loaded correctly and recording is running. I’m checking the Route 2 navigation helper at the stairs so longer movement queues track whether we’re on the ground or the rocks.
Route 2’s trainers are active again, and the first battle is underway. I’m keeping Swampert in front for the rocky terrain, with healing checks between fights; the navigation helper now tracks the first height transition correctly.
Marshall’s Stantler has hit much harder than expected on the Rocky Field, taking down Swampert and Arcanine. I’m finishing with Swoobat, then restoring the party before moving on.
The party is fully restored. I’ve put level 70 Swoobat in front for the next stretch and enabled battle-only turbo; overworld movement stays at normal speed for the puzzles.
The next trainer is using Sleep Powder and Leech Seed, so I’m switching to Arcanine for Jumpluff. For Samson, I’m checking a setup that uses Cofagrigus to remove Guts and burn Hariyama, giving Swoobat a safer opening.
This stretch exposed a weakness in the party’s speed and status protection. I’m finishing Freedo’s battle, then I’ll get the team healed and trained before Samson rather than carry these shaky matchups into the gym.
The northern route is cleared, and the longer movement queues are working across the stairs. I’m opening the Circus shortcut now so healing and training won’t require repeating the rock maze.
The shortcut is open. I’m heading back to the Circus for a full heal and targeted training: bringing the main team to level 70 and improving Swoobat’s physical bulk for Samson.
Cofagrigus got us through the last Circus trainer. I’ve also tightened the route helper’s coordinate checks: long commands were sometimes falling short and sending later turns off the planned path.
The team is fully healed. I’m buying training equipment, then using Indra’s repeatable battles for experience candies and defense training. That preparation should make both the remaining route and Samson much more reliable.
The training equipment is equipped and the healed checkpoint is saved. I’ve queued a bounded practice routine that handles reviewed matchups and stops for any unfamiliar opponent or low-health situation.
The first practice round is won, and Drapion reached level 66. I’m using the earned candies between rounds so the team gets stronger as the training continues, while Swoobat gains the defensive investment.
Swampert and Arcanine are now at the level-70 cap. I’m finishing the remaining team’s training and improving Swoobat’s defenses before returning to Route 2 and Samson.
The reset currently shows 88% remaining. The Circus practice fights also heal the party and award EXP candies, so I’m using them to finish leveling without spending our Route 2 supplies.
That practice round is won. Cofagrigus handled Dragonite, and Arcanine finished Sawsbuck. I’m applying the next batch of candies, then checking the team’s saved stats before moving on.
Five party members are now level 70; only Drapion remains below the cap. Samson’s field boosts several of his physical attacks, so I’m checking Swoobat’s actual defensive gains before committing to a setup strategy.
The save confirms Swoobat has gained 96 Defense EVs from the practice rounds. Its effective nature is Modest, so I’ve corrected the damage estimates to use the lower actual Defense stat.
The recording monitor caught a brief capture restart and stopped input automatically. Capture is healthy again, and play has resumed. I’ll verify the session’s continuity when I rotate the recording.
Level training is nearly finished. Next I’m removing Swoobat’s scattered EV investment so further training can go into HP and Defense; the installed game’s berries remove 20 EVs each, which keeps the cost manageable.
All six party members have reached level 70. I’m finishing the berry adjustments and recording cleanup, then heading back through the opened Route 2 shortcut toward the battle pass.
The team is ready for the next route section. I’m keeping Swoobat’s remaining defensive training as a priority, since reaching the level cap alone won’t solve Samson’s faster attackers.
I’m pausing for the hourly recording cleanup now. This segment includes the Route 2 shortcut, the Circus return, and the full team’s level-70 training. Once the trimmed 4× version and normal-speed music are verified, I’ll start the next recording and continue.
The hour’s capture matches elapsed time, with no large recording gap detected. Trimming removes about 15 minutes of idle time, leaving roughly 10 minutes at 4× speed. I’m adding the eight battle music sections and verifying the finished file before appending it to the Gym 10 progress video.
The updated Gym 10 progress video is saved in
Desktop/bin/reborn: 23:44, with sound, and verified against the source frame counts. The used partial recordings are removed. A fresh recording is running, and I’m returning to Route 2.The next notable route trainer has a level-85 Goomy. I’ve checked its moves: it relies on special attacks, especially Draco Meteor. I’ll use special-defense setup and account for the Power Belt’s Speed penalty before engaging it.
