Task 15
October 1, 2026 · 23:59–09:25 EDT Oct 2 · 9h 25m 53s · Sessions 096–106 · 215 messages
Thursday, October 1
Friday, October 2
The live save matches the verified Ciel checkpoint, and recording is active. I’m healing at the circus, then returning to the restored city to prepare Klinklang and the team for Adrienn.
I’m using the existing route and battle helpers, with a fresh time/usage cutoff in place. The immediate plan is to give Klinklang a protected setup opportunity against Adrienn, then add Aegislash during the desert stretch before Titania.
The Grand Hall’s upgraded trainers now award six large EXP candies per win, which should make bringing reserves up to the cap much faster. I’m also checking the restored city’s held items and EV tools so the team improvements go beyond levels alone.
The party is healed, and Klinklang is back in the lineup. I’m setting up Fly travel now; once we reach the city, I’ll handle the Devon story battles and finish preparing for Adrienn.
We’re back in Reborn City. I’ve checked the installed teams for Devon, PULSE Magnezone and Adrienn; Magnezone has Levitate, so its plan needs Fire or Fighting damage rather than relying on Earthquake. I’m collecting training rewards while starting the city’s story sequence.
The party is healed, Klinklang is back in the rotation, and Fly is ready for the city errands. I’m checking the repeatable trainer’s availability before starting the training fight, then I’ll work through the Devon sequence with the next boss teams already reviewed.
The training battle is underway. Mienshao’s High Jump Kick missed, so I’m adjusting from the observed result; the full recording will retain the battle regardless of outcome. Will’s rewards will let us raise Klinklang much faster than wild encounters.
The installed game gives 12 XL candies for this trainer tier, which makes this fight much more useful than I first estimated. That should cover Klinklang’s catch-up training and part of the rest of the team’s new level cap.
Klinklang has beaten Mega Gardevoir, and Arcanine is handling the remaining two Pokémon. After collecting the candies, I’ll finish the city errands and prepare for Devon’s forced battles before entering it.
This first training fight has been expensive: Charizard hit harder than my estimate, and Cotton Candy revives at half HP in this version. I’m using the observed damage to finish the fight, then I’ll revise the repeatable training plan before doing another round.
Will is beaten on the first attempt. It cost three Hyper Potions and three Cotton Candies, so I’ll treat that as a setup cost and improve the matchup before repeating it. The 12 XL candies will now bring Klinklang up to the level cap.
Klinklang is being raised from 65 to 80, with the remaining candies going to Arcanine. I’ve also prepared a queued route for the three city contacts, so those errands can run with checks at each map transition.
The city’s rebuilt maps need to be visited on foot before their Fly points unlock. I’m adjusting the errand route to walk through them once; Fly will be useful for returning afterward.
Arclight is recruited, and the route is now heading through Beryl Cemetery for Victoria, then Coral for Adrienn. The travel checks are working; I’ve also tightened Fly’s checks so it refuses locked destinations before opening the menu.
The next roster addition I’m considering is Mold Breaker Excadrill. Its Ground attacks can bypass PULSE Magnezone’s Levitate, and it can also help against later Steel teams. I’ve checked an accessible Drilbur encounter area and the route to it.
All three contacts are recruited, and the game is saved in Coral Ward. I’m pausing inputs for the first recording export now: trimmed 4x footage with normal-speed BGM, published in the Reborn folder. Then I’ll resume the team preparation and Devon route.
I’ve found a level 71 Drilbur in the Tanzan cave. I’m checking for Mold Breaker before catching it, then I’ll finish team preparation for Devon.
The cave field changes the catch strategy: Fissure brought down the ceiling and knocked out Tranquill despite its Ground immunity. I’m checking the field rules and switching to a sturdier catcher.
Drilbur is caught with one Ultra Ball. I’ve enabled battle turbo; next I’ll check its ability, evolve it and teach Earthquake. The first hour’s trimmed recording is already verified and saved.
The catch has Mold Breaker, so the first Drilbur is the one we wanted. I’m taking it back to train, then returning to the Devon storyline.
I’m automating the repeatable Grand Hall fight to earn training candies. The revised plan uses screens, Klinklang and Arcanine, and avoids spending potions trying to outheal Torrent Swampert.
I found a useful preparation shortcut: four EV Boosters are available in Beryl Gym without needing the Silver Card room. After training, I’ll collect them to improve Excadrill’s Attack and Speed and strengthen Klinklang.
The boosters are in Corey’s locked office, so the pickup needs the Silver Card after all. I’ll give Excadrill enough Speed training for PULSE Magnezone now and leave that detour for later.
The second Grand Hall fight is won, with no items used this time. That gives us another batch of candies for Excadrill and the rest of the team.
Excadrill and Ampharos are now level 80, and Mienshao is level 78. Next I’ll teach Excadrill Earthquake and train its Speed enough to move before PULSE Magnezone, then start Devon.
Disk space is nearly full. I’m pausing at the move reminder to clear sources whose finished archives are already verified, while keeping the current recording and the files under review.
Space is back to a healthy level. The cleanup recovered nearly 14 GB, mostly abandoned Git packing files; the finished videos, valid Git files and review holds are retained.
