Task 16
October 2, 2026 · 17:19–10:18 EDT Oct 3 · 16h 58m 55s · Sessions 107–123 · 242 messages
Friday, October 2
I’ll resume from the verified post-Adrienn save, prepare for Titania and Amaria, and keep the recording and battle archives current. I’ll stop after badge #16 with a verified save and the game fully closed.
The save loaded correctly with fourteen badges and the full party healthy. I’m heading to the desert with Excadrill ready for Taka’s opening Klefki, then I’ll collect useful training resources and prepare a Water-immune option for Amaria.
Titania’s field gives Magical Seeds a protected turn and strengthens Swords Dance, so I’m planning around setup and priority attacks. For Amaria, I’ve confirmed that Water immunity will also help if the battle shifts underwater.
The save is intact and the desert journey is being recorded. I’m handling Taka’s opening battle, then preparing for Titania’s field effects and Amaria’s Water teams before entering either gym.
Taka is on the desert field, so I’m using the installed field rules rather than assuming Ground moves gain a bonus. I’ll accept his partnership afterward for the healing it provides during desert exploration.
Titania’s team includes protected setup turns and strong priority attacks. I’m planning around those explicitly; for Amaria, a Water-immune reserve remains the most useful potential addition.
Gliscor’s poison healing and the desert’s special-defense boost make it a poor target for special attacks. I’m shifting toward physical attackers here, and will train to the current cap before the next major fights.
I found a useful reserve we already own: Cryogonal has Ice Beam, Freeze-Dry, Recover, and Levitate. It will provide much better coverage for the remaining desert encounters and several of Amaria’s Pokémon.
Trick Room let Klinklang remove Chatot safely. I also checked a relevant engine detail: using a bag item clears Destiny Bond, so I’m accounting for that in the remaining battle plan and future boss strategies.
Exeggutor is down. The remaining plan is a properly timed Destiny Bond against Gliscor, followed by Mienshao against Komala. After this battle, I’m replenishing supplies and bringing the reserve roster into the preparation.
Komala is down, and Gliscor has exhausted Earthquake. That gives Klinklang a safe opportunity to set up and finish. I’ve also enabled battle turbo for the remainder of this session.
Taka is beaten, the partnership is accepted, and the game is saved with the party healed. I’m rotating the recording now, then preparing Cryogonal, supplies, and the current team for the castle and Titania.
Grand Hall rematches award 12 XL candies each. I’m using those to train the roster to level 85, with Swampert and Hexan—the Cryogonal we already own—available for the matchups they cover best.
I’m finishing the level-85 preparation, then heading back into the desert for Titania. Swampert and Cryogonal are joining this segment because they also give us useful coverage for Amaria.
The first rematch is underway. Cofagrigus’s burn is keeping Swampert manageable; the reward will let us raise the main attackers before repeating the fight.
The route checks are done: our choices lead to the Reshiram encounter, and Amaria will reverse the battle format we request. I’m preparing for the actual battles in this installed version, including Titania’s field effects and Amaria’s water fields.
Charizard’s Life Orb damage and Air Slash flinch made that round costly, but Swampert finished it with Torrent-boosted Surf. I’ll adjust the repeat plan around that rather than spending potions on the same exchange again.
The battle-item shop is on a Department Store floor we haven’t unlocked. I’m checking whether the missing access is quick to obtain; if it isn’t, I’ll use a Titania plan based on the moves and held items we can already get.
The first reward has brought Arcanine, Klinklang, and Cofagrigus to level 85. I’m turning the observed rematch sequence into a guarded script so the remaining training can run with fewer interruptions.
Several missing Department Store stickers are rewards we already qualify for. Claiming those, plus one short quest, should unlock the battle-item shop and give us more reliable setup options for these gyms and later fights.
The rematch script stopped safely when it missed an incoming-Pokémon announcement. The recording still contains it, so I’m adding a replay check that can recover those visible announcements without reading hidden battle state.
The second rematch is won. The replay check recovered Charizard’s announcement correctly, and the reward is now going into Swampert, Cryogonal, and Excadrill. One more rematch will cover the boxed reserves.
The fully trained roster is making the third rematch faster: Swampert can now handle Charizard without healing. I’ll rotate the recording after this fight, then claim the shop rewards and return to the main route.
Training is complete, and the game is saved with all six active Pokémon at level 85. I’m pausing to finish this recording before starting the shop-access route.
For the dragon encounter, I’m planning to bring back our stored Kricketune for Perish Song. With Focus Sash and five other Pokémon available to outlast the countdown, that gives us a stronger plan than relying on Cofagrigus surviving long enough for Destiny Bond.
The last hour’s video passed the decode check and is saved in the Reborn folder with its music. Recording has restarted, and Ampharos and Mienshao are also trained to level 85.
Titania’s setup plan now starts with Intimidate and a burn on Sandslash before Excadrill comes in. That reduces the damage during setup, and I’ve checked the speed boosts needed for both Slush Rush Sandslash and Sand Rush Excadrill.
The medicine sticker quest can use the Herbal Extract we already own. That keeps the final shop unlock short and leaves our money for battle supplies.
I’m continuing toward Titania and Amaria. I’m finishing the battle-supply detour, then preparing for Titania’s field and the fights on the way to her.
All eight members of our main rotation are now level 85. Titania’s team is reviewed; I’m unlocking the shop’s stat-boosting items to help Excadrill handle her boosted Swords Dance field and speed changes.