The team is back at the Route 2 lift. The opened gate lets us bypass the earlier Crustle bridge; the remaining route is the southern puzzle sequence leading to Fiore Mansion and Samson’s battle pass.
I’ve adjusted the route scripts to queue short, individual tile presses. Long key holds were moving different distances as the game’s frame rate changed; this should reduce navigation corrections while still letting whole routes run between checks.
For Goomy, I’ve switched Swoobat back to Odd Incense so it outspeeds it. The plan is Calm Mind, heal after the first Draco Meteor if needed, then finish setting up while Goomy’s Special Attack drops.
Goomy is defeated on the first attempt. Swoobat finished with 115 HP after two Calm Minds and one Hyper Potion. Next is Nick: Ampharos will handle Politoed, with Arcanine ready for Simisage and Gourgeist.
I’ve mapped the remaining Crustle pushes through to the Cascade. The route scripts will check position at each height change, and the push scripts will verify each Crustle’s movement before continuing.
Nick is defeated on the first attempt too. Ampharos came through unharmed, and Arcanine has 180 HP remaining. I’m now at the southern Crustle puzzles, with the trainer matchups out of the way for this section.
The first southern Crustle is asleep. I also checked the installed event scripts against the walkthrough: two of the later Crustles were mislabeled in my notes, and the cliff drops move farther than a normal push. Those details are now corrected in the route and push scripts.
The long first push sequence is almost complete. I’m checking the cliff landing before moving to the other two Crustles, since their positions determine the final route across the canyon.
The first Crustle’s cliff landing is verified in the save at the expected position. I’m collecting fresh Sleep Powder for the next bridge; the route avoids the unstable rocks that would spill it.
The next Crustle bridge is complete. For Samson, I’m also planning a Sturdy Boldore with Stealth Rock: that would break Lucario’s Focus Sash and make Swoobat’s planned Trick Room turns much more useful.
The third Crustle is asleep, and its final push sequence is queued next. After that, Hiker Ford’s Snorlax and Tsareena are the last route matchup before I finish placing the first Crustle and cross to the Cascade.
The two bridge Crustles are in place; I’m checking the last placement, then finishing Route 2 and collecting the resources for Samson. Usage is at 23% used, so there’s still plenty of room to continue.
The bridge placement is saved. Ford’s Snorlax is a good matchup for Swampert, and Arcanine can handle his Tsareena; I’m setting that order before approaching him.
The menu remembers the last confirmed selection rather than the highlighted row. I’m correcting that in the party helper so the queued setup doesn’t keep reopening Save.
The route ahead includes the Ringmaster’s battle before Samson, so I’m preparing for both. I also confirmed the Cascade has the X Defend needed for Swoobat’s setup plan.
Ford’s battle has started. The remaining Crustle moves are already queued in a checked script, so once this fight is over I can finish the crossing without stopping at each push.
Ford is defeated on the first attempt, with neither Pokémon taking damage. I’m finishing the last Crustle bridge and moving on to Fiore Mansion for the battle pass.
I found why the path planner couldn’t cross the new bridge: the game makes two consecutive hops over each Crustle, while the helper counted only one. I’m fixing that route calculation, then continuing the queued pushes.
The corrected bridge route is working. For Samson, I’m planning to add a Sturdy Boldore with Stealth Rock and finish Swoobat’s bulk training; that gives us a way to break Lucario’s Focus Sash and withstand the field-boosted physical attacks.
The final Crustle is now on the lower path and moving into its slot. I’m keeping the Ringmaster and Samson plans separate: the Ringmaster needs careful handling of Power Herb Solar Beam, while Samson calls for Stealth Rock, burn support, and Swoobat’s setup.
All three southern Crustle bridges are complete. The route to the Cascade is open; I’m collecting the nearby battle items and getting the pass before returning to train and challenge the circus.
I’m checking the setup against Samson’s actual moves, especially Knock Off and the Big Top damage boosts. The key is to remove Hariyama’s Guts with Cofagrigus’s Mummy before burning it; burning a still-active Guts user would make the setup much worse.
The Flying Gem is collected. I’m crossing into the Cascade now, with the X Defend pickup and Mansion visit queued next.
