Task 13
October 1, 2026 · 08:37–17:13 EDT · 8h 35m 21s · Sessions 081–089 · 215 messages
Thursday, October 1
I’ll resume Aster’s save, record throughout, and stop with a verified save and quit when usage reaches 5% remaining or just after 5 p.m. Eastern. I’ll check the clock, usage, recording setup, and current route plan before sending game input.
The next target is Terra. I’ll heal first, bring the already-trained Kricketune for Perish Song, and use Cofagrigus and Cryogonal for Mewtwo and Terra’s Ground team. I’m using 5 p.m. local Eastern time for the cutoff and will check usage throughout.
Recording is live and the correct save is loaded. The queued route is taking the party to the Ametrine Pokémon Center for healing and the Kricketune swap. I’ve also added a cutoff check to the input helper so queued actions stop at the session limit.
The party is healed and Kricketune is in the team. Two old menu helpers stumbled on the remembered menu position and an OCR spelling; I’m correcting those as I go. The mountain route and Glitch City puzzles are mapped ahead.
I’ve refined the Terra plan: Swampert’s Earthquake will bypass Nidoking’s Amnesia, Kricketune will handle the two seeded walls with Perish Song, and Cofagrigus gives us a safe answer to a dangerous attacker. The return route now follows the same cave entrances we used outbound.
We’re back at Agate Circus. I’m restocking healing supplies, then entering Terra’s computer world. I’ve checked the route gates, the Rare Candy location, the spinner maze, and the two upcoming boss encounters against the installed game data.
The recording is running, and the restock is complete. I’m entering Glitch City with a plan for Mewtwo and Terra, then continuing toward the next badge until the time or usage limit.
I’ve checked the later Glitch City route as well, including the mansion switch and Rocket Hideout spinners. The team’s key preparation is Perish Song on Kricketune for Terra’s defensive Pokémon; Cofagrigus has Trick Room and Destiny Bond for Mewtwo.
Usage is still low—98% remains. The Circus reveal is progressing under the queued dialogue helper; I’m using that time to prepare the next route batch and the battle archive metadata.
A dense dialogue box exposed a weakness in the scene detector: it briefly mistook the text for the overworld. I corrected the detector and resumed from the actual dialogue. The recording remained active throughout.
The route batch is ready through Mewtwo’s cave. It will stop if a battle or unexpected prompt interrupts movement, so I can handle that state and resume the remaining path. I’m also checking the next story segment before we reach it.
The next badge segment includes PULSE Swalot and the Fiore Mansion gauntlet before Ciel. I’ve checked Ciel’s installed team and will reassess the roster after Terra; Kricketune’s current job is specific to Glitch City.
The badge gates are open, and Terra’s Glitch City sequence is underway. The game’s older battle rules matter here: damage categories, critical hits, and the Special stat differ from normal battles, so I’m using the installed field rules to plan the fights.
We’re in Mt. Moon now, approaching the Rare Candy. After Kricketune learns Perish Song, the queued path continues through Rocket Hideout and the mansion, then stops for a healed checkpoint before Mewtwo.
Kricketune is level 50 and has learned Perish Song, replacing Fell Stinger. Cryogonal is leading for the route’s ordinary encounters; Cofagrigus will return to the lead after the healing shard before Mewtwo.
The route encounters have been avoidable so far. We’ve reached Glitch Opal Ward; I’m clearing its badge check and continuing toward the Rocket Hideout elevator.
The capture has had brief system interruptions, and the input helper is stopping movement until recording recovers. The queued route resumes from verified coordinates afterward. I’m checking those interruptions during each export.
The Rocket Hideout trainer is using Charmeleon. I’m switching to Swampert for Earthquake, then resuming the spinner route. This fight stays in the full journey recording and is outside the curated major-fights archive.
Swampert beat Charmeleon without taking damage, and the spinner route is complete. We’ve reached Lavender Town and are continuing through the mansion section toward Victory Road.
The mansion switch is activated. I’m finishing its badge-check dialogue before crossing to the next room, then using the healing shard to enter Mewtwo’s fight with the full party restored.
The mansion’s Eclipse check includes a Sandslash fight. Cryogonal has Levitate for its Ground attacks and Ice Beam for the knockout. I also checked Destiny Bond’s consecutive-use restriction, so the Mewtwo sequence has a fallback if Cofagrigus survives the second hit.
Cryogonal knocked out Sandslash in one Ice Beam. The mansion route is clear, and we’re at the final pre-Mewtwo badge check. I’ll rotate and process the first recording segment after the upcoming boss, before starting Terra.
The party is fully healed, and Cofagrigus is back in front. I’m ready for Mewtwo. One useful correction from the rules audit: Terra’s Garchomp does benefit from Assault Vest through Glitch’s combined Special stat, so I’ve revised that matchup before reaching it.
Mewtwo’s first attempt is recorded with the team snapshot and battle introduction. I’m executing Trick Room, then Destiny Bond; if Cofagrigus survives that exchange, the next action will account for Destiny Bond’s expiry timing.
The introduction helper advanced into the move menu and selected Trick Room again instead of stopping. Cofagrigus fainted before Destiny Bond was used. I’ve stopped the helper, will fix that guard, and will reload the prebattle save. This attempt stays in the journey recording and will count toward the fight’s attempts.