The three city stickers are collected. I’m completing the remaining short quests for shop access; our team training is finished.
Titania’s route also has a level-90 Reshiram before her gym battle. Kricketune’s Perish Song and a Focus Sash we can collect in the desert give us a plan for that fight without changing the main team.
The medicine quest is complete. Next are two short sticker quests and the supply purchase, then I’ll head back into the desert.
I’m keeping both archives in mind as we go: full recordings will retain any retries, and the major-fights video will contain victories with the actual rosters, attempt counts and items used.
One city route hit an NPC whose position differed from the saved map snapshot. I’ve marked the observed obstacle so the movement helper can route around it.
The shop route is working now. For Amaria, I’m checking water-immune options and stronger Electric coverage so we have an answer to her field and Lapras’s recovery.
This recording is near the hour mark. I’m pausing to trim it, add the area music and append it to the Gym 15 journey, then I’ll start a fresh recording and resume.
The latest hour is processed and appended. A fresh recording is running, and I’m resuming the remaining shop quests.
The team plans are in place for the castle fights, Reshiram and Titania. I’ve also located an uncollected Focus Sash that could give us a reliable Perish Song finish against Amaria’s Lapras.
I found the academy route to the TV quest: its upper room is reached through the main hall’s stairs. I’m queuing that passage and the battle together.
The TV battle is won and its sticker collected. The final sticker is the circus gift quest; after that I can buy the battle supplies and leave for Titania’s castle.
The final sticker is collected, and the battle-item floor is unlocked. I’m buying the supplies now, then putting Swampert and Kricketune back into the party for the castle route.
I’m resuming the castle preparation. I’ll finish the supplies, tackle Titania, then prepare for Amaria and stop after badge 16 with a verified save and quit.
The defensive and speed boosts are bought. The shop helper is being cautious about a garbled item label; I’m fixing that check so it can verify the remaining purchases safely.
Titania’s main plan is to burn her opening Sandslash, then set up Excadrill while it deals reduced damage. I also have a Focus Sash and Perish Song plan for the dragon fight before her. Both plans are checked against the installed game’s teams and field effects.
The shopping helper is working again, and the boost purchases are verified. I’m finishing the healing supplies and party swaps; then the queued route can carry us back into the desert.
The party is being restored to the castle lineup: Excadrill, Swampert, Arcanine, Cofagrigus, Klinklang, and Kricketune. I’m also mapping the scrapyard’s train sequence so I can queue longer stretches of travel.
We’re on the way back to Tourmaline Desert. The party and supplies are saved and verified, and I’ve prepared the recording metadata for the dragon, Titania, and Amaria fights so their attempts and teams can be archived accurately.
The desert pickups are under way. Kricketune will carry the Focus Sash for the dragon; Excadrill’s Magical Seed will stay in the bag until Titania so it isn’t consumed by an earlier knight fight.
An ordinary desert trainer intercepted the route. I’m handling that battle now, then continuing to the seed and scrapyard. It will stay in the full journey recording.
Addison is beaten, and Taka’s recovery restored the party. I’m continuing north. I’m also checking a faster held-key route method to reduce the travel overhead while still verifying where each batch ends.
The held-key test landed exactly ten tiles ahead, so I’m using that timing for the long desert paths. It’s also time to rotate the recording: I’m pausing in the menu while this hour is trimmed, sped up, and given its normal-speed BGM.
The previous hour is published and verified, and recording has restarted. I’m checking the car entrances against the installed maps before choosing the scrapyard route; they lead to different sections of the puzzle.
The Focus Sash, Magical Seed, extra candies, and full party recovery are now saved and verified. We’re entering the scrapyard through a car that reaches the first engine.
Taka’s follower is blocking a narrow exit beside the cliffs. The route helper stopped correctly; I’m clearing that obstruction before resuming the longer route.
The exit is clear. I’ve changed the movement helper to check coordinates after a long straight run before turning, so small timing differences won’t carry through the route.
I’m continuing through Titania and Amaria. I’ll finish the scrapyard route, prepare for each major fight, and keep the recording running throughout.
The scrapyard is a sequence of train rides and track-clearing puzzles. I’ve checked the installed map against the walkthrough and am queuing the route in longer sections, with checks at each train exit.
A Rock Smash encounter interrupted the route. I’m clearing it with Run, then resuming the train sequence; the movement script stopped at the battle screen as intended.
The wild Nosepass blocked escape with Magnet Pull, so Excadrill cleared both with Earthquake. The first train is moved and the second track is clear. The castle team and its supplies are ready for the fights ahead.
I’m also reducing duplicate coordinate checks at room transitions. A recent check will be reused only when no key input has occurred since it and the game still shows the overworld.
The second train has opened the next section. I’ve cleared the eastern track and am moving through the remaining engines. Capture is healthy, and I’ll rotate the recording at the hourly mark.
The fourth engine is moved. I’m checking the hill exit before queuing the next leg; the train sprites and one-way ledges change which paths are usable after each ride.
The updated game has a white shard that offers to skip the remaining train puzzle through its normal menu. I’m using that to reach Train Town; the remaining scrapyard items can be collected later if needed.
Train Town is reached. The skip came from the game’s shared puzzle-completion feature; the saved state confirms that neither the puzzle-skip password nor Blindstep is enabled. Taka’s departure scene is playing now, then I’ll head into the castle.
