Task 17

October 3, 2026 · 10:22–17:56 EDT · 7h 34m 15s · Sessions 124–131 · 200 messages

Saturday, October 3

  1. I’ll resume from the Glass Factory save, finish the puzzle, and prepare for all three gauntlet fights as one sequence. I’ll stop at 5% usage remaining, save and quit, then finish the recordings and recovery notes.

  2. Usage has reset to 100% remaining. I’m using the Computer Use skill with the held-key helper you previously authorized. I’ll also review the remaining Glass route and gauntlet plan while preparing the recorded restart.

  3. The route review found the cause of the stalled push: Espeon can only rejoin from the correct floor. I’m taking the nearby stairs to it. The review also corrected the next pallet order before we reached it.

  4. Glass ladders leave followers behind, so the direct route was undoing the rejoin. I’ve changed the route planner to avoid those ladders while carrying a companion and am using the elevator instead. The gauntlet review confirms a full heal after fight one, but only surviving Pokémon recover HP and status after fight two—PP and fainted Pokémon stay as they are.

  5. The new native-save check caught another no-op before the planner could assume the pallet moved. I’m tightening the companion interaction as well: short turns can miss the game’s input polling, so I’ll verify Espeon is following before proceeding.

  6. The missing route is now explained: the first pallet needs to move back down to reopen the corridor. That should let us carry Espeon to the eastern pallets without losing it on a ladder. The gauntlet team is ready on paper: all six are Lv90, with Klinklang planned for the doubles and Arcanine for Luna’s singles fight.

  7. I’m repositioning both companions so the next pallet moves won’t strand them. The puzzle route and gauntlet strategy are now checked against this version’s scripts, including the heal rules between all three fights.

  8. Both companions are back in reach. I’m queuing the next pallet sequence with checks after each move; once the door is open, I’ll heal the full team and restock before starting the uninterrupted gauntlet.

  9. The first pallet move is confirmed in the save, and the eastern corridor is open. Glaceon is safely parked on the west side while Espeon follows; the remaining work is the two upper bridges and the scanner.

  10. The upper-left bridge is frozen. Planning ahead caught two more details: the final pallets need a different order than we first expected, and Glaceon should wait in an upper alcove so it doesn’t block our return route.

  11. The nearby healing shard has restored the team while we solve the puzzle. I also tightened the companion helper to verify the player’s facing from the sprite, which should prevent missed turns and make these sequences easier to queue.

  12. The final unlock sequence is queued. Before the gauntlet, I’ll make a supply run for healing items and X items; those will also support the Hypno fight that follows Glass, where there’s no PC available to change the team.

  13. The right bridge is frozen and Glaceon is moving into the alcove. I also corrected the battle plan: X items affect the Pokémon whose command menu is open, so each doubles lead will use its own setup items.

  14. The scanner has accepted the Meteor Card. I’m moving the pallets back into the final door layout, then I’ll restock and put Arcanine and Klinklang at the front. We’re at 8% usage consumed, with plenty of room left in this run.

  15. The atrium is open and the team is fully healed. The PC is on the other side of the factory, so I’m using the lift and service entrance to reach it without disturbing the completed pallet layout.

  16. The Fly carrier is withdrawn, and I’m finishing the exit route before shopping. The gauntlet plan is set: early Speed on Arcanine lets it remove the dangerous support Pokémon while Klinklang boosts and heals.

  17. The recording check found no long gaps: the lower frame count comes from variable frame timing, while the video timestamps preserve elapsed time. I’m finishing this recording segment before shopping, then starting a fresh one.

  18. The Glass Factory route is clear. I’m restocking before the three-battle gauntlet and planning all three fights around the same six Pokémon. Usage is at 11% used; I’ll continue until 5% remains, then save, quit, and finish the recordings.

  19. The gauntlet heals everyone after the first fight, but after the second it heals only surviving Pokémon and leaves their PP as-is. I’ve planned Arcanine’s second-fight setup to preserve the full party for the final doubles battle. The shopping and return route are running as one guarded sequence.

  20. The source check confirms that the supplies are affordable and available at our current badge count. The first doubles fight will lead with Arcanine and Klinklang: Arcanine gains speed to remove the sleep threats, while Klinklang builds up with protection and healing.

  21. The shop helper stopped before spending money because OCR read “X Attack” as “KAttack.” I’m fixing that recognition case and resuming at the shop. The purchase confirmation checks remain in place.

  22. The X-item purchases are confirmed. I’m also checking the archive’s roster display: Cain’s female Meowstic needs a separate sprite asset, which is now fixed. Failed attempts will stay in the full journey; the major-fights video will include only a complete winning gauntlet.

  23. The battle boosts are bought, and the route is now collecting healing items and Repels. It will return to Glass, restore Klinklang from the PC, heal the party, and stop outside the battle trigger for a final check.