Excadrill has Earthquake and is training against low-level wild Pokémon in Opal Ward. I’m also planning the shard pickups needed to teach it Iron Head for Adrienn.
The Speed training is almost finished. The shard tutor has a later quest requirement, so I’ll hold off on those pickups and proceed with the moves we can use now. Klinklang will cover Steel damage for this segment.
The eight training battles are complete. I’m healing and restoring the full battle party, then finishing Ame’s briefing. I’ll save the prepared team and verify Excadrill’s Speed before entering Devon.
The team is ready for Devon: Excadrill now has Earthquake, and the rest of the party is healed and trained. I’m checking the entry route and the fights inside before moving on.
Devon has healing opportunities between its main fights. I’m preserving Excadrill for the PULSE Magnezone battle, where Mold Breaker lets Earthquake bypass Levitate, and Arcanine can provide the chip damage needed for a reliable finish.
Excadrill’s saved Speed is 162, just above the PULSE Magnezone’s 161. I’ve paused for the hourly recording export; once it verifies, I’ll start a fresh capture and head into Devon.
The latest recording is stitched and verified in the Reborn folder. I’m taking the Obsidia entrance to the Railnet, which avoids clearing the extra obstacles on the western approach.
The Railnet has a few awkward map boundaries, so I’m adding verified crossings to the route script as I go. That will make return trips much faster without relying on guessed movement.
Arclight and Victoria are in position. Victoria will be our partner for the opening double battle; I’ve checked both enemy teams and prepared a target-selection script that stops if the matchup or our HP needs review.
The opening battle is progressing well, with Arcanine still healthy. I’m also mapping the conveyor and electric-floor puzzles ahead so we can cross them in longer, verified sequences.
Arcanine carried most of the opening fight, but it’s low on HP now. I’m switching to Klinklang for the final Ribombee; it resists all three of Ribombee’s attacks.
The first Devon double battle is won, with no items used, and the party has been healed automatically. I’m giving Swampert the Exp. Share so it can catch up during the remaining trainer fights. I also marked a stalled victory-dialogue pause for removal from the recording.
We’ve recovered the radio that controls Devon’s floor panels. I’ve built a route helper that changes the radio setting before crossing unlit tiles, so we can move through these rooms without wearing down the party.
We’re in Devon’s second partnered battle. Arcanine cleared several opponents before fainting; I’m bringing in Excadrill for the remaining Magneton, then preparing for the next pair before moving upstairs.
Devon’s radio floors are now mapped, including safe crossings that avoid chip damage. The next enemy pair mixes Steel and Psychic Pokémon, so I’m keeping Arcanine ready and reserving Mienshao for Blissey rather than relying on one attacker throughout.
The second pair is down to its final Pokémon. Excadrill removed Magneton cleanly, and Ampharos is handling the Water matchup. Victoria heals our party between these partnered fights, so we can preserve our supplies for the boss battles ahead.
I’m also checking the upcoming solo fights now. There’s a PC inside Devon, so I can bring Cofagrigus back for Victoria’s Fighting attackers, then restore Excadrill for PULSE Magnezone. Excadrill’s Mold Breaker and confirmed Speed advantage are the key preparation for that boss.
The second pair is beaten on the first attempt, with no bag items used. We’re now fighting Danielle and Ramsey. I’ve prepared guarded action queues for their known team, with stops for the Water Pokémon and Blissey so we can switch attackers deliberately.
I caught a routing mistake on the next electric floor: the ordinary walking queue crossed live panels and left four Pokémon at very low HP. Excadrill and Swampert are immune to that floor damage and remain healthy. I’m using them to finish this fight, and I’ll require the radio-aware route helper for the remaining panel rooms.
Excadrill has cleared several of the third pair’s Pokémon; Swampert is taking over now. I’ve also added a global movement guard against live electric panels, so an ordinary route can’t repeat that floor-crossing mistake.
Swampert’s Protect blocked Beheeyem’s Energy Ball, then Waterfall finished Beheeyem before it could move again. The fight is continuing with Victoria’s reserves. Once it ends, I’ll verify the full-party heal and save at Devon’s PC before changing the roster.
Swampert has gained two levels from these fights, and Blissey is down. I’m checking the last opponents while the battle queue runs. The next floor’s safe route passes two more trainers, so I’ve inspected both teams in advance instead of treating them as unexpected encounters.
The third pair is nearly finished. Swampert used one Hyper Potion to stay safe through the last stretch. After the victory, I’ll verify the heal and rotate the recording before tackling the upper floors.
All three partnered battles are won, and the saved checkpoint confirms a fully healed party. Swampert is now level 78. Gameplay is paused while I trim and export this recording at 4× with the normal-speed soundtrack; then I’ll start a fresh recording and continue.
The recording is exported and verified in the Reborn folder, and the next recording is running. We’re through Devon’s collapse scene and approaching the upper-floor trainers. The remaining route is queued around radio changes, with stops at trainer dialogue.
I’ve copied the latest verified save into the handoff folder as well. I’m also shortening the floor helper’s inspection loop: it now queues radio changes and safe steps together, then checks the endpoint, while stopping at trainer sight lines.