I’m collecting the nearby battle supplies and Amulet Coin on the way to the castle. The team is fully healed. Excadrill and Swampert will handle the paired knights, Arcanine will cover the Bug/Steel opponents, and Kricketune is reserved for the dragon.
The supplies are collected, and the route script is working through the castle’s train-car maze. I’ll rotate the recording before starting the castle battles.
The castle approach is complete. I’m pausing to trim and archive this recording, then I’ll start a fresh capture for the castle fights and Titania.
The recording export is finished. I also checked Amaria’s field mechanics during the pause: Cryogonal looks promising for the Water team, while Kricketune can handle Lapras with Perish Song. I’ll verify the level-90 stats before choosing the final lineup.
The new capture is running. The infinite maze advances when we avoid retracing our last direction, so I’ve queued repeated eastward exits and will verify the staircase before entering the castle.
We’ve reached Titania’s castle. I’ll clear the knights, prepare separately for the legendary dragon and Titania, then head to Amaria for badge 16.
The castle’s Fairy Tale Field changes several matchups: Fire moves gain Dragon typing, and Steel moves are stronger. I’m using Ground attacks for Mawile and the Nidos, then switching to Arcanine for the Bug/Steel knights.
The first knights are down. Approaching the Nidos separately gave us single battles, which lets Excadrill handle them without taking a double-battle Earth Power hit. I’m queuing the remaining castle route with stops at choices and unexpected battle states.
Excadrill cleared both Nidos at full health. I also checked our story branch against the installed event data; Titania’s team matches the plan, and I’ve corrected the archive metadata to use the version we’ll actually face.
We’re through the first hall and Lin’s scene. The next section has alternate passages tied to our story branch, so I’m checking those before queuing movement. The current recording is healthy; I’ll rotate it at the hour mark.
Darma is beaten. Spiritomb used Pain Split and Foul Play rather than Destiny Bond, so we kept Arcanine alive. I’m also checking a healing route before Titania so Excadrill enters with enough Earthquake PP for all six opponents.
Lancelot’s Delphox knocked out Swampert with a critical Psyshock; Arcanine finished the fight, and Swampert is revived. There’s a recovery machine in Train Town, accessible through the later shortcut, so I’ll use it to restore the team before Titania.
All the knights are beaten, and the party is back at full health. Next is the tower puzzle and the legendary dragon. Kricketune’s Focus Sash and Perish Song will handle that fight; Titania gets a separate setup plan.
The story branch is now confirmed in a fresh save. Lin’s tower transition also restores the party and PP, which gives us a clean start for the dragon. The tower route is queued to read all four placards and reveal the window exit.
We’ve reached the Belly of the Beast and received the Sapphire Bracelets. I’m pausing to export the castle footage, then starting a fresh recording for the dragon and Titania.
The dragon battle has started with Kricketune holding Focus Sash. The plan is to land Perish Song and outlast its countdown, using Swampert’s Protect and a sacrificial switch as needed.
Reshiram is beaten on the first attempt, with no bag items used. Kricketune landed Perish Song, Cofagrigus absorbed a hit, and Swampert protected through the final countdown. I’ll restore the team and prepare Excadrill for Titania.
The story sequence is finished, and we’re at Titania’s arena. I’m preparing Excadrill around her field effects and saving before the attempt.
Titania’s lead can be weakened with Intimidate and burn. Excadrill can then remove the hail, build its defenses and Speed, and use Earthquake through the Steel team. I’m checking the setup turn by turn before queuing the sweep.
For Amaria, I’m planning to bring Hexan back from storage. Freeze-Dry is valuable against her Water team, while Kricketune’s Perish Song gives us an answer to Lapras. I’ll also arrange the Surf and Dive moves needed for her maze.
Titania switched her burned Sandslash out for Excadrill before our setup began. I’ve stopped the queued setup. I’m weakening this replacement before continuing; the original plan assumed Sandslash would stay in.
Will-O-Wisp missed as Titania’s Excadrill used Swords Dance. I’m reinforcing Cofagrigus’s Defense so it can survive another turn and land the burn. This attempt is using more resources than planned, but it is still recoverable.
Saturday, October 3
This attempt has broken down. On this field, Smart Strike always crits and bypasses Cofagrigus’s Defense boosts. I’m restarting with a more direct plan: Arcanine handles Sandslash, Swampert handles Excadrill, and we save setup for a safer opponent. The failed attempt will remain in the full recording.
I checked the native rules: Smart Strike gets two damage boosts here, but it does not always crit. I overstated that earlier. The revised plan still stands—we’ll attack directly rather than give Titania’s Excadrill several setup turns.
Arcanine beat Sandslash in two Flamethrowers and still has usable health. Swampert is facing Titania’s Excadrill now, while our own Excadrill’s protective seed is still intact.
Swampert got Titania’s Excadrill low before fainting. Our Excadrill can finish it under its seed’s protection. I’m keeping Cofagrigus healthy for the remaining threats.
Scizor is beaten. Titania has sent out Klefki, which is the safer opening we wanted for Excadrill’s setup. Swampert is down, but the other five are still available.
Excadrill’s setup is complete: maximum Attack, boosted Speed, and both defenses reinforced. I’m finishing Klefki and Empoleon, then checking Aegislash’s protected entry turn before the final attack.