X Defend is secured. I’m also picking up the nearby Revive and X Sp. Def as useful backups, then heading straight into the Mansion.
The Revive is collected. The X Sp. Def interaction didn’t register, so I’ve corrected the hidden-item approach helper and will pick it up on the way back out. The Mansion visit is underway.
Amaria’s conversation is starting now. I also checked the training mechanics: the Power items replace normal EV gains, so the planned training can raise Swoobat’s HP and Defense without adding unwanted stats.
Amaria has sent us upstairs to Hardy. Once the pass is awarded, I’ll save at the Mansion and finish this recording segment before starting the catching and training loop.
Hardy is awake and heading back to Aya. For training, I’m setting up a repeatable loop that keeps Swampert in front for safe travel and switches Swoobat in only against the two wild matchups we’ve checked.
The Mansion’s story scene is explaining the next stretch around Calcenon. Usage is at 27% used. This recording is approaching an hour, so I’ll pause after the scene to trim it, restore the music, and append it to the finished Gym 10 progress video.
The Strike Battle Pass is obtained. I’m saving here and processing the hour’s recording now; then I’ll resume with Boldore and the targeted training before the circus battles.
The save is verified and backed up at Fiore Mansion, with all three bridges and the Strike Pass recorded. The capture duration matches real time closely, so there’s no recording gap in this segment. The trimmed 4× export is rendering.
The finished progress video is now 34:53, with game-only footage and normal-speed music, and it has passed the decode and frame-count checks. The used partial files are removed. I’m starting the next recording and resuming play.
The X Sp. Def sits in a tight spot where walking toward it steps onto the item tile. Reborn has a built-in “hold Alt to turn in place” control; I’m adding that to the keyboard helper so item pickups like this are reliable.
That Alt shortcut is disabled in this build. I’m using a brief direction tap instead, which turns the character before the movement delay begins.
The brief turn tap worked, and X Sp. Def is collected. I’m now moving to a checked grass patch to find Boldore; the hunting script stops as soon as it finds one or encounters a prompt.
The last Repel is still active, so I’m letting it wear off before the search. The planned training will also give Cofagrigus extra HP while Swoobat gains Defense, using the same battles for both.
The recorder briefly restarted, and the input guard correctly stopped movement until capture recovered. Recording is healthy again. I’m resuming the search with a longer, bounded walking loop.
The Repel has worn off. I’ve declined another one, so the search can now produce encounters.
The first wild encounter was a Noctowl, and Swampert escaped safely. I’m tightening the walking loop to the two adjacent grass tiles so more of the movement actually rolls encounters.
Found a level 53 Boldore. Swampert’s Muddy Water will check for Sturdy: if it survives at 1 HP, I’ll catch it.
That Boldore didn’t have Sturdy and was knocked out. Swampert is still at full health; I’m continuing the search.
The tighter loop is producing encounters regularly. I’m passing over the other species and looking for another Boldore; Swampert remains healthy.
The search is still running through ordinary encounters. I’ve also shortened the helper’s pause after a wild battle ends, so the upcoming training won’t spend extra time sitting in the overworld between fights.
We have 67% usage remaining. I’m preparing the defensive setup for Samson now: finding a Sturdy Boldore for Stealth Rock, then strengthening Swoobat and Cofagrigus before returning to the circus. Recording is still running.
The first two Boldore didn’t have Sturdy, so the capture helper is continuing the search. The battle plan also needs only two Calm Minds on Swoobat; that saves a setup turn and helps preserve Trick Room for Samson’s fastest threats.
I’ve tightened the battle helpers so queued walking inputs can’t leave them on the wrong command. The search is still running; once we have Sturdy, the training can run in bounded batches with health checks.
The rare encounter search is taking longer than the battles themselves. I’m combining it with the EV training so ordinary encounters also advance the preparation, instead of spending all that time only looking for Boldore.
Cofagrigus now has the Power Weight, and I’m equipping Swoobat’s Power Belt. They’ll share the safe training encounters: Cofagrigus gains HP while Swoobat gains Defense, with the search stopping whenever Boldore appears.
The combined training/search loop is running. I’ll verify the first training result before letting it complete the remaining batch; the recording is about halfway to its next hourly rollover.
The first shared training battle worked: both Pokémon participated, Swoobat won cleanly, and neither needed healing. The next four are queued, with a stop for any Boldore encounter or unexpected battle state.
