Task 14

October 1, 2026 · 17:44–22:29 EDT · 4h 44m 22s · Sessions 090–095 · 165 messages

Thursday, October 1

  1. I’ll plan the party and supplies for all three Fiore rounds, then continue through Ciel. I’ll keep the recording running during play and finish with a verified save and quit after the badge.

  2. Fiore heals the party between rounds, but the roster stays fixed and supplies carry over. I’m checking the shared weaknesses across Blake/Fern and Solaris/John before committing to another run. Walkthrough

  3. I’m preparing for Fiore as one three-battle run. The main adjustments are Intimidate support, enough speed for Cryogonal, and preserving Mienshao for the opponents it handles best.

  4. The party is healed between Fiore rounds, so the fixed roster matters more than conserving HP across fights. I found a shard trade for an Ability Capsule; giving Arcanine Intimidate should help against the physical attackers in both later rounds.

  5. The recording guard paused input when capture stopped updating. I’m restoring capture before continuing, so gameplay stays archived.

  6. I’m making a focused speed upgrade for Cryogonal and Mienshao. It should let them attack before the Gyarados and several other threats, while keeping the same six-member party for the whole gauntlet.

  7. Arcanine now has Intimidate. I’m finishing the speed training and then heading straight back to Fiore; the battle plan accounts for Trick Room reversing the new speed advantage.

  8. The preparation keeps Cryogonal’s HP and special attack intact and frees some EV space for speed. Mienshao will also gain enough speed to move before Krookodile, which should make the second Fiore round much safer.

  9. The purchases are underway. After a short, scripted training batch, I’ll verify the actual stats and start the gauntlet. Round two’s opening will use Ampharos during Trick Room, leaving the faster attackers for when normal turn order returns.

  10. I’ve checked Ciel’s installed team as well. The speed upgrade should also let Cryogonal move before Gliscor. Fiore remains the immediate focus: each round needs a fresh matchup check, and all three must be won before the next save.

  11. The berry adjustments and held-item setup are nearly finished. The training runs will stop on unexpected encounters or low health, and I’ll check the saved EVs before relying on the new speeds in battle.

  12. The preparation is verified: Arcanine has Intimidate, Cryogonal has the intended EV space, and the battle supplies remain stocked. I’m heading to the nearby grass for the eight training KOs.

  13. The training script is skipping unsafe encounters. I’m widening the approved targets to include Rhyhorn and Rhydon, which Cryogonal can handle quickly, while avoiding Sturdy opponents that could punish its training-item speed penalty.

  14. Cryogonal has two training wins so far and is still at full HP. I’ve shortened Mienshao’s batch to two wins: that reaches the speed tier needed for Fiore, so further grinding would add little to this run.

  15. Cryogonal’s four wins are complete, with no HP lost. Mienshao’s shorter batch is now running through Cofagrigus as a safe pivot. Afterward I’ll heal, verify both speeds, and begin Fiore.

  16. Mienshao’s first training win is complete, and the party has taken only minor damage. I can heal that in the field and go directly to Fiore, which avoids another trip through the Circus.

  17. One training win remains. I’m adding Rockruff to the safe Cofagrigus-pivot matchups to shorten the hunt, then proceeding directly to Fiore.

  18. Training is complete and the party has been healed. I’m returning to Fiore now. I’ll verify the final stats at the door and rotate the recording before starting the full three-round run.

  19. The final checkpoint is verified: Cryogonal has 172 Speed, Mienshao has 181, Arcanine has Intimidate, and all six are healthy. I’m exporting the preparation segment and starting a fresh recording for Fiore.

  20. The preparation recording is finished and added to the journey archive. Fiore’s opening scene is now running in the new recording; I’m proceeding through all three rounds without saving or reloading between them.

  21. Fiore’s first round has begun. I’m using Trick Room to give the slower members the opening turns, then switching to the appropriate counters as the opposing lineup changes.

  22. The opening pair is down. I’m clearing the Grass threat before bringing in Swampert; that avoids exposing it to Vileplume’s Giga Drain.

  23. The Grass and Rock threats are cleared. Swampert removed Manectric, and Cofagrigus is handling Machamp’s Fighting attacks. The remaining members are healthy for the finish.

  24. Only Salazzle remains in the first round. I’m finishing with Cofagrigus, then moving into Blake and Fern after the game’s automatic party heal.