  24. Restocking is complete. The return script is climbing Route 4 now, with the known path and story checks queued ahead. Once the six are restored and healed, I’ll start a fresh recording for the gauntlet.

  25. The return route is progressing normally through the climbs. I’m reserving a fresh recording for the full gauntlet so all three rounds can share one continuous source and one gauntlet attempt count.

  26. The return path needs a short Surf crossing between climbs. The walking helper stopped at the shoreline, so I’ve added the existing guarded Surf helper to the queued route. The remaining destination and party plan are unchanged.

  27. The map uses stepping-stone jumps with changing collision rules. The layer-aware route is now crossing them successfully; I’ve corrected the return script to use that model.

  28. The climbs are finished, and the route is returning through the service entrance to the PC. I’m also preparing the guarded story route after Glass, stopping before the next boss so there’s time to check the team and supplies.

  29. Klinklang is back in the party. The script is finishing healing, the lead order, and Swampert’s held-item change before returning to the gauntlet door. The three battle plans and post-Glass route are ready for use.

  30. All six are healed and restored to the intended roster, with Arcanine and Klinklang leading. Swampert now holds Wave Incense. I’m checking the saved moves, PP, and supplies while the route makes its final approach to the door.

  31. The saved build passes the checks: all six are level 90 with full HP and PP, and the bag has 43 Ultra Potions and 21 Full Heals. The route is on the last walk to the entrance. I’ll rotate the recording there, then commit to the full three-fight sequence.

  32. The preparation recording is finished and verified in the Reborn folder. I’m starting the gauntlet recording now, taking one fresh save outside the door, and then playing all three battles consecutively.

  33. The first turn went as planned: Arcanine is healthy, and Klinklang survived Marowak’s Fire Punch. I’m removing Ribombee next and setting up Shift Gear. The soundtrack check also caught this encounter’s music override, so the archive will use Meteor Admin rather than Cain’s usual theme.

  34. Shelly chose Volcarona as her replacement. Klinklang’s boosted Gear Grind can remove it, so Arcanine is healing Klinklang while it attacks. I’m checking each replacement and the actual damage before queueing the next turn.

  35. Volcarona and Leavanny are down. Vivillon is the current threat because its seed can make the next attack critical, so Arcanine is taking it out while Klinklang heals. The other four Pokémon remain fresh for later rounds.

  36. Shelly’s team and Marowak are defeated. I’ve queued the remaining Cain matchups with Extreme Speed support and accurate Gear Grind; the script will stop at victory or if health or the menu state needs review.

  37. The first Glass fight is won, with all six Pokémon alive. I’m continuing directly into Luna’s battle using the scripted full heal. The gauntlet is still in progress, so I’m not saving or changing the roster between rounds.

  38. The first Glass fight is won. I’m continuing the three-battle gauntlet with the same team and preparing the route afterward. I’ll stop at 5% remaining, save and quit, then finish the recordings.

  39. Luna opens with Weavile, which gives Arcanine room to build its defenses, speed and special attack. The setup script checks visible HP, status and stat boosts before each action. Its first check stopped on an OCR error before spending any items; I’m fixing that check.

  40. The game’s outlined font is causing a few false stops in the new checks. No setup items have been spent yet. I’m adding a second reading of the visible HUD so the script can confirm the level reliably.

  41. Arcanine has begun setting up and took only modest damage on the first turn. I’m using a simpler guarded queue for the remaining items, with healing inserted when needed. The third fight will focus on Factory-boosted Gear Grind, while Arcanine handles Steel resists and supports Klinklang.

  42. Arcanine now has the planned defensive boosts and is healing before finishing its special-attack setup. All six remain alive. That matters because the heal after Luna restores living Pokémon’s HP and status, but does not revive anyone or restore PP.

  43. The setup is nearly finished. Weavile landed two critical hits, and the healing policy handled both safely. I’m also planning Hypno, Solaris’s consecutive fights and Hardy in advance so their fields and commitment points are accounted for.

  44. Luna’s Weavile and Umbreon are down. The Flamethrower damage matches the plan, and the queue is continuing through the remaining four Pokémon with HP checks. All six of our team are still available for the final doubles battle.

  45. Luna has one Pokémon left, Absol. Arcanine is boosted and faster than Mega Absol, whose reviewed moves have no priority attack, so it can finish the fight immediately. Then I’ll rebuild Klinklang’s boosts for the last round.

  46. Luna is defeated, and the final Glass fight has started with all six Pokémon alive. The opponents’ positions are confirmed as Serra on the left and Radomus on the right, so the archive’s roster columns will follow that order.

  47. The final round opened with Thunder Wave, followed by a Blizzard freeze. I’m adapting by curing Klinklang and having it remove Clefable before Thunder Wave can keep disrupting the team. The rest of our party is healthy if a switch becomes necessary.