Mewtwo is defeated on attempt 2. Cofagrigus set Destiny Bond, survived a critical hit with 4 HP, then let Mewtwo move first and complete the trade. I’m healing and saving before Terra, then processing the first recording segment.
The save is secure at Terra’s prebattle position, with all six Pokémon healed. The first segment is being trimmed and rendered now. I’m starting a new capture so gameplay can continue while that export finishes.
Terra’s battle has started. Nidoking is displayed as “Giovanni,” so the matchup guard stopped before selecting a move. I’m adding the installed nicknames to the checks and continuing with Swampert’s Earthquake.
Mewtwo is beaten, and Terra’s battle is underway. Excadrill knocked out Swampert after Swampert beat Nidoking; I’m bringing in Cofagrigus to burn it and create a safer opening for Mienshao. Recording is running, and the previous hour’s footage has finished processing.
Excadrill used Swords Dance, so I’m adjusting the plan before switching attackers. Cofagrigus has Trick Room up and is burning it first. I also tightened the battle helper so it stops at the next free switch instead of declining that choice automatically.
The burn landed. I’m using Cofagrigus to wear Excadrill down through burn and Life Orb damage while keeping the other counters healthy. Mewtwo’s successful run is now in the major-fights video with its two-attempt count; the full journey also keeps the failed attempt.
I’m also planning the Water Treatment Center route ahead of Terra’s finish: PULSE Swalot needs a specific answer to its heavy healing, and the later Fiore sequence is a three-battle gauntlet with healing between fights. I’ll prepare for those before entering them.
Excadrill is down. Hippowdon dodged the first burn, so the helper is healing Cofagrigus to a safe threshold before retrying. Once Hippowdon is burned, Cryogonal should be able to finish it without taking an unweakened Stone Edge.
Hippowdon is down, and Terra brought out Garchomp next. I’m preserving Cryogonal for the remaining walls and restoring Cofagrigus behind Mienshao, then using Destiny Bond against Garchomp. Its boosted Special stat makes a direct damage race risky.
Cofagrigus survived Garchomp’s Draco Meteor with 18 HP and set Destiny Bond. I’m choosing Trick Room now so Garchomp attacks before Cofagrigus’s next action; that keeps Destiny Bond active for the knockout. The remaining two Pokémon are the targets for Perish Song.
Garchomp is down, and Kricketune got Perish Song onto Palossand before fainting. I’m reviving Kricketune for Quagsire and stalling out Palossand’s countdown. I also caught a party-menu cursor issue before it could send in the wrong Pokémon and am adding a visual check to that helper.
Palossand’s Perish Song countdown finished, and Kricketune is revived. Terra has only Quagsire left. I’ve queued the final Perish Song and Cryogonal’s recovery turns, with guards to stop if the battle changes unexpectedly.
Terra is beaten on the first attempt. I’m collecting the twelfth badge and saving, then I’ll finish this recording before heading to the Water Treatment Center. The full journey keeps both Mewtwo attempts; the major-fights archive keeps its victory and Terra’s victory.
The twelfth badge is saved. Gym 12’s finished video and the updated 26-fight victory archive are verified in the reborn folder. I’m restoring Ampharos, teaching Swampert Waterfall, and replenishing supplies for the Water Treatment Center.
Ampharos is back in the party. The Waterfall teaching prompt exposed another OCR variation, which I’m fixing so the queued route can proceed reliably. The path back through Route 2 is already planned and checked against the installed maps.
Terra is beaten and the twelfth badge is saved. I’m finishing the Waterfall and supply preparation, then heading into the Water Treatment Center. Recording is running; usage is at 92% remaining, well above the stopping threshold.
The next major boss is PULSE Swalot. I’ve checked its installed moves and field effects: the field gives it heavy regeneration, so I’m planning around Cofagrigus’s Trick Room and Destiny Bond instead of a long damage race. Mienshao is staying for the partner battles afterward, where Wide Guard should help.
Waterfall is learned, Ampharos is back in the party, and everyone is healed. I’m finishing the purchases and queuing the long Route 2 trip. At the treatment center I’ll preserve the route choices we’ve been following, including refusing Taka’s requested battle.
The supply checkpoint is saved: Waterfall is on Swampert, with eight Hyper Potions and one Cotton Candy available. The route script is moving us toward the cascade while I check the treatment center’s water controls and trash jumps, so the puzzle steps can also be queued in longer batches.
The team and supplies are ready, and the travel queue is underway. I also expanded the walking batches while keeping endpoint checks, and added support for the treatment center’s action-button trash jumps. That should reduce the frequent stops between short movement sequences.
The route paused safely when Repel expired. I’m renewing it and continuing from the current position. Free disk space has also dropped, so I’m checking for already-used media and will rotate this recording early if needed.
We’re crossing Route 2 now. The upcoming Fiore gauntlet is also mapped out: the full journey will retain all three encounters, while the major-fights archive will include Blake/Fern and Solaris/John. Their panels will show our team, our partner, and both opponents with sprites.
We’ve reached the cascade and started Surfing toward the waterfall. The next area has forced ledge movements as well as trash jumps; I’m adding those to the route model before using it there, with checks against the game’s actual position after each batch.
We’re inside the treatment center, and the opening scenes are complete and saved. This version starts the first grid with the water lowered, so I’m adjusting the walkthrough sequence to the installed game before proceeding.