Roth’s battle has started with the party fully healed. Arcanine has favorable matchups against Cloyster, Heracross, and Klinklang; the action queue also reserves Morning Sun for recovery. We still have 29% usage remaining, so there’s ample room to continue.
Arcanine beat Cloyster and Zebstrika, but the field-boosted Thunderbolt hit harder than expected. Excadrill then removed Klinklang with Earthquake. I’m switching Arcanine back in for Heracross, which it outspeeds and can defeat with Flamethrower, then using our own Klinklang for Gardevoir.
Roth is beaten without using bag items. Klinklang handled Gardevoir immediately. I’m healing Arcanine before David’s team, then using Mienshao’s Fake Out and High Jump Kick for Gastrodon and Flygon; those matchups avoid Swampert’s main risks here.
The faster route check caught a mismatch after Roth moved into the corridor. I’ve stopped the queue to correct his position in the map model and inspect the party before continuing. The finished footage and checkpoint are also now backed up in GitHub.
The party inspection confirmed three ticks of floor damage from that blocked route. Roth’s actual position is now recorded, and Arcanine and Mienshao are healed for David. I’m keeping the endpoint checks in place as we use the corrected route.
The corrected floor route reached David successfully. His battle is underway. I’m also planning Adrienn around Trick Room and Intimidate, since the Fairy gym’s field changes can make both Speed and move choice more important than raw levels.
Ferrothorn is down, and Mienshao’s Fake Out has safely chipped Gastrodon. The next queued attacks should finish it before it can cause much damage. I’ve also confirmed a key Fairy gym detail: once the mist clears, Fire attacks gain Dragon typing and become ineffective against Fairy Pokémon.
Gastrodon and Luxray are beaten; Swampert survived a critical hit from Luxray and finished it with Earthquake. After David, Devon’s PC will let me restore the party through normal storage transfers and bring in Cofagrigus before Victoria.
David’s Jumpluff put Arcanine to sleep and used Leech Seed. I’m clearing that safely before his final Pokémon, then using Devon’s PC to prepare a fully healed team for Victoria. Usage is at 73%, so there is still room to continue.
The next stretch has Victoria, two movement puzzles, Arclight, and ZEL before Adrienn’s gym. I’m reading the installed puzzle events as well as the walkthrough so the queued routes account for conveyor movement and electrical floors.
Jumpluff kept putting Arcanine back to sleep, and Arcanine fainted. I’m switching to Klinklang: its steel resistance and two-hit Gear Grind are better suited to breaking Substitute. Mienshao is fully healed for Flygon afterward.
Klinklang broke through Jumpluff in one Gear Grind after Shift Gear. Mienshao is now handling David’s last Pokémon, Flygon. Cofagrigus will join the party at the PC for Victoria’s physical attackers and the battles ahead.
David is beaten, and Mienshao reached level 80. I’m through the electrical floor and into the next story scene. The upcoming PC preparation will heal everyone and swap Cofagrigus in for Excadrill temporarily.
The PC is restoring the party through normal storage transfers. I also found a version difference in the walkthrough: the “Light Shards” in these puzzle rooms are puzzle controls in 19.5, so I’m checking the actual healing options before relying on them.
The storage preparation is nearly finished. Arcanine is restored, Mienshao is now at the level-80 cap, and Cofagrigus is ready for Gallade. I’ve also mapped the first conveyor section, including where conveyors stop against walls, so it can run in longer verified queues.
The team is fully healed and saved at Devon’s PC. Victoria’s installed roster is confirmed: Arcanine leads into Mienshao, Swampert covers Raichu, Cofagrigus handles Gallade, and Ampharos provides speed and screen support for Togekiss.
Victoria’s pre-battle scene is underway. Her team is fast, so the plan uses Intimidate, priority attacks, Cofagrigus’s bulk, and paralysis rather than depending on our faster attackers to move first.
An ellipsis-only dialogue line exposed a blind spot in the input helper. I fixed it to recognize the visible dialogue box and resumed the scene. That wait will be removed from the recording.
Victoria’s Mienshao is down. It removed Arcanine’s Charcoal, so Flamethrower needed an Extreme Speed follow-up. Swampert reached level 79 and is entering at full health against Raichu.
Raichu’s boosted critical Psyshock left Swampert at 45 HP, but Earthquake finished it. Ampharos paralyzed Togekiss, set Light Screen, and defeated it with Discharge. Cofagrigus is entering against Gallade next.
Cofagrigus beat Gallade despite two Swords Dance boosts, using Will-O-Wisp and Shadow Ball. Victoria has Incineroar and Lucario left. I’ll finish this battle, then pause to process the current recording before the next stretch.
Incineroar went down to Mienshao’s attacks and its own Flare Blitz recoil, taking Mienshao with it. I used Cotton Candy and a Hyper Potion to restore Mienshao for Lucario. Brick Break gives us a reliable finish without High Jump Kick’s accuracy risk.
Lucario’s field-boosted Flash Cannon defeated Mienshao. Swampert is the better counter here: the field gives Flash Cannon an Electric component, which Ground typing blocks. I’ve healed Swampert before bringing it in to finish with Earthquake.