  48. Clefable and Alakazam are down, so Thunder Wave is gone and Factory Field is still intact. I’m healing both leads before the next exchange. The full recording will keep the battle; the edits will remove the pauses spent reviewing it.

  49. Bisharp knocked off Klinklang’s Wide Lens. I’m stabilizing Klinklang’s HP and physical defense, then bringing in Mienshao: Fake Out can secure a turn, and Brick Break can remove Aurora Veil and hit Bisharp for four-times damage.

  50. Mienshao was knocked out on entry. Swampert has replaced it, and I’m having the faster Klinklang remove Ninetales first to protect Swampert from Freeze-Dry. We’re continuing the same gauntlet attempt.

  51. Ninetales and Bisharp are down, and Aurora Veil has expired. I’m strengthening Swampert’s special defense, then queuing the reviewed attacks through Radomus’s remaining team. That should make the rest of this battle move faster.

  52. Swampert fainted after the freeze cure; I should have healed it first. Arcanine is returning to remove Metagross with Flamethrower, while Klinklang covers Serra’s replacement. We still have four Pokémon available, including healthy Cofagrigus and Excadrill.

  53. Metagross and Jynx are down in the third Glass Gauntlet battle. I’m healing Arcanine before tackling the final five opponents. After the chain, I’ll save and finish this recording, then continue toward the 5% usage cutoff.

    I’m continuing with the computer-use skill and the keyboard helper you authorized.

  54. Klinklang has knocked out Froslass before it could attack. Four opponents remain, and I’m keeping Arcanine healthy for the last Steel types.

  55. Mega Gardevoir is down. I’m attacking Espeon and Bronzong together, which should leave only Alolan Sandslash. Both earlier rounds were completed without a faint; this final round has cost us Mienshao and Swampert, so I’m finishing cautiously.

  56. Espeon and Bronzong both fell. Only Alolan Sandslash remains. Once it’s defeated, I’ll save the completed chain and add all three rounds to the major-fights video with one shared attempt count.

  57. The Glass Gauntlet is complete—all three battles won consecutively on the first attempt. I’ll save on arrival in the Void, verify the item totals, and pause to archive the recording before continuing toward Hypno.

  58. The post-gauntlet scene is finishing. For Hypno, I’ve found a risk in the planned setup: boosted critical hits can bypass Arcanine’s defensive boosts. I’m checking a shorter approach while the recording is archived.

  59. The save is verified, and the recorded item totals match the bag changes exactly. The archive review is removing pauses while preserving text reveals, attacks, and transitions. After export, I’ll queue the Void route in longer guarded batches to keep gameplay moving.

  60. Hypno’s plan is ready: Arcanine will gain Speed, block sleep with Safeguard, and use boosted Crunch to finish in two hits. The helper tracks Safeguard’s expiry and stops for unsafe health or unexpected results. We can use the same six Pokémon for this section.

  61. The full recording through Glass is now published at 4× with normal-speed music. The three battle panels are rendering, and I’m preparing the next route. Before Solaris, the main team change will be training Cofagrigus for a faster burn-and-Hex setup.

  62. The first two Glass rounds are published in the major-fights video; the final round is now processing. Usage is at 33% used, so there’s plenty of room to continue. I’ll restart recording once this export is verified.

  63. All three Glass battles are now in the major-fights video, bringing it to 39 victories. I’m syncing the save and notes, then restarting recording for the Void route.

  64. Recording is running again. The route helper briefly stopped because the Void’s animated dark floor looked like a fade; I checked the saved state and adjusted that guard. It’s now heading to the Light Shard to restore the party.

  65. Two brief recorder restarts interrupted the first movement batch. The input guard released the keys, and I checked our position before resuming. I’ve noted both gaps for review when this recording closes.

  66. The Glass gauntlet is complete and archived. I’m preparing Arcanine for PULSE Hypno, then I’ll continue toward Hardy while watching the 5% usage cutoff.

  67. Hypno’s main threat is sleep followed by Dream Eater. Arcanine now has a plan to outrun it, block sleep with Safeguard, and finish with boosted Crunch. Afterward, I’ll prepare Cofagrigus for Agate’s two consecutive battles.

  68. The route script paused on the Void’s dark floor animation. I’ve adjusted that visual check after inspecting the screen and increased the movement batches; the script still stops at story events, choices, and battle triggers.

  69. We’re moving through the Void story now. The later plan includes a Sylveon available before Saphira; I’m checking that matchup in advance, along with the chest-defense battle that leads straight into another boss.

  70. The first Void sequence is complete. I’m continuing the remaining route in larger queues, with Hypno’s trigger tile blocked until we reach the prepared battle checkpoint.