The first water control is working, but the route model still misses the way off its platform. I’m checking that crossing directly in-game before queuing the next grid. Recording remains healthy, and clearing the regenerable audio cache recovered about 600 MB.
I found the mismatch: I had the high- and low-water map IDs reversed in my notes. The walkthrough sequence does apply. I’ve corrected the notes, lowered the water again, and queued the path into the Central Obsidia grid.
We’re in Central Obsidia now. The next step is the walkthrough’s four-tile trash shift, then raising the water and crossing to Onyx. I’ve added a helper that updates only the navigation notes after an observed water-control change, which should avoid repeated saves just to refresh the map model.
The Central Obsidia crossing is solved, and we’ve reached Onyx. I’m working through the Taka scene, then positioning the trash for Titania’s crossing. I’ll rotate the recording after this scene, before starting the next trainer fight.
The scene is complete, and I’ve rotated the recording just short of the hour mark. The new capture is running. I’m preparing the trimmed 4× export with normal-speed BGM while continuing the Onyx puzzle.
The first two Water Treatment Center puzzles are solved, and the latest recording has been trimmed and exported with music. I’m continuing through the remaining puzzles, checking each battle’s team and field ahead of time. The stop remains 5% usage remaining or just after 5pm Eastern, followed by save and quit.
The Onyx puzzle needs the trash approached from the lower floor; the first route stayed on the bridge above it. I’ve added a floor requirement to the route helper so it can distinguish those overlapping tiles. No battle or puzzle progress was lost.
I found the remaining route mismatch in the game’s passability rules: some invisible event tiles make gaps walkable. The planner now accounts for those. The next trainer is Kaiden; Arcanine, Swampert, and Mienshao each have a reviewed matchup for his three Pokémon.
The trash is now in the correct position for Titania’s crossing. Kaiden guards the water control, so his battle comes next. After him, the walkthrough leads into two partner battles with Titania before PULSE Swalot.
Kaiden’s Ledian is down, and Swampert still has most of its health. The battle helper recognized Kangaskhan coming next and is switching to Mienshao. I’m also preparing the archive handling for Fiore’s continuous gauntlet, where the game won’t allow a save between fights.
Floatzel is nearly defeated, but a Waterfall flinch left Swampert low. I’m healing before finishing it. For the next doubles battle, I’ll put Arcanine in front and prioritize Jumpluff’s Sleep Powder threat, while Titania’s Aegislash handles the Fairy types.
Kaiden is beaten, and Onyx is cleared and saved. I’m entering Coral’s partner battle now. PULSE Swalot is the next major archive fight; I’ve reviewed its stats and field effects, including the damage that could interfere with Cofagrigus’s Destiny Bond.
Jumpluff put both Arcanine and Titania’s Aegislash to sleep. I’m keeping the attack focused on Jumpluff as Arcanine wakes, with healing ready if needed. I also tightened the battle-intro helper so an OCR miss can’t make it advance into selecting a move.
Jumpluff and Armaldo are down. Alakazam knocked out Titania’s only Pokémon, but Arcanine is healthy and has activated Flash Fire. I’m finishing Alakazam with Extreme Speed, then using the boosted Flamethrower against Angela’s remaining Fairy types.
Wes sent Armaldo out last, and its Stone Edge knocked out Arcanine. I’m switching to Cofagrigus to set Trick Room and slow the fight down. The full journey recording will retain this battle exactly as played; this ordinary trainer fight won’t go into the major-fights compilation.
Destiny Bond removed Florges, leaving Armaldo and Sylveon. I’m using the remaining Cotton Candy to restore Cofagrigus for another trade while Trick Room is active. Once this battle ends, the partner-battle script heals our whole party before the next puzzle.
Sylveon is down, and Trick Room has ended. Mienshao is finishing Armaldo now, with Cryogonal and Swampert available if High Jump Kick misses. The next Coral trash positions and Gretchen’s four matchups are already mapped out.
The doubles battle is won, and the game healed all six Pokémon and restored their held items. For Gretchen, Mienshao is slightly faster than Houndoom and can knock it out with High Jump Kick; Cryogonal, Arcanine, and Mienshao cover the rest of her team.
The Coral trash route needs a small detour around an inaccessible ledge: right twice, up five, then left once. That route is now running with position checks after each push. Swampert is reserved for Heliolisk, where its Electric immunity makes it the safer choice.
Gretchen is beaten, and Titania has made the first Coral crossing. I’m moving the same trash pile onto the second bridge route to open the exit. Cryogonal is low on health after Lunatone, so it will need healing before PULSE Swalot.
The Coral water puzzle is cleared. I’m heading through the remaining treatment chambers toward PULSE Swalot, with recording active and the 5%/5pm stop checks in place.
The guide’s next section is a chain of trash-pile crossings. I’m checking those against the installed maps and queuing each solved section; the recording will rotate shortly while the completed hour processes.
I found the two-pile crossing that opens Central Obsidia’s west exit. That route is running now. There’s still 85% usage remaining, so the time limit is currently the closer stop point.
I’m tightening the water-puzzle planner so it verifies crossings before queuing pushes. The game’s jump points are fixed by the control panels, so checking those directly should make the remaining rooms much smoother.
One Central Obsidia pile ended against a ledge, where it can’t be pushed back into position. I’m reloading the checkpoint from after Coral and replaying the now-verified route. That recovery will remain in the full journey recording.