Titania is beaten on attempt 2. Excadrill finished Aegislash and Empoleon with Earthquake. I’ll finish the badge scene, save, and rotate the recording before preparing for Amaria.
The fifteenth badge is saved. The recording export is removing the long decision pauses while keeping every turn of both attempts. Next I’ll heal, restock, bring Hexan back from storage, and collect another Focus Sash for Kricketune.
The Gym 15 journey is finished, and the major-battle archive is being verified with Reshiram and Titania added. Titania’s panel shows 2 attempts and the winning run’s exact item totals. I’m starting the next recorded leg.
The team is fully healed. Train Town’s PC is in a separate building from the recovery machine, so I’m routing through the town to reach it before making the roster swaps.
I’m checking one more Amaria detail while the roster is being prepared: she may send Lapras out early. I want an answer to its healing that also works if her battle order changes.
Titania is beaten, and I’m preparing for Amaria. I’m checking her field effects and the Lapras matchup before entering the maze, then I’ll finish badge 16, process the recordings, and save and quit.
Cryogonal is ready at level 90 with Freeze-Dry. I’m stocking healing items and collecting a spare Focus Sash for the Lapras backup plan; I’ll check each maze transition against the installed game’s events.
The scrapyard vendor is closed at night, so I’ve rerouted to the Grand Hall for supplies. Lapras can heal through Freeze-Dry with Hydration and Rest, so I’m checking a way to stop that recovery if Amaria sends it out early.
The recorder briefly stopped producing frames, and the input guard stopped the controls. I’m checking capture health and the current menu before resuming.
The Focus Sash is in Apophyll Cave. I’m correcting the coast route before proceeding; the path guard caught an inaccessible shoreline, so I’ll use the academy entrance instead.
I found a useful field interaction: Lapras’s Elemental Seed changes it to pure Water if it enters underwater, making Freeze-Dry much stronger. I’ll open with Swampert’s Dive, then set up Cryogonal. Kricketune’s Focus Sash and Perish Song remain the backup.
The maze route is mapped, but coordinate OCR is repeatedly reading a “3” as a “9.” I’ve verified the position from the image and am fixing that reading so the route can run in longer batches.
I’m pausing at the waterfall to process this recording. Once the trimmed 4× version with normal-speed music is verified, I’ll start the next capture and continue through the maze.
Titania is beaten, and we’re working through Amaria’s underwater maze. I’m checking the remaining route and preparing the team for her battle before finishing Badge 16, saving, and closing the game.
The remaining maze encounters are mapped out. The main battle plan is to use Dive to change the field, then set up Cryogonal for Freeze-Dry; I’ll check Amaria’s switches before committing to each step.
Cryogonal is now level 90 with Freeze-Dry, Recover, and Wise Glasses. Kricketune also has a fresh Focus Sash for the Perish Song backup. We’ve reached Amaria’s first conversation; the next routes are ready to run after each scene.
Amaria’s first conversation is complete. I’ve also improved the platform helper so it can queue a whole dry section between coordinate checks, which should cut down on time spent opening the position display.
Recording is healthy, and the maze route is progressing through the Dive passages. The full journey will keep every attempt; Amaria will be added to the major-fights video only after a verified victory.
We’re past the first set of maze portals and heading toward Amaria’s first underwater location. The installed event data confirms the route we’re on, so the planned conversations and return to the arena are accounted for.
The team’s preparation is complete, and I’m keeping the battle plan flexible around Amaria’s actual choices. In particular, I’ll pause the setup if she changes Pokémon or the field changes again.
The recorder briefly restarted, and the input helper stopped movement automatically. Capture is healthy again, and I’m resuming from the verified position at the waterfall.
We’re entering the room with Amaria’s first underwater encounter. The conversation helper will advance the route notes only after the scene ends and the game returns to the overworld.
Amaria wasn’t visible at the expected spot, so I stopped the route. I’m checking a fresh native checkpoint and the room’s saved event state before proceeding.
The checkpoint confirms the cause: Amaria wanders around the room, so her starting coordinates had become stale. I’m adjusting the helper to find her on the current screen and require visible dialogue before marking an encounter complete.
The screen matcher can now locate Amaria despite the changing underwater colors. Once the maze scenes are complete, I’ll rotate the recording before the gym battle so the fight stays in one capture.
Amaria’s movement is making the coordinate checks too slow to catch her reliably. I’m switching the final approach to quicker screen-based controls; the route and battle preparation remain ready.
We’ve caught Amaria and opened the first conversation. The faster approach worked; I’m continuing through the remaining two encounters, then returning to the arena for the battle.
The second encounter is complete and saved. I’ve paused in the game menu and am rotating the recording now, before the final scene and Amaria’s battle.
Understood — I’ll continue beyond Gym 16 until at least 10 AM Eastern this morning, then save and quit at a safe checkpoint. I’ll keep rotating and processing recordings along the way.
We’re finishing Amaria’s final maze scene now; her battle is next.
I’m finishing Amaria’s recovery scene, then taking on Gym 16. Afterward I’ll continue toward Labradorra, with the next gauntlets planned before entering them, and keep playing through at least 10AM Eastern.
Amaria’s underwater matchup is prepared around Cryogonal’s Freeze-Dry, with Swampert using Dive to change the field first. I’m also checking the Glass Workstation sequence so the next team covers every consecutive fight.