  71. We’re still in the Void story, with the healed team ready for Hypno. I’m also checking the route back to Calcenon and the Agate preparation steps so we can move straight into those after the boss.

  72. A leftover Repel expired during the route. I’ve added a normal prompt handler that declines renewal in the Void, where there are no wild encounters, and checks the screen again before moving.

  73. The route back has several mandatory recovery scenes. One passes close to the Heart Scale we need for Cofagrigus, so I’m working that pickup into the return trip to avoid a separate detour.

  74. We’ve reached Cain’s part of the Void sequence. Planning ahead for Saphira looks promising: Mega Swampert can use Surf to change her field, then use Ice Punch against the dragons. I’m checking the required preparation before committing to it.

  75. We’re in Florinia’s section now. The apparent Heart Scale shortcut turns out to be an automatic scene with no movement window, so the pickup will need the normal Route 4 approach. That route is mapped, including the Surf crossing.

  76. The last usage check showed 60% remaining, so there’s room to continue. I’ll check again before starting any long battle chain and reserve time for save-and-quit and archive cleanup.

  77. We’re working through the longer Anna sequence. I’ll rotate the recording before Hypno, trim the idle waits, and start a fresh capture for the boss.

  78. The Anna route includes several animated memory scenes. Those will stay in the recording; the trimming review will target the waits after each scene has finished.

  79. A brief capture restart paused another movement batch. The route now waits for capture recovery, checks the current screen and coordinates, and replans from there without replaying the interrupted queue.

  80. Kiki’s scene changes the background music, and that transition is now recorded for the audio edit. The route script is continuing through the remaining scenes and will stop before Hypno’s trigger.

  81. The recorder update is ready for the next session. It adds checks for gaps between frames actually written and synchronizes restart handling. I’ll install it at rotation; it hasn’t been tested in a live capture yet.

  82. Lin’s scene is complete. Radomus and Zina are the remaining stops before Hypno. The latest capture interruption recovered automatically, and the route continued from the observed position.

  83. We’re on the final approach to Hypno. Once the route verifies the healed team, I’ll pause for recording cleanup and start a fresh capture for the fight.

  84. We’ve reached Hypno’s approach. The preparation check stopped before the battle, so I’m checking what failed before rotating the recording and proceeding.

  85. The check failed because teaching a TM preserves the old move’s remaining PP: Safeguard has 8 uses, which is enough for this plan. The team is healed. Gameplay is paused while I audit the closed recording and prepare a fresh capture for Hypno.

  86. Hypno’s fight has begun. Arcanine will use a Speed boost to move first, Safeguard to block sleep, then boosted Crunch attacks. I’m watching each turn for damage and Calm Mind boosts so we can adjust safely.

  87. The recording audit found only sub-second capture interruptions, with no long missing stretch. Hypno’s controls are proceeding normally; I’m also fixing an OCR misread of its name that stopped a helper before it sent any input.

  88. Safeguard blocked Hypnosis, and the Special Defense boost reduced the next Dark Pulse to 84 damage. Arcanine is now setting up its attacks; I’ll heal as needed before committing to Crunch.

  89. Arcanine has its first Attack boost and is taking manageable damage. I’m healing before the second boost; once it reaches +4 Attack, two Crunch hits should finish Hypno.

  90. The first heal worked, and Hypno has continued using Dark Pulse. The second Attack boost is underway. Safeguard expires at the end of this turn, so I’m leaving room for a heal or sleep cure before the finishing attacks.

  91. Both Attack boosts are in place. Arcanine has enough health to survive another ordinary Dark Pulse, and it moves first, so I’m attacking now to give Hypno fewer turns to raise its stats.

  92. The first Crunch landed and lowered Hypno’s Defense. Hypno put Arcanine to sleep afterward, so I’m curing that; the next Crunch should finish the fight.

  93. PULSE Hypno is defeated on the first attempt. Arcanine finished at 117 HP. I’ll preserve the victory and exact item count, then continue through the remaining Void scenes toward Calcenon and Agate.

  94. The saved inventory confirms six items used against Hypno: 2 X Attacks and one each of X Speed, X Sp. Def, Ultra Potion, and Full Heal. The remaining Void route is now running in longer, guarded action batches.

  95. We’re continuing through the Void’s escape sequence. Next I’ll heal in Calcenon, collect the Heart Scale for move changes, and prepare Cofagrigus for the Agate battles. Usage is at 50% consumed, leaving plenty of room before the 5%-remaining stop.

  96. Terra’s scene is complete, and the route is continuing through the remaining memories. The latest recording segment is also archived and verified; I removed its consumed raw and partial files after checking the finished video.

  97. We’re in Taka’s scene now, with ZEL, Shade, and Luna still ahead before Calcenon. I’m preserving the dialogue and scene movement in the archive; the idle review will cut only the pauses after they finish.