The recovery exposed stale navigation notes after a reload. I’ve fixed that and added two checks: water buttons now use routes that track the upper and lower floors, and gate notes update only after the game displays the unlock message. The corrected crossing is running.
The revised crossing plan is now running through verified pushes. The last recording hour has also been appended and checked: the Gym 13 journey is trimmed, at 4× speed, with normal-tempo music.
The boss plan ahead is Cofagrigus for PULSE Swalot, followed by Wide Guard and Trick Room options for Fiore’s doubles. I’m also preserving the route choice that leads to Reborn’s extended ending.
Central Obsidia’s shutter is open, and Titania has reached the central turbine. I’m clearing that scene, then continuing through the Peridot and Lapis route toward the blockage.
Peridot’s gate is unlocked and its water is lowered. I’m moving back through the first room to reach the upper entrance. For Lapis, I’m checking the guide’s vertical trash layout against the map before moving any piles.
The Lapis layout is verified: four piles form a vertical crossing around the pipe. I’ve also prepared Ezra’s matchup plan—let Ditto copy Ampharos, switch to Swampert for its Electric immunity, then use Arcanine and Ampharos against Bellossom and Mantine.
The two piles in North Obsidia are nearly in place. I’ve checked the later Lapis and Beryl layouts too, including a full-heal shard on the route before PULSE Swalot. That should keep the boss attempt from depending on our remaining medicines.
The recording is active and usage is at 83% remaining. I’m continuing through WTC; the Beryl crossings now have planned layouts and verified water-transfer points, so they should need fewer inspections than the earlier rooms.
Swampert is topped up, and Ampharos is leading for Ezra. After that fight, the queued route will build the verified Lapis crossing and open its shutter. The later Beryl crossings are planned too.
Ditto is down. Ezra sent Bellossom straight into a command turn, so I’m switching Arcanine in there and keeping Ampharos ready for Mantine. The battle helper stopped safely at the matchup change.
Ezra is beaten, and I’m finishing the Lapis water puzzle before the next fight. I’m continuing toward the Water Treatment boss and Fiore gauntlet, with the usage and Eastern-time stop limits still in place.
The four trash piles are nearly in place. I found that the next trainer’s event number differs from the earlier plan, so I’m checking the installed map before queuing the approach and battle.
Lapis is open. I’ve queued healing, the return to low water, and the Arcturus fight: Cryogonal for Vaporeon, Swampert for Jolteon, and Mienshao for Drampa. The queue will stop if the screen or matchup differs from the plan.
The next doubles fight is planned too: Arcanine can remove Forretress while Cryogonal handles Noivern. I’m keeping Cryogonal healthy for Kommo-o, whose boosted Steel move is the main risk.
The approach needed a layer correction; the verified route now reaches Arcturus. After this fight I’ll collect the Beryl key, take the Jasper doubles, and use the free heal before PULSE Swalot.
There’s a Light Shard immediately before the Jasper doubles in this version. That gives us a full heal for the fight and saves the remaining medicine for the gauntlet.
Arcturus is beaten without a loss, and Mienshao finished Drampa unharmed. I’m collecting the Beryl key and heading through Jasper.
The key is collected, and I’m crossing Peridot into Jasper. I’ve added a helper for Titania’s automatic water controls so the Beryl puzzle can be queued in larger, verified sections.
The Jasper scene paused the queue before the battle. I’m adjusting dialogue detection to recognize the stylized text box, then continuing the same route.
The Light Shard restored all six Pokémon. Arcanine and Cryogonal are being placed at the front for Jasper’s opening turn; I’ll review the replacements after Forretress and Noivern go down.
Forretress is down. Ampharos came out as the second lead, so I switched Cryogonal in during the first turn. Arcanine took a heavy Hurricane; I’m withdrawing it now while Cryogonal removes Noivern.
Noivern is down, and Cofagrigus safely absorbed its Boomburst and Kommo-o’s Focus Blast. Light Screen is up; Cryogonal is finishing Kommo-o while Cofagrigus burns Wigglytuff.
Zangoose is down, and all six of our Pokémon are still standing. I’m finishing Wigglytuff and Whimsicott, then I’ll rotate the recording before the Beryl puzzles.
Wigglytuff is down. Whimsicott is the last opponent; Swampert will Protect while Arcanine uses Flamethrower. Once the battle ends, I’ll archive this recording and start a fresh one.
Jasper is won on the first attempt, with no Pokémon fainted. I’m rotating the recording now; the finished footage will be trimmed, sped up to 4×, and given normal-speed BGM while I continue through Beryl.
The previous segment is published and verified, with no recording gap detected. The Beryl door is open; I’m advancing Titania’s water-control scene and then solving the two trash crossings.
The wild Gulpin encounter is over. I’m finishing the Beryl water-treatment puzzle, then preparing for PULSE Swalot. I’ll continue until either 5% usage remains or just after 5pm Eastern, then save, quit, and finish the recordings.
The next boss is designed to recover health repeatedly, so damage alone will be slow. I’m preparing Cofagrigus’s Destiny Bond route and taking the free heal before entry. I also confirmed that refusing Taka’s battle afterward preserves access to the extra postgame route. Walkthrough
The puzzle queue now verifies each group of trash pushes and stops if a battle or unexpected dialogue interrupts it. The recording remains active; the earlier puzzle reset and all battle attempts will stay in the full journey archive.