Victoria is beaten on the first attempt, and the win is saved. I’m processing the hour’s recording into the trimmed 4× video with normal-speed music. Once that is verified, I’ll start a new recording, heal at the PC, and continue toward Arclight and ZEL. Usage is at 75%.
The recording is verified and stitched into the Gym 14 journey, and a new recording is running. Everyone is healed, with Excadrill restored for Arclight. The second puzzle’s monitor order is now mapped from the installed layout; the walkthrough’s numbers don’t match event IDs.
Victoria is beaten, and the party is healed for the rest of Devon. I’m working through the electrical puzzles before Arclight and ZEL. I’ll keep the recording and checkpoint notes current as we push toward Adrienn.
I found a routing detail the helper was missing: some conveyor belts are driven by tile terrain tags rather than map events. The coordinate check stopped the queue when a belt carried us farther than expected. I’m adding those belts to the route model before continuing.
The next battles have different demands. Swampert and Excadrill cover Arclight’s Electric types; ZEL needs a backup for PULSE Magnezone if it boosts its speed. I’m keeping Ampharos’s Light Screen and Cofagrigus’s Trick Room/Destiny Bond available for that.
The remaining monitors in the first room are activated. I’m finishing its rotating-pad section now. The second room’s monitor order is researched, and I’m checking the final room against this installed version before we reach it.
The spinner route also needs to allow a return through the lower belt section; limiting the search to the gears alone ruled out that path. I’ve corrected that and resumed the queue. The latest healed save and recording metadata are backed up and pushed to the private repo.
The first spinner section is cleared, and we’ve reached its power controls. I’ll switch the panels off, check the party’s condition, and move into Arclight’s battle.
The party check caught a problem before the battle started: the electrical floor has drained the four non-Ground Pokémon to 1 HP. Swampert and Excadrill are unharmed. I’m correcting the radio input mapping and returning to the PC to heal before fighting Arclight.
The return path is open now. A belt-end event only restores the walking animation; the helper had treated it as a movement barrier. I’m healing at the PC and bringing Cryogonal into Klinklang’s slot for Arclight, since Ice Beam gives us a clear answer to Noivern.
Cryogonal is in, and the PC healing is nearly complete. I’ll use the Ground types against Arclight’s Electric attackers and keep Cryogonal ready for Noivern. The usage check shows 22% remaining, so there’s still room to continue well beyond Devon.
The healed party is making its way back to Arclight. I’ve also checked the final puzzle’s monitor sequence through most of the room; the last connection still needs review before we commit to it.
The final-room plan is now complete. Its eighth control is the power panel; the extra monitor I was testing belongs to the post-ZEL exit route. That gives us a route through the room before starting the boss battle.
Luxray is down, with Swampert at 131 HP. I’m using the free switch to bring in the next counter and preserve Swampert for later in the fight.
Arclight sent Exploud out next. Cofagrigus switched in without taking damage, and I’m setting Trick Room so it can act first. Cryogonal is still at full health for Noivern.
Arclight is two Pokémon down, and Cryogonal is ready for his Noivern. I’ll finish Devon, restore the team for ZEL, and continue checking the usage limit as we go.
Arclight sent out Mega Ampharos next. I’m putting up Light Screen, then bringing in Excadrill for Earthquake; Cryogonal stays available for Noivern.
Light Screen is up, and Excadrill entered at full health. After this fight, I’ll heal through the PC and restore Klinklang and Mienshao for ZEL. The remaining puzzle routes are planned; I’ll verify the radio controls before crossing the electric tiles.
Mega Ampharos is down. Excadrill survived a critical hit and finished it with Earthquake. Raichu is next, so I’m switching to Swampert while preserving Cryogonal for Noivern.
Cryogonal knocked out Noivern with one Ice Beam and reached level 76. Jolteon is Arclight’s last Pokémon. Once the fight ends, I’ll pause for the hourly recording export before continuing.
Jolteon’s field-boosted Shadow Ball knocked out Swampert before it could attack. Four teammates are still available. I’m setting Light Screen with Ampharos, then using Arcanine’s priority attacks to finish.
Arclight is beaten on the first attempt, with no bag items used. I’m saving here and processing this recording. Then I’ll heal all six through the PC and tackle the remaining Devon puzzles.
The recording export is complete. Gym 14’s journey now includes Arclight’s full fight, with idle time trimmed and normal-speed BGM restored. I’m checking the footage before starting the next recording.
The next recording is running, and the scripted PC return is underway. Usage is at 80% used, so 20% remains; the save-and-quit cutoff is 95% used or 8 PM Eastern, whichever comes first.
The ZEL plan is ready: Klinklang’s boosted Gear Grind handles the opening Ice types, Mienshao covers Umbreon, and Excadrill bypasses PULSE Magnezone’s Levitate. Ampharos and Cofagrigus provide a Light Screen/Trick Room fallback if Magnezone boosts its speed.
The PC exchanges are finishing. One useful refinement from the game’s field data: Factory doubles Gear Grind’s damage, so Klinklang can break Aurorus’s Focus Sash and knock it out directly without spending a turn setting up.