The next stretch leads through the Glass Workstation’s three-fight gauntlet, then Solaris and Hardy’s Rock gym. I’ll restore a full combat party after Amaria and prepare for the gauntlet’s carry-over rules before starting it.
The maze scenes are complete, and Amaria’s first attempt is starting. For the next gauntlet, I’m planning to bring Arcanine, Excadrill, Klinklang, Swampert, Cofagrigus and Mienshao, with spread damage and Wide Guard available for the doubles rounds.
Swampert’s Dive hit much harder than predicted and knocked out Starmie while pulling the battle underwater. Amaria sent in Ludicolo, so I’m adjusting the setup: Cryogonal gets a free switch, then Light Screen to reduce the threat from critical hits.
Amaria switched Ludicolo out as soon as Cryogonal gained a defensive boost. I’m checking Wishiwashi’s next action before committing more setup, since its Dive can change the field again.
The first attempt has become too fragile after Wishiwashi’s repeated Dive changes and Cofagrigus fainting. I’m resetting this attempt and strengthening the matchup before retrying. The full journey will retain the attempt; the major-fights video will still show only the eventual victory.
I’m adding Ludicolo for this matchup. Its Swift Swim works on Amaria’s fields, and its Water/Grass typing handles her attacks more comfortably. There’s an uncollected Water Stone on Apophyll Beach, and the available Giga Drain tutor gives it a useful healing attack.
I’ve confirmed the supplies route: catch Lombre in the Underroot, evolve it with the beach’s Water Stone, and train it using Indra’s candy rewards. I’ll rotate the recording at the hour mark while preparing it.
The route helpers caught a couple of blocked paths before sending movement. I’ve adjusted the approach and am checking the remaining waterfall access. The save and recording are intact; I’ll rotate this capture before continuing.
The latest recording is processed and archived. I’m working on the Water-type counter for Amaria now, then I’ll continue toward the next story battles through at least 10 AM Eastern.
The installed map shows the Water Stone on a small offshore island. I’m checking the Surf landing route, then I’ll catch and train Ludicolo before retrying Amaria.
The Surf route is clear, but the helper is rejecting the island’s shoreline. I’m checking its landing rules so this detour doesn’t turn into repeated blocked moves.
The walkthrough confirms this island is reached through an underwater passage. That explains the blocked shoreline. I’m switching to that route; it also has a Green Shard useful for Ludicolo’s move tutor.
The underwater route is now planned from the installed maps. I’m following it as a queued sequence with arrival checks, then heading to the catch spot.
The Water Stone is collected. I’m picking up the last Green Shard, then going to the Underroot for Lombre or Ludicolo.
Both evolution and tutor supplies are ready. I also checked the current encounter tables: the restored Azurine Island isn’t available in this save yet, so I’m using the Underroot catch spot.
The catch route is progressing. I’m checking the Grass move options against this version’s unlock conditions before committing to a tutor detour.
I’ve reached the Underroot pool and started the catch loop. Ludicolo gives us much better resistance to Amaria’s Dive attacks, with draining Grass attacks for the main team and Perish Song as a backup against Lapras.
Caught a level 52 Lombre with the first Net Ball. I’ll evolve it, teach Mega Drain, and train it to the cap. The Giga Drain trader is locked behind an unfinished side quest, so I’m using the available draining move and keeping the Lapras backup.
Ludicolo is evolved, and the new checkpoint is saved. It has good defensive and Special Attack IVs; I’m changing Own Tempo to Swift Swim and finishing its training before the rematch.
I’m rotating the recording now. The training loop will also build Ludicolo’s HP so it can survive a critical Stone Edge from Amaria’s Mega Swampert.
I’m continuing toward Amaria with Ludicolo as the water counter. I’m training its HP before the next attempt, then I’ll keep progressing through at least 10AM Eastern while maintaining the recordings.
Ludicolo is ready for training: it has Swift Swim and Mega Drain. I’m adding HP EVs through Circus battles so it can survive Amaria’s strongest physical hits.
The training roster is assembled. I’ve also checked the next story stretch: the Glass Workstation has three consecutive battles, including two against twelve Pokémon, so I’ll prepare a fixed team for the whole gauntlet. Walkthrough
The recorder briefly restarted; the input guard released the keys, and the route script rechecked our position before continuing. Capture is healthy again.
The first training battle is nearly finished. For the Glass gauntlet, I’ve confirmed that the game fully heals us after round one, but only heals surviving Pokémon after round two. That makes avoiding knockouts in the middle fight important.
Hail reduced Morning Sun’s healing during the second training fight, so I stopped that recovery loop. I’m switching Talonflame’s matchup to Swampert and tightening the healing rules.
Three training victories are nearly complete. The script stopped when OCR split “Ninjask” into two words; I fixed that recognition case and resumed from the verified command screen.
Three Circus victories are complete, and the fourth is queued. I’ll verify Ludicolo’s final stats and the held-item setup before returning to Amaria.
Two more training rounds are underway to cover the matches where Indra switched before Ludicolo earned its HP EVs. The extra candies will also help bring the main team to Lv90 for the next gauntlet.
Mienshao missed High Jump Kick and fainted in the sixth training battle. Arcanine is finishing that matchup; Indra’s post-victory heal will restore the party.
I’m continuing through your 10 AM Eastern target. Ludicolo is trained for Amaria; I’m finishing its held item and party setup before the next attempt.