The first Beryl crossing is nearly aligned. After the second crossing, I’ll open the return shortcuts and use the free Light Shard to heal all six before Swalot. There’s no need to spend our remaining medicine on the route.
The first crossing landed on an island without access to the next pair of piles. I’m correcting the approach to the platform above and to the right. The game is unchanged, and the queue stopped before any irreversible push.
The corrected crossing worked, and the upper pair of piles is now being positioned. I’ve also added automatic escape for positively identified wild Gulpin and Grimer on these mud routes, so those interruptions can be handled without abandoning the queued path.
The Grimer encounter was escaped without damage. I’m finishing the last few pushes, and I’ve prepared a room-by-room purification queue for after Swalot. That should keep the long return through the plant moving while still stopping at story choices.
Both pairs of piles are in place. The queue is now crossing the raised water and opening the return shortcuts. I’m reviewing the Fiore gauntlet while it runs, particularly Wide Guard and the game’s automatic healing between rounds.
The Peridot shortcut is open. For Fiore, I’m planning around the actual installed teams: burn Haxorus, use Wide Guard against spread attacks, and bring Cryogonal in for the Water and Dragon matchups. The gauntlet heals the party between battles.
The return shortcuts are open. I’m at the free heal now, then I’ll save the exact party build for the Swalot recording and enter the fight. The first turns will establish Trick Room and check Cofagrigus’s health before committing to Destiny Bond.
Swalot is entered on attempt 1, with the whole party healed and its build recorded. I’m using Trick Room to make the timing of Destiny Bond manageable, then checking health after the opening turns.
Swalot’s first Discharge paralyzed Cofagrigus, and paralysis prevented Trick Room. Cofagrigus survived the next turn and lowered Swalot’s Special Defense. I’m healing and adjusting the timing; this is still attempt 1.
PULSE Swalot is defeated on attempt 1. Trick Room went up on the second try, and Destiny Bond finished the fight; only Cofagrigus fainted. I’m saving the restored system state and starting the purification route.
Swalot’s victory is saved. A small native tooltip confused the screenshot helper, so the purification queue stopped; the main game recording is still healthy. I’ve corrected window selection and am resuming from the verified position.
Purification is underway. I also checked the game’s audio setting: Surf music is disabled, so the restored videos should keep the Water Treatment Center’s area music while surfing. The boss’s battle and victory music now have explicit timing markers.
The first two grids are clean. The Surf route reached the Coral connection, but a coordinate check disagreed with the visible position and stopped the queue. I’m correcting that check before continuing; the game is safely at the door.
The coordinate issue came from reading a resized image: “33” was being read as “30.” Native-resolution OCR now agrees with the visible position, and the route has resumed into Coral. Usage is at 77% remaining, so the time limit is currently more likely to be reached first.
The plant is now clean through Onyx. Surf boarding needed a slightly longer direction hold; that change has fixed the stalled input. The route is continuing through the northern and western grids before returning to Titania.
The first half of the water-treatment cleanup is saved, and PULSE Swalot is defeated. I’m rotating the recording and adding that victory to the battle archive, then continuing through the remaining rooms and Fiore. I’ll stop at 5% usage remaining or just after 5pm Eastern, whichever comes first, and save and quit.
The remaining water controls are queued in the order the walkthrough requires. I’ve also checked the upcoming Fiore doubles against this game version’s teams and partner healing; the archive panels are prepared to show all four trainers.
Swalot’s victory clip is rendered with the battle-start roster and restored BGM. The full recording through that fight is also verified. I’m keeping its raw source until the cumulative battle video passes verification.
Ace is the next battle. I’ll lead Arcanine for Roserade, keep Cryogonal for Nidoking, and watch for Zoroark’s Illusion before treating a visible Metagross as the real one. Afterward, Fiore’s three-fight gauntlet heals the party between battles. Walkthrough
North Obsidia is purified. The queue is continuing through Peridot, Lapis, and Jasper before Titania’s final flush. The cumulative victory video has passed verification, so session 86’s used source files have been removed.
Ciel’s field makes Acrobatics much stronger than usual. I’m planning a burn and Trick Room setup for Gliscor before bringing in Cryogonal, and will restock healing items before the gym.
Peridot is clean, and Lapis is underway. The recording is healthy. I’m continuing with the current six through Ace and Fiore; the next preparation stop will be for healing and supplies at the circus.
Lapis is next, followed by Jasper and the final Beryl scene. I’ve checked the return route too: after Ace, we climb the waterfall and receive Fly before entering Fiore.
The final water rooms are underway. Fiore starts its battles automatically on entry, so I’ll save a verified team checkpoint outside the mansion. That snapshot, together with the observed victories and automatic partner heals, will support the battle panels.
Lapis is purified, and the queue has reached Jasper. All battles so far this segment were won on the first attempt. The full journey retains the puzzle detours and reset; the major-battles video contains only victories.
A Surf prompt stopped the queue because OCR misread “Yes.” I verified both choices in the native image and resumed. The helper now checks that choice box before selecting.
Jasper is being purified now. For Ace, I have a safer way to check Illusion: Mienshao’s Fake Out will break Zoroark’s disguise and Focus Sash, while also flinching a real Metagross. I can then choose the right follow-up.