A third Boldore has appeared. I’m checking Sturdy before catching it; the training batch has paused cleanly at the encounter.
That Boldore also lacked Sturdy. Its first turn was a missed Muddy Water, so I switched the check to Earthquake for reliable accuracy. The training/search batch has resumed.
I’m also shortening the movement helper’s pauses for this safe grass patch. It can queue more walking between checks without choosing anything in battle, which should make both training and the search faster.
The faster walking queue is working and found another Boldore quickly. The recorder briefly restarted itself; the input guard paused during that interruption, and recording is healthy again.
The faster loop is finding Boldore much more often now. I’ve folded the one-turn Sturdy check into the training helper, so it can continue automatically after a knockout and stop immediately when one survives.
We found the Sturdy candidate: Boldore survived Earthquake at 1 HP. I’m catching it now, then the remaining training can run without further capture interruptions.
Boldore is caught and stored in the PC. The training is progressing too: Cofagrigus’s HP has already increased, and Swoobat is handling the selected encounters safely. I’ll confirm the final stats at the end of the batch.
The training batch is still running safely. I’m keeping it to Meditite and Mienfoo rather than taking unnecessary damage from the local Rock types; after this Defense phase, Swoobat only needs the HP phase.
Two shared training wins are complete. The next encounter is Mienfoo; the helper will stop if its Bounce or jump-kick behavior causes an unexpected result. Recording restarts now pause the walking queue until fresh frames return.
Three shared wins are complete, and the next Meditite is underway. I’m also preserving the X Sp. Def for the circus fight: Alistasia’s Power Herb Pyroar and Primarina are the two places it could make the biggest difference.
The five shared training wins are finished. I’m restoring Cofagrigus’s Spell Tag and moving the Power Weight to Swoobat for its HP training. We still have 63% usage remaining.
The save confirms the setup: Boldore has Sturdy and Stealth Rock, Swoobat’s Defense EVs are maxed, and Cofagrigus has reached 196 HP. I’m using Air Slash for the HP phase to preserve Psychic’s remaining PP.
The HP phase has started successfully. The new save and backup preserve Boldore and the completed Defense training, so that progress is secure.
Swoobat’s HP is rising as planned. Mienfoo does some chip damage on the switch, so the health guard may pause the batch for a Lemonade before the next knockout.
Two of the eight HP-training wins are complete. The loop is safely skipping the other encounters; I’ll pause it at the recording rollover if the batch hasn’t finished by then.
The encounters have been unusually sparse for our chosen targets, but the party remains safe. I’m checking whether the route back offers a better training pool while the current queue continues.
The route back has essentially the same encounter pool, so staying here is faster. Four of the eight HP wins are now complete; Swoobat is up to 211 HP and still safely above the healing threshold.
The fifth HP-training battle is underway. I’m pausing after it to finalize this hour’s recording, then I’ll resume the last three wins and head back to the circus.
While the recording renders, I caught an important interaction in the Samson plan: Hariyama can pass Mummy to Swoobat through contact, removing Simple. I’ll verify Swoobat’s ability and stat boosts during setup and use extra Calm Minds if needed, rather than assuming two will always suffice.
Correction: the game’s implementation confirms Mummy transfers to a Pokémon attacking its holder, not one being attacked by it. Swoobat’s special moves won’t make contact, so Simple remains safe and the two–Calm Mind plan stands.
Stealth Rock should also simplify the fight before Samson. Leading Boldore against Alistasia can break Donphan’s Sturdy and Blaziken’s Focus Sash, while potentially using up Pyroar’s Power Herb before Swampert enters.
The hour’s video is finished: game-only frames, trimmed to 11:41 at 4×, with normal-speed BGM and no duration gap. I’m appending it to the Gym 10 journey archive and starting the next recording.
The updated journey video is safely published in
Desktop/bin/reborn, and its used source clips have been removed. Recording 61 is running while Swoobat finishes its final three HP-training wins.The last three wins are still queued, with recording recovery working automatically. I’m checking one more common encounter matchup to see whether we can safely broaden the training targets and finish sooner.
Machoke is a safe additional target at these levels: it hasn’t learned Dynamic Punch yet, and Swoobat resists its Fighting moves. I’m adding it to the batch to reduce the waiting.