The new setup gives Ludicolo both Water resistance and field-boosted speed. Kricketune is also ready with Focus Sash and Perish Song for Amaria’s last Pokémon. After this fight, I’ll prepare the whole Glass Factory gauntlet as one consecutive run.
The party setup is moving through the PC and Fly menus now. I’ve also checked the Glass gauntlet’s healing rules: the first fight gives a full heal, while the second restores living Pokémon’s HP and status but leaves their PP spent. The fixed team needs enough moves and healing for all three rounds.
The six-member Amaria party is assembled and heading back to Fiore Mansion. I’ll rotate the recording before the battle, then make one checkpoint with the exact battle-entry build.
The return route needs Fiore’s water crossing; the walking planner correctly stopped at the inaccessible portal. I’m routing across with Surf, then starting the fresh battle recording.
We’re back at Amaria’s arena. The hourly recording is being trimmed and given its normal-tempo BGM while the game is paused; the next capture will begin before I save the battle-ready party or send any battle input.
Amaria attempt 2 is underway. The saved party confirms Ludicolo’s level, Swift Swim, Wise Glasses and full HP, so the setup and eventual archive panel will use the actual build.
Ludicolo survived a critical Ice Beam during setup. The helper is healing before further boosts and checking each turn’s HP, which is exactly why I trained its HP before this attempt.
The Mega Drain sweep has taken down Starmie and Kingdra. Amaria has switched Pokémon during it, but the helper is checking the visible foe each turn and staying within the reviewed matchups.
Amaria brought Lapras out earlier than expected, with two teammates still in reserve. I’m adjusting the finish: first testing whether boosted Mega Drain can remove it before Rest, while keeping Perish Song available.
Lapras went down after four Mega Drains, so Perish Song wasn’t needed. Ludicolo is healthy, with Mega Swampert and Wishiwashi remaining.
Amaria is defeated on attempt 2. Ludicolo cleared all six Pokémon and finished at full HP. I’m collecting the badge, verifying the save, and finishing Gym 16’s archives before continuing toward Glass Factory.
Gym 16’s journey is verified, and the major-battles video now has 36 victories. The Amaria panel shows two attempts and the exact item totals. I’m removing its consumed source recordings, then training the main team and restocking for Glass Factory.
Julia has pointed us toward Calcenon and the next story arc. I’m keeping Cryogonal in the training roster for its Ice coverage, then bringing Excadrill and the rest of the fixed gauntlet team up to level 90.
Amaria is beaten, and I’m preparing the team for the Glass Workstation gauntlet. I’ll continue through at least 10AM Eastern, then finish any active battle sequence, save, quit, and process the recordings.
The gauntlet needs one team for all three fights. The first intermission fully heals it; the second restores surviving Pokémon but leaves their PP unchanged. I’m training the owned roster to level 90 and stocking up for that third fight.
The first training fight is won. I’m also checking the Calcenon story trigger and Route 4 path against the installed game data, so the next travel segment can run in longer, guarded queues.
One training team is using Spore and repeated switches to stall. I’ve adjusted the next run’s matchup script to avoid that loop. The six I’m building for Glass are Arcanine, Excadrill, Klinklang, Swampert, Cofagrigus, and Mienshao.
Two training wins are complete, and the third is running. That should supply enough candy to bring all six to the cap. Next are held items, healing supplies, and the Calcenon briefing before Route 4.
The training run is nearly done. I’m preparing a longer queue for the PC swaps and candy use, with checks between steps so it stops if a menu or Pokémon selection differs from the plan.
All three training fights are won. I’m now leveling the main roster and giving Mienshao Protective Pads. Klinklang will stay trained in storage while Tranquill carries Fly, then join the fixed six at Glass’s PC.
Klinklang has reached level 90. I’m checking field moves as well: the route needs Rock Climb, and Glass has smashable windows. I’ll put those on the travel team before entering the puzzle.
Arcanine, Excadrill, and Swampert are now level 90; Mienshao and Cofagrigus are next. The fresh save also confirmed that Mienshao has Brick Break, which gives us a useful way to clear screens and Aurora Veil in the upcoming fights.
The level-90 roster is ready. I’m fitting the field moves and buying supplies now, then heading to Calcenon. For the gauntlet’s middle fight, the plan is to boost Arcanine’s special attack and defenses while keeping the whole team alive for round three.
The move-selection helper stopped safely because it expected the full label “TMX7 Rock Smash.” No move was changed. I’m rerunning that step with the correct label, then continuing the shopping route.
The route data shows an accessible Heart Scale on the first upper Route 4 map. I’ll collect it for Excadrill’s Rock Slide, which adds spread damage for doubles, while preserving Earthquake and Swords Dance.
The move teaching is complete, and I’m at the department-store elevator. The shopping queue is running now. I’m preparing the longer Calcenon-to-Route-4 queue while it handles the supplies.
The supply purchases are going through. I’ve mapped a route through upper Route 4 that avoids several optional branches; the Heart Scale pickup is a short detour on the way to Glass.
Supplies are stocked: 28 Ultra Potions, the setup items, and repels for the mountain route. I’m heading to Calcenon next for the briefing and Rock Climb.
I’m in Calcenon now, advancing the briefing with Hardy and Florinia. After Hardy gives us Rock Climb, the next queue covers the climb and Heart Scale pickup.