Titania has flushed Beryl. The water controls are repaired, and I’m verifying the final room state before opening the office. Usage is still well above the stop threshold, with about two and a half hours until the time limit.
The verification shows all nine grids are clean. The last dialogue input also activated Beryl’s nearby water button, so it landed directly in the purified room. That state is saved, and I’m opening the office and healing the party.
The route is crossing purified Beryl toward the office. I’ll rotate again before Fiore if needed, so each major fight stays within a single recording for reliable clipping and attempt counts.
The route stopped at a ledge that cannot be used to land from Surf. I’m correcting the path model to use a valid shore, then resuming. The water-state verification remains complete.
The valid shore worked, and the queue is passing Beryl’s cleared barriers. Before Ciel, I’ll buy revival and healing supplies so Cofagrigus can handle the strongest threats without leaving the remaining team stranded.
The recording and power checks are good: the laptop is plugged in at 100%. For Fiore, I’m using guarded helpers that stop at each victory and the next battle’s first command screen, so the story scenes and roster snapshots stay correctly matched.
The party is fully healed, and the Taka scene is open. I’m disabling dialogue bursts around his choice so the queued inputs cannot accidentally select the default “Yes”; the intended choice is “No.”
The Taka battle intro appeared—the earlier queued burst had already crossed the choice before it stopped. No attack was made. I’m reloading the verified checkpoint outside the office and replaying this scene one input at a time to select “No.” The full recording will retain the correction.
The reset returned to the title screen, and the pre-choice save is intact. I’ve added a guard that stops choice helpers at battle introductions, and I’m replaying the Taka scene without bursts.
The replay is progressing one input at a time, and the loaded save matches the verified pre-choice backup. This takes a little longer, but keeps the branch selection controlled.
The Taka Yes/No prompt is now visible, and the helper is selecting “No.” I’ll verify his refusal response and that Ace—not Taka—is the next battle before making a combat move.
Taka’s “…I see…” refusal response is confirmed, and Ace’s Roserade is now facing our full-health Arcanine. The intro guard stopped on an OCR error (“mould” for “would”); I’ve verified the opponent and am starting the fight.
Roserade is down. It used Toxic Spikes, so grounded teammates will be poisoned on entry. Cryogonal’s Levitate avoids them; I’m bringing it in for Nidoqueen and adjusting healing around the poison damage.
Nidoqueen is down. Cryogonal took a Flamethrower but remains usable. Swampert is next for Delphox; I’ll check the party’s health and status after Ace before committing to Fiore’s gauntlet.
Swampert knocked out Delphox, then fainted to poison after the seed-forced critical Psyshock left it at 6 HP. I’m continuing with Arcanine. We’ll need a healing stop before Fiore.
That was the real Metagross. Arcanine heavily damaged it, then fainted to Earthquake and poison. I’m bringing in Cofagrigus, curing its poison, and using its physical bulk to finish the remaining fight.
Cofagrigus is in safely and its poison is cured. I’m burning Metagross, healing once, then using Shadow Ball. After Ace, I’ll return to the circus for the nurse and supplies before Fiore.
Ace’s Metagross is down. I’m checking whether the next Pokémon is Zoroark in disguise, then I’ll heal and restock before the three Fiore Mansion battles. I’m still watching both stop limits and keeping all attempts in the full recording.
It was Zoroark. Fake Out exposed it safely. I’m restoring Cryogonal before bringing it in; its special bulk and Light Screen give us a reliable way through the last two Pokémon.
Cryogonal has Light Screen up against Zoroark. After Ace, the route is already mapped back to the circus nurse and shops. I’ll start a fresh recording before Fiore so those consecutive major battles stay together.
Zoroark is down. Ampharos is handling the real Klinklang now. The field also changes Gear Grind’s damage and adds Electric typing, which makes Ampharos the safer closer here.
Ace’s last Pokémon is nearly finished, and usage is still at 73% remaining. I’m rotating the recording after the victory, then moving straight into the healing and supply route.
Klinklang knocked out Ampharos after a Shift Gear boost. I’m restoring Cofagrigus on the bench so it can burn Klinklang and finish the fight; then the whole party gets a nurse heal before Fiore.
The boosted Gear Grind is stronger than the earlier estimate. Cofagrigus is our last available attacker, and Klinklang is low enough for Shadow Ball to finish it if Cofagrigus survives. This attempt stays in the full recording either way.
Ace won that attempt. The retry plan keeps Arcanine healthy for Klinklang and uses Cofagrigus to burn Metagross first. I’m reloading the saved preparation point; the failed fight remains in the full journey recording.
The loss is recorded, and I’m reloading the verified Ace preparation save. I’ll rotate this hour of footage before the retry, keeping the failed attempt and the reload in the journey archive.
The retry is underway in a fresh recording. The export of the previous hour hit an audio-processing error; its raw footage and trimmed video are still intact. I’m fixing that while the game continues.
The previous hour is now verified and published with normal-speed BGM. I’m using a guarded queue for the retry’s opening matchups: it checks each incoming opponent before switching, then pauses after Cofagrigus attempts the burn on Metagross.
Taka’s refusal is confirmed again. For Ace, I’m saving Arcanine for Klinklang and keeping the poison cures ready. I’m also checking the turbo control so battle animations take less real time.