  98. The escape sequence has reached Cal and Blake. I also found a planning gap for later: we don’t own the Mega Ring yet, so I’m checking its quest before relying on Mega Swampert for Saphira.

  99. Cal and Blake’s dialogue is complete, and the next memory scene is underway. I’ll rotate the recording at Calcenon so Hypno’s finished clip can be added to the major-battles video while we prepare the team.

  100. The later memory scenes are complete, and we’re nearing ZEL’s part of the route. I’m keeping the upcoming Agate lineup fixed in the plan: this preparation needs to cover both consecutive fights, including the lead-in battle before Solaris.

  101. We’ve reached ZEL’s scene. The Mega Ring quest is available, but it needs additional purchases and several battles, so I’m comparing that detour with a team plan that can handle Saphira without it.

  102. Luna is guiding us out of the Void now. After the recovery scenes, I’ll verify Calcenon’s story state, save, and start the healing and team-preparation route.

  103. We’re on the final exit passage. The route has cleared Luna’s scene and the transition tiles; the remaining steps lead into the recovery sequence and Calcenon.

  104. We’re out of the Void and into Radomus and Serra’s recovery dialogue. This sequence moves through several maps automatically, so I’m letting it finish before using any movement shortcuts.

  105. The recovery sequence has reached the Route 4 flashback. It’s dialogue-heavy, but the script is advancing it continuously. I’m continuing toward the Calcenon checkpoint.

  106. The recovery dialogue is still advancing through the family’s arrival at the Glass Workstation. Usage was last checked at 45% remaining; I’ll continue and keep the final 5% for saving, quitting, and archive cleanup.

  107. The recovery flashback has reached Bennett and ZEL. For later planning, Assault Vest also needs an optional restoration project, so neither it nor the Mega Ring is available without a detour. We’ll make that decision after the Agate battles.

  108. The next team update is Cofagrigus: I’ll teach Hex and Dark Pulse, adjust its EVs for more Special Attack, and use a Timid Mint to reach the speed needed for Solaris. That preparation is queued for after Calcenon.

  109. The flashback now explains the three Glass Gauntlet fights we already won. Those victories are preserved as one complete successful gauntlet; this later explanation will remain in the full journey recording.

  110. The recovery scene is nearing its climax. I’m keeping this dialogue and animation intact in the recording; the later audit will focus on any inactive pauses around it.

  111. The flashback has finished its main confrontation, and Luna’s closing dialogue is playing. Anna’s final choice and the return to Calcenon are still ahead; I’ll save once that sequence ends.

  112. The closing dialogue is still progressing through Bennett and Serra. After Hypno, we have 30 Ultra Potions and 16 Full Heals left; I’ll check the full inventory at Calcenon before buying anything.

  113. A brief capture interruption stopped a dialogue input. The recorder recovered, and I checked the current textbox before resuming. The helper now re-reads the screen after an interruption instead of replaying the interrupted tap.

  114. Bennett and Laura’s closing conversation is nearly finished. Once we’re back in a controllable area, I’ll also check the text-speed setting to make future dialogue quicker to advance.

  115. The recovery scene is still moving through Anna and Radomus’s reunion. We have 43% usage remaining; once control returns, I’ll heal, collect the Heart Scale, and prepare the team for Agate’s consecutive battles.

  116. For Agate, Cofagrigus will gain Hex, Dark Pulse, and a modest Special Attack investment. I’ll verify that build before the two-battle chain, where we cannot change the party between fights.

  117. The recorder is still running through the recovery scene. I’ll rotate the recording as soon as we can safely pause in Calcenon, then review this segment for idle time and BGM.

  118. We’re approaching the end of the family reunion dialogue. The route, shopping list, and training steps are prepared so I can run longer action queues once we regain movement control.

  119. The closing scene is longer than the earlier recovery stops, but dialogue is advancing normally. After it finishes, the first practical change is the Cofagrigus build; Cryogonal will then return as a reserve for Solaris.

  120. The scene has moved on to Eve and Lumi, and the capture health check is current. I’m keeping this story sequence in the journey video; the review will trim only pauses where gameplay has stopped.

  121. The supply check confirmed that our current marts don’t sell Max Potions or Revives yet. I’ll restock Ultra Potions and X items, with two Revival Herbs as backups, while keeping the Cofagrigus preparation funded.

  122. The group is preparing to leave for Calcenon. I’ll save on arrival, rotate the capture, and then run the briefing and Route 4 approach as one guarded queue.

  123. Anna’s travel prompt is resolved, and the transition to Calcenon is underway. Hypno is already recorded as a first-attempt victory, with the six items we used reconciled against the saved inventory.