The briefing is advancing now. Once it finishes, I’ll save the story progress and continue onto Route 4. The next recording break is approaching, so I’ll pause at a safe point to export this hour.
Hardy’s choice is resolved, and the briefing is continuing. I’m keeping the failed attempts in the full journey recordings as requested; only the major-fights compilation uses victories alone.
The Calcenon briefing is finished. Hardy is waiting on Route 4, so I’m moving into the next travel segment. After the Rock Slide preparation, I’ll take the recording break and continue into Glass.
The story checkpoint is saved, and I’m crossing into Route 4. I also checked the upcoming battle music: the opening Glass gauntlet fight has a scripted override, which I’ll preserve in the finished recording.
A Route 4 trainer intercepted the travel queue, so it stopped at the challenge dialogue. I’m checking Lassie’s team before continuing the fight, then I’ll resume the route to Hardy.
Lassie is defeated. I’m clearing Arcanine’s poison and healing it, then saving and pausing for the first hourly export. The next segment will resume on Route 4 and continue toward Glass.
Amaria is beaten, and the next recording is underway toward the Glass Workstation. The team is now level 90; I’m preparing Rock Climb, Rock Slide, and the supplies needed to complete its three consecutive battles with one fixed roster. I’ll keep progressing through at least 10AM Eastern.
The latest hour is now trimmed and archived with music. I’ve also checked the gauntlet’s healing rules: the first win restores the whole team, but the second restores only surviving Pokémon and leaves their PP unchanged. That makes keeping all six alive against Luna especially useful.
Hardy has handed over Rock Climb. I’m collecting a Heart Scale to give Excadrill Rock Slide, then heading into the workstation. Klinklang will replace the Fly carrier at its PC so the full battle team is ready before the gauntlet.
The roster changes here are move and item updates to Pokémon we already own. Arcanine will handle the many Bug, Ice, and Steel matchups; Klinklang benefits from the Factory field; Mienshao keeps Wide Guard and Brick Break for spread attacks and screens.
Rock Slide is learned, and I’m returning to Route 4. The remaining approach is now queued as a longer route, with checks at each Rock Climb transfer so movement can run without constant short action loops.
I’ve reviewed the workstation’s intervening trainers too. They have several Rock types, status moves, and a few dangerous surprises such as Explosion, so I’m preparing specific switches for them instead of spending Arcanine’s PP on every fight.
A Route 4 trainer intercepted the approach to Hardy. The route stopped at the dialogue as intended; I’m handling that fight before continuing the queued story route.
Simon’s team is being handled with planned switches: Mienshao takes Lapras, while Arcanine covers Scizor, Sceptile, and Lucario. This keeps Swampert away from Lapras’s Freeze-Dry.
Simon is defeated on the first attempt. Hardy and I are checking the factory entrance now; I’ll complete this story sequence, then use the workstation’s healing machine and PC before its trainers.
Hardy’s entrance search is complete, and we’re opening the service entrance. I’ve queued the remaining linear dialogue, with a stop for Bennett’s choice, so this stretch can play continuously.
The service entrance is open. I’m mapping the workstation’s companion and pallet puzzle ahead of the next battles, including where to leave Glaceon so Espeon can move glass without cutting off the return path.
Bennett’s scene has reached the wake-up sequence. The menu reader missed “No” and selected the first dialogue answer instead of the one I intended; I’ve recorded the actual choice and made partial choice recognition stop for review. Progress is unaffected.
Glaceon is guiding us into the factory puzzle now. I’ve also added a pallet helper that uses the game’s directional controls and tracks the resulting positions, which should make the later backtracking much quicker.
The route planner hit a limitation with the factory’s ladders and overlapping floors. I’m correcting that against the installed map and a saved checkpoint before queuing the rest of the puzzle.
I’ve reached the factory’s first ladder and cleared the initial bridge scene. I’m preparing the six-Pokémon team at the factory’s healing station before moving through the locked rooms and the three-battle gauntlet.
The ladder crossing is now verified, and the party has been healed. I’m replacing Tranquill with Klinklang for the factory battles; the plan uses Arcanine’s fire damage, Klinklang’s boosted Gear Grind on the factory field, and Mienshao’s Wide Guard against spread attacks.
The factory team is ready and fully healed. Next I’m opening the first server room, freeing Glaceon, and collecting the cage key for Espeon. I’ll rotate the recording before starting that stretch.
The first server-room door is locked, so I’m using the glass-window entrance from the walkthrough. The route and upcoming trainers are mapped in advance; I’m checking the installed version’s puzzle events as I turn that route into longer action queues.
The first hour’s recording is now trimmed, sped up to 4×, and published with normal-speed music. I’m starting the next recording and moving into the server-room battles.
Mienshao took out Geoff’s opening Lickilicky in one hit. The queued battle plan will switch to Cofagrigus for Dusknoir, then back to Mienshao for Geoff’s rock and steel Pokémon.
Dusknoir burned and confused Cofagrigus, but Cofagrigus still won the matchup. Mienshao is taking the remaining two foes; Glaceon’s Heal Bell will clear the burn afterward.
Geoff is defeated on the first attempt, and Glaceon is following us. I’m clearing Cofagrigus’s burn, then taking Glaceon across the factory bridges to reach the next locked section.
Glaceon has cleared the burn and been petted. I’m now crossing the upper-floor gaps toward Bruno’s room, with Swampert planned for his Arcanine and Manectric.
I’m building reusable queues for Glaceon’s bridge interactions so the remaining puzzle can run in longer stretches. Each queue verifies the actual endpoint before continuing to the next room.
Bruno’s opening Arcanine is down. After this fight, I’m opening the Espeon and supply rooms, then using the lower-floor route to retrieve the cage key.
Ray is defeated on the first attempt, and the west door is open. Espeon is still locked in its cage. I’m collecting Sanchez’s room supplies next, including PP All to increase Arcanine’s move capacity before the gauntlet.
Sanchez’s team is nearly cleared. I’m checking the next route and preparing healing before Devin, so the longer ladder and corridor queue can run without stopping for routine party maintenance.
Arcanine’s PP upgrade is applied, and Arcanine, Swampert, and Cofagrigus are healed. I’m heading through the ladder route to Devin and the cage key now.
The long corridor queue reached Devin’s room successfully. I’m finishing his battle and taking the cage key, then returning to free Espeon and move the glass pallets.
Devin is defeated on the first attempt, and the cage key is collected. I’m returning for Glaceon and Espeon now; all five factory trainer fights so far have been first-attempt wins.
I’m continuing the Glass Factory route through at least 10 AM Eastern. The cage key is secured; I’m freeing Espeon and completing the remaining puzzle before the three-battle gauntlet.
The factory uses overlapping floors, and the route helper stopped at a ladder where the game disagreed with its planned path. I’m checking that transition before continuing; the recording is still running.
I found and fixed the ladder issue: enlarged OCR was reading “33” as “35.” The native pixel check now takes precedence. Espeon’s cage is open, and I’m arranging the two companions for the next bridges and pallets.
The last recording has been trimmed, given normal-speed BGM, and appended to the Gym 17 journey. Recording has resumed. I’m now on the companion-swapping section leading to the scientists and the upper floor.
Espeon is freed and both companions have been petted. I’m positioning Glaceon beside the left pallet, then bringing Espeon back to move it. The six Pokémon for the gauntlet are already trained to level 90, with Mienshao’s Wide Guard and Klinklang’s Factory-boosted Gear Grind ready.
The first pallet’s approach was blocked by where I’d left Glaceon. I’ve moved it one tile aside and am testing the pallet helper through the normal directional prompt. This should make the remaining glass moves much quicker to queue.
The first pallet moved correctly, and the new helper is working. I’m clearing the route into the scientists’ room next. This is still puzzle progress; the gauntlet has not started.
The route to Deryl and Naoman is open. I’m leading with Arcanine and Excadrill: Flamethrower targets Magnezone, while Rock Slide gives spread damage without hitting our own Arcanine.
Magnezone and Trevenant are down. Zoroark’s disguised Focus Blast knocked out Excadrill despite the potion, so I’m bringing in Cofagrigus, which is immune to that move. The rest of the fight is still manageable, and there’s a healing machine before the gauntlet.
Deryl and Naoman are defeated on the first attempt, and the elevator can now be unlocked. I’m taking Glaceon to B1F to reach the pods and Meteor Card.
The elevator is unlocked, and I’m switching it to B1F. I’m skipping optional loot detours for now and heading directly for the Meteor Card and the sleeping companions.
Glaceon has built the B1F ice bridges. The Meteor Card room is next, followed by waking Noel and Anna. The recording is continuing normally.
The Meteor Card is collected, both pods are open, and I’ve spoken to Noel and Anna using Heal Bell. I’m returning to B2F for the final companion-placement puzzle that opens the gauntlet entrance.
Glaceon is positioned beside the sand crossing, and I’m using Espeon to move the eastern pallets. I’ll continue through 10 AM Eastern and aim to leave a clean checkpoint for the gauntlet, with the video processed and the game actually quit.
We’re past 10AM Eastern now. Amaria is beaten, and the Glass Factory card and pod sequence is complete. I’ll finish the current puzzle step, then save, quit, and process the recording before stopping.
The final save check caught a discrepancy in the puzzle notes: Espeon is waiting, and the latest pallet push did not complete. I’ve corrected that for the next session. The gauntlet hasn’t started; I’m now closing the game and finishing the footage.
The game is saved and fully quit. The latest footage is trimmed to 4× with normal-speed BGM and appended to the Gym 17 journey; the combined file passes the full decode check. I’m doing the final visual check and updating the resume notes.
The new footage looks clean, and the saved game, shutdown backup, and repository copy all match. I’m syncing the final checkpoint and corrected notes to GitHub. We’re paused with 16 badges, before the Glass gauntlet.
Played through 10:02 AM Eastern, then saved and fully quit.
Amaria (#16) is beaten. We’re paused in Glass Factory before its three-battle gauntlet.
The updated recording is trimmed, at 4× with BGM. Save backups, scripts, and resume notes are synced to GitHub.
The requested milestones are reached. I’ll check the current save, finished videos, and battle archive before marking the persistent goal complete.
The current save confirms 16 badges, and the finished video files match their verified hashes. Titania and Amaria’s winning clips show complete team panels, two attempts each, and item totals matching the completed battle logs. I’m checking that both failed attempts also remain in the full journeys.
Verified and marked the goal complete. Titania and Amaria are beaten; recordings and battle panels are finalized. Failed attempts remain in the full journeys.
Save backups and recovery notes are verified, and the game is fully quit. Total elapsed work: about 17 hours.