The queue caught an incorrect move slot before it could switch into the wrong matchup; that is corrected. Roserade is down, though Arcanine took damage, so I’ll heal it during the Metagross phase before using it against Klinklang.
Swampert traded successfully with Delphox. Cofagrigus is coming in at full health now, while Cryogonal is still untouched and Arcanine is available for Klinklang. I’m checking Ace’s next choice before issuing the next set of moves.
The displayed Metagross could still be Zoroark’s Illusion. I’m verifying it with Mienshao before risking Cofagrigus, whose burn is important for handling the real Metagross. The queue is stopping at these uncertain matchups as intended.
That was Zoroark again, and Fake Out broke its disguise and Focus Sash. I’m healing Arcanine while Mienshao is active, then bringing in Ampharos for a field-boosted Discharge. Cofagrigus stays available for the real Metagross.
Ampharos finished Zoroark. Cryogonal is now taking Nidoqueen, leaving Arcanine at full health for Klinklang and Cofagrigus ready to burn Metagross. The retry is in much better shape.
Nidoqueen is down. Arcanine is now coming in at full health to remove Klinklang with Flamethrower. Only the real Metagross remains after that, so the burn-and-heal plan can proceed without another Illusion check.
Klinklang is down. I’m curing Cofagrigus’s poison before the Metagross burn attempt, which removes the end-of-turn damage that made the previous attempt harder to manage. Then I’ll close out Ace and head for the nurse.
Cofagrigus cured the poison and successfully burned Metagross. I’ve queued healing and Shadow Ball with a health threshold, so it will heal again if needed and stop on the victory screen. After that, the next queue handles the story and return route.
Ace is defeated on attempt two. I’m finishing the Water Treatment Center scene and saving the confirmed Taka-refusal route, then taking the mapped exit to the circus nurse and supply shops. Both Ace attempts remain in the full recording.
The Water Treatment Center story is wrapping up. Ace’s payout covers the planned supplies comfortably. I also checked this version’s item data: Super Repels cost ₽700 and last 400 steps, so the shop queue uses that verified price.
The post-Ace save is complete, and the return route is running. Next comes the Fly story scene, a free heal, and supplies. Fiore’s three battles heal the party between rounds, so I’m preparing one fixed lineup for the whole sequence.
The saved route is confirmed against the installed event script: Taka’s “No” branch sets switch 577, and that switch is on. A Surf prompt was obscured by the coordinate overlay; I’ve made the prompt check tolerate that OCR variation and resumed the return route.
The return route has cleared Beryl and Onyx. Swampert’s Wave Incense was restored at battle end, so the held-item setup is intact. Once healed, I’ll use Cofagrigus as the fixed lead for Fiore and keep the successful major fights separate from the full journey.
The exit is progressing through the purified rooms. Fiore’s ally branch is also confirmed: Julia will join us against Solaris and John. The roster panels are prepared for four trainer columns, including our partner’s team.
The last exit is a scripted Waterfall lift, which the ordinary door helper correctly refused to use. I’m adding a dedicated route for its normal prompt and animation, then continuing up to Fiore and the circus.
The west bank is isolated from the Waterfall approach by railings. I’m checking the room connections for the return entrance on the other bank, so the route follows reachable terrain instead of forcing the movement helper through a blocked edge.
The correct exit includes Shade’s brief story scene, then opens onto the bank with a reachable Surf approach. That route is now queued through both Waterfall stages. I’m also adding optional longer holds for straight paths, while retaining endpoint checks after each segment.
Shade’s scene is complete, and we’re now on the reachable east bank. The party is heading up the Waterfall route. I’ve added automatic escapes for confirmed ordinary Route 2 encounters, with trainer battles still left for review.
Titania has met us at the exit and is arranging the Waterfall ride herself. Her dialogue matches the Taka-refusal branch. I’m following that installed scene, then continuing to the circus for healing and supplies.
The Waterfall ride is selected. The helper paused because OCR read “Waterfall” as “Haterfall”; I’m correcting that text check and continuing the animation. The party’s healing and shop queue is ready to run afterward.
We’re back at Celestinine Cascade. I’m moving through the Fly scene, then heading to the circus nurse. Usage is at 70% remaining, so the 5pm time limit is currently the likely stopping point.
Fly is obtained, and I’m preparing for the Fiore Mansion gauntlet. I’ll keep the recording running and stop at 5% usage remaining or just after 5pm Eastern, with a verified save and quit.
The Fiore sequence has three consecutive doubles, with a full heal between rounds. I’m buying healing items and leading with Cofagrigus for Trick Room; Florinia joins the first two fights, then Julia joins against Solaris.
The return route is underway. I’ll save outside Fiore once the team is healed and stocked, then start a fresh recording before entering the gauntlet so both major doubles are captured together.
The Route 2 rock paths are progressing, with checks at each section. There’s still more than 50 minutes before the time limit; I’ll confirm the team’s health and supplies at Fiore before committing to the gauntlet.
Usage is at 69% remaining, so the clock is still the likely stopping point. I corrected a Route 2 stair transition that the navigation helper had tracked incorrectly; the return route is moving again.
The circus is reached. I’m healing and restocking now, then returning directly to Fiore. The next recording will include the whole gauntlet, including any failed attempt; the major-fights compilation will get only victories.
I’ve shortened straight walking sequences in the circus and elevator maps to reduce input overhead. Each section still checks the actual endpoint before continuing. Healing is nearly complete; shopping and the return trip are next.