  124. We’re back in Calcenon, and the game is saved. The hour’s capture closed cleanly; I’m starting the next one while the closed footage is reviewed.

  125. The new recording is running. The text-speed helper stopped on an OCR reading of the Options label before sending any input; I’ve checked the menu visually and am correcting that narrow guard. Then we can resume the route.

  126. Text Speed was already set to Max, so it needed no change. I’m resuming the Calcenon briefing, healing, and Fly-carrier swap before the Route 4 climb.

  127. Shelly’s conversation is finished, and the queue is continuing through Eve’s briefing. This section has no planned battles; it ends on Route 4 before the Heart Scale pickup.

  128. Eve’s briefing is complete. The closed recording also passed a full decode check; its largest detected capture gap is under 0.4 seconds. The review is preserving the gradual Void fades and trimming verified menu waits.

  129. The Agate operation briefing is nearly finished. The same queue will heal the party and bring in Tranquill for travel, then verify each climb’s arrival before continuing.

  130. The media review caught a BGM cue that would have silenced the family dialogue too early. It’s being moved to the actual transition frame so “Strings Be My Wings” continues through the scene.

  131. The party is healed, and the PC swap is next. The Hardy piano solution is also prepared, including checks for the tuner positions and opened door, so that later puzzle can run as a longer queue.

  132. Tranquill’s swap succeeded. The next helper hit the remembered Options cursor when opening the party, so it stopped safely. I’m correcting that menu selection and resuming from the completed swap rather than repeating it.

  133. The healed party and Fly option are verified, and we’re continuing onto Route 4. Usage is at 63% used. The Mac reports AC power but its battery is still discharging at 56%, so I’m watching that alongside the recording health.

  134. The Mac reports AC power, but its battery is discharging at 56% with about 2½ hours left. Can you check that the charger is supplying enough power so we can keep playing safely?

  135. We’ve reached Route 4. The Heart Scale route uses a dry approach, a normal Surf prompt, and a short crossing to the island; the helper will verify the Surf avatar before moving on the water.

  136. The climb queue stopped because it found trainers elsewhere on the map. I checked their sightlines and found a clear route to the climb, then added those sightlines to the movement exclusions. We can continue without taking those optional fights.

  137. Hypno is now published in the major-fights video as chapter 40, with its successful attempt and item counts. The full journey is updated through the recovery scene, and the first Route 4 climb is progressing along the verified clear path.

  138. The next two climbs are complete, and we’re crossing the upper platforms. The route now treats stationary trainers’ sightlines as blocked tiles, so the remaining movement can stay in one queue.

  139. We’ve reached the Surf dock. A recorder restart made the bridge helper stop there as designed; the completed route reports the correct dock position. I’ll recheck that position and resume from boarding, keeping the completed walk intact.

  140. Surf is active and the boarding position is correct. The automatic avatar check couldn’t match the displayed sprite, so it stopped before further movement. I’m checking the rendered sprite, then continuing the island crossing.

  141. The Heart Scale is collected and verified in the saved inventory. We’re flying back to the Circus, where the queue will buy the training items and make Cofagrigus’s move and nature changes.

  142. We’re back at the Circus and the Cofagrigus rebuild is underway. The plan is to finish its training, restock, then tackle Agate’s two consecutive battles with one prepared team. I’ll stop at 5% remaining, save and quit, and finish the recording cleanup.

  143. The shopping is complete. The build queue stopped because it searched the wrong bag pocket for the mint; no mint was used. I’m correcting that step and continuing from the current menu.

  144. Cofagrigus is now Timid, and the four berries have reduced its HP EVs as planned. The queue is finishing Hex and Dark Pulse, then it will take three Power Lens KOs and verify the resulting stats.

  145. Dark Pulse is learned. Hex and the held-item setup are next; after that, the queued training and shopping should run with fewer pauses.

  146. The move reminder’s list differs from the planned order, so the helper stopped without teaching the wrong move. I’m selecting Hex from the displayed list, then continuing the build.

  147. Hex is learned and the Power Lens is equipped. After training and restocking, I’ll bring Cryogonal back with the borrowed Focus Sash and prepare the team for Agate.

  148. The saved stats confirm the rebuild is correct. I fixed a verification bug—the save keeps the original nature alongside the mint override—and the training queue is now heading to Opal.

  149. We’re in Opal for the three training KOs. The final team will be Cofagrigus, Arcanine, Swampert, Mienshao, Excadrill and Cryogonal. I’ll preserve Cryogonal’s Sash during the partnered warmup so it remains available against Solaris.

  150. The Mac is charging normally again. I’m also checking Agate’s entry route before swapping out Tranquill: the current story stage has barricades that could trap the party at the Fly landing point.

  151. There’s a better route: assemble the final team at the Circus PC, then walk into Agate from the west. That avoids the blocked Fly landing point and lets us remove Tranquill before the battles.