  25. The first Fiore fight is won, and the party has been healed for Blake and Fern. I’m keeping the same roster through the whole gauntlet and saving only once all three fights are complete.

  26. The opening is working, although Walrein fell asleep this time, so the knockout trade may come from Haxorus instead. The new Speed training gives Mienshao and Cryogonal better matchups once Trick Room ends.

  27. Florinia’s Yawn put both opening opponents to sleep, and her Ferrothorn has nearly finished Haxorus. I’m taking that opportunity for direct damage, then using Ampharos against Walrein and Gyarados.

  28. Haxorus is down. Fern sent in Krookodile, which Mienshao now outspeeds by two points; I’m using that advantage to remove it before its Earthquake can hurt both of us.

  29. High Jump Kick missed, which cost Mienshao and let Krookodile gain an Attack boost. I’m countering that with Arcanine’s Intimidate and reviving Mienshao; we still have four healthy Pokémon and Florinia’s remaining team.

  30. Mienshao is revived, and Blake has switched Walrein out. I’m checking the replacement before committing the next attack; Florinia’s Breloom is now our partner on the field.

  31. Breloom put Mamoswine to sleep, giving us a recovery turn. Mienshao is back to full health; I’m also preserving Arcanine for Fern’s Scizor and Grass types.

  32. Krookodile is down, and Roserade is taking priority damage from Arcanine. The missed kick made this round less tidy, but the recovery worked and we still have our Ice, Electric, and Water attackers healthy.

  33. Roserade and Mamoswine are down. Arcanine finished Roserade before falling to Gyarados, so Ampharos gets a safe entry for the Electric knockout.

  34. Gyarados flinched Ampharos before it could attack, but Tangrowth knocked out Rhyperior. I’m healing Ampharos while Tangrowth handles the new Scizor; Cryogonal remains healthy as another answer to Gyarados.

  35. Ampharos fell to the combined attacks, so Cryogonal is in to finish Gyarados with Freeze-Dry. Scizor is the dangerous remaining partner; I still have Swampert, a restored Mienshao, and three revives available.

  36. Gyarados and Scizor are both down. Only Decidueye remains on Fern’s side. I’m restoring Arcanine for that matchup, while keeping Swampert fresh for Blake’s remaining Ice Pokémon.

  37. Arcanine is restored and has lowered Decidueye’s Attack on entry. Once Decidueye falls, Swampert can face the remaining opponents without the Grass threat that kept it off the field.

  38. Fern’s team is defeated. Arcanine is healthy again, and we’re finishing Blake’s last Pokémon before the automatic heal for Solaris and John. I also checked the Circus shop: Hyper Potions are enough to fully heal a revived Ampharos or Cofagrigus for Ciel, so we won’t need a supply detour.

  39. Blake and Fern are beaten. I’m moving straight into Solaris and John after the automatic heal. For the final round, Arcanine’s Intimidate and Fire attack will handle the opening Scizor, with Cryogonal covering Whiscash.

  40. I’m keeping Cofagrigus in for Julia’s opening turn, since her Electrode’s Explosion cannot hit it. After that, I’ll use Arcanine to lower the opponents’ Attack and keep Cofagrigus available for Solaris’s Garchomp.

  41. Solaris switched Scizor out for Tyranitar. Whiscash is burned, so I’m using Cofagrigus to control the opening with Trick Room and Destiny Bond, while letting Julia’s Electrode act safely beside it.

  42. Whiscash is nearly down, and Arcanine’s Intimidate has reduced Tyranitar’s damage. Cofagrigus is still available on the bench, which gives us another way to handle Garchomp later in the round.

  43. Julia has sent out her Alolan Golem. I’m switching to Swampert now: its Ground typing makes it immune to Golem’s Electric Explosion, and it can finish the weakened enemy Magnezone safely.

  44. The enemy Magnezone is down. Eelektross has replaced it, so I’m using a recovery turn to restore Arcanine before bringing Mienshao in against Tyranitar. Eelektross’s Levitate means Ground attacks won’t work on it.

  45. High Jump Kick missed again. Julia’s Bronzong has put up Light Screen, and Tyranitar lowered its own Attack with Superpower, so Arcanine can cover another recovery turn. I’m reviving Mienshao for the retry.

  46. Tyranitar is down. Ampharos is in against Solaris’s bulky Gyarados; I’m paralyzing it first so we can attack and recover ahead of it. Mienshao is fully restored for the later Ground and Steel opponents.