The team is fully healed, and 12 Hyper Potions are purchased. I’m finishing the repel and Cotton Candy purchases, then returning to Fiore with Cofagrigus in front.
Supplies are ready: 15 Hyper Potions in total, eight Super Repels and four Cotton Candies. All six Pokémon are healthy at level 75, and Cofagrigus is now leading. I’m heading back to the mansion.
The repel is active, and the return trip is underway. Once outside Fiore, I’ll save the prepared team and rotate the recording before entering.
The final Route 2 section is underway. I also added cues for Fiore’s scripted music changes, so the archived scene will use the game’s dramatic BGM alongside the battle tracks.
The mansion is close now, with about 44 minutes left. I’ll enter the gauntlet after saving outside, then reassess whether there’s enough time to attempt Ciel before the cutoff.
Back outside Fiore. I’m saving the prepared team and rotating the recording now, then entering the three-fight gauntlet.
The prepared save is verified, and the new recording is running. The previous hour’s footage is being trimmed and stitched in the background while I enter Fiore.
The previous recording is finished and verified in
reborn/. Fiore’s prelude is playing now; the team and its battle-entry build are saved for the upcoming archive panels.The first Fiore battle is starting. I’ll use Trick Room to support Florinia’s slower team, then adjust to the opponents that appear. Blake/Fern and Solaris/John follow without a save opportunity between them.
The opening pair is going well: Grumpig and Leavanny are down, and Golem is nearly finished. I’m curing Cofagrigus’s sleep so it can keep attacking; Florinia’s Ferrothorn is helping clear this round.
Arcanine has cleared Vileplume. I’m bringing Swampert in for Salazzle while Florinia works on Machamp. The opening fight is taking longer than expected, so I’m watching the clock closely before the two larger rounds.
Purugly is down too. Ampharos is finishing Salazzle now; Swampert fainted during the exchange, but the team will be fully healed before the next round.
Noctowl is down. Ampharos is using Signal Beam for the remaining Manectric, keeping its Lightning Rod out of the equation. After this win, I’ll capture the major-fight entries for Blake/Fern and Solaris/John.
The opening pair is defeated on the first attempt. The automatic heal is verified, and Blake/Fern’s major-fight entry is underway with Florinia as our partner.
Trick Room is up, Haxorus is asleep, and Cofagrigus’s Destiny Bond is active. I’m using the slow Trick Room action to try to take one opponent down with it, then bring in a fresh counter.
Destiny Bond removed Walrein, and Florinia removed Mamoswine. I selected Recover instead of Ice Beam on Cryogonal and lost it when Haxorus woke up. I’ve checked the saved move slots and am switching to named move commands to prevent that mistake recurring.
Haxorus is down, but Krookodile and Gyarados caught Ampharos before it could attack. I’m reviving Ampharos while Swampert takes the field, so it can still remove Gyarados once the Ground threat is cleared.
I found another planning error: in this version, Cotton Candy revived our Pokémon to half HP, not full. This is a difficult attempt, so I’m preserving the surviving team with potions and letting Florinia add damage while I reassess.
There are about eight minutes left before the time cutoff. I’m continuing this attempt, but if the gauntlet is still unfinished at the boundary, I’ll return to the prepared outside checkpoint so I can save and quit safely. The full recording will retain the attempt.
I’m still in the Fiore Mansion gauntlet, with about five minutes left before the time cutoff. If it remains unfinished, I’ll reset to the saved checkpoint outside, then save and quit. The full recording will keep this attempt.
Florinia has helped clear several opponents, but this attempt is still uphill. I also confirmed that Cotton Candy restores only half HP in this version; I’m correcting the planning notes so future strategies account for the extra healing needed.
The gauntlet still has several opponents left, so I’m keeping the 5pm cutoff firm. The saved checkpoint already includes Terra’s badge, the Water Treatment Center cleanup, Ace’s defeat and Fly.
I’m at the stopping boundary now. This Fiore attempt won’t be completed in time, so I’ll return to the prepared checkpoint, verify the save and close the game. Then I’ll finish the recording and update the notes.
The final save is verified outside Fiore Mansion, with all six Pokémon healthy. I stopped gameplay just after 5pm Eastern and quit Reborn. I’m now finishing the trimmed 4× recording with normal-speed BGM, including the abandoned Fiore attempt.
The new recording has passed a full decode and has been appended to the Gym 13 journey. I’m correcting the BGM during the final title-screen reload, then syncing the updated save, notes and scripts to the project repository.
The archive is ready: Gym 12 is complete, the Gym 13 journey includes the full Fiore attempt and reset, and the major compilation has 27 victories. I’m finishing the repository update so the next session starts from the verified save and revised battle plan.
The save and all package hashes check out. The final audio correction also preserved every encoded video frame. I’m pushing the update now; Reborn is already closed.
Saved and quit just after 5pm Eastern, with 12 badges.
Today: beat Terra and PULSE Swalot, purified the Water Treatment Center, defeated Ace and obtained Fly. The unfinished Fiore attempt was reset to the healthy outside checkpoint and retained in the full recording.
Finished trimmed 4× videos with BGM:
- Gym 12
- Gym 13 progress
- Major battles — 27 victories
Save, notes and scripts are backed up and pushed to GitHub.