  152. The first KO is verified: Cofagrigus gained exactly 32 Special Attack EVs. The queue is taking the remaining two KOs, then buying supplies. I’ll pause at the next safe point to close and process this recording.

  153. All three KOs are verified. Cofagrigus now has the planned 210 Special Attack and 68 Speed, with 333 Defense intact. Restocking is underway; then I’ll heal, finish the party swap and head into Agate.

  154. The store menu is open, but OCR split “Sell” into fragments and stopped the queue. The purchase counts are unchanged. I’m using a closer read of the visible menu and resuming the remaining shopping steps.

  155. The source check shows the west entrance is barricaded too. The walkthrough confirms the raid enters from the south through Vanhanen Labyrinth. I’ll keep Tranquill until we’ve opened that route, then finish the party swap at Agate’s PC.

  156. The X items and Revival Herbs are purchased. The queue is finishing the Ultra Potions and returning to the Circus; I’ll close this recording there before we travel to the raid.

  157. Restocking is verified, with 40 Ultra Potions and the planned X-item reserve. I’m finishing the Lens removal and healing now, then rotating the recording before the trip south.

  158. Cofagrigus is healed and the final build is saved. I’m pausing briefly to close this capture, then starting a fresh recording for the south-entry trip. The closed footage will be trimmed and given BGM while we keep playing.

  159. I’m continuing toward the Agate raid. I’ll finish the south-entry route, lock in the six-Pokémon team, and check usage before starting the consecutive battles so there’s time left to save, quit, and finish the recordings.

  160. The south entrance is open. Ricardo’s street fight comes first; winning it unlocks Agate’s Pokémon Center. I’ll use Cofagrigus for the hail matchup, then bring in Cryogonal and heal the final team before the two-battle raid.

  161. Ricardo’s battle is underway. The first action stopped before sending any input because the menu guard was too narrow for the “Fight” label. I’ve checked the screen and am correcting that guard before continuing.

  162. Cofagrigus is building its boosts, with a health check after every turn and healing inserted when needed. I also checked the route after Solaris: it leads through an underwater story scene to Hardy, so Dive will be the next temporary move change.

  163. Cofagrigus has all three Special Attack boosts and the first Speed boost. It needs a heal before the remaining two. I’ll then check its displayed stats and queue the Hex sweep through Ricardo’s team.

  164. The stat screen confirms 840 Special Attack and 272 Speed. Cofagrigus is healed and ready to sweep Ricardo’s team; after that, I’ll finish the party swap at Agate’s Pokémon Center.

  165. The sweep is working: Slurpuff and Blaziken are down, and Cofagrigus still has enough health for the remaining hail damage. The previous recording has also been trimmed, given BGM, and appended to the full journey video.

  166. Ricardo is defeated on the first attempt. I’m replacing the travel Pokémon with Cryogonal, borrowing the Focus Sash, and healing the final six before the raid.

  167. The party is still unchanged; a brief recording interruption stopped the menu queue before any swaps. Recording has recovered, and I’m continuing from the verified menu state.

  168. The first PC exchange is complete. Next I’m taking the Focus Sash from Kricketune, exchanging it for Cryogonal, and healing the team. The final raid roster will be Cofagrigus, Arcanine, Swampert, Mienshao, Excadrill, and Cryogonal.

  169. The remaining work is in the party menus. Some labels include OCR errors or field-move commands that the helper didn’t account for. I’m fixing those narrow checks and resuming only the unfinished steps.

  170. Cryogonal is in the party now. I’m equipping its Focus Sash and finishing the reorder and heal. Then I’ll make the pre-raid save and play both battles consecutively, including the automatic healing between them.

  171. The final six are equipped, healed, and saved. I’m moving to the raid’s commitment tile, then rotating the recording so the consecutive battles can fit in one fresh capture.

  172. The final roster’s levels, moves, items, HP, and PP all check out. I’m finishing the protected approach to the raid trigger; neither of the consecutive battles has started yet.

  173. The direct route to the trigger is blocked by the planner’s safety exclusions. I’m checking which exclusions are too broad so we can approach without accidentally starting the raid or walking into another trainer fight.

  174. The route is blocked by undefeated Agate street trainers. I’ll clear those fights before starting the consecutive raid battles. Usage is at 85% used; I’ll stop gameplay at 95% and finish with a save and quit.

  175. I’ve started a fresh recording and handed the closed segment over for trimming and music. I also found obsolete route exclusions from Ricardo’s completed fight; removing those lets us reach the next trainer safely.

  176. Antoine is the next mandatory defender. I’m preparing around his Mamoswine lead and the Dark types behind it, with Cofagrigus handling setup and Mienshao available if needed.

  177. The battle controls are ready. I’m setting up accuracy against Mamoswine’s Snow Cloak, then boosting for the sweep. The action queue checks Cofagrigus’s visible HP and stops if the foe or battle conditions change.

  178. The defender after Antoine is a double battle. I’ve checked Ditto’s copying behavior and have an opening built around Mienshao’s Fake Out and Cryogonal’s Ice Beam, so we can remove Noivern quickly.

  179. Cofagrigus has burned Mamoswine, and the guarded boost queue is running. Usage is at 89% used. I’m reserving enough headroom to finish the current battle and recording before starting another consecutive sequence.

  180. Cofagrigus’s setup is complete. I’ll handle Antoine’s remaining Pokémon from the actual battle screens, then heal and adjust the lead pair for the next double battle.

  181. Antoine’s Tyranitar is now the active foe. After this fight, I’ll heal for the remaining street defenders and restock the boost items needed for the raid; Agate’s local mart doesn’t sell them.

  182. Tyranitar and Mightyena are down. Liepard is next; its Swagger and Foul Play make it worth handling separately, especially after Tyranitar lowered Cofagrigus’s Defense.

  183. The previous recording is finished and appended to the Gym 17 progress video, with idle time trimmed and area music corrected. The full journey and video joins passed review, and its consumed temporary files have been removed.

  184. Antoine is defeated on the first attempt, with all six Pokémon still standing. I’ll heal and set up the Cryogonal–Mienshao opening for Lyla and Ezra. Usage is at 92% used.

  185. The recorder restarted during the walk back to the Pokémon Center, and the controls stopped as intended. The game is safe inside the center; I’ll resume from that verified position.

  186. I’m checking the double battle’s exact starting order before triggering it. Ditto copies the Pokémon opposite its slot, so Cryogonal needs to be in that position for the Fake Out opening to work.

  187. The team is healed and positioned for Lyla and Ezra, with Cryogonal and Mienshao leading. Usage is at 94% used; I’ll attempt this ordinary double battle, then save, quit, and finish the recording as we reach the 5% reserve.

  188. The opening worked: Ditto copied Cryogonal, Fake Out stopped it, and Ice Beam knocked out Noivern. Both leads are healthy. I’m boosting Cryogonal’s special attack while Mienshao targets Ditto.

  189. Usage has reached 95% used during the double battle. I’ll finish this battle so the game can be saved safely, then quit and process the recording. No further route progress after that.

  190. Kommo-o knocked out Cryogonal after Whimsicott fell. Cofagrigus is now in, with Mienshao using Wide Guard against spread attacks. I’m finishing the remaining four opponents before the save and quit.

  191. The remaining pair dealt enough damage that Cofagrigus needs recovery support. I’m bringing Cryogonal back for Kommo-o; its speed and Ice Beam give us a reliable way to close this fight. The next action afterward will be saving and quitting.

  192. Kommo-o and Wigglytuff are down. Cryogonal is back at full health, and the remaining opponents are Haxorus, Mantine, and Bellossom. I’m closing those out, then saving immediately.

  193. Lyla and Ezra are defeated on the first attempt. I’m saving here and quitting now, as requested at the usage limit. The recording will include the whole attempt, including the knockouts and recovery; the Agate gauntlet remains for the next session.

  194. The game is saved and fully closed at Agate, with 16 badges and all the ordinary street trainers cleared. I’m trimming and adding music to the last recording, then updating the save and notes for next time. The next session starts with healing and restocking before the Agate gauntlet.

  195. The final capture passed its integrity check: no decode errors, and its duration matches the recorded session. I’m checking the trims and music before appending it, then I’ll verify the finished video and remove the consumed recording files.

  196. The audio audit caught a few timing offsets around the Pokémon Center and both battle intros. I’m correcting those so the normal-speed music starts with the footage. The save and quit are already verified; only video processing and the backup remain.

  197. The review found 61 more idle pauses—about eight minutes of raw footage—and 21 coordinate overlays to remove. Both full battle attempts are preserved, and the area and battle music boundaries are verified. I’m applying those edits and stitching the final video now.

  198. The updated Gym 17 progress video is now 1:24:19 and has passed a full decode check. I’m finishing the picture and audio checks, then syncing the verified save and notes to the private repository.

  199. The video’s final picture and music checks passed, and the consumed recording files are cleaned up. I’m syncing the exact post-quit save and updated notes now, so the next run starts from this checkpoint.

  200. Reached the usage cutoff, finished the active battle, and saved + quit.

    We’re at 16 badges. Glass, PULSE Hypno, and the Agate street trainers are cleared. Next: heal, restock, then the Agate/Solaris gauntlet.

    The updated recording is trimmed, 4×, and has music. Consumed recordings are cleaned up; save, notes, and scripts are backed up to GitHub.