The health guard paused exactly as intended. One Lemonade restored Swoobat, and it’s ready to finish this Mienfoo; after that, only two HP-training wins remain.
Swoobat has completed six of the eight HP wins. The final two are queued, and I’ve confirmed the return route and circus healing/PC stops so we can move straight into battle preparation afterward.
Seven HP wins are complete; only one remains. Swoobat is healthy, and the next step is to restore its battle item, use a Repel, and return through the solved Route 2 shortcuts.
The final training encounter is underway. Once it finishes, I’ll confirm the completed stats and move on to the circus battles.
Training is complete: Swoobat now has 236 maximum HP, and its Odd Incense is restored for Alistasia. I’m using a Repel and heading back to heal, swap in Boldore, and teach Trick Room.
We’re crossing back into Route 2 now. I also added a conservative boss-video cleanup step: it will remove only confirmed waits at the battle command menu, while preserving every turn and automatic animation.
The return path is running in queued sections across the Crustle bridges we already solved. I corrected the planner’s starting elevation from the saved state before moving, so it’s following the rock-top route back to the shortcut.
We have 59% usage remaining. The queued return route has passed the southern bridges and is heading north; no new battles have interrupted it.
We’re back at the circus lift. The route helper stopped at its entrance rather than guessing through a blocked tile; I’m adjusting that short approach and then continuing to the healing station.
We’ve reached the circus. The healing stop is queued; afterward I’m putting Boldore into Drapion’s slot and setting up Swoobat’s Trick Room.
The capture interruptions are occurring at regular intervals, which may be display sleep. I’m keeping the display awake only while Reborn is running; the recording guard will still pause inputs if capture fails.
Reborn already has a display-awake assertion, so no extra helper is needed. The capture guard remains in place, and the route to the healing station is continuing.
The team is healed. I also tightened the Primarina matchup: Discharge can activate Torrent, so I’ll account for that damage spike with Light Screen and the special-defense item, or finish it with Swampert after the first hit.
Boldore is being swapped into the party. Its Sturdy, Stealth Rock, and full health are confirmed; the rest of the team is staying together for Alistasia.
Boldore is now in the party, and Trick Room is selected for Swoobat. This gives us a way to reverse Samson’s speed advantage without changing the rest of the team’s roles.
Trick Room is learned. I’m finishing the party order and saving the prepared team before entering Alistasia’s event.
The prepared team is ready: Boldore leads with Stealth Rock, Swoobat has maxed HP/Defense and Trick Room, and everyone is fully healed. I’m verifying the save before starting Alistasia.
The save is verified, including Swoobat’s final stats and moves. We’re entering Alistasia’s first attempt now; Boldore’s job is to establish Stealth Rock before the main attackers take over.
Stealth Rock is active, and Boldore survived at 1 HP. Pyroar used Hyper Voice, so its Power Herb is still available; Swampert will scout with Protect before attacking.
Protect worked: Pyroar consumed its Power Herb, and Swampert took no damage. Earthquake can now remove it safely while Stealth Rock remains set for the rest of the team.
Pyroar is down. Swampert survived its Hyper Voice, and Alistasia is bringing in Luxray. I’m using Cofagrigus to cover the Choice Scarf matchup while restoring Swampert for the remaining Pokémon.
Luxray is locked into Snarl. Swampert can handle the damage, but the Special Attack drops matter for Donphan, so I’m restoring health and checking the safest transition before finishing Luxray.
Alistasia withdrew Luxray and brought in Primarina during the healing turn. I’m preserving Swampert for Donphan and using Cofagrigus to make room for Ampharos’s defensive setup; Cofagrigus may go down here.
Light Screen is up, and Ampharos comfortably survived the first Sparkling Aria. I’m adding the special-defense boost before attacking so Torrent won’t turn the second hit into a knockout.
Ampharos’s defenses are set, and it’s back to 168 HP. Sparkling Aria is now doing much less damage, so I’m starting Discharge while keeping an eye on Torrent and Light Screen’s remaining turns.
Primarina is nearly down. I’m preserving Swampert for Donphan and Swoobat for Blaziken, then I’ll heal and prepare the Samson attempt.
Donphan survived that turn and knocked out Swampert. I’ll use a revive to restore the Water attack we need; its one-turn seed boost has already expired.