  47. Gyarados is beaten, and the sandstorm has ended. That puts Mienshao ahead of Excadrill again. I’m restoring Arcanine before taking that matchup, so we retain a Fire answer for Scizor.

  48. Excadrill is beaten. Garchomp is in now, so I’m restoring Cofagrigus while preparing Cryogonal’s Ice attack. This is the ace matchup; Scizor and Mandibuzz remain on Solaris’s side afterward.

  49. Cofagrigus is back at full health for the Garchomp phase. I’m keeping Cryogonal out of an exposed switch into Stone Edge, and preserving Arcanine for the remaining Scizor.

  50. Garchomp flinched Cofagrigus with Dragon Rush. I’m using a bounded healing sequence to give Cofagrigus enough health to establish Trick Room, then Cryogonal can attack before Garchomp.

  51. Scizor is on the field now. I’m healing Arcanine on the bench before it enters, so it can take Scizor’s priority attack and answer with Flamethrower.

  52. Scizor is defeated. Arcanine is healthy, and Solaris’s remaining Mandibuzz is paired with John’s Eelektross. I’m focusing Eelektross while Julia’s Electric attacks cover Mandibuzz.

  53. Eelektross is defeated. Arcanine is chipping Slowbro so Cryogonal can finish it with Freeze-Dry, then recover between Ice attacks against Mandibuzz.

  54. Slowbro is down, leaving Mandibuzz and Toucannon. Cryogonal is our last Pokémon, and poison makes this finish difficult. I’m attempting recovery; if this round is lost, I’ll replay the entire gauntlet with the lessons from this attempt.

  55. The third round was lost against the final two Pokémon. I’ll replay all three fights. Before retrying, I’m adding Brick Break beside High Jump Kick for reliable hits on the four-times-weak targets, and increasing the healing stock. The failed run will stay in the full recording.

  56. I’m preparing a stronger Fiore retry with Brick Break and more healing items. I’ll verify the recording first, then replay all three rounds consecutively before continuing to Ciel.

  57. The recorder stopped after repeatedly restarting; its guard blocked further input until I started a fresh capture. The failed Fiore run is being added to the full video. It will stay out of the major-fights video.

  58. The retry will have seven revives and sixteen Hyper Potions. Mienshao will keep High Jump Kick for the tougher targets and gain Brick Break for reliable hits on the four-times-weak Pokémon. I’m also reserving revives for Solaris’s final stretch.

  59. The journey archive now includes the failed gauntlet. I’m returning to the Circus for the supplies and move change, and checking the post-Fiore route so the transition to Ciel is ready.

  60. I’ve confirmed the route after Fiore: speak with Titania outside, return to Julia, then head back to the Circus for Ciel. Her Big Top field strengthens sound moves and Acrobatics, so the plan keeps Cofagrigus for Boomburst and reserves Ampharos and Cryogonal for her Flying team.

  61. I’m batching the travel and shopping through the existing UI scripts. Once back at Fiore, I’ll use longer battle queues where the matchup is stable and stop them when an opponent changes or a party replacement is needed.

  62. The previous run spent too many turns waiting for a Destiny Bond trade while the enemies attacked our partner. This time Cofagrigus will use those turns to damage Haxorus in round two and burn physical attackers in round three.

  63. The shop’s first menu was only partly recognized. The purchase guard stopped at the confirmation, and I cancelled it before any money was spent. I’m selecting the sale menu from a fresh view and continuing the queued preparation.

  64. Both unused training items have been sold at the verified price. The remaining preparation is queued: buy the potions and candy, teach Brick Break, heal, and return to Fiore for a checkpoint before entering the gauntlet.

  65. The supplies are purchased: seven Cotton Candies and sixteen Hyper Potions. Brick Break and the return trip are next; after that I’ll replay the gauntlet with the fixed party.

  66. For Solaris’s round, I’ll burn the physical threats early and keep an Electric attacker available for Mandibuzz and Toucannon at the end. Cofagrigus’s Destiny Bond should be more dependable once our partner is down and the opponents have to target us.

  67. Mienshao has learned Brick Break in place of U-turn. The party is healing before the return trip. The retry keeps the same six Pokémon and uses ordinary in-game purchases and move teaching.

  68. The return trip is queued. I’ll make the next save outside Fiore, then keep the run continuous through all three battles. I’m also watching the recorder’s age so it can be rotated during a safe pause.

  69. The game restores HP, status, and PP between Fiore’s rounds, but used items stay spent. That makes the larger healing stock useful across the whole sequence; I’ll still need to win every round in this run.

  70. The party is on the Route 2 return path. Fiore’s three opponent teams, healing behavior, and the route onward to Ciel are checked; the remaining decisions will follow the actual targets, damage, and partner actions in battle.

  71. The revised opening will use Shadow Ball on Haxorus instead of waiting for Destiny Bond. In the final round, Brick Break gives Mienshao a safe way to finish a chipped Tyranitar, while High Jump Kick remains available for Excadrill.

  72. The route is nearly back at Fiore. The new checkpoint will verify Brick Break, full HP, the trained Speed stats, and the item counts before the next run starts.

  73. The checkpoint verifies full HP on all six, Cryogonal at 172 Speed, Mienshao at 181 Speed with Brick Break, and seven revives plus sixteen Hyper Potions. I’m entering Fiore now.

  74. The Fiore opening scene is running, with the first battle’s opening moves queued. I’ll check each replacement before extending the next battle queue.

  75. I added an archive check that prevents publishing a Fiore round unless the whole gauntlet succeeded. The full recording will keep every attempt; the major-fights video will use only the victories from the completed chain.

  76. The first battle is underway. The target menu’s blinking HUD caused an input check to stop; Grumpig was still the selected target. I’ve adjusted that check to use the verified HUD from the start of the same turn.

  77. Grumpig and Leavanny are down. Arcanine is handling Vileplume while Florinia’s Ferrothorn can threaten Golem. Once the threats change, I’ll bring in Swampert or Cofagrigus for the next matchup.

  78. Golem is down, but Arcanine is nearly out of HP and Vileplume is still healthy. I’m stopping the healing loop and using a priority hit on the weakened Machamp, then bringing in a fresh Pokémon.

  79. Machamp is down. I’m bringing in the still-healthy Cofagrigus to reduce Purugly’s physical damage; the four-times-weak Fire targets and the automatic heal after this round make Arcanine’s faint manageable.

  80. Purugly is down, and Cofagrigus has woken up. Vileplume is paralyzed, giving Cofagrigus a chance to finish it before its next attack.

  81. Manectric is down, and Swampert took no damage on entry. Diana has Noctowl and Salazzle left; I’m using Waterfall on Noctowl and keeping Ground damage ready for Salazzle.

  82. Noctowl is down. Swampert is healthy enough to finish Salazzle with Earthquake. After the victory, I’ll pause at the inter-battle scene to rotate the recording, then continue to Blake and Fern without saving or reloading.

  83. Diana and Kenan are beaten. The recording has been rotated, and Blake and Fern’s third recorded attempt is starting with the automatically healed party. This is still the same uninterrupted gauntlet run.

  84. The same Blake and Fern attempt resumed after a brief recording restart; the game was not reset. The opening queue is Trick Room, then Shadow Ball on Haxorus. I’m reserving the revives for the remaining two rounds.

  85. The recording through the first Fiore round is published with trimmed downtime and normal-speed music. The current capture is covering the remaining rounds. Blake and Fern’s introduction is nearly finished.

  86. Haxorus is down after three turns, and Walrein is asleep. Cofagrigus fainted, but the faster opening leaves the attackers healthy. Mienshao is entering to support Florinia and help control the next physical threat.

  87. Rhyperior is down. Wide Guard protected the team from Blizzard as Trick Room ended. Roserade is in now; I’m checking the target-selection input before choosing the next attack, since the last Fake Out appears to have hit Walrein.

  88. Blake switched Walrein out for Gyarados. I’m focusing on Roserade, then using Electric or Ice damage for Gyarados. Mienshao is still healthy, and all seven revives remain available.

  89. Roserade is down, and Gyarados is in range of Extreme Speed. I’m finishing Gyarados now, then using Swampert against Krookodile. The revives are still untouched.

  90. Gyarados and Krookodile are down. Swampert used a turn to revive Arcanine before Decidueye’s Leaf Blade knocked it out. I’m healing Arcanine for Decidueye and Scizor; six revives remain.

  91. Fern is down to Scizor, and Starmie is nearly fainted. I’m finishing this round while preserving our healing supplies for Solaris and John—the gauntlet only counts once all three rounds are won in sequence.

  92. We still have six revives and ample potions. Once Scizor falls, Blake’s remaining Pokémon can be handled one at a time; Ampharos and Cryogonal are still untouched.

  93. Scizor and Starmie are down, and Light Screen has expired. I’m using Arcanine for the remaining Ice types, with Ampharos ready for Walrein.

  94. Weavile’s Knock Off knocked out Arcanine before it could attack. I’m using Cryogonal to cover a revive and heal, then bringing Arcanine back in for Intimidate and Flamethrower.

  95. The revive is covered, and Arcanine is healed for re-entry. The recording is still running; I’ll process this hour at the next safe pause without saving or reloading between gauntlet rounds.

  96. Weavile is defeated. Walrein is next, so I’m bringing in Ampharos and setting Light Screen before using Discharge. That should leave us in good shape for the final Sandslash.

  97. Light Screen is up against Walrein. For the last round, the opening plan is to burn Whiscash and Tyranitar, then use Mienshao’s accurate Brick Break on Tyranitar. I’m keeping revives in reserve for the end of that fight.

  98. Blake switched Walrein out for Alolan Sandslash, which took substantial damage from Discharge. I’m healing Arcanine on the bench so it can finish Sandslash safely; Walrein will be Blake’s last Pokémon.

  99. Sandslash is defeated; only Walrein remains. I’m reviving Cofagrigus for Destiny Bond to finish this round without spending several more potions. The game will then restore the party for Solaris and John.

  100. Blake and Fern are defeated. I’m starting a fresh recording before the final round, then proceeding directly to Solaris and John with the automatically healed party. This victory will enter the major-fights archive only if we also win that round.

  101. The previous segment is trimmed and published with normal-speed music, and the new recording is running. We’re in the transition to the final Fiore round; no save or reload has occurred between rounds.

  102. The game is finishing the Fiore story transition before Solaris and John enter. I’ve also recorded the whole-gauntlet rule in the project notes so it carries forward to later sequences and handoffs.

  103. The final round has started with Julia as our partner. Cofagrigus is opening with Will-O-Wisp on Whiscash, then Tyranitar if it comes in. Burns should reduce the physical damage we have to heal through.

  104. Both Whiscash and Tyranitar are burned. Cofagrigus is attacking Whiscash while Julia supports; I’m holding the faster attackers for Excadrill and the later Flying types.

  105. Whiscash is down. Both opening burns landed, and Cofagrigus is now helping Julia focus on John’s Magnezone. Tyranitar is still taking burn damage while we work through John’s side.

  106. Solaris has brought in Mandibuzz. I’m switching to Ampharos for that matchup and setting Light Screen against Magnezone; Cofagrigus stays available for later burns or Destiny Bond.

  107. Ampharos is attacking Mandibuzz while Julia’s Golem is on the field. I also fixed a small control issue: if a message-advance tap opens the move menu, the readiness helper now cancels it and checks the command screen again.

  108. Mandibuzz is defeated, and Excadrill has entered after the sand expired. I’m healing Cofagrigus on the bench before bringing Mienshao in for High Jump Kick; Mienshao is faster than Excadrill outside sand.

  109. Julia’s Rotom is helping chip Excadrill while Ampharos uses Signal Beam. If Excadrill drops far enough, Mienshao can finish it with Brick Break and avoid High Jump Kick’s miss risk.

  110. Mienshao finished Excadrill with Brick Break. Scizor is next, so Arcanine is coming in to reduce its Attack and use Flamethrower.

  111. Scizor and Magnezone are down. I’m reviving Ampharos for Gyarados and the later Flying Pokémon. Eelektross is also active, so I’m keeping Swampert out while Giga Drain is a threat.

  112. Julia’s team has fainted, so the rest is ours alone. Ampharos is now fully healed on the bench. I’m bringing in Cofagrigus for Trick Room and Destiny Bond, aiming to give Cryogonal a safe opening against Garchomp.

  113. Destiny Bond removed Eelektross, and Trick Room is active. Cryogonal now has an opening to use Ice Beam on Garchomp. Ampharos is fully healed for Toucannon afterward.

  114. Garchomp is defeated, leaving John’s side of the battle. Ampharos is now facing Toucannon, with Mienshao, Cryogonal, and Swampert still available. The three-round gauntlet is close to completion.

  115. Toucannon is defeated. Slowbro is the final opponent, and Ampharos is still healthy enough to keep attacking with Discharge.

  116. Solaris and John are defeated—all three Fiore rounds are now won consecutively. I’m finishing the story transition and saving at the completed gauntlet checkpoint, then heading to the circus for Ciel.

  117. Fiore is complete, and I’m appending its winning battles to the major-fights video with four trainer columns. The full journey retains the earlier failed chain. After the story transition, I’ll restock and prepare the Ciel matchup.

  118. The winning Blake/Fern clip has been checked through its victory screen, including the four-column team display. The Fiore aftermath is still playing; once it finishes, I’ll verify the saved quest flag and return to the circus.

  119. The Fiore victory clip is published and verified. For Ciel, the key roles are Ampharos for Togekiss, Arcanine for Minior’s Sash, Cryogonal for Gliscor, and Cofagrigus for the faster threats. I’ll restock before entering that battle.

  120. The save confirms the Fiore completion flag and a fully healed party. I’ve finished Titania’s conversation outside the mansion and corrected the route to Julia’s moved position. Next is the circus, restocking, and the Flying battle pass.

  121. I’m adding Charge Beam to Ampharos using our owned TM57, replacing Signal Beam. Its Special Attack boosts will help Discharge get past Togekiss’s Roost and Ciel’s three Ultra Potions. Swampert is the planned finisher for her Fire-style Oricorio.

  122. The return route across Route 2 is running as a queued path, including the circus elevator. Recording remains guarded by the capture heartbeat. Ciel’s supplies and move change are ready to run once we arrive.

  123. We’ve reached the circus. Moving NPCs blocked the nurse route, so I’m checking the current position and adjusting that path before continuing with the supplies and move change.

  124. The circus checkpoint confirms all six Pokémon are healthy. I’m restocking to 16 Hyper Potions, six Cotton Candies, and eight Full Heals, then teaching Charge Beam and collecting Ciel’s battle pass.

  125. The supply purchases are underway. I’m also checking free space before the next export and keeping the two recordings on review hold intact.

  126. The Fiore gauntlet is complete—all three fights won in one chain. I’m finishing Ciel’s supplies and moves, then I’ll challenge her and save + quit after the badge.

  127. Ciel’s installed team is checked, including her three Ultra Potions. Ampharos will lead with Charge Beam; Cryogonal covers Gliscor, and Cofagrigus gives us Trick Room and Destiny Bond options for her strongest attackers.

  128. The item stock is ready. I’m finishing the TM change and collecting Ciel’s pass. I’ll rotate the recording before her battle so it stays in one segment.

  129. Ampharos has learned Charge Beam, and all six Pokémon are healthy at level 75. The route to Ciel is now queued through the circus.

  130. The recording briefly interrupted during movement; the input guard stopped the held key, recovered capture, and verified the route before continuing. We’re at Samson now for Ciel’s battle pass.

  131. Ciel’s pass is obtained. I’ll take the prebattle checkpoint, rotate capture, and start the fight while the Fiore footage processes.

  132. Ciel’s battle has started. I’ll paralyze Togekiss first, then build Charge Beam boosts while checking Ampharos’s health.

  133. Togekiss is paralyzed, and Charge Beam is building boosts. The final Fiore victory clip has also passed visual review, including the four team columns and victory screen.

  134. Togekiss is down to roughly a third of its health. I’m using its healing turns to build more boosts before Discharge. The Fiore archives are verified, so I’m removing only their consumed source files to free space.

  135. Togekiss is down. Ciel brought in Gliscor next, giving Cryogonal a free entry for a four-times-effective Ice Beam.

  136. Gliscor fell to Ice Beam. Minior hit Swampert much harder than expected; I’m checking the outcome before choosing the next entry.

  137. Swampert broke Minior’s Focus Sash before fainting. Arcanine is coming in with Intimidate and priority Extreme Speed to finish it.

  138. Minior is down. Mega Altaria landed a critical hit and knocked out Cofagrigus before Trick Room. I’m using Arcanine to revive and heal Cofagrigus for another free entry.

  139. Cofagrigus is back at full health. Arcanine survived both recovery turns and can add priority damage before Cofagrigus returns against Mega Altaria.

  140. Trick Room is up. Cofagrigus survived Mega Altaria’s next attack and can now use Destiny Bond first.

  141. Destiny Bond took down Mega Altaria. Oricorio is next, with Noivern still in reserve. I’m using the remaining Trick Room turns to put up Light Screen and restore Swampert for Oricorio.

  142. Oricorio also landed a critical hit, bypassing Light Screen and knocking out Cryogonal. Ampharos is recovering now; I’m adjusting to Oricorio’s boosted speed before committing to the next attack.

  143. I found the key interaction: on Big Top, Dancer boosts Oricorio’s Special Attack and Speed every time it uses Revelation Dance. Healing stalls let it snowball. I’m playing out this attempt; if it fails, I’ll revise Minior’s matchup so Swampert stays healthy for Oricorio.

  144. The first Ciel attempt was lost to Oricorio. It stays in the full recording. For the retry, Cofagrigus will handle Minior, preserving Swampert for a free Waterfall entry against Oricorio before Dancer can build boosts.

  145. The retry is underway. I also confirmed that Big Top doubles Acrobatics’ base power even while Minior holds an item. Cofagrigus will burn it to reduce that damage; Swampert will stay reserved for Oricorio.

  146. Togekiss is paralyzed again, and the bounded Charge Beam routine is running. The retry plan now accounts for both Big Top interactions that caused trouble in the first attempt.

  147. Togekiss and Gliscor are down. Cofagrigus is taking the free switch into Minior; Swampert is still untouched.

  148. Minior used Shell Smash, and Will-O-Wisp missed. I’m setting Trick Room now so Cofagrigus can act ahead of it on the following turn.

  149. Destiny Bond removed Minior despite its Shell Smash boosts. Swampert and Cryogonal are still at full health. Arcanine is coming in to support Cofagrigus’s recovery for the remaining fights.

  150. Noivern came out next. Arcanine restored Cofagrigus to full health before fainting. Cofagrigus’s Ghost typing gives us immunity to Boomburst, and Trick Room is still active for the entry.

  151. Noivern switched out of the Destiny Bond setup, and Oricorio entered as Cofagrigus restored Trick Room. I can try Destiny Bond against Oricorio now while Swampert remains healthy in reserve.

  152. Oricorio is down through Destiny Bond. Only Altaria and Noivern remain. Cryogonal has a full-health entry into Altaria with Trick Room active.

  153. Two Ice Beams defeated Mega Altaria. Noivern is Ciel’s last Pokémon. I’m healing Cryogonal before using the remaining Trick Room turn for Ice Beam.

  154. Trick Room expired during the heal, and Noivern knocked out Cryogonal before Ice Beam. Swampert is covering another revive and heal for Cofagrigus, which can finish Noivern with Trick Room and Destiny Bond.

  155. Cofagrigus survived Noivern’s attack and set Trick Room. Destiny Bond can now go first; if Cofagrigus survives that turn, I’ll use negative-priority Trick Room to preserve the bond until Noivern knocks it out.

  156. Ciel is defeated on attempt 2. I’m completing the badge dialogue, then I’ll save and quit the game before finishing the videos and notes.

  157. The badge and Acrobatics TM have been awarded. I’m closing the remaining circus dialogue so the save is at a normal overworld checkpoint.

  158. The save confirms badge 13 at Agate Circus. The game has been quit; I’m verifying the saved file and finalizing the journey and victory compilation. Four party members are fainted in this checkpoint, so the next session should begin with healing.

  159. The recorder exited when the game window closed without finalizing its container. The saved fragments are readable. I’m recovering them and checking that the battle ending and save are present before publishing.

  160. The recovered footage includes the final overworld checkpoint. I found duplicate timestamps near the first fragment boundary; the archive’s usual 30 fps normalization handles those. I’ve also fixed the recorder’s error path to finalize footage when its window disappears.

  161. The recovered session has passed the normalized decode check. The full journey now includes both Ciel attempts, and the victorious attempt is being rendered with its team panel and “2 attempts” label.

  162. The victory clip’s panel and ending look correct. I also checked the full journey’s loss screen: the failed Ciel attempt is retained there. The major compilation is finishing its final decode check.

  163. Both finished videos are verified. Gym 13 is saved as a completed journey, and the major compilation now has 30 victories. I’m refreshing the save, notes, and GitHub handoff, then doing the final cleanup check.

  164. The canonical save and package hashes check out. Only the two raw recordings on review hold remain. I’m pushing the updated handoff to the private repository; the finished videos are already in Desktop/bin/reborn.

  165. Ciel beaten on attempt 2—badge #13 earned. All three Fiore fights were won consecutively. Saved and quit at Agate Circus; the party needs healing next session.

    Finished recordings:

    • Gym 13 journey, including the failed attempt.
    • Major battles—30 victories.

    Both are trimmed, 4×, with normal-speed BGM. Updated save, scripts, and notes are pushed to GitHub.