The ZEL team is fully healed and saved. I’m returning through the first puzzle, then verifying the live radio setting before running the second room’s planned route.
The healed save, new route scripts, and recording metadata are backed up in the private repo. The return route is now crossing the first puzzle’s powered-down conveyors and spinning pads.
The return route is still advancing normally. I also found a way to shorten battle animations: I’ll enable battle-only turbo for ZEL, while keeping overworld movement at the calibrated speed used by the route scripts.
The radio calibration passed: A changed the native setting from 3 to 1, with all six Pokémon still at full health. The second puzzle’s monitor sequence is now running from that verified state.
The route solver stopped safely after the first monitor because it found no safe path to the second. I’m checking the newly active conveyors before sending more movement.
I’ve narrowed the solver issue to how it combines terrain belts with scripted conveyor steps. I’ll test a short route with safe radio settings to confirm the game’s actual stopping point.
The probe route is running. I’m checking the stopping point of the eastern belt; that will determine how to correct the remaining puzzle routes.
The issue was the monitor order in my earlier dry plan. The right-hand monitor must come before the upper one to reverse the belt that was blocking access. I’ve corrected the sequence and am verifying the route before resuming.
Arclight is defeated, and the team is fully healed for ZEL. I’m finishing Devon’s conveyor puzzles with checked routes, then moving on to Adrienn. The recording is running, and I’m watching both the usage limit and the 8 PM cutoff.
The second puzzle’s eastern monitor is now activated. Its order differs from the event IDs, so I corrected the route before proceeding. For ZEL, Klinklang can break Aurorus’s Focus Sash with Gear Grind; I’m keeping Excadrill, Light Screen, and Trick Room available for PULSE Magnezone.
The second room’s monitors are complete, and its power panel is reached. The final room has a planned sequence of eight monitor actions followed by the power shutoff. I’ve also checked the post-ZEL rescue route so I can queue that once the battle is won.
The cutscene paused for an animation longer than the dialogue helper expected, so the route stopped safely before the final room. Everyone is still at full HP. I’m completing the scene and extending the helper’s wait for scripted animations.
The cutscene is complete, and the final-room route is running. I’m keeping movement at its calibrated speed and will enable turbo during battles; that should shorten animations without disrupting the queued paths.
Four of the final room’s eight monitor actions are verified. ZEL’s team and field effects are checked against the installed game data. If PULSE Magnezone boosts its Speed, the fallback is to set Light Screen with Ampharos before bringing in Excadrill.
Six monitor actions are complete, with the team still undamaged. I’m preserving the full journey, including any retries; ZEL’s successful attempt will also go into the major-fights compilation with the team snapshot and item totals.
The final puzzle’s monitor sequence is complete, and I’m shutting off its power. Next is ZEL, with the major-fight capture ready to use the verified prebattle team.
ZEL’s first attempt is underway, with battle turbo enabled. I’m using Gear Grind immediately against Aurorus and Glaceon and will review each replacement before committing to the next matchup.
Aurorus fell to one Gear Grind. ZEL sent Umbreon next, so I’m bringing in Mienshao for the Fighting matchup. The other counters remain available for the remaining five Pokémon.
Mienshao knocked out Umbreon, and Arcanine cleared Alakazam. Glaceon is next, so Klinklang is coming back in. No bag items have been needed so far.
Glaceon and Espeon are down; only PULSE Magnezone remains. I’m using Arcanine’s priority attack to put it within Earthquake range, then checking whether Magnezone boosts its Speed.
Magnezone knocked out Arcanine and Excadrill, so I’m switching to the backup plan. Ampharos will set Light Screen, then Cofagrigus can use Trick Room and Destiny Bond. Four teammates remain, and this is still the first attempt.
Light Screen is up, and Ampharos has fallen after adding some damage. Cofagrigus is entering at full HP while the screen is active, giving it a protected turn to establish Trick Room.
Trick Room is active, but Discharge also paralyzed Cofagrigus. I’m using Klinklang as a protected pivot so I can cure Cofagrigus before the finishing move, while keeping Mienshao in reserve.
ZEL is defeated on the first attempt. The finish used one Full Heal to cure Cofagrigus, then Destiny Bond took down Magnezone while Mienshao remained alive. I’m saving this milestone and pausing to process the recording before continuing.
The saved checkpoint is verified. The new ZEL clip is rendered with the idle pauses removed; I’m checking its team panel and ending before publishing it. After that I’ll resume the rescue route. Usage is at 84%, so the run continues.
The recording and the 32-fight major compilation are published and verified. I’ve removed the consumed temporary videos and started a fresh recording. I’m now rescuing the remaining allies, then heading to a Pokémon Center to heal and restock.
Zero’s scene and the exit monitor are complete, and the allies’ rescue scene is running. I’m also checking a few options for Adrienn, especially physical Steel attackers, before settling the team.
ZEL is defeated, and the Devon rescue sequence is complete. I’m getting the team healed and preparing for Adrienn next, while watching the usage limit and keeping the recording running.
Adrienn’s Fairy doubles battle calls for stronger Steel offense. Klinklang still has very little EV training, so improving its Attack and HP may help more than adding another Pokémon. I’m checking the training options and stocking healing items before the gym.
The post-Devon city scene is still finishing. Once control returns, I’ll make one checkpoint, heal, and handle the preparation in longer queued routes.
The team is healed. I found an EV training NPC in Opal Ward and am checking how that service works; it may let us strengthen Klinklang without a long detour.
The Opal Power Item pickup requires an extra password, so it isn’t available under our HARDCAP-only setup. I’m taking the team to the Circus shops instead, then training Klinklang’s HP and Attack and bringing Cofagrigus up to the level cap.
I can train both Steel Pokémon in the same encounters: Klinklang enters first, then Excadrill switches in to finish. Their held Power Items give each the intended EVs, so those battles will improve both members.
The Power Items and EV-reducing berries are bought. I’m starting a queued training block that stops if an encounter, health level, or menu falls outside the reviewed plan. I’ll verify the resulting stats before using the team against Adrienn.
The berry adjustments are almost finished. Klinklang’s Clear Body also gives us a useful opening: Granbull can’t lower its Attack. With the training complete, I’ll use Mienshao’s Fake Out to hold Gardevoir for a turn while Klinklang attacks.
The training encounters are progressing normally. I also confirmed that the Grand Hall shop now sells Ultra Potions, which restore 200 HP; that should let the second Pokémon heal Klinklang while it keeps attacking in Adrienn’s doubles battle.
Five encounters are complete. One faint message passed too quickly for OCR, but the native save confirms that both Pokémon gained the expected five sets of EVs. I’m finishing the remaining three encounters before healing and switching the Power Items.
A rare level-88 Persian interrupted the training route. Klinklang defeated it, and the remaining planned encounters are underway. I’ll rotate the recording at the next healed checkpoint before starting the second training block.
I found five free XL candies in restored Malchous Forest Park, along the volunteer route. Three should bring Cofagrigus to level 80. I’ll collect those while helping Adrienn, then restore Ampharos to the party before the gym.
The first training block is verified: Klinklang has 252 HP EVs, Excadrill has 252 Attack EVs, and the party is fully healed. I’ve also bought 12 Ultra Potions. I’m pausing now to trim and archive the hour’s recording, then continuing with the second block.
The recording is running, and the first half of the Steel team’s EV training is complete. I’m finishing that preparation, then recruiting Adrienn’s volunteers and collecting the free candies for Cofagrigus before the next gym. I’ll keep the 5% usage and 8 PM cutoff in view and leave a verified save with the game closed at the end.
The training is targeting Klinklang’s Attack and Excadrill’s HP. For Adrienn, I’m planning around the Misty Field and its transition to Fairy Tale Field: Klinklang’s Clear Body protects its setup from Intimidate, while Mienshao provides Fake Out and Wide Guard. I’m also stocking enough healing for the doubles fight.
The training loop is now completing verified battles without needing input between each one. I’ve mapped the volunteer circuit too, including the connected Beryl maps, so those errands can run in longer batches. The next checkpoint will verify the trained stats before I restore the battle items.
Klinklang and Excadrill are gaining the intended EVs, and the script stops whenever an encounter or result needs review. The city route will also collect five free XL candies; three are enough to bring Cofagrigus to level 80. No new team member is needed for this gym.
Five of the eight battles in the second training block are complete. I’ve also checked the volunteer rewards and shop stock against the installed version. Once the saved stats match the plan, I’ll move straight into the city errands.
A Rattata used Endeavor during a switch, which exposed an old training helper that was trying to use an unavailable Hyper Potion. I corrected the item handling and tightened the victory check so an open bag cannot be mistaken for a completed battle. The Rattata was defeated normally; two training battles remain.
The training battles are finished, and the party is being healed while I restore the battle items. Next I’m starting Adrienn’s volunteer quest and running the city circuit in batches, with checkpoints to confirm the recruit count.
The native save confirms Klinklang now has 252 HP / 252 Attack EVs and Excadrill has 247 HP / 252 Attack, with its existing 11 Speed EVs retained. Both are healed, and Klinklang has its Wide Lens back. Adrienn’s volunteer introduction is underway.
The trained checkpoint and updated scripts are backed up to the private repository. The city circuit has started, with Revival Herbs on the route before the gym. All active play remains recorded.
The first two volunteers are recruited. I also checked the installed Fairy Tale mechanics: Whimsicott’s Nature Power becomes Secret Sword in this version. Once it enters, I’ll prioritize removing it while keeping Arcanine available to weaken Granbull and Mawile with Intimidate.
The route has reached Obsidia Park for the third volunteer. The saved Steel builds are ready, and I’ve recorded the corrected field details in the notes. I’ll use the observed opening moves to choose healing and switches rather than assume a fixed sequence through the whole fight.
The four Revival Herbs are purchased. The route is now heading through the Obsidia alley, Onyx Arcade, North Obsidia, and Lapis to finish the first seven recruits. Recording health is good, and the account still shows 11% remaining.
A wild Mightyena interrupted the alley route. I switched Cofagrigus to the front and escaped; its Ghost typing gives guaranteed escape from wild battles. The route helpers now handle those interruptions in the inspected maps that have no trainer fights.
The alley volunteer was wandering away from the scripted approach. I reached her and started the dialogue normally; the script is continuing from there. It only credits a recruit after observing the consenting dialogue, so missed interactions won’t inflate the count.
The Arcade recruit is another moving NPC. I’m adding a small helper to recognize the visible sprite and approach its current position. That should make these interactions quicker than repeatedly walking to the event’s starting tile.
The sprite helper found the Arcade recruit’s current tile with an exact pixel match and approached it. It then stopped when the player sprite changed to a running pose. I’m adding that pose to the detector before continuing.
The Arcade furniture was hiding the lower half of Aster’s sprite; it wasn’t a running-pose change. The helper now handles that occlusion and the NPC’s movement between tiles. It still requires the consenting dialogue before counting the recruit.
The faster approach caught the Arcade volunteer in two short batches. I’m continuing the dialogue and then finishing the North Obsidia and Lapis recruits. The same helper is now available for the other moving volunteers.
The Arcade recruit is confirmed, bringing the count to five. I’m finishing the last two recruits in this block, then pausing at a safe checkpoint to rotate and process the hour’s recording.
Five recruits are now verified in the native save. I’m pausing here to process the hour’s recording and back up that checkpoint, then I’ll resume with North Obsidia and Lapis. The outdoor tint also affects sprite matching, so I’m checking that while the video processes.
Both Steel attackers are trained, and five of Adrienn’s volunteers are confirmed. I’m finishing the volunteer circuit and preparing for the Fairy gym. Usage is at 9% remaining; I’ll save and quit when it reaches 5%, then finish the archive cleanup.
The last hour’s footage is stitched, trimmed and backed up, and recording has restarted. I’m adjusting the movement helper for the game’s outdoor lighting so it can reliably approach the remaining wandering volunteers.
The outdoor sprite match is working, and the North Obsidia volunteer has agreed to help. I’m continuing the remaining errands in longer queued routes. Afterward, I’ll bring Cofagrigus to level 80 and restore the full six-member battle party.
The battle plan is to protect Klinklang’s Shift Gear with Mienshao’s Fake Out, then target Adrienn’s strongest special attackers first. Cofagrigus will be fully trained as backup against Mega Mawile. I’m also reviewing the desert route beyond this gym so we can continue immediately after the badge.
The remaining recruitment routes are queued, with recording active throughout. I’m preserving a verified save at each completed errand block; the archive will keep all battle attempts and remove only idle time.
Seven volunteers are now confirmed in the native save. The rest of the errands are queued, including free training candy for Cofagrigus, with a stop on any unexpected dialogue or battle.
The desert route is now mapped out at a high level, including Taka’s possible return and the train puzzles. I’m keeping the immediate focus on Adrienn: our current Steel attackers, Mienshao’s support moves and Cofagrigus provide a workable plan without delaying for another capture.
Eight volunteers are confirmed, and the queued route is carrying us through the remaining city stops. The footage is still game-only, and the latest verified save and helper scripts have been pushed to the private repository.
The next wandering volunteer is being handled by the screenshot-based helper. There have been no new major battles yet; recording remains healthy while we finish these errands.
The helper stopped after opening the correct volunteer dialogue because OCR captured only its short first line. I’ve checked the screen and will resume that conversation, then continue the queued errands. Usage is now at 8% remaining.
Nine volunteers are confirmed. The queue is now taking us through the remaining indoor stops, then the forest candy pickup and Beryl visits.
The queue handled a wild Skuntank encounter and resumed the route after escaping safely. Cofagrigus is still healthy, and recording remains active.
Ten volunteers have agreed to help. We’re leaving the alley and heading toward the shelter; the helper is escaping incidental wild encounters and continuing the route without repeated saves.
We’ve reached the Upper Peridot route toward the shelter. The queue is progressing normally; I’m watching for interruptions while it completes the errands.
The long route across Upper Peridot is nearly complete. The next shelter conversation should bring the total to eleven volunteers, followed by a native save check.
We’re inside the shelter and approaching its volunteer. The remaining errands are mostly fixed-position conversations, so they should need less chasing than the earlier stops.
The shelter volunteer has agreed, bringing the total to eleven. I’m saving and checking that count before the next block, which includes the forest candy pickup for Cofagrigus.
The native save confirms eleven volunteers, and we’re now in Jasper for the next stop. Cofagrigus’s training and the final Beryl visits are already queued after it.
Twelve volunteers are confirmed. I’ll finish the forest and Beryl errands, then rotate the recording before Adrienn so the whole gym attempt stays in one capture.
We’re crossing Malchous Forest Park for the five XL candies. Three are planned for Cofagrigus, with its resulting level checked in the native save; the remaining two will stay in reserve.
The forest pickup is complete, and we’re flying to Beryl to use the candy. Then we’ll finish the last three volunteer stops and claim Adrienn’s rewards.
Cofagrigus has received the candy, and two XL candies remain. I’m checking its new level before continuing to the final Beryl stops.
Cofagrigus is confirmed at level 80. The next route stopped on a map-planning check before moving; I’m correcting the bridge waypoint so the queue can continue safely.
The bridge waypoint is corrected: the volunteer is on the railing, and the approach tile is above them. We’re crossing normally now, with the library and cemetery volunteers still queued afterward.
The bridge volunteer has agreed to help. Only the library and cemetery stops remain; Cofagrigus’s level and the Steel attackers’ training are already verified.
We’ve returned from the bridge and are crossing into the library district. After the last two conversations, I’ll claim the rewards, restore Ampharos to the party and heal everyone for Adrienn.
The library volunteer’s conversation is underway. The cemetery is the final stop before the native counter check and gym preparation.
Fourteen volunteers are confirmed. I’m correcting the cemetery approach tile, which is blocked by a grave, then completing the final conversation.
The cemetery entrance is reached from the eastern side of Beryl Ward. I’ve checked a route back through that side and queued it; the final volunteer is still outstanding.
We’re back in eastern Beryl and heading up through the cemetery entrance. Once the final conversation is complete, I’ll save, verify all fifteen recruits and process this recording before the gym.
All fifteen volunteers are confirmed in the native save, and Cofagrigus is level 80. The game is paused while I trim and stitch this recording with normal-speed area music. Then I’ll restore and heal the battle party for Adrienn.
The errands recording is published and passed a full decode check. Usage is at 7% remaining. I’m starting a fresh capture and preparing the full party for Adrienn’s first attempt.
The fresh recording is active, and we’ve returned to Coral Ward. Adrienn’s rewards, the Ampharos swap, healing and the battle entry are queued in order, with checks before the fight begins.
Adrienn has awarded the volunteer rewards and moved into the arena. I’m finishing the party swap and healing before the verified prebattle save.
We’re at the Coral Pokémon Center restoring Ampharos to the lineup. The battle snapshot will verify all six at level 80 with full HP and the intended items and moves.
Ampharos is back in the party. Healing and the lead order are being verified now; the next stop is Adrienn’s first command menu.
The full party is verified and healed. The helper needed a small correction for Adrienn’s choice box appearing on the left; we’re continuing into attempt one with Klinklang and Mienshao leading.
The opening worked: Gardevoir was stopped by Fake Out, and Klinklang set up Shift Gear. Granbull used Play Rough on Mienshao; I’m checking the result and bringing in Arcanine if Mienshao faints.
Gardevoir is down, and Adrienn brought in Mawile. Klinklang kept its boosts through both Intimidates. I’m healing it while targeting Granbull, then adapting to the next replacement.
Granbull is down. Mega Mawile’s Rock Slide knocked out Arcanine, so Cofagrigus is supporting Klinklang now. Togekiss has entered, and I’m targeting it before it can use Aura Sphere.
Togekiss is down, and Florges is next. Klinklang still has its setup boosts; Cofagrigus is keeping it healed while it targets Florges.
Florges and Whimsicott are down; only Mega Mawile remains. Whimsicott’s Tailwind cleared the mist and strengthened Gear Grind. I’m healing Klinklang once more to cover Sucker Punch before the finishing attack.
Adrienn is beaten on the first attempt. I’m collecting and verifying the fourteenth badge, then adding this victory to the major-fights archive. I’ll continue afterward until the usage limit, with save and quit reserved for that endpoint.
The Amaranth Badge is awarded, and the cap is now 85. I’m verifying the saved result and preparing the archive entry with its actual attempt count and item usage.
The native save confirms fourteen badges. I’m now trimming the pauses from the gym recording and appending the victory to the major-fights video. Its panel will show one attempt and the consumables confirmed by the completed battle log.
The Gym 14 recording is complete, and the major-fights entry shows one attempt and four Ultra Potions. Its final archive check is running. I’ve started a fresh recording and am healing the team, then walking toward the desert departure station.
Both Gym 14 archives are verified and backed up, and the consumed source videos are removed. The team is healed and moving toward Grandview Station under a fresh recording. I’ll check the usage limit again before starting any new major battle.
Usage has reached 5% remaining, so I’m stopping gameplay now. Adrienn is beaten and both Gym 14 archives are complete. I’ll save the healed team at its current location, quit the game, and finish the short travel recording and handoff notes.
The game is saved and fully closed. I verified that the save stayed unchanged after quitting: fourteen badges, all six party members healed, in Obsidia Ward. The final travel clip is published; I’m finishing the repository notes and source cleanup.
Reached the 5% cutoff and saved + quit in Obsidia Ward, with all six Pokémon healed.
Completed Devon and Gym #14 Adrienn, winning on attempt one using four Ultra Potions.
Recordings are trimmed, restored with BGM, and saved in reborn. The major-fights video now contains 33 victories. Consumed partials were removed, and the save, notes and scripts are pushed to GitHub.
The usage cutoff has already been reached and the game is closed. I’m checking the save, published videos and recovery notes against the goal before marking it complete.
Beat Adrienn for badge #14 on the first attempt. Reached 5% usage remaining, then saved and quit in Obsidia Ward with the party fully healed. Save integrity is verified.
Finished footage and the updated 33-battle compilation are in reborn. Recovery notes and scripts are pushed to GitHub.
Total run time: about 9 hours 25 minutes.