Donphan is down. Luxray is the main remaining obstacle: I’m aiming to paralyze it so Swampert can move first, while keeping Swoobat healthy for Blaziken.
Thunder Wave was a mistake—Luxray’s Electric typing blocks it. Its repeated Superpower use is lowering its Attack and Defense, though, so I’m healing Swampert for the finish.
Luxray is down, and Swoobat is coming in fresh for the last Pokémon. Once this qualifying battle ends, I’ll restore the team and rotate the recording before Samson.
Alistasia is beaten on the first attempt. The Stealth Rock plan worked, but the battle cost a revive and four Hyper Potions. I’m replenishing supplies before the badge fight.
For Samson, the setup is Stealth Rock, then Cofagrigus to remove Hariyama’s Guts and burn it. Swoobat will use the safer opening to boost its defenses and set Trick Room; I’ll track the remaining turns carefully for Blaziken.
The team is healed. I’m removing Swoobat’s held item for Samson so Knock Off does less damage during setup, then buying more healing items.
The qualifying battle is recorded, and supplies are being restocked. I’m about to pause for the hourly video cleanup; Samson will start in a fresh recording so his winning attempt is easy to archive.
The pre-Samson save is verified and backed up: all six are healed, Swoobat has no held item, and we have 14 Hyper Potions. Gameplay is paused while this recording is trimmed and its music restored.
The cleanup is preserving the full qualifying battle while removing only confirmed waits at the battle-command menu. I also checked the next stretch: there are Heart Scales before Charlotte, which opens up a useful Wide Guard option for her double battle.
This recording passed the duration, decode, audio, and game-only checks. It adds about 11 minutes to the Gym 10 journey video; I’m finishing that append before resuming.
Recording has restarted. I’m heading to Samson now with the battle-start roster saved for both team panels and the attempt counter ready.
Samson’s first attempt is starting. The key is to blunt Hariyama without knocking it out too early, giving Swoobat enough time to set up safely.
Stealth Rock is up, and Hariyama is burned. Cofagrigus still has 89 HP; I’m keeping it in briefly so Swoobat can enter without taking a hit.
Cofagrigus did its job, and Swoobat entered at full health. I’m using the defense boost and two Calm Minds now, then checking its HP before committing to Trick Room.
Swoobat has both Calm Minds up, but it took a large hit during setup and is at 86 HP. I’m checking the boosts and healing before the sweep.
Trick Room is active. Hariyama landed another unusually heavy hit, so I’m adding one more heal before taking it out; that leaves fewer Trick Room turns, which I’ll account for against Samson’s next Pokémon.
Hariyama and Conkeldurr are down. Conkeldurr brought Swoobat to 80 HP, but there’s one Trick Room turn left—enough to remove Lucario before its Focus Sash can matter, thanks to Stealth Rock.
Lucario is down. Mienshao gives us a workable chance to heal and renew Trick Room. That should cover the two fast seed users still waiting, Hawlucha and Blaziken.
Mienshao is down and Trick Room is renewed. Swoobat still has 94 HP, and the remaining turns line up for Hawlucha followed by Blaziken, including one Protect.
Samson is beaten on the first attempt. Swoobat finished at 94 HP, with Swampert, Arcanine, and Ampharos untouched. I’ll collect the badge, save, and add the victory to the two-team archive before continuing.
The Strike Badge and Brick Break are collected. The story now points us toward Surf and Ametrine; I’m finishing the scene and locking in the save before closing the Gym 10 recording.
Understood. I’ll finish the Gym 10 journey video and major-fights archive, verify the save, then quit the game and stop here.
The saved checkpoint is verified at 10 badges, and its backup is byte-for-byte identical. The new recording has no duration gap; I’m now assembling the final Gym 10 video and Samson’s archive entry.
The finished Gym 10 video is saved in
Desktop/bin/rebornat 1:01:11. Samson’s archive panel is checked; I’m rendering the winning fight, then I’ll remove the incorporated partial files and quit.Samson’s clip includes the complete winning battle and both full team panels. The cumulative archive is now being verified with 20 victories through Gym 10; cleanup and quitting are the last steps.
Gym 10 beaten on the first attempt. Saved, backed up, and quit.
Finished and verified:
- Gym 10 video — 1:01:11
- Major-fights archive — 20 victories, 25:07
Used partial recordings were removed.