Task 23
October 4, 2026 · 19:31–21:40 EDT Oct 7 · 74h 09m 18s · Sessions 162–242 · 1,546 messages
Sunday, October 4
That’s a fair assessment. I’ll put more effort into team coverage and preparation, with items supporting the plan rather than carrying it. I’ll resume from the saved tournament checkpoint and check what changes are possible before committing to the next fight.
The recording is running and the saved checkpoint loaded correctly. There’s about 75 GiB free now. Florinia’s team is built around Glitch Field, so I’m checking our reserves and the waiting-room PC before choosing a team for that matchup.
There are useful reserves already trained: Cryogonal brings Ice Beam, Recover, and high special bulk; Kricketune has Perish Song for opponents that stack defenses and heal. I’m checking whether we can use those answers here. Broader training and move changes will need to wait until we can leave the tournament building.
I’ve reached the next story intermission. The recorder has stayed healthy with no restarts or dropped-write errors. The plan is to keep Sylveon’s field change, bring Cryogonal back in, and prepare an answer to Florinia’s defensive setup before entering the arena.
The team plan is taking shape: burn the physical threats, use Misty Terrain to remove Glitch’s advantages, and bring Cryogonal for Ice damage and recovery. Perish Song gives us a backup against repeated Amnesia or Stockpile, but its delivery needs Trick Room because Kricketune is underleveled.
The party is healed, and Cryogonal is replacing Boldore. Florinia’s installed stats confirm why field control matters: Glitch lets Ferrothorn attack using its much higher Special Defense, including its Assault Vest boost. Removing the field makes that matchup substantially easier for Arcanine.
Kricketune now holds Exp. Share, so it can gain levels during normal progress. The team is ready for Florinia’s first attempt; the scripted introduction is playing now.
The introduction includes Hardy and Saphira’s story scene before our match. I’m advancing it with the guarded dialogue script. No further team changes are pending, and recording remains stable.
Hippowdon is burned, and Cofagrigus is nearly untouched. The opening worked; I’m moving into field control before bringing in our attackers.
I found a concrete cause of slow turns: the switch helper was waiting until timeout because OCR read “BAG” as “BAE,” despite the command menu being ready. I’ve fixed that check. The switch completed normally, and the fight is continuing.
Hippowdon is down. Sandslash set up while Misty Terrain was active; it is now burned, and Trick Room is up. I’m using that opening to bring in Swampert and attack before it moves again.
Sandslash is down too. Kricketune has been knocked out after its Perish Song turn, so I’m checking the visible countdown while Arcanine restores enough HP to let Sylveon switch back through Stealth Rock. I’ve also added a small capture helper to retain fast battle messages that OCR can otherwise miss.
Perish Song forced Tangrowth to switch out, consuming its one-use seed. Sylveon has now changed the field against Ferrothorn and used Wish; I’m passing that healing to Arcanine for the Fire matchup.
Ferrothorn is defeated. Cradily has reached three Stockpiles, so this is the defensive bottleneck we planned for—but Perish Song is no longer available. I’m working toward a safe Wish-and-field-control position with Sylveon. This also makes the missing Haze or strong setup attacker an explicit priority for the next preparation stop.
Sylveon is now in position, and I’m running a bounded script that checks HP, opponent, and field before choosing Wish, Moonblast, or Misty Terrain. Cradily has used four Stone Edges on camera. The script stops for a new opponent, low HP, or an uncertain screen.
The scripted turns are stable. Cradily has visibly used all five Stone Edges, nine Giga Drains, and six Recovers. Sylveon is healthy; once the last damaging move is spent, we can finish working through its recovery without repeatedly healing the team.
Cradily’s damaging moves are now exhausted. That gives us a safer, faster route: pass Wish to Swampert, boost its physical attack, and break through Cradily’s defenses. I’ll stop the setup immediately if Florinia switches Pokémon.
Swampert knocked out Cradily in two Earthquakes once set up. Only Tangrowth and Torterra remain. I’m preparing Cryogonal for Torterra while Sylveon controls the field and keeps the team’s recovery moving.
Tangrowth flinched Sylveon twice in a row, preventing both Wishes. That has put the attempt in trouble. I’m trying to recover the position, but this is exactly the weakness you pointed out: the team needs a faster answer that doesn’t depend on getting a recovery move through.
Sylveon went down to a critical hit, leaving Cryogonal as the last Pokémon. Recover has carried it through Tangrowth’s remaining Rock Slides. I’m finishing the attempt normally and preserving the recording; the next team needs a more reliable answer to these matchups.
Cryogonal has stabilized and frozen Tangrowth, giving us time to restore its HP. I’m using that opening to prepare Light Screen for Torterra, the final opponent.
Tangrowth’s random move hit Cryogonal hard. I’m putting up Light Screen, then trying to finish the last two opponents. After this battle I’ll rotate the recording and use the next preparation window to strengthen the team.
Tangrowth is down, and Torterra is frozen after the first Ice Beam. Cryogonal has an opening to finish the fight without more healing items.
Florinia is beaten on the first attempt. Cryogonal finished Torterra and reached level 91. The freeze helped considerably; this was still a costly win, so I’ll follow through on improving the team rather than treating the result as proof that the current approach is reliable.
I’m clearing the post-battle scene and closing this recording at the next safe checkpoint. The capture is healthy, with about 74 GB free. After the archive check, I’ll continue toward the next team-building opportunity.
The saved checkpoint is verified and the game is closed for the recording rotation. The completed battle log confirms 16 Lemonades, three X Attacks, and an Elixir used—exactly the sort of resource drain your comment identified. I’m checking the edited footage while planning the team for Saphira’s challenge.
The recording is published and verified, including the full Florinia fight and corrected scene music. I’m resuming now. The next roster will emphasize reusable moves—setup, recovery, and field control—rather than relying on a large stock of battle items.
The tournament still blocks access to outside training areas and tutors. For now, I’ll bring the already trained Klinklang back in, restore the whole party, and prepare their moves for the chest challenge. Once we can leave, I’ll address the weaker builds and expand the trained reserves.
Klinklang is the immediate upgrade: it already has full HP and Attack training, and Shift Gear gives it reusable setup. I’ll also keep Kricketune’s Exp. Share on during the upcoming waves so its Perish Song role becomes less fragile.
I’m finishing the PP upgrade and stocking healing for the long chest-defense sequence. The trained Klinklang is back in the party, and Kricketune will gain experience through the waves for its later Perish Song role.
Moonblast’s PP upgrade is complete. The next challenge has 26 waves with no automatic healing, so I’m preparing for endurance and quick transitions between fights before starting it.
There’s a useful opening: returning to the lobby triggered Terra’s offer to let us leave and prepare before Saphira. That gives us access to proper training and tutors now, so I’m taking it.
I’m prioritizing three lasting improvements: a Calm nature for Sylveon, a focused physical build and Ice Punch for Swampert, and Curse for Cofagrigus as another boss answer. These address specific weaknesses we’ve encountered without replacing the whole team.
The Circus tutor can teach Swampert Ice Punch with the six red shards we already own. I’m also testing a faster movement queue on a short, safe corridor so the preparation trips take less time.
The faster movement test reached the exact intended tile, and the longer transfer routes are now using it successfully. We’re back at the main arena lobby; next are the move changes and Swampert’s training.
We’re out of the tournament, and I’m temporarily using Tranquill for Fly. Swampert’s rebuild needs only eleven low-level knockouts after the berry reset; the existing power items make that a bounded training job.
Cofagrigus has learned Curse. That gives us a second reliable way to handle oversized bosses, alongside Kricketune’s Perish Song, rather than depending on a long damage race.
Swampert now has Ice Punch. I’m extending the training block to Arcanine too: they can share most of the same practice fights, letting us improve two builds with little extra battle time.
I found a better training spot: the accessible Railnet entrance still has level 2–9 encounters. That lets both Pokémon train safely without repeatedly fleeing the stronger city encounters.
The move upgrades are done, and Swampert’s unwanted EVs are cleared. I’m finishing Arcanine’s reset, then doing the scheduled save/restart and recording rotation before the shared training block.
The hourly save and quit are verified, and the recording is being edited. I’m reopening on a fresh recording to finish the last two berry resets and start training.
I’m continuing the team preparation before Saphira: finishing Arcanine’s reset, then training Swampert and Arcanine’s key stats. I’m also finishing the previous recording’s review while the training runs.
The remaining berry resets are done. Swampert now has Ice Punch and Cofagrigus has Curse; the next step is a short, controlled training run to turn those move improvements into stronger builds.
The previous recording has been published and verified, including its joins and unchanged earlier footage. The training setup is progressing through held-item changes and healing; the planned shared battles should train both Pokémon with fewer encounters.
The training items are equipped and the party is healed. I’ve also checked the mint detour: it needs the Route 1 Tauros paths, so I’m planning that route now rather than walking into blocked passages later.
The direct Railnet route was blocked by Opal’s overlapping bridge levels. I’m correcting the route through Obsidia; the game has remained recorded throughout, and no training battles have been spent on the wrong targets.
The route through Peridot reaches the correct level of the Railnet entrance. I’m keeping the first training battle as a check of both Pokémon’s gains, then the remaining encounters can run in guarded batches.
The pilot worked: one Woobat gave Swampert exactly 32 HP EVs and Arcanine exactly 32 Special Attack EVs. I’ve verified that in a normal save, so the remaining training can proceed in batches.
A Stunky poisoned Arcanine on the switch, so I stopped the batch, cured it, and excluded Stunky from further training. The remaining targets are Noibat and Woobat, which avoids spending more status medicine on these practice battles.
The paired training is progressing without losses. I also found that the “free” Calm Mint sits behind several unfinished forest obstacles, so I’m checking a shorter legitimate nature-change route before committing to that detour.
Arcanine and Swampert are over halfway through the first training block. I’m comparing the mint detour with collecting two Heart Scales for the nature-change NPC, aiming to avoid another long preparation maze.
Swampert’s HP and Arcanine’s Special Attack are now fully trained and verified. The next block finishes Swampert’s Attack while building Arcanine’s HP. I’ve found a reachable Route 1 Heart Scale, which looks more efficient than unlocking the mint’s forest route.
The HP/Special Attack block is complete. The second block is underway; I’m watching Arcanine’s health and will heal again before returning to the tournament.
Swampert now has 252 HP / 252 Attack EVs. Arcanine has finished Special Attack and is on the final three HP-training battles. After that, I’ll heal and take the Heart Scale route for Sylveon.
Both builds are finished and verified: Swampert is at 363 HP / 302 Attack, and Arcanine is at 362 HP / 277 Special Attack. Their battle items are being restored, then I’m heading to heal and collect the first Heart Scale.
The party is fully healed. I’m heading into the Grand Stairway for the first Heart Scale, then I’ll make the scheduled save-and-quit recording rotation before continuing the nature change.
The guard has opened access to the Grand Stairway. It’s time for the hourly rotation, so I’m saving here and restarting the game and recording; the trained team is healed and ready to continue.
The save, actual quit, and fresh recording are verified. I’m loading back in at the opened stairway while the completed training recording is edited.
The first Heart Scale is collected and saved. Arcanine and Swampert’s training is complete; I’m finishing Sylveon’s nature improvement before returning to Saphira.
The training footage has passed its visual edit checks. I’m correcting its opening music cue while travelling for the second Heart Scale, so that archive work runs alongside gameplay.
Arcanine now has 362 HP and 277 Special Attack, and Swampert has 363 HP and 302 Attack with Ice Punch added. Those are substantial permanent improvements. The training session is now appended to the journey archive, with the earlier footage verified unchanged.
The archive is verified and its consumed source files are cleaned up, recovering about 1.1 GB. I’m on Route 1 now; the remaining nature change should give Sylveon a much stronger special-defense role.
Both Heart Scales are secured. I’m heading to the psychologist for Calm Sylveon, then restoring the battle roster and supplies for the next tournament section.
The team-building checkpoints and archive updates are backed up and pushed. I’m also using the faster, coordinate-checked route controls for the return journey; Fly and dialogue menus keep their verified input timing.
A remaining street trainer intercepted the route. Arcanine has the level advantage and a super-effective Crunch here; I’m clearing this fight and continuing to the psychologist.
The street fight is finished in one attack, with Arcanine untouched. The core team is now much better prepared; I’ll use a proper sixth battler for the defense rather than carry the Fly Pokémon into it.
Sylveon’s Calm nature change is complete. I’m verifying the saved stats, then making one short training stop for experience candies so Excadrill can join the battle team at the level cap.
The saved stats confirm Sylveon’s Special Defense rose from 297 to 364. Its 351 HP and 24 Moonblast PP are intact. I’m stocking a small emergency supply and collecting the last training candies before returning to the tournament.
The emergency herbs are stocked. I’ve also added a helper for the chest defense that verifies the Bag or Pokémon screen is truly pausing the moving threats—the ordinary pause menu doesn’t stop them.
The training battle is nearly done. Swampert handled Dragonite, and Arcanine is taking the final Sawsbuck; no battle items have been used. The reward will bring Excadrill up to level 95.
The training battle is won, and all five XL candies are collected. I’m finishing the supply stop, then bringing Excadrill into the six and heading back to Saphira’s waiting room.
All six battle Pokémon are now level 95, including Excadrill at 399 HP and 329 Attack. The team is fully healed. I’m picking up the field-healing drinks and returning through the cleared tournament rooms.
The six are ready. I’ll make the scheduled save-and-restart at this Pokémon Center before entering the long defense sequence, then continue in a fresh recording while this preparation footage is edited.
The save, quit, and fresh recording are verified. Supplies are 25 Lemonades, three Max Potions, and four Revival Herbs. I’m loading back in and continuing to the defense; the preparation recording is being edited alongside the return trip.
The trained team is back at the final recovery station, fully healed and saved. I’m checking the defense controls before starting its uninterrupted battle sequence, while finishing the preparation video.
The team changes are complete: Arcanine and Swampert are trained, Sylveon now has a defensive nature, and Excadrill is back at level 95. The practice battle needed no items. This next defense has 26 waves before its boss, so I’m preserving healing and PP across the whole sequence.
The Bag pause is now tested, including returning briefly to the map and reopening it. The preparation footage is published and verified, and its consumed raw files have been removed. I’m moving up to Saphira’s chest now.
Monday, October 5
Saphira’s instructions confirm there are no breaks during the defense. I’ve recorded the starting team and supplies so the whole attempt stays auditable. Usage is at 40%, comfortably below the stopping threshold.
The first defense attempt failed before a battle: the game started immediately after “Good luck,” without the warning I expected. I’ve recorded that as a failed attempt and am correcting the transition so it pauses immediately when control returns.
The retry transition worked: the challenge is active and the Bag pause was verified immediately. I’m intercepting the first wave now, with the trained team intact.
Arcanine knocked out the first Mandibuzz without taking damage. The chest was then lost while control returned to me, so I’ve moved the post-battle Bag pause into the battle script itself. That removes the delay between a fight ending and the world being paused.
The remaining issue is movement timing after closing the Bag, rather than the team’s damage output. I’ve lengthened that transition and will handle each interception in one bounded script, keeping the game paused between waves.
Reviewing the recording exposed another cause: chest damage briefly locks movement, so arriving even a few seconds late prevents recovery. I’ve shortened the battle-to-Bag handoff and verified the exact starting tile. The team is still healthy; these failures have been in the timed defense, not the fights.
The faster handoff worked: the first Ambipom is now intercepted, with Arcanine still at full health going into the fight. I’ll keep using the verified positions and automatic pauses for the remaining waves.
I’m changing the interception plan: catch Mandibuzz farther out, then stand on the path shared by both Ambipom. That should avoid racing around the chest between those fights. I’ll restart the game now at this safe checkpoint before committing to another long attempt.
Understood. I’ll use the banked reset at 1% remaining if needed, then stop at 5% remaining in the new pool, with time reserved for saving, quitting, and finalizing the recordings.
The earlier interception worked: Mandibuzz is down, and the next Ambipom reached us immediately. I’m continuing from that position, with the trained team ready for the later waves.
The first Ambipom is defeated, and the game is safely paused in the Bag. I’m healing between waves and using the shared approach path to catch the second one before it reaches the chest.
The chest was lost to the second Ambipom before we could intercept it. The battles themselves are going well; the problem is movement during the short gaps between them. I’m adjusting the script to move immediately after each victory, before opening the Bag.
I’m refilling HP and move PP at the nearby healing station before the next attempt. The recording review is also progressing; the failed defenses are being kept in the journey video.
The fresh attempt has cleared Mandibuzz. The opening sequence now runs continuously through the two Ambipom encounters, with a little more spacing between movement inputs so the game registers each step.
Both Ambipom are now defeated—the movement fix worked. I’m curing Arcanine’s poison and restoring its HP before the first Knight’s three-Pokémon battle.
The previous recording has been appended to the journey archive, with its existing video frames preserved exactly and timestamp checks passed. The current defense is paused safely while the last healing inputs finish.
Knight Dan is engaged, and Arcanine is handling Hitmonchan. Sylveon will take Vaporeon and Noivern; its special-defense training should be useful here. The previous recording is finalized and its verified temporary video files have been cleaned up.
Vaporeon is down, but repeated Scalds and a burn left Sylveon low. I’m using one Max Potion to make the Noivern finish safe, then continuing toward Blaziken.
Knight Dan is defeated. I’m putting Swampert in front for Blaziken and Charizard, then treating Sylveon’s burn between battles.
The defense ended during Blaziken’s special approach, after four wins. I’m checking that event’s exact interception rules before retrying; the position that worked for the ordinary waves did not stop it.
I found the failure: Blaziken’s warning interrupted the brief map check, so the script never reopened the Bag and the defense kept running. I’m fixing that transition and adding Wish to Sylveon’s Vaporeon matchup to reduce healing-item use on the next attempt.
The team is fully healed again. I’m doing the required save-and-restart now, before another long defense attempt, so we won’t need to interrupt a successful chain for the hourly restart.
Understood. I’ll use normal saves and reloads freely wherever the game permits, including between linked battles. I’ll also handle recording/editing breaks during pauses in play without forcing hourly restarts. The earlier restriction was too strict; I’ll update the run notes so it doesn’t carry forward.
That makes sense. I’ll follow the game’s own save restrictions: restart sequences such as Fiore or Glass when required, and use checkpoints freely where saving is allowed.
The opening three waves are cleared again. I’m checking whether the game permits a normal save here, so we can preserve that progress before Dan.
The game allowed it: we now have a verified save after the first three waves. That means a later mistake here won’t require replaying the opening.
I’ll use normal saves wherever the game allows them and respect sequences that disable saving. I’m resuming from the saved, fully healed checkpoint after the first three chest-defense waves.
Knight Dan is underway. I’ve added an early Wish for Sylveon to reduce the healing needed across his Vaporeon and Noivern. While the guarded battle script runs, I’m correcting the previous recording’s music boundaries.
The opening script handled both Ambipom back-to-back, but its journal recorded only one entry. I’m fixing that bookkeeping from the recorded evidence so the checkpoint and eventual archive accurately reflect all three wins.
Wish is helping: Sylveon has stayed much healthier through Vaporeon. I’ve also prepared a guarded helper for the next interception, including the Blaziken warning that disrupted the previous attempt.
The previous recording is finalized and verified, with both failed chest attempts preserved. Dan’s Noivern still pushed Sylveon below the safe threshold, so I’m using one Max Potion before finishing it and saving this wave.
Dan is beaten. The Blaziken warning interrupted the save prompt, so I’m handling that event first, then putting the fully healthy Swampert in front and saving as soon as the normal menu is available.
The defense failed before Blaziken engaged. We now have the checkpoint after Dan, so I can reload that and correct the interception without repeating the opening fights.
I found the interception issue: Charizard reaches the chest while Blaziken is still charging. I’m taking Charizard first, then returning to Blaziken’s landing spot. The checkpoint reload preserved Dan’s win.
I’m tightening the reload controls as well: the game resets the remembered menu choice to Pokédex, and some fast taps were being dropped. I’m checking the actual position before committing to the next interception.
Charizard is engaged. The shorter route across the top worked; Swampert is using Rock Slide, and the script will move back toward Blaziken immediately after the battle.
Charizard is down in one Rock Slide, and that win is now saved. Swampert is back at Blaziken’s approach, with Earthquake ready.
The static route notes missed two backward steps in Blaziken’s movement. Its landing tile is two rows lower than recorded, so I was facing away from the encounter trigger. I’m correcting that and reloading the saved Charizard win.
Blaziken is now engaged. I also fixed the pause helper to recover the Pokédex default automatically after reloads, so future fights can return to a verified Bag pause without manual menu repair.
Both Charizard and Blaziken are beaten. I’m preparing for Frey’s Choice Band Altaria and Choice Scarf Garchomp: Cofagrigus can burn them, and Sylveon can exploit a locked Dragon move. That is safer than trading heavy hits with Swampert on Dragon’s Den.
Tyrantrum reached us before Frey. Cofagrigus is handling it with Will-O-Wisp and Hex; I’ll keep the Frey plan ready for his arrival. These waves overlap, so I’m following the actual encounters rather than assuming their numbered order.
Tyrantrum is down, and the updated handoff has been pushed. I’m taking a brief recording-editing pause at the next saved Bag screen; the game will stay open, as you requested.
Mandibuzz reached the chest during the healing menus. The save captured the win and healed team, but it is very close to the next damage pulse. I’m testing a direct interception from that checkpoint; if it’s too late, I’ll reload the earlier checkpoint and reposition sooner.
That checkpoint is already inside the chest-damage sequence, so I’m rolling back to the earlier normal save before Tyrantrum. The revised route will intercept Mandibuzz immediately after Tyrantrum, before opening any healing menus.
The revised interception worked: Tyrantrum and Mandibuzz are both beaten, and Arcanine took no damage against Mandibuzz. I’m securing that progress before checking which defenders remain on the field.
Frey has arrived, and the prepared opening is underway. If Altaria commits to Dragon Rush, Sylveon can switch in safely and set Misty Terrain; the damage checks show Moonblast can then knock out both Altaria and Garchomp in one hit.
Frey switched out of the Dragon lock and countered our switches, leaving Sylveon too low to act safely. I’m changing to Cofagrigus’s Trick Room plan: heal it on the bench, bring it in after Sylveon falls, then burn Garchomp and attack before it can move.
Trick Room and the burn worked. Frey withdrew his weakened Garchomp, so I’ve brought in Klinklang: Gear Grind can damage all three remaining opponents, which avoids the switch cycle we were getting trapped in.
Frey was beaten, but the chest was lost immediately afterward, before the next interception. The checkpoint still preserves the earlier wins. I’m checking the remaining defender’s timing and the field’s damage rules before replaying Frey, so we can avoid repeating both problems.
Understood. I’ll use normal saves wherever the game allows them and respect sequences that require a full restart. I’m working on the chest-defense interception order now; the last fight was won, but another attacker reached the chest before I could secure that progress.
The route data explains part of the timing problem: Zoroark pauses repeatedly while Frey approaches the chest. I’ll intercept Frey farther out to leave more time afterward. The latest usage check is 48% used.
Frey is intercepted earlier this time, and Cofagrigus has landed the burn with most of its health left. I’m using bounded battle scripts to keep turns moving while stopping for switches and low-health decisions.
The same counter-switch pattern has appeared: Mawile draws in Arcanine, then Garchomp switches into Flamethrower. Cofagrigus is healthier this time, so I’ll try burning Garchomp without spending the last Max Potion.
Will-O-Wisp missed, and Cofagrigus fainted before it could try again. I’m recovering with one Revival Herb behind Arcanine’s Intimidate. The full attempt remains in the journey recording.
Cofagrigus is back in at 202 HP, and Intimidate has reduced Garchomp’s damage. I also corrected a carried-forward calculation: Klinklang is pure Steel, and the previous 197 HP loss came from two Earthquakes, not one.
Garchomp is down. Arcanine can now recover while facing Mawile, with healthy Swampert and Klinklang still available for the remaining two opponents.
Arcanine has recovered and is wearing down the burned Altaria. This attempt has left Swampert and Klinklang untouched, so the team should be in better shape for the next waves if I can secure the chest afterward.
Frey is beaten, and the game is safely paused in the Bag. I also caught a new message: something is lifting the treasure away. That points to the next scripted threat, rather than Zoroark, as the cause of the previous loss.
Frey’s win is now saved normally. I’ve put Excadrill in front and am following a scripted route to Magneton; its Mold Breaker Earthquake should handle Magneton’s possible Sturdy ability.
The first Magneton route was too slow for the moving chest. Frey’s saved win is intact, so I’m retrying just the navigation with shorter key taps and waits, using the verified running speed.
Magneton is intercepted. The faster route worked. I’m using Swampert’s Electric immunity and Steel resistance to revive Sylveon and heal Cofagrigus before finishing the fight.
Sylveon is revived and Cofagrigus is fully healed. I’ve also added the return route to the battle script so we can head back to the chest as soon as Magneton is defeated.
Magneton was defeated, but the return trip was still too slow. I’m adjusting the route timing again and will intercept Zoroark on the way out, so it cannot keep approaching the chest while we pursue Magneton.
Zoroark is intercepted before it can reach the chest. I’m passing Sylveon’s Wish to Arcanine here to recover some health without spending more healing items, then continuing to Magneton.
Zoroark is defeated. The faster route ended without triggering Magneton, so I’ve paused in the Bag to check where it went off course before sending more movement inputs.
I’ve rotated the recording while the game stays paused in the Bag. I’m checking the route footage and reconciling the edits now; there’s no need to restart the game for this pause.
I found a useful shortcut in the map events: a scripted leap near Magneton cuts the return route from 71 inputs to 30. The earlier route planner missed it. The video review also caught two short battle-entry animations and the onset of a chest failure that need to be restored to the edit.
Recording 169 is finalized and verified, including the restored transitions and all failed attempts. I’m resuming from the normal save after Frey’s victory, with the corrected return shortcut and safer movement timing. Usage is 52% used.
Understood—normal saves and reloads are fair game wherever the game allows them. I’ll preserve the intended full-restart rules for the rare locked gauntlets and continue from the saved Frey victory.
The interception worked: Zoroark is engaged before Magneton can carry the chest away. I’ve also corrected the route script’s input timing and prepared a much shorter return path; the previous failure was dropped movement inputs, not the battle plan.
Zoroark is down, and Sylveon still has most of its health. The script is now taking the paced route to Magneton so we can recover the chest and move on.
The long route still missed a movement near its final ledge and the chest was lost. I’m reloading the legitimate checkpoint and going straight to Magneton; the shorter return route avoids that long detour.
Magneton is engaged successfully. Swampert can absorb its Electric attacks while I revive Sylveon and repair the team, then Earthquake will clear it.
The preparation turns have been safe: Swampert is holding at 275 HP, Sylveon is revived, and Cofagrigus is fully healed. I’m finishing Magneton and testing the shorter return now.
The shortcut itself works, but leaving Zoroark alive lets it damage the chest while we’re away. I’m combining the two proven pieces: intercept Zoroark first, then use safer ledge timing to reach Magneton and return by the shortcut.
A stronger Zoroark hit knocked out Cofagrigus during the revive turn, but Sylveon has a free entry and can still finish it immediately. I’ll restore Cofagrigus during the safer Magneton matchup.
This section has a tight movement deadline. Slowing every step was too costly, so I’m keeping the fast timing that reached Magneton reliably and adding a delay only at the ledge that dropped an input.
Both threats are now handled in the same attempt: Zoroark is defeated and Magneton is engaged. A short continuous movement corrected the final approach. I’ll finish Magneton, return to the chest, and secure a new save.
The team is patched up enough to continue: Arcanine is fully healed, Cofagrigus has recovered, and Sylveon is available again. Magneton’s Steel/Bug attacks did chip Swampert, so I’m finishing it now rather than taking extra preparation turns.
Magneton is defeated and we’re back beside the chest. The shorter return succeeded with Zoroark already gone. I’m saving this progress now, so the next attempt starts beyond that timing problem.
The new checkpoint is verified. The chest has one hit left, so I’m using the frozen Bag screen to heal before resuming the incoming waves. That keeps preparation time from advancing the defense.
The next attackers reached the chest during the menu exit. The Magneton checkpoint is intact, so I’m reloading it and intercepting immediately; further healing will happen inside battle, where the defense is paused.
I found the obstruction: the chest occupies an invisible tile on its left as well as the visible tile. Going around the right side worked, and Druddigon is now intercepted before it can take the final hit.
Two missed burns made this Druddigon less clean than expected. Arcanine’s Intimidate will reduce its physical damage while I restore Cofagrigus, then I can use the burned opponent to recover with Wish instead of spending the remaining healing items.
The burn has missed three times, so I’m using an accuracy boost to remove that uncertainty for this fight. Once it lands, Wish can recover the damaged teammates while Druddigon’s attacks are weakened.
Cofagrigus was knocked out before the burn landed. I’m using the checkpoint to retry with a shorter plan: Intimidate, then Excadrill’s Earthquake, avoiding more setup turns.
Excadrill beat the first Druddigon in two Earthquakes, and the next one is already engaged. I’ll use Intimidate plus Sylveon’s Misty Terrain and Moonblast for this one, preserving Excadrill for the next trainer.
Both Druddigon were beaten, but the trainer reached the chest during the post-battle transition. I’m tightening the automation at that boundary: it will recognize the returning map directly from the recorded frames and move immediately, instead of spending several seconds on text recognition while enemies advance.
The faster transition helper is ready. I’ve also closed the current recording at this natural pause and am checking its cuts and battle music before starting the next capture. The game remains open.
The next capture is running, and I’m retrying the saved position with the faster transitions. The previous recording’s losses and retries are retained; I also restored several entry animations that the automatic cuts had shortened.
The new frame-based transition worked and caught the next Druddigon promptly. Recording 170 is also published: its existing video prefix is unchanged, all retries are retained, and the restored entry animations and normal-speed music passed review.
The burn landed this time, and the recovery plan is working: Sylveon is back to full health. I’m passing Wish to Cofagrigus and Swampert before finishing Druddigon, which should leave us much better prepared for the trainer.
Cofagrigus is fully healed and Swampert has recovered to 287 HP through Wish. I’m finishing Druddigon now and moving straight into the trainer’s path.
The faster controls worked, but I targeted the wrong next attacker: Tyrantrum reaches the chest before the trainer. I’ve corrected that route and am scripting the now-tested Druddigon sequence so retries need far less manual handling.
The scripted retry is now carrying out the recovery turns on its own, with checks on each move and switch. That lets me keep gameplay moving while maintaining the recording archive and route notes.
The corrected route caught Tyrantrum successfully. Both Druddigon are now behind us on this attempt, with Cofagrigus fully healed, Swampert at 292 HP, and Excadrill still at 299 HP.
Understood. I’ll use normal saves wherever the game allows them and respect the few sequences that require a full restart. I’m tightening the chest-defense navigation helper so retries spend more time progressing and less time recovering from missed movement.
The battle plan now uses Sylveon’s Wish to restore the party between waves. The remaining snag is movement: encounters can begin one tile before the intended destination. The helper now checks the recorded screen for our actual position before choosing the next route.
The first Druddigon is down, and the second is burned. The recovery sequence is running through normal battle controls; this should leave us much healthier for Tyrantrum and the Aerodactyl waves.
Cofagrigus is back to full health. The script is restoring Swampert next, then it will finish this wave and intercept Tyrantrum.
The party recovery is nearly finished. I’ve also prepared a bounded Tyrantrum sequence and checked the Aerodactyl matchup: burning it first should let Klinklang take the hits needed to land Gear Grind.
The three battles were won, but the chest was hit before the next interception. I’m checking the recorded transition to identify which attacker arrived; the saved Magneton checkpoint is intact.
The recording shows the cause: a fading Repel message covered the map, so the route inputs went into that message instead of moving us. I’ve added a check to clear that specific prompt before calculating and sending the route.
I’m replaying the scripted recovery from the checkpoint. These retries are staying in the full journey recording, including the navigation failures.
Usage is at 57% used, with the authorized reset still available, and there’s about 73 GB free. Recording is healthy; I’ll reconcile this segment at the next safe pause.
This replay has reached the recovery stage again with Sylveon healthy. The revised transition check is ready for the Repel prompt after Tyrantrum.
I found a second timing issue: map matching could succeed during the fade-in, before movement controls were active. The helper now waits for normal map brightness as well as a clear screen before sending movement.
The game is at the Continue screen, so this is a good point to close and edit recording 171. I’ll preserve all attempts, check the battle boundaries, and start a fresh recording before resuming.
Recording 171’s ten battle openings are intact, and the edit retains every retry. I’m reviewing the cut joins now. I’m also checking the new fade threshold against the closed footage before using it live.
The 6-minute-33-second edit passed the join review and has been appended with the earlier video preserved. I’m resuming under recording 172 while the final timestamp checks run.
Recording 171 is fully verified and its consumed video sources are cleaned up. Recording 172 is active, and the next checkpoint retry is underway.
The brightness check worked on the first transition, and the second Druddigon is burned. The updated scripts and completed recording audit are also backed up in the private repository.
The installed event script revealed an important ordering detail: Knight Edgard must be defeated before the Aerodactyl waves can spawn. I’m correcting the post-Tyrantrum target to his approach from the south.
The brightness threshold proved too strict in this darker part of the arena, so it waited too long. I’m replacing that threshold with a short fade-settle delay, while keeping the position and dialogue checks.
This retry is progressing through the first Druddigon. Usage is now 59% used. After Tyrantrum, the route is set to intercept Edgard, as required by the challenge’s phase gate.
Both Druddigon waves are still following the recovery plan. Edgard’s Life Orb Bisharp is the next major threat; I’m preserving Swampert’s restored health for it and avoiding Arcanine’s Intimidate against Defiant.
The revised transition worked: both Druddigon are down, the party has been healed, and Tyrantrum is engaged. The next route now leads to Edgard.
Tyrantrum was defeated, but the transition guard stopped on a blank fading text box, costing the interception. I’m fixing that case and checking whether a normal quicksave after the recovered Druddigon pair can spare us repeated battles.
Normal quicksave explicitly freezes the moving defenders while its prompt is open. I’ll use that after the recovery sequence, so a successful save will let us retry the remaining navigation without replaying both Druddigon fights.
The retry is underway with a new endpoint: a normal quicksave after the party recovery. That should turn the recovered team into a reusable checkpoint for the rest of the defense.
The recovery sequence is still running. I’ve prepared the same quicksave option after Tyrantrum as well, so we can retain progress before tackling Edgard.
The new checkpoint is saved successfully. Both Druddigon are retained, Cofagrigus is fully healed, and Swampert is at 293 HP. We can now continue without replaying that recovery sequence.
The save retained the recovered party, but Tyrantrum is already very close to the chest. I’m testing a faster approach from that checkpoint; if it has too little movement time left, the earlier backup is still available.
The faster approach worked. Tyrantrum is engaged from the new save, so the recovered Druddigon checkpoint is usable. I’ll try to save again immediately after this win.
Tyrantrum is defeated and the next checkpoint is saved at [26,44]. The recovery and Tyrantrum win are now retained. Edgard is next.
Edgard’s Bisharp knocked out Cofagrigus before the burn could land. Swampert has a free entry now; I’ll use Earthquake and look for a safe turn to revive Cofagrigus afterward.
Bisharp is down. Our Arcanine survived the opposing Arcanine’s attack and recovered to 275 HP with Morning Sun. I’m using this matchup to restore Cofagrigus and reduce the threat before Haxorus.
Edgard withdrew his weakened Arcanine and sent out Haxorus. I’m reviving Cofagrigus now so it can set Trick Room for our slower attackers.
Haxorus used Dragon Dance. I’m sacrificing the badly injured Swampert to give Cofagrigus a full-health entry, then using Trick Room and Curse to put Haxorus within Sylveon’s range.
Cofagrigus survived and set Trick Room. It’s now applying Curse so Sylveon can finish Haxorus while moving first.
Haxorus is down, and Sylveon took no damage on the finish. Excadrill is coming in against Edgard’s remaining Arcanine while Trick Room is still active.
Edgard is defeated. I’m securing his win with another normal quicksave before the Aerodactyl phase starts.
Edgard’s win is saved, and the defense has advanced to the Aerodactyl phase. We have four conscious Pokémon and one Revival Herb left. I’m finalizing this recording segment at the save prompt before continuing.
The recording review caught a delayed observation of Edgard’s entrance. I’ve restored the full approach and battle transition and aligned the music cue to the footage. The saved win is unchanged.
Edgard is defeated and saved. I’m finishing the recording checks, then moving into the Aerodactyl wave from that checkpoint.
The checkpoint loaded, but the Aerodactyl reached the chest before interception. I’m checking the saved positions and tightening the load-and-move sequence; Edgard’s win is still safely retained.
The revised helper caught the first Aerodactyl correctly. The previous movement was firing during the loading fade; it now waits for the visible map before taking the route.
Aerodactyl 16 is defeated and saved. Cofagrigus is revived, and Klinklang won with Gear Grind while retaining 179 HP. Two more Aerodactyl follow; I’m using burn and Wish to conserve the remaining healing items.
The second Aerodactyl is burned and weakened by Intimidate. Sylveon can now heal itself and pass a Wish to Klinklang, leaving the team in better shape for the remaining waves.
The second Aerodactyl is down and saved. Wish restored Klinklang to full health before its final attack; it finished at 279/290 HP, and Sylveon is at 328/351. No healing items were used in that fight.
The installed event script skips the third Aerodactyl in this phase, so the game has advanced to Garchomp. Both active Aerodactyl are defeated; I’m intercepting Garchomp next.
The interception route is reaching the intended tile, but Garchomp is still getting through. I’m checking its exact scripted path before reloading the saved Aerodactyl victory.
Flygon reaches the chest before Garchomp finishes charging. I moved one tile left to cover both approaches and caught Flygon successfully.
Flygon is defeated and saved, but its Dragon Dance made Earthquake much stronger and left Sylveon low. I’m healing before Garchomp, then using burn and Intimidate to reduce its damage.
Sylveon is back to 224 HP and Cofagrigus to 218. I’m putting Arcanine first so Garchomp enters with reduced Attack, then switching to Cofagrigus for the burn.
Garchomp landed a critical Earthquake, but Cofagrigus survived and burned it. I’m preserving Cofagrigus for the later boss and using the weakened Garchomp to recover the team with Wish.
The recovery is working: Arcanine is at 282 HP, Garchomp is burned and at reduced Attack, and Sylveon entered without damage by absorbing Dragon Rush. Usage is 64% used, so there is still room to continue.
Wish has restored both Sylveon and Cofagrigus to full health. Garchomp is now low enough for Cofagrigus to finish with Hex, preserving Sylveon for the next trainer.
Garchomp is defeated and saved. The team is now near full health across its five conscious members. Another Flygon arrives ahead of the next knight, so I’m adjusting the interception order again.
The new position caught Knight Kalezis. The previous miss was an interception issue, not a lost battle. Arcanine will weaken Kommo-o, then Cofagrigus can set up a safer switch to Sylveon.
Cofagrigus survived Kommo-o’s boosted Outrage and set Trick Room. Sylveon switched into the locked Dragon attack unharmed and can now strike first with Moonblast.
Kommo-o and Klinklang are down. Sylveon is still at full health and will handle Salamence with Misty Terrain followed by Moonblast.
Kalezis is defeated without using bag items. I’m saving that win and checking the remaining wave order before committing the last Wish.
The next Aerodactyl arrives before the remaining Flygon. I found one small Potion and two Oran Berries still in the bag; those give enough room to use Intimidate, burn, and the last Wish for recovery.
The next interception window is tight. The trainer win and healing are saved, so I’m testing a closer approach from that checkpoint before committing to the fight.
Aerodactyl is caught. I reloaded the unchanged save immediately after Kalezis, before the healing pause, to preserve enough interception time. I’m now cycling Intimidate with a guarded script before healing.
The first Intimidate cycles are taking very little damage: Arcanine is at 270 HP and Klinklang at 247. Once the fourth Attack reduction is in place, Cofagrigus can safely burn Aerodactyl and receive Wish.
Four Intimidates are in place, and all five conscious teammates are still alive. I’m applying the small heals now, then passing the last Wish to Cofagrigus.
The small heals are applied. I’m lowering Aerodactyl’s Attack fully before bringing in the injured pair, so an ordinary Iron Head cannot spoil the Wish recovery.
Aerodactyl’s Attack is now at minimum. Cofagrigus took only 8 HP on entry, giving it room to burn the opponent and set Trick Room so Wish cannot be stopped by a flinch.
The first burn missed, but the second landed. Sylveon then switched into Dragon Claw without taking damage, so it still has the margin needed to use Wish safely.
Wish restored Cofagrigus from critical health to 184 HP. Sylveon survived at 68 HP, and Klinklang is finishing Aerodactyl while I preserve Cofagrigus’s remaining Hex uses.
Aerodactyl was beaten, but the automation missed the faint message and failed to save before the next wave hit the chest. I’m fixing that transition check before retrying; Kalezis’s victory remains saved.
The retry is running with turbo enabled only for the scripted switching sequence; it will automatically return to normal speed afterward. I’m also reviewing and exporting the previous hour in parallel.
The faster switching sequence is complete and turbo is off. The previous hour’s edit checks passed, including the failed chest attempts; its final export is now running while gameplay continues.
Understood. I’ll use normal saves where the game allows them and respect gauntlets that require restarting the full sequence. I’m continuing the Aerodactyl fight and tightening the transition afterward so the chest stays protected.
Aerodactyl landed a critical hit before Cofagrigus could burn it, knocking out our key answer to the upcoming boss. I’m reloading the normal Kalezis victory save and retrying; the failed attempt will remain in the full recording.
The last recording is fully edited and verified, and the Kalezis checkpoint is backed up and pushed. The retry is using a guarded switching script to lower Aerodactyl’s Attack while I prepare the remaining fights.
The script stopped safely when Klinklang took heavy damage. I’ve switched the remaining Attack-lowering cycles to Excadrill, keeping Klinklang available to finish Aerodactyl.
Excadrill is absorbing the remaining switches comfortably. Once Aerodactyl’s Attack is minimized, I’ll heal Cofagrigus, burn Aerodactyl, and use Sylveon’s last Wish to restore Cofagrigus for the boss.
Aerodactyl’s Attack is now fully lowered, and Arcanine has recovered. The healing sequence is running with a menu check before each item, so it will stop if the battle state changes unexpectedly.
The healing items are used, and Cofagrigus is coming in for the burn. I’ve also updated the archive’s continuity checks to reflect the game’s permitted checkpoints, without presenting this defense as a no-reset gauntlet.
The burn and Trick Room both landed. Sylveon can now use Wish before Aerodactyl attacks, letting Cofagrigus recover safely. I’ll use Cofagrigus’s Hex to finish and immediately trigger a normal save.
Aerodactyl is down, and the new transition script saved successfully before the chest took another hit. Cofagrigus is back to 190 HP. I’m moving on to the remaining Flygon, Druddigon, and Charizard.
Flygon was intercepted successfully. I’m burning it first, then checking the damage before choosing the finish; preserving Cofagrigus’s HP matters more than saving its remaining Hex PP.
Flygon used Dragon Dance, but the burn is in place. I’m setting Trick Room so Cofagrigus can attack first, then using Hex to end this before Flygon builds more boosts.
Flygon is down and saved. Cofagrigus survived a critical hit and still has Curse for Gargantuan. The next plan uses Arcanine and Sylveon against Druddigon to spare Cofagrigus further damage.
The post-battle check found a problem: although Flygon was defeated, the chest event is no longer active in that save. I’m checking the recorded transition and keeping the earlier Aerodactyl checkpoint intact before proceeding.
The footage shows the cause: Flygon reached the chest on the same moment the battle began. I’ll intercept it one tile farther away on the retry. The Aerodactyl save still has the defense intact, so that fight does not need repeating.
The retry is underway, with Flygon burned again. I’m processing the previous recording alongside the fight and checking the exact encounter and victory boundaries so the edit keeps the full attempts.
This Flygon win is confirmed: the defense is still active, the chest remains intact, and Cofagrigus has 95 HP. The earlier interception fixed the failure.
The next interception was too late; the chest failed before a battle started. The Flygon victory is safely saved, so I’m adjusting the route from that checkpoint rather than replaying it.
The installed event places Druddigon’s final landing one tile farther right than the old notes said. I’m correcting that interception point and recording extra public frames around the approach to verify it.
The extra frames caught the issue: we reached Druddigon’s side in time, but were facing up instead of toward it. I’m adding the final rightward input to trigger the encounter before it attacks the chest.
The remaining delay is in the movement helper: its pauses between tiles are longer than the player needs. I’m shortening those pauses for this approach, while keeping the recording and map-position checks.
The faster approach worked, and the recorded frames show a clean Druddigon encounter with no chest hit. Arcanine is attacking first; I’ll use Sylveon’s Dragon immunity if Druddigon commits to Outrage.
Arcanine handled Druddigon’s attacks and recovered with its last Morning Sun. Druddigon is now weakened and burned, so Arcanine can finish it without risking Sylveon or Cofagrigus.
Druddigon is defeated and saved. Only Charizard remains before Gargantuan; I’m using the faster movement timings to reach it before its final jump onto the chest.
Charizard is engaged. Arcanine’s Flamethrower remains strong here because the field and Charcoal offset Charizard’s Fire resistance. I’m also preparing the boss recording’s party snapshot before the automatic transition.
Charizard is defeated, and Arcanine still has all 202 HP. Gargantuan has appeared. I’ll use Arcanine’s opening damage and Intimidate, then bring Cofagrigus in after a faint to apply Curse.
Gargantuan knocked out Arcanine after the opening Flamethrower. Cofagrigus now gets the free entry we planned, avoiding damage on the switch before using Curse.
Curse is applied, and Excadrill added Earthquake damage before going down. Klinklang is coming in to finish the remaining HP, with Sylveon still available as a reserve.
Gargantuan is defeated on the first attempt, with no bag items used. Curse finished it after Klinklang’s attack, and Sylveon survived. I’m completing the victory scene and heading for the nearby healing shard before Saphira.
The treasure defense is complete and the Gargantuan win is saved. I’m restoring the team, then checking the available preparation options for Saphira rather than carrying this exhausted lineup straight into the gym battle.
The team is fully healed and saved. I found a useful reserve we already own: a Sturdy Boldore with Stealth Rock. I’m checking the exit and training route; Stealth Rock would remove Saphira’s Focus Sashes and Dragonite’s full-health protection, which should reduce our need for healing items.
I’m leaving the gym through its normal exit to prepare that reserve. The recording has rolled over at this safe checkpoint, and Gargantuan’s victory footage is being edited in parallel.
I’ll keep using normal saves where the game allows them and respect the few enforced gauntlets. Gargantuan is defeated; I’m preparing a Stealth Rock reserve for Saphira while finishing the recording edits.
The nearby PC is accessible, so I can collect Boldore and the Fly carrier before leaving. The footage audit has preserved all three failed chest interceptions as well as the successful defense.
Boldore is now in the party. I also caught an editing bug that was preserving long menu pauses along with faint animations; I’ve corrected it and am re-exporting the boss footage with those pauses removed.
The revised boss edit now keeps the full fight and victory while removing nearly eight minutes of waiting. I’m also tightening a coordinate-reading issue in the navigation helper so the trip out of the arena can run reliably.
The team has reached the Circus. I’m earning experience candies through the repeatable trainer, then I’ll train Boldore’s HP and Attack and evolve it. Gargantuan’s archive entry shows the actual starting team, one boss attempt, and no bag items used.
The first candy battle is won and the party is healing. I’ve corrected the old Dusknoir matchup to use Cofagrigus, and I’m setting up guarded repeat battles so routine training takes less time between decisions.
A nearby optional trainer interrupted the trip to the healer; he’s now defeated. I found the cause: Reborn restores walking speed automatically after battle, so my extra toggle had enabled fast walking. The helper now keeps battle speed and walking speed separate.
Three candy battles are complete. The last one took about two minutes, and the repeat loop is healing and saving between wins. The Gargantuan recording and its new major-fight entry are both finalized and backed up.
Four wins have earned 20 XL candies. Two more will cover Gigalith’s level training. After that I’ll roll the recording over at the healed checkpoint and continue to the evolution item and EV training.
I’m keeping normal saves between these separate training fights and respecting the game’s enforced gauntlet restrictions. The fifth candy fight is won; the preparation script is finishing the rewards and healing before the last one.
All six wins are complete: 30 XL candies, a fully healed team, and a verified save. I’m rotating the recording here, then collecting the Link Stone and training Gigalith’s HP and Attack.
The recording review caught the long pause at Indra’s move menu. I verified that no turn occurred during it, so I’m trimming that wait while preserving the whole fight. Travel to Beryl is underway.
The bag helper paused on an OCR reading of “Use”; the correct Super Repel was selected. I’ve checked the screen and am continuing from that menu.
The cave route has an obstacle the current travel team cannot handle. I’m checking the other available Link Stones so this detour doesn’t grow into a separate training trip.
Boldore is now level 95. I found a reachable Link Stone on Route 2 and am switching to that route. The six training wins and the extra Circus trainer are now included in the verified journey video.
The Route 2 planner had an old elevation flag in its notes. A normal save refreshed it, and the walking route is now running. The finished recording has passed decode, timestamp, battle-boundary, and published-frame checks.
Gigalith is evolved, level 95, and confirmed to have Sturdy. I’m returning through the Circus to the weak wild encounters for controlled HP and Attack training.
The evolution detour is finished. Gigalith is equipped for HP training and heading into the Railnet; the script will verify the first EV gain before continuing. I’ve also prepared the return route to restore Excadrill, buy five Max Potions, and heal before Saphira.
Gigalith has reached the Railnet, but this strip hasn’t produced an encounter yet. I’m checking the encounter area before letting the walking loop spend more time there.
The area is correct; the travel script had renewed a Repel on the way in. I’ve shortened the walking loop’s pauses so it can wear off promptly, and it will decline renewal during training.
The first encounter is complete. The script is saving now to check that Gigalith received the expected 32 HP EVs before continuing the batch.
The first EV check passed. Noibat’s Supersonic is wasting turns on Arcanine, so I’m switching to a faster method: teach Gigalith Strength temporarily and let it take these low-level knockouts itself, then restore Bulldoze afterward.
Gigalith had reached 96 HP EVs before the method change. Strength is now learned, and it can finish the remaining five HP-training wins and eight Attack-training wins without repeated switches.
HP training is complete and verified at 252 EVs. The direct Strength method is working: five clean knockouts took about two minutes. Attack training is next.
Five of the eight Attack-training wins are done, with Gigalith still at full HP. After the final EV check and move restoration, I’ll rotate the recording and return to Saphira while the training footage is processed.
Gigalith is ready: level 95, Sturdy, 252 HP / 252 Attack EVs, 334 HP, and 338 Attack. Bulldoze is restored, alongside Stealth Rock, Rock Slide, and Stone Edge. I’m saving this training checkpoint into the archive and heading back to the gym.
The five Max Potions are purchased. The training edit also preserves the evolution sequence and all encounters, including the Stunky escapes. I’m restoring the battle party now.
Understood. I’ll use normal saves before standalone fights and respect sequences that disable saving. Gigalith’s training is complete; the team is returning to Saphira, while I finish publishing the training footage.
The team now has five Max Potions as backup, and Gigalith is fully trained in HP and Attack. I’m bringing it for Stealth Rock to break Saphira’s Focus Sashes and Dragonite’s Multiscale. The return route is nearly complete.
The training video is published and verified, with all 19 encounters preserved. The team is approaching the last healer; I’ll save at Saphira’s entrance before starting the attempt.
The final heal and save passed: all six are level 95 with full HP and PP. Sylveon will open with Misty Terrain to reduce the field’s advantage, then attack Noivern. I’ll bring Gigalith in after Noivern is gone so Defog cannot erase its Stealth Rock.
Saphira’s first attack left Sylveon at 184/351 HP, and Misty Terrain is active. That is enough to take Noivern’s strongest remaining hit under this field and answer with Moonblast.
Noivern is down. Salamence used Dragon Dance, but Cofagrigus landed Will-O-Wisp and took no damage. I’m using that opening to bring in Gigalith and set Stealth Rock.
Stealth Rock is up. Salamence has boosted twice and hit Gigalith hard, so I’m reducing its Attack with Arcanine before sending Cofagrigus back in.
Saphira used a Full Restore to cure Salamence’s burn. Its boosts are now dangerous again; I’m checking our defensive options before it can sweep the team.
The second burn missed, and Salamence knocked out Cofagrigus before Trick Room could go up. I gave it too many setup turns while arranging Stealth Rock. I’m reloading the legitimate pre-fight save and changing the opening to remove Salamence while Misty Terrain is still active; this failed attempt stays in the journey video.
The save is reloaded. I’ll keep the successful Noivern opening, then use Trick Room and Curse against Salamence. Curse persists through Full Restore, and Trick Room lets our slower attackers finish it before more boosts become a problem.
Noivern is down again, with the rest of the team untouched. This time Cofagrigus is setting Trick Room immediately, rather than letting Salamence build up while we switch around.
Curse is active, and Cofagrigus survived long enough to receive a Max Potion. I’m adding burn under Trick Room so we can keep dealing damage while surviving Salamence’s attacks.
The revised plan is working: Full Restore did not remove Curse, and Cofagrigus immediately reapplied burn. Salamence is now in finishing range, with all six of our Pokémon still available.
Cofagrigus fell after Saphira’s second Full Restore, but Curse is still wearing Salamence down. Gigalith has a full-health entry now, so Sturdy gives it the chance to put up Stealth Rock.
Stone Edge missed on Saphira’s last Full Restore, but all three of her heals are now gone. Arcanine reduced Salamence’s Attack and absorbed Fire Fang; Swampert can finish it while Curse continues ticking.
Salamence is finally down. Swampert was lost to Dragon Claw before it could attack; Arcanine finished the exchange at 292 HP. Garchomp is next. Its Choice Scarf gives us an opportunity to lock it into coverage aimed at Sylveon, then bring in Excadrill to set up.
Garchomp used Poison Jab, and Excadrill switched in completely unharmed. That gives us a much better setup opportunity. I’ll check for an enemy switch after each action while building Excadrill’s Speed and Attack.
Saphira switched Garchomp out as Excadrill gained Speed. Charizard lost half its health to Stealth Rock on entry. Excadrill is now faster, and Earthquake should finish Charizard once it Mega Evolves.
Charizard is down, but Garchomp’s return exposes the remaining gap: Excadrill still cannot outrun its Choice Scarf, and Earthquake threatens a knockout. I’m ending this attempt and improving the team again. An Earthquake-immune physical attacker would give us a much safer route through the remaining dragons.
I’m checking how to obtain and train Gyarados. Its Ground immunity and Dragon Dance address the problem more directly than another attempt with the same six. I’ll also close this recording segment at the title screen so its two attempts can be edited while preparation continues.
The new recording is running, and the return-to-city route is underway. Both Saphira attempts are retained in the edit. I also found a normal Outrage tutor, which should let Gyarados take advantage of Saphira’s Dragon field once it has Dragon Dance.
The two attempts are now published and verified, and their consumed source files have been cleaned up. We’re back in Reborn City, starting the Magikarp quest. The party and inventory are restored from the pre-fight save, including all five Max Potions.
The Magikarp quest is progressing: the initial purchase is complete, and the first pair of thieves is entering battle. I’ve also saved the Saphira lessons in the handoff so the next attempt won’t repeat the same setup mistakes.
Understood—I’ll use normal saves wherever the game permits them, while respecting gauntlets that require a full restart. I’m continuing the Magikarp quest to build a stronger option for Saphira, with recording still running.
The first thieves are beaten. I’m advancing through the quest with guarded route and battle scripts; the current usage is 85% used, and the banked reset is still available.
The route script paused on a harmless OCR mismatch in the Repel menu. I’m correcting that guard and continuing from the current menu so no quest steps are repeated.
The quest leads through Kai and the city gangs before the final chase. I’ve checked the upcoming teams and scripted the low-level fights, keeping decisions for the later opponents that can actually threaten our party.
Kai is in the lower slums, behind a longer interior route than the entrance suggested. I’ve mapped the connecting rooms and am running that route now; the party is still healthy.
The interior route is cleared, and we’re approaching Kai with a fresh save. The completed recordings and Saphira attempt notes have also been pushed to the private handoff repository.
Kai is beaten without taking damage. We’re retracing the slums route, then following his lead to the gangs in North Obsidia and Lapis.
The Magma lead is complete. Jakob is next; Swampert’s Earthquake covers his whole team, including Lapras’s Water Absorb, so this should be a straightforward scripted fight.
The intro helper advanced one turn too far and used Waterfall on Toxapex, which still knocked it out. I’ve tightened that guard and resumed with Earthquake for Lapras and Sharpedo.
Jakob is beaten, again with Swampert unharmed. I’m following the sale to 7th Street, then I’ll rotate the recording at a safe pause and keep the game open while the edit is processed.
The 7th Street theft scene is complete and saved. I’m rotating the recording now, then stocking Repels and restoring Surf for the lake portion of the chase. The game will stay open.
The recording rotated cleanly. I’m reviewing the previous hour’s edited joins and battle boundaries while the travel script runs; all three quest victories are retained.
The previous recording is now appended and verified, with idle time removed and normal-speed music restored. I also corrected Jakob’s music cue so it starts at the battle transition, rather than during the approach. Repels are purchased; the remaining preparation is underway.
Surf is restored, Sylveon’s Fairy Gem is safely back in the bag, and the police briefing is next. The later decoys are around level 75, so I’m switching from the low-level sweep script to matchup-specific leads.
Understood—I’ll use normal saves freely, while respecting gauntlets that deliberately prevent saving between battles. I’m continuing the Magikarp quest to build a stronger option for Saphira; the recording is running.
The latest check shows 12% remaining, and the account confirms one “Full reset” is available. I’ll keep watching usage and use it at the authorized 1% threshold, then stop at 5% remaining in the fresh pool.
I’m also checking the reset controls using the OpenAI Docs skill so we’re ready before the limit. Gameplay continues through the next quest fight.
Claret’s Zoroark is down, with Sylveon still healthy. I’m switching to Gigalith for Ninetales, then moving straight on to the other two decoys.
The reset is confirmed available, but the computer-control tool blocks access to the Codex app, so I can’t press its reset button. I’ll alert you before we reach the threshold so you can redeem it; no reset has been used.
Claret is beaten with no bag items used. Rock Slide missed, so Arcanine finished Ninetales safely. I’ve saved the win and am healing before Carmen.
The team is healed, and the completed recording plus the Claret checkpoint are pushed to the private handoff repository. I’m continuing the decoys with prepared move plans and HP checks to keep these fights moving.
Carmen’s rain weakens Flamethrower, so I’m using Swampert to finish this matchup. Arcanine’s Safeguard is already up, which also helps against Klefki’s status moves.
Carmen is down too, again without bag items. I’m heading across Azurine Lake for Crimson, the last of the three initial decoys.
A swimmer challenged us on the lake route. I’ve checked the team and am clearing that fight with Sylveon before continuing to Crimson.
The lake’s field makes this swimmer tougher than the level gap suggests: Slowbro’s boosted Surf knocked out Cofagrigus. Slowbro is nearly down; I’m finishing it, then healing before the quest fight.
The swimmer is beaten. It cost two Max Potions and one faint; Sylveon finished Vaporeon after removing the lake’s damage boosts. I’m healing now, and I’ve corrected the water-route planner to avoid trainer sight lines where possible.
We’re across the lake and at Crimson’s island, with the team fully healed. After this fight I’ll rotate the recording at the saved pause and continue the quest while the closed footage is processed.
All three initial decoys are beaten and saved. I’m rotating the recording here; next is Carmen’s second fight in Coral Ward, then the final Corin-Rouge encounter.
Carmen’s second team is beaten with no items used. I’m following the final clues now. The recording edit is also progressing; I corrected the music transitions so victory music ends when the game returns to the map.
The full reset is still available and unused; usage is now 92%. I’ll flag it near 99% so you can redeem it—the app’s safety controls prevent me from clicking that setting. Carmen is beaten, and I’m continuing toward Corin while finishing the previous recording.
The decoys have led us to the real Corin, and the police gave us Safety Goggles. I’m healing before that fight. The previous recording’s cuts are reviewed; it’s being added to the full journey with every fight retained.
Recording 180 is finalized and verified, and its temporary videos are cleared. For Corin, Arcanine will carry our Cheri Berry so it can cure Klefki’s priority paralysis and set Safeguard.
The team is healed and Arcanine has the Cheri Berry. We’re saved at the scrapyard, ready for Corin; the archive and latest checkpoint are also backed up.
Corin’s introduction is nearly finished. I’ve also prepared the move-learning choices for Gyarados; once we get Magikarp, I’ll verify its stats and moves before training it.
Klefki and Sandslash are down. Corin switched Delphox into Arcanine’s Flamethrower, so I’m bringing in Gigalith to answer it.
Delphox is down. Sylveon is taking over for Cacturne and Liepard; we haven’t used a bag item in this fight.
Only Corin’s level-5 Magikarp remains. Sylveon is low, so I switched it out safely. After collecting Magikarp, I’ll heal and start training it.
Corin is beaten with no fainted Pokémon and no bag items used. Magikarp went to the PC because the nickname prompt was disabled; I’ll collect it while healing.
Magikarp is now ready to join the party. Its Brave nature boosts Attack but lowers Speed; two Dragon Dances in Saphira’s field should still make it fast enough once trained, so a nature-change detour isn’t necessary.
Gyarados has reached level 45 and is learning Dragon Dance. Next are the Circus candy rewards and Attack/Speed training. Usage is at 93%; the banked reset remains available.
The move-learning checks passed: Gyarados has Crunch and Dragon Dance. The Circus preparation is underway, with the training script set to heal after each fight and verify each five-candy reward from a normal save.
The Power Anklet is purchased, and the first candy-reward fight is starting. Gyarados will then train Attack and Speed against weak wild Pokémon, with saved stats checked after each batch.
The first Circus fight is won. I’m continuing through the reward rounds, healing between fights and checking the candy count so training can proceed with minimal pauses.
The second reward fight is against Indra’s Bug team, which Arcanine handles well. Recording is healthy, and there’s about 71 GB free, so disk space is comfortable for now.
Two candy rewards are verified: 10 XL Candies banked. The second team included Porygon-Z as well as Scizor; the planned switches handled it. I’ll rotate the recording after the third reward, without restarting the game.
Three rewards are saved: 15 XL Candies. I also found a useful field interaction for Saphira: two Surfs turn Dragon’s Den into Cave, removing the extra Dragon damage, Dragon defenses, and doubled Dragon Dance boosts. That gives the whole team a better chance.
Training is continuing in the new recording. The editor flagged a long hold on Carmen’s victory screen; I checked the footage and confirmed that removing it preserves the entire fight and following dialogue.
Usage is now 96%, so we’re approaching the reset point. The full reset is still available. I’m keeping the recordings current so we can continue after you redeem it, or close safely if needed.
The banked reset is still available and unused. Usage was last at 96% used; I’m checking it again while finishing the current training batch. I can’t redeem the reset through my tools, so I’ll flag the point when you need to click it.
Confirmed: 4% remains in the current pool, and one full reset is available. The latest recording is edited and verified; Gyarados’s candy training is nearly complete. I’ll continue toward the authorized 1% reset point.
Six training wins have earned 30 XL candies, with the last reward battle underway. The Corin/Gyarados recording is finalized, and its verified exports allowed about 1.1 GB of consumed source footage to be cleared.
The preparation script will now take Gyarados to level 95, train Attack and Speed, then teach Outrage. I also verified a useful option for Saphira: two Surfs remove Dragon’s Den, though the resulting Cave field makes repeated Earthquakes dangerous. I’m keeping that tradeoff in the battle plan.
The seventh reward battle is won. Gyarados now has enough candy for level 95; the script is healing, saving, and applying the calculated amount. The completed archive and checkpoint have also been pushed to the private handoff repository.
Gyarados has reached level 95. Next is the short, scripted EV routine: eight encounters for Attack and eight for Speed, with normal saves checking the exact gains after each batch.
The level-95 checkpoint is saved and copied to the handoff. Usage remains at 96% used. I’m continuing the training while keeping the recording active and watching for any menu the script cannot verify.
The bag scanner misread Waterfall’s machine number and stopped before using anything. I fixed that recognition case and resumed; the teaching script will still verify Waterfall’s name before replacing Splash.
Waterfall’s teaching screen exposed a second OCR issue: the parser picked up Swampert’s “LEARNED” label instead of Gyarados’s move prompt. I’m correcting that parser so future teaching steps stop wasting time on the same ambiguity.
Waterfall is learned and verified in the saved move set. Gyarados is now heading to the training area with the Power Bracer; the remaining preparation can proceed without the machine-menu detour.
The remaining supply route is ready: a confusion-curing berry, a small stock of defensive battle items, and healing. That supports the new trained attacker while preserving the option to change tactics after observing Saphira’s response.
The route guard stopped at a map transition before the training area. I’m checking the visible position and continuing from there; no battle or save progress was lost.
Usage is now 97% used, with the full reset still available. The route is corrected, and I’m finishing the training in bounded batches so there’s a clean checkpoint if we reach the reset boundary first.
The Attack batch is progressing: two approved encounters are complete, and the script correctly fled an unwanted Stunky encounter. Gyarados remains at full health.
Four of the eight Attack encounters are complete. Capture health is clean, and the latest safe checkpoint is copied to the handoff. The routine is now advancing without manual battle decisions.
Attack training is complete, and the normal save confirms 252 Attack EVs with no stray EVs elsewhere. The script is switching to the Power Anklet for Speed.
Speed training has started, with Gyarados still at full health. Usage remains at 97%; the reset has not been consumed.
Three Speed encounters are complete. I’ve also prepared the return route to restore Cofagrigus and save a fully healed six-Pokémon team outside Saphira’s room.
Six of eight Speed encounters are done, still without damage or healing items. I’ll use the completed training checkpoint to reconcile this recording before starting the next major attempt.
Training is finished: the save confirms 252 Attack and 252 Speed EVs. Gyarados has 333 Attack and 198 Speed at level 95. A harmless menu check stopped while removing the training item; I’m clearing that and closing this recording segment.
The trained Gyarados is saved with its Power Anklet removed. I’m rotating the recording at this pause, then continuing to the Outrage tutor while the completed segment is edited.
The new recording is healthy, and travel to the tutor is underway. The completed segment has trimmed down to about nine minutes; I’m checking its edit joins and music transitions before appending it to the archive.
Usage is now 98% used; the full reset is still available. Please be ready to redeem it in Codex when I flag 99%. I’m finishing the recording checks and keeping the game at ordinary saveable checkpoints.
Outrage is learned; I’m finishing the tutor’s goodbye and saving it. The video review found wild-battle music continuing briefly after the return to the map, so I’m tightening those cues against the recorded transitions before publication.
The reset has gone through: usage is now 0% used, and the banked reset is consumed. I’ll continue under your fresh-pool limit, stopping with 5% remaining and leaving the game saved, quit, and recordings finalized.
The training video passed its edit and music checks and is being appended to the archive. Gyarados’s final moves are saved—Waterfall, Outrage, Crunch, and Dragon Dance—and the berry purchase is complete.
The archive is current through the full training segment, with verified timestamps and an unchanged earlier prefix. Another roughly 0.95 GB of consumed source footage is cleared. Gyarados is holding its Persim Berry; the remaining shopping is underway.
The defensive items are bought. I’m finishing the healing supplies and restoring the battle team, then I’ll try Saphira with the trained Gyarados. The new preparation checkpoint and completed archive are pushed.
Supplies are saved and verified: nine Max Potions, four X Sp. Def, three X Defend, and four Full Heals. I’m returning with Gyarados and restoring Cofagrigus; the next attempt will start from a fresh normal save.
The reset has taken effect: the new pool is at 1% used, with no banked resets remaining. Gyarados is trained and equipped; I’m finishing the return to Saphira and will keep the 5% remaining stop boundary.
The battle team is restored. Gyarados now has maxed Attack and Speed training, Outrage, Dragon Dance, and a Persim Berry. I’m saving before Saphira so a failed attempt won’t repeat the preparation.
The return route is progressing normally through the tower. The opening plan is to protect Gyarados against Noivern, then use Dragon Dance and Outrage; the helper will stop for changes in opponent or health rather than blindly run the whole fight.
We’re at the final approach to the gym nurse. The recording is healthy, and the previous recording has been fully edited and verified.
The full team is healed and saved, and the preparation checkpoint is backed up. Saphira attempt three is starting now.
The battle opened as expected with Noivern. Gyarados is in position, and I’m applying the first special-defense boosts before committing to Dragon Dance.
Gyarados has reached maximum special defense and is still healthy after healing. Noivern’s Dragon Pulse damage has dropped sharply; the next steps are physical defense and Dragon Dance.
Both defensive boosts are established. Gyarados is now setting up Dragon Dance; I’m watching the actual HP and move messages so we can move straight into attacking once it’s ready.
Gyarados has all three Dragon Dances and is healed for the attack. Noivern has switched to Boomburst after its Dragon Pulses; the setup is complete.
Noivern and Salamence are down. Gyarados kept its boosts and survived Salamence’s Focus Sash retaliation; Haxorus is next.
Haxorus is down too. Dragonite used Dragon Dance while Gyarados healed; I’m clearing Outrage’s confusion before attacking through Multiscale.
Dragonite survived Outrage and knocked Gyarados out with Extreme Speed. Three opponents are already beaten; I’m bringing in the full-health Sturdy Gigalith to finish Dragonite.
Gigalith’s Stone Edge left Dragonite barely alive. I’m managing the next turn around Sturdy and Saphira’s possible healing; the rest of our team is still healthy.
The defensive switches are working: Sylveon absorbed Dragon Claw harmlessly, and Arcanine lowered Dragonite’s Attack while surviving Extreme Speed. One more Intimidate will give Sylveon room to finish it.
Dragonite caught the second switch with Extreme Speed and knocked Sylveon out. Cofagrigus is safely in now, and Saphira has used a Full Restore. I’m reducing Dragonite’s Attack again before using burn to stabilize the fight.
Dragonite’s additional Dragon Dance has made this attempt unfavorable. I’m resetting to the prebattle save. The useful correction is clear: give Gyarados the third Defense boost before sweeping, so it can survive Dragonite’s Dragon Claw plus Extreme Speed.
The reset restored the team and all supplies correctly. Attempt four is entering with the same trained team and the extra Defense boost added to the setup.
Attempt four is progressing normally through the defensive setup. Usage is only 4% of the fresh pool, so there is plenty of room to continue and finish the recording work properly.
Special defense is maxed, and the final Defense boost is next. This should preserve Gyarados through the physical hits that stopped the previous attempt.
Noivern knocked Gyarados out during setup this time. I’m resetting promptly; there’s no value in spending another long fight trying to recover from losing the planned sweeper before it attacks.
The next attempt is entering now. I’m keeping the setup bounded and abandoning failed openings immediately, rather than stretching them into lengthy recovery attempts.
The first three boosts are complete again. I’ll reconcile this recording at the next battle boundary, then continue from the saved result or retry point.
Maximum Defense and Special Defense are established. Dragon Dance is running now, with healing between actions when needed.
Noivern and Salamence are down again, and the extra Defense left Gyarados healthier this time. I’m attacking Haxorus directly to avoid giving it an extra setup turn.
Haxorus is down. Gyarados is facing Dragonite at full health with maximum Defense this time—the specific adjustment from the last attempt.
Dragonite knocked Gyarados out from full health before it could attack, despite the completed Defense setup. I’m resetting this attempt and closing the recording segment for editing before continuing.
The game is saved at Saphira’s entrance, and recording 184 is running. Recording 183 is being edited with all three failed attempts preserved. I’m also checking the owned reserves for a stronger Dragonite fallback before another attempt.
There’s no spare Focus Sash on an owned reserve. The useful backup is already in the team: if Gigalith leaves Dragonite low and Saphira heals, Cofagrigus should use Curse on that healing turn. I’ll use that contingency instead of the switching sequence that failed earlier.
The edit preserves all three attempts and has no retained recording gaps. I found the reset attempts’ music starting during prebattle dialogue, so I’m correcting those boundaries before publishing the segment.
The footage clarified the last loss: Gyarados did land Outrage, then lost to a second Dragon Claw—the live text capture had skipped that distinction. I’ll use Crunch against Haxorus this time, avoiding another confusion cure and the extra Dragon Dance it gave Dragonite.
The corrected recording has been published with all attempts intact. Attempt six has completed its defensive setup; the key change will be avoiding Outrage’s confusion against Haxorus.
Recording 183 is fully verified and its consumed source files are cleaned up, recovering about 1.26 GB. Gyarados has finished setting up in the current attempt and is attacking.
Crunch worked: Haxorus is down and Gyarados isn’t confused. Dragonite gets only the healing turn before we attack, which removes the opening it used to build up twice.
Dragonite is down—Gigalith finished it with Stone Edge. Only Garchomp and Charizard remain. I’m using Cofagrigus’s Trick Room and Curse to give our remaining attackers the initiative.
Trick Room is up and Curse is on Garchomp. Cofagrigus made the trade successfully; Sylveon is now attacking while the faster enemy team is slowed by Trick Room.
Garchomp switched to Charizard. Sylveon got Misty Terrain up before going down, removing the Dragon’s Den advantage. Swampert is taking the remaining Trick Room turn to hit Mega Charizard with Earthquake.
Saphira is defeated on attempt six. Swampert finished Charizard and Garchomp, with Arcanine and Gigalith also still standing. I’m collecting the badge and saving the win before continuing.
The reset has been used successfully; the new pool is currently 8% used. Saphira’s victory is recorded, and I’m finishing her dialogue and collecting the badge before saving.
All six Saphira attempts will remain in the full journey. The major-fights compilation will show attempt six, with the exact entry team and verified item count.
Her post-battle scene is complete. I’m saving the victory, then collecting badge 18 and healing. After that I’ll finish this recording’s edit and prepare for Victory Road.
Badge 18 and Dragon Claw are collected and saved. The winning attempt used six Max Potions, three X Defends, and three X Sp. Defs. I’m rotating the recording here while keeping the game running.
The tournament has another scripted encounter before Victory Road. I’m checking that event before advancing into it, and the closed Saphira footage has finished rendering for review.
Terra’s escape fight uses the Glitch Field and scrambled text. I’m bringing back physical attackers suited to that field and preparing a screen-reading helper so the unusual font won’t slow every turn down.
Excadrill is back for Mold Breaker, and Mienshao has been raised to level 94. Terra actually removes the text entirely, so I’ll use the visible sprites, HP bars, and menu positions during that fight. The Saphira journey is published; its major-fight clip is undergoing final verification.
Saphira is now finalized in both archives, including all six attempts in the full journey. I’ve also saved the updated team and pre-Terra checkpoint, so a failed attempt won’t require replaying the tournament.
Swampert knocked out Terra’s opening Excadrill. Porygon-Z hit harder than expected and took down our Excadrill, but Cofagrigus landed Curse; I’m using Sylveon’s bulk and Wish to finish that threat.
Porygon-Z and Chansey are down. Changing the field let Mienshao handle Chansey safely. Three opponents remain; I’m preserving Sylveon and Mienshao for their remaining matchups.
I’m resetting this attempt at the saved checkpoint. Losing Excadrill left us without a reliable answer to Quagsire’s recovery loop. The correction is clear: keep Excadrill for Quagsire and bring Sylveon in immediately after Cofagrigus handles Porygon-Z.
The banked reset has already been used, and the refreshed pool had plenty of room at the last check. I’ll verify the current balance and keep enough headroom to save, quit, and finish the recordings.
The refreshed pool is at 88% remaining, with no further reset banked. Terra’s first attempt is safely reset to the prebattle save. I’m checking a status-based answer to Quagsire before retrying, so we can avoid another long recovery stalemate.
I’m bringing Cryogonal back in for Light Screen, Recover, and Freeze-Dry. Keeping Misty Terrain active also matters here: it stops Quagsire’s Glitch-specific seed from activating on entry, preserving its weakness to Freeze-Dry. Excadrill will stay reserved for Quagsire instead of facing boosted Porygon-Z.
The revised team is saved, and Terra attempt two is entering the scripted introduction. I’ve added a guarded move helper for the fontless battle so each reviewed move takes one command, with a screenshot afterward.
The introduction is still running under the dialogue script. The retry’s key correction is to send Sylveon straight in after Cofagrigus, change the field, and preserve Excadrill. Cryogonal gives us a recovery option for the later matchups.
We’re at the end of Terra’s introduction. The game’s font deletion makes the battle text genuinely blank, so I’m using visible sprites, HP bars, menu cursors, and the saved move slots to play.
The introduction helper overshot into battle because the blank font hid a transition it normally recognizes. I stopped it. I’m resetting this attempt and changing the guard to stop at the first visible HP label, before any battle input.
The reset is recorded as attempt two, and the new guard is in place for attempt three. The entry team and supplies are intact. I’m also retaining the failed attempt in the full journey recording, as usual.
The scripted scene is nearly finished. The archive checks from Saphira remain complete; this recording is capturing the Terra retries. Disk space is healthy at about 68 GB free.
The corrected guard worked. Swampert has knocked out Terra’s Excadrill in one hit, and I’m moving into the planned Porygon-Z sequence.
Misty Terrain is up, Porygon-Z is down to half health from Curse, and Excadrill is still untouched. This opening is going much better than the first attempt.
Porygon-Z is down without using a healing item, and Wish restored Sylveon. Mienshao is now handling Chansey; all three Max Potions remain available for the end of the fight.
Mienshao fell before finishing Chansey. Misty Terrain is back up, which makes Chansey much less dangerous, so Excadrill can take over with Swords Dance and Earthquake.
Excadrill has reached +4 Attack while taking manageable damage. A single X Speed here should let it move ahead of Garchomp, and Mold Breaker gives it answers to both Quagsire’s Unaware and Donphan’s Sturdy.
Chansey is down. Quagsire has entered next; Excadrill kept its Attack and Speed boosts, so we can attack through Unaware immediately instead of getting drawn into another setup loop.
Quagsire is down in two Earthquakes. Donphan is next, and Excadrill’s Mold Breaker bypasses its Sturdy strategy. Only Garchomp remains after that.
Garchomp is down—Terra’s six Pokémon are defeated. Excadrill finished Chansey, Quagsire, Donphan, and Garchomp with just one X Speed used in this attempt. I’m advancing the victory scene, saving, and reconciling the recording before moving into Victory Road.
The victory scene has restored the fonts and opened the route to Victory Road. The completed battle log confirms exactly one X Speed used. I’m saving this milestone and closing the recording for its edit and verification pass.
We’re healed and through the tournament exit. The Terra recording is now closed and its first edit has rendered. I’m correcting the music boundaries around the fontless introductions and checking the cuts while preparing the Victory Road route.
We’re saved inside the Victory Road Pokémon Center. The Terra edit’s cut checks passed: retries, knockouts, and the winning sequence are retained. I’m publishing that segment and its victory panel while checking the Center’s services and the next route.
I’m accepting Azer’s spirit-hunting quest. Its rewards include Choice items, an Assault Vest, and a Focus Sash—useful permanent upgrades for the League team. The Center supplies are restocked, and the Terra victory panel correctly shows three attempts and one item used.
The banked reset has already been used successfully; the last check showed 88% remaining in the new pool. I’ll check again now and continue from Victory Road while finishing the Terra recording.
The refreshed pool is now at 84% remaining, with no banked resets left. Terra’s recording is finalized and verified: all three attempts remain in the journey, and the victory compilation shows three attempts and one X Speed used.
I’m taking Azer’s spirit quest as we enter Victory Road. It offers Choice items and an Assault Vest, giving us useful permanent upgrades while we train toward the League.
Supplies and the Spirit Tracker are now saved. I’m moving into Victory Road and checking the first boulder and crystal puzzles so I can run the straightforward parts in longer action queues.
I’m adding Strength to Mienshao and Rock Climb to Swampert for the cave. Both replace moves we can restore with owned machines, while preserving their main attacks. The Terra archive and the new Victory Road save have also been pushed to the private repository.
The first crystal puzzle has a unique solution from its clues. I’ve calculated the block positions in advance, so once we reach it I can enter the solution directly and verify that the path opens.
The field moves are ready. Two menu OCR mismatches paused the helpers; I checked the screens and corrected those recognizers. We already had an active Repel, so no extra one was consumed.
We’re inside Victory Road at the first pressure-plate boulder. After opening that path, I’ll handle the crystal puzzle and the first spirit battle, then assess how this team performs without relying on battle items.
The first plate opened the route and triggered a scene with Saphira, Blake, Fern, and Sirius. The dialogue helper is advancing it and will stop at the next playable section.
The first gate is open. Blake’s scripted attack took roughly a quarter of the team’s HP, so I’ll account for that before the spirit battle. The crystal helper is ready to check each block group and save after each completed column.
Blake’s icicles keep moving us back while we stand in the exposed corridor. I’m crossing that stretch in one movement burst; planning and menu work will happen in the sheltered puzzle room.
We’re safely inside with Cal. I’ve also reviewed the first spirit’s team: Cryogonal’s Light Screen and Freeze-Dry should handle the opening Rotom, with Sylveon covering Weavile and Dragonite.
The corridor damage was worse than the initial hit: the saved team is down to 1 HP each. I’ll fully heal everyone before battling. The puzzle helper also caught a missed facing input; I’ve corrected the timing and resumed from the saved block positions.
The size column is verified, and the hardness column is progressing correctly. I’ve also changed the exposed doorway route so it crosses directly into the entrance, avoiding a pause where the icicles can push us back.
Size and hardness are saved and verified; purity is the last column. I’m preparing the opening battle sequence now so we can move straight from healing into Diana’s fight.
All twelve crystal blocks are verified. Before Diana, I’m bringing Arcanine back into the team: it gives us a reliable answer to Serperior and Scizor. That Center visit will also heal the whole party without using our Max Potions.
Cal accepted the solution and opened the next gate. I’m making the Center trip now for Arcanine and a full heal, then returning directly to Diana.
The return route is moving now. Usage is at 18% used—82% remaining in the refreshed pool. I’ll keep checking it and reserve the final 5% for saving, quitting, and finishing the recordings.
The party is healed at the Center, with all 13 Max Potions still available. I’m finishing the Arcanine swap, then rotating the recording at this safe pause before heading back.
Arcanine is in, everyone is fully healed, and recording 187 is running. The previous segment is being edited in the background while we return to the spirit room.
The edit review caught something worth preserving: icicles can hit and move the player even while the coordinate display is open. I’m retaining those exposed corridor stretches in full so the journey shows the damage and knockbacks.
Diana’s fight is starting with all six Pokémon at full health. Cryogonal will open with Light Screen and Freeze-Dry; the battle helper will stop when the opponent changes or another decision is needed.
The reset has been used successfully; the refreshed pool has 81% remaining. Diana’s Rotom and Weavile are down, and I’m bringing Arcanine in against Serperior.
Arcanine beat Serperior in two turns. Dragonite is next; Swampert is healthy and has Ice Punch ready. The first Victory Road recording has passed its cut review and is being appended to the journey.
Dragonite’s field-boosted Extreme Speed knocked out Swampert. I restored Sylveon for the response; its Moonblast should finish Dragonite. The previous recording is now published and verified, and its consumed source files have been cleaned up.
Dragonite is down. Mienshao’s Fake Out weakened Alakazam, and Sylveon is back at full health to finish it. I also verified that defeating this spirit heals the whole party, so we can continue without another trip to the Center.
Scizor is down. Diana switched Alakazam out earlier, which removed its Special Attack boost; Arcanine now has a chance to finish it with Crunch. The next section has a doubles spirit battle and the first minecart puzzle.
Diana is beaten on the first attempt, and the party’s full heal is verified. I’ve saved. For Jonathan’s doubles team, I’m leading Excadrill and Swampert to combine Rock Slide with targeted Waterfall attacks.
The route helper hit a navigation problem before Jonathan: the exit returned us to the crystal room, and no second battle started. I’m checking the actual doorway connections before resuming the route.
I found and fixed the route bug: a cleanup command was overwriting the planner’s diagonal stair movement. The corrected path now reaches Jonathan. I’ll check the party’s condition before proceeding, since the icicles can damage it during navigation delays.
The icicles left the team near fainting during the route debugging. I reset before choosing a move and am reloading the normal pre-route save. The retry will use the corrected stairs and the faster input helper.
The corrected route worked: both leads entered Jonathan’s battle at full health. The opening turn is queued, with Rock Slide hitting both opponents and Waterfall targeting Chandelure.
Chandelure is down. Excadrill fell to the boosted Heat Wave opening, but Arcanine has weakened Togekiss, and Sylveon is targeting Conkeldurr. No bag items have been used in this attempt.
Cryogonal and Sylveon knocked out Togekiss and Conkeldurr in the same turn. Talonflame and Porygon2 are next. I’m preserving Cryogonal for the remaining Rotom matchup.
Only Rotom and Porygon2 remain, but their combined attacks under Trick Room knocked out Mienshao before it could attack. I’m setting Light Screen and reviving Mienshao for Porygon2; Cryogonal still has full health.
Porygon2 is down, and only Rotom remains. Light Screen and Mienshao’s return worked; this attempt has used one Revive and one Max Potion.
Jonathan is beaten. Cryogonal finished Rotom after Mienshao’s High Jump Kick missed. I’m saving and rotating the recording while the game is paused in the party screen, then continuing to the minecarts.
I’ll check the usage balance and reset availability now, and keep enough room to save, quit, and finish the recording cleanly.
The reset has already been applied: the current pool is 21% used, 79% remaining, with no banked resets left. I’ll continue and reserve the final 5% for a clean shutdown and recording cleanup.
Jonathan’s victory is saved with the party fully healed. I’m fixing the return path down the diagonal stairs before reloading that checkpoint; the party screen keeps the falling-icicle hazards paused while I check it.
The recording review caught a music cue that started too early on Jonathan’s aborted entry. I’m correcting that cue and preserving the reset and icicle-hit footage in the full journey.
The previous session’s edit is published and verified, including both fights and the reset. The stair problem appears to be icicle knockback moving Aster during coordinate checks; I’m testing a continuous crossing to avoid those pauses.
The stair crossing worked. I’ve updated the route planner to account for the automatic chain of diagonal steps, and I’m reloading the full-health save for the trip to the minecart.
The cart’s first move and both lever changes are confirmed. An icicle knocked Aster out of reach before the second cart interaction, so I’m removing that final inspection pause from the control helper. Once the shortcut opens, I’ll return to the center to heal.
The shortcut is open. It includes two Rock Climb crossings, and Aster is now out of the icicle room on the way to the center. I’ll heal before continuing into the next minecart section.
Aster is saved in the next minecart room. The return trip cost about half the party’s HP, but there are no falling icicles here. I’ll check the rail routes ahead and heal as needed before the next fight.
Charlotte’s plan is to collapse the Meteor position from below. The first two rail-puzzle steps are complete and saved. The queued script is checking each cart’s destination and lever state before continuing.
The banked reset has already been used successfully. I’ll check the current pool again and keep enough room to save, quit, and finish the recordings before the 5% cutoff.
Confirmed: 77% remains in the refreshed pool, with no further reset available. The west minecart sequence is complete; I’m continuing through the next cart and boulder section.
The cart rides are progressing as planned. I’m checking the boulder’s push mechanics before queuing the longer sequence so a blocked push won’t send the rest of the route off course.
Both east-side carts are across, and Strength is being activated at the boulder. I’ve added a push helper that checks the player’s position after each batch; once the short test passes, it can carry out the longer sections safely.
The test confirmed all three pushes in the saved game. The longer boulder route is now running in checked batches, with checkpoints along the way. I’m preparing the remaining cart sequence while it runs.
The boulder has passed the first narrow turns, and the checkpoints confirm its position. The cart routes are ready; the remaining work in this room is the two pressure plates and the return trip to the exit lever.
The boulder is nearing its pressure plate; the saved positions still match the plan. I’m keeping the return through the icicle area intact in the recording, including hazards that occurred between inputs.
The first pressure plate is activated and saved. I’m backing up this checkpoint, then running the next cart section, the two pushes on the northern boulder, and the return route.
The first two northern cart steps are going through normally. The checkpoint and finished recordings are also backed up in Git. I’m checking the next boulder maze during the rides to reduce the pause when we reach it.
The northern platform is reached. The next maze also has a short candidate route from the offline solver; I’m checking that it leaves the final pressure-plate boulder usable before relying on it.
The northern boulder is cleared and saved. The Tyranitarite detour needed a Rock Climb crossing that the walking route couldn’t handle; that crossing is now underway. After collecting it, I’ll run the prepared return-cart sequence.
Tyranitarite is collected, and the return-cart queue is running. The revised maze plan preserves the pressure-plate boulder and needs ten preliminary pushes, so we have a concrete route ready for the next room.
The return sequence is halfway complete. I’ve also identified where the walking model needs care around the next room’s stairs; I’ll verify those crossings in the game before executing the maze plan.
A wild level-99 Steelix interrupted the route. I’ll flee it, then resume from the last verified cart state.
Steelix was escaped without damage. The route has resumed from the correct cart state, with three rides left before the final pressure plate.
The return route is almost finished. Once the final pressure plate opens the exit, I’ll use that safe pause to close this recording and begin its edit before moving back into the icicle area.
Both pressure plates are activated and saved. The minecart puzzle is solved; the last ride leads to the exit. Usage is now 24% used, 76% remaining, with no additional reset available.
The first minecart room is complete, and its recording is rendering while the next capture runs. I’m activating Strength for the main-room boulders. The party is still at the same HP; no healing items were used in the rail section.
An icicle knocked us back through the doorway during the position check. The boulder check caught it before any puzzle moves were treated as complete. The second entry used continuous movement and avoided another hit; I’m resuming from there.
The reset has already taken effect: usage is now 24% used, with 76% remaining. There are no further banked resets. I’m continuing through Victory Road while finishing the previous recording’s review.
The first minecart room is complete. The next room’s falling icicles can displace the character during coordinate checks, so I’m tightening the movement scripts before continuing the boulder puzzle.
The new helper reads the coordinate display and immediately opens the party screen before processing it. That removes the long exposed pause. The previous recording’s 348 edited join samples have also passed visual review.
The corridor rock is cleared, and the boulder maneuver is working with the shorter checks. Recording 189 is now published; its existing footage was preserved byte-for-byte, and the appended video passed a full decode.
Four maze pushes are verified, and the script is continuing through the planned route. Icicle damage bottoms out at 1 HP, so I’ll heal before the next trainer rather than spend healing items repeatedly inside this hazard room.
Most of the maze is clear. Two pushes were interrupted without moving their intended boulders; the save checks caught both, and I’m resuming from the actual positions rather than replaying the whole puzzle.
I found why one push stayed blocked: an icicle interruption had caused a neighboring boulder to move. The solver found a four-push recovery from the current layout, and I’ve added a check for unintended movement of every boulder.
The recovery is progressing, and recording 189’s verified source cleanup freed about 490 MB. Once this pressure plate is active, I’ll take the lower minecart route into the next section.
The main boulder maze is complete and its pressure plate is saved. I’m now opening the lower route; the updated checkpoint and recording records are synced to the handoff repository.
The lower boulders are now in place, including the second pressure plate. I’m taking the cart up to its switch, then heading through the upper bridge to Charlotte’s next puzzle.
We’ve reached Charlotte, who has explained the four explosive-cart routes. I’m using this safe room to rotate the recording and finish the hazard footage edit before proceeding.
Recording 190 is published with all icicle damage, knockbacks, and puzzle retries retained; only verified party-screen pauses were cut. Excadrill is healed for travel, and we’ve reached the first explosive-cart route.
The next cart route differs from the guide’s opening instructions. I’m checking the installed map’s movement rules against the saved layout so the script can plan a valid boulder route without trapping it.
The solver found the missing step: the cart must be moved back down before repositioning the boulder, then ridden up again to finish it. The combined route is now running with save checks after each action.
The reset has taken effect: 74% remains in the refreshed pool, with no banked resets left. I’m continuing and will leave room for saving, quitting, and recording cleanup before reaching 5%.
The southeast cart route is mapped, but a short movement queue stopped one tile before its intended push. The checkpoint checks caught it; I’m adjusting the timing before continuing.
The boulder is in a narrow channel with a wall at the desired stopping point, so a sustained movement input can finish this section safely. I’m also checking the basement lever routes ahead of arrival to reduce pauses there.
The cart crossing succeeded. The basement planner also found a route that needs only one boulder push, with the levers restored before sending the explosive cart. I’ll verify that route against the actual entry checkpoint.
The boulder has reached the final corner before the pressure plate. Recording remains healthy with no capture errors, and the following southwest boulder route is now planned too.
The southeast pressure plate is active. I’m taking the cart into the basement next, where the icicle interruptions stop.
We’re in the southeast basement. The normal save confirms the expected entry point, so I’m starting the lever sequence and updating the handoff with the completed cart route.
The first basement lever is set. Three levers initialize on when entering this room; I’ve replanned from that verified state, reducing the remaining sequence to seven actions.
The basement route is progressing cleanly through normal controls and verified saves. I’m using that time to map the next explosive-cart puzzle, including its return paths.
Six basement actions are verified, including the boulder move. Two lever flips remain before the explosive cart can reach the first pillar.
The track is aligned and the explosive cart is moving toward the pillar. Afterward I’ll reopen the exit route, return to Charlotte’s room, and reconcile this recording at that safe pause.
The first pillar is destroyed and saved. We still have 74% of the refreshed usage pool remaining. I’m returning to the hub now; the southwest cart puzzle already has a complete 24-action plan.
The exit boulder and Rock Climb are verified. We’re crossing back to Charlotte’s room; the first pillar’s progress is safely saved.
Back at Charlotte’s room with the first pillar complete. Recording 191 is closed for editing, and recording 192 is running. I’m continuing toward the southwest route while the edit renders.
The southwest route is loaded and saved. Recording 191’s cut review passed: all icicle movement and damage remain, with only verified pauses and safe-room coordinate checks removed. I’m checking the final export while starting the next boulder route.
Recording 191 is published and fully checked, and its consumed raw files are cleaned up. The southwest boulder is moving, though icicle knockback is interrupting some short pushes; I’m tightening the input timing and checking each saved result.
The handoff and verified videos are pushed to the private repository. I’m shortening the remaining boulder work by identifying stretches where a wall can safely stop a continuous push, while keeping exact checks at the turns.
The wall-stop method worked, and the boulder has reached its first turn. The route script will use longer holds only where the map proves a physical stop; open turns still get individual checks.
The revised queue has completed eight consecutive pushes without interruption. The longer wall-bounded sections are next, which should speed up the rest of this approach.
The boulder is through the upper turns. I’m also planning the northeast cart connections now so the next branch is ready when we finish this one.
The eight-tile push is complete, bringing the southwest boulder past the halfway point. The northeast approach is now planned too: 13 cart, lever, and boulder actions before its basement.
The main slowdown is reaching the pushing side while icicles move Aster off course. I’m changing the navigation helper to correct its position in short bursts from fresh on-screen coordinates, without a save-and-menu cycle after each detour.
The shorter navigation bursts worked: the boulder is now through the southwest corner. I’m continuing toward the pressure plate, then the explosive-cart sequence.
The southwest boulder is on its final approach. I also confirmed an unused full-party healing shard elsewhere in Victory Road; I’ll save it for a point where more icicles won’t immediately undo the heal.
The boulder is a few pushes from the plate. Once the cart reaches the southwest basement, I’ll use that safe pause to refresh the rail plan and reconcile the recording.
The southwest pressure plate is active and saved. I’m taking its cart into the basement now; the remaining work on this branch is the lever-and-cart puzzle.
We’re safely in the southwest basement. Recording 193 is active, 192 is rendering, and the rail plan is being refreshed from the actual entry state before I run it.
The reset has taken effect: 72% remains in the refreshed pool, with no resets left. I’m continuing the southwest rail puzzle while finishing the previous recording’s review.
The southwest access puzzle is complete, and its recording has been appended with the existing footage verified unchanged. I’m adding a little more wait time after rail animations so the next sequence can run reliably.
The game window moved outside the recorder’s fixed capture area, so I’ve paused gameplay. I’m restoring the framing and checking the short affected section before continuing.
Framing is restored and the first rail lever and cart move are verified. The sequence is now advancing through the remaining switches, saving after each confirmed step.
The cart is progressing through the southwest stops. I’ve also prepared the northeast route and added an input guard that stops the scripts if the game window moves outside the verified recording frame.
The southwest puzzle is past its midpoint with no battles or healing items used. I’m keeping the team’s healing resources for the next trainer and checking the remaining pillar routes while the controls run.
The southwest cart has reached its fifth stop; the remaining switches lead to the pillar. Usage is still healthy at 71% remaining in the refreshed pool.
The cart has cleared the lower rail section. I’m finishing the two upper switches, then returning to Charlotte for the northeast route.
The last upper switch is being reached now. I’ve added guarded retries for the next icicle section: they retry only when a normal save confirms that no boulder, cart, or puzzle switch changed.
The southwest pillar is destroyed—two of four are complete. I’m returning to Charlotte, then moving straight into the northeast puzzle.
I’m back at Charlotte with both completed pillars saved. I’m rotating the recording here and keeping the raw file from the brief framing issue for review; gameplay will resume on the northeast route as soon as the new capture is ready.
The northeast cart route is underway, and its first lever and two rides are confirmed. The southwest recording is reviewed; the brief clipped section remains in the journey, with its raw source preserved rather than discarded.
The northeast pressure plate is active, and the explosives cart has moved into its upper section. I’m completing the final switch, then collecting the nearby Max Repel before entering the basement puzzle.
The northeast basement entrance is open. An icicle interrupted the first attempt to collect the Max Repel, so I saved the unchanged state and am retrying that pickup before heading down.
Max Repel collected. The pickup needed a short facing tap—the longer tap was stepping onto its hidden tile. I’m heading into the basement now, where the long boulder route can run without icicle interruptions.
The basement entry is confirmed. I’m healing Mienshao and moving it to the lead before the long loop, so an unexpected wild encounter won’t leave us trying to escape with the entire party at 1 HP.
The 148-push basement route is running, with the first stretches moving correctly. Mienshao is fully healed in the lead, and the completed southwest footage and current checkpoint are backed up.
The boulder has completed its outer circuit and is moving inward toward the pressure plate. The scripted pushes are matching the planned positions, and there have been no wild encounters so far.
A wild Houndoom interrupted the loop. Mienshao is still at full health; I’m escaping, then resuming from the boulder’s verified position.
Houndoom was escaped on the first try without damage or items. The boulder is now on the inner circuit, with the remaining pushes leading to the pressure plate.
The northeast boulder is at its final turn. I’ve also shortened the upcoming northwest plan by grouping pushes only where the map confirms a solid stopping wall; the other pushes will remain individually checked.
I’ll check the remaining allowance and reset status, then continue from the current checkpoint while preserving enough time to save, quit, and finish the recordings.
The refreshed pool has 70% remaining. The banked reset has already been used, and there are no resets left. I’ll continue toward the 5% stop threshold; the northeast boulder puzzle is finished, so I’m detonating its pillar next.
The final northeast cart is underway. I’ve also prepared the northwest push sequence with checks after each group of moves, so we can keep progressing without re-planning every tile.
The third pillar is down. A wild Luxray interrupted the return route; I’m handling that encounter before rotating the recording at Charlotte’s hub.
We escaped Luxray without damage and reached Charlotte’s hub. Three of the four pillars are complete. I’m rotating the recording here, then starting the northwest puzzle while the closed footage renders.
The northwest cart arrived safely. An icicle shifted us one tile from the expected landing point, so the route check stopped as intended. I’m resuming from the verified position; the puzzle itself is unchanged.
The northwest pushes are progressing through the checked sequence. The northeast recording is rendered; I’m reviewing its cuts and both wild encounters before publication.
Tuesday, October 6
The recording review passed, including both complete wild encounters. One northwest input pushed the boulder an extra tile along the planned path; the save confirms it’s still on course, so I’m resuming from that position.
The northeast footage is published and verified, and its consumed sources are cleaned up. The upper northwest boulder is on its plate; the lower one is nearly there. Next is the last basement rail puzzle.
Both northwest plates are set, and we’ve descended into the final pillar room. Mienshao is healed for safe travel through wild encounters. The refreshed allowance still has 69% remaining.
The first load of rocks is ready. The next lever is on a different ledge, so I’m adding normal Rock Climb transitions to the route helper. That will also handle the climbing paths created by the remaining loads.
The cliff routing is working. A wild Nidoqueen interrupted the next cart push; I’m escaping and will resume at that same step, with the filled cart preserved.
The first rock load is in place, and the second is ready. I also checked the fourth pillar’s transition: the game switches to a collapsed version of this area, so the exit route now accounts for that.
We escaped the wild Arcanine without damage and have set the second lever. The remaining sequence is two rock deliveries followed by the explosive cart; each completed step is being saved normally.
The second delivery is complete. One Rock Climb input didn’t register, and the position check caught it without moving any puzzle pieces. I’ve lengthened the facing input slightly and resumed the return trip for the final load.
All three loading levers are set. I’m taking the final loaded cart down, then sending the explosive cart into the fourth pillar. The next save will confirm the collapse and the route onward.
The final rock path is open, and we’ve reached the explosive cart’s level. Once the pillar falls, I’ll return to Charlotte, save, and reconcile this recording before continuing the pursuit.
All four pillars are destroyed. The save confirms the collapse, and the exit climb is complete. I’m returning to Charlotte now, then continuing through the newly opened route.
Charlotte’s follow-up is saved, and the new recording is running. I’m heading into the collapsed main chamber while reviewing the northwest footage in parallel.
The reset has already been used successfully; the refreshed pool still has ample room. All four pillars are down, and the cart has brought us into the next section. I’m continuing toward Charlotte and the healing shard while finishing the recording review.
The route helper is handling the successive Rock Climbs normally, with position checks after each one. The northwest recording review is also clean so far, including both wild encounters and the pillar collapse.
Charlotte and Hardy’s scene is complete and saved. Recording 195 has passed its full cut/join review and publication checks; I’m reclaiming its consumed source files while the game heads toward the healing shard.
The entire party is fully healed now. I’ve also solved the next crystal puzzle from its clues and adapted the existing input script, so we can enter the solution in checked batches once we reach it.
Fern’s arrow scene is underway. The party and save are backed up, and the completed pillar footage is published and pushed with the handoff. Next is the short climb to Hardy’s crystal puzzle.
We crossed the arrow corridor, but the hazards knocked us back just before the cave entrance and reduced the party to 1 HP. I’m using a short continuous movement burst to get through the doorway; there’s no battle in the puzzle room.
The crystal input script is working through the four categories, saving and checking each completed column. I’m also mapping the next boulder-and-arrow section so we can move through it with prepared action sequences.
Three crystal categories are verified; the script is entering the last one. The next corridor has a six-action route through its first boulders and breakable rocks, with normal saves to catch any arrow-induced displacement.
Hardy accepted the solution on the first check, and the second crystal puzzle is complete. I’m closing this recording at the saved puzzle room, starting the next one, and continuing through the arrow-and-boulder section.
An arrow knocked us back through the puzzle-room doorway during setup, so the route guard stopped before pushing anything. I’ll move farther from the entrance before reactivating Strength. The recording check also caught a sample requested just beyond the final video frame; I’ve corrected that review timestamp.
The banked reset has already been used. The refreshed pool was at 68% remaining on the last check, with no further reset available. I’ll keep monitoring usage and leave enough room to save, quit, and finish the recordings.
The fresh usage check shows 67% remaining. The second crystal puzzle recording has passed its cut and transition review; I’m finishing publication while checking the arrow corridor’s controls.
We’re clear of the doorway, Strength is active, and the route script is advancing through the arrows with position checks between short movement batches. Session 196 is published and verified; its consumed sources have been cleaned up.
The first boulder and rock are cleared. The script verifies each changed obstacle from a normal save before continuing, so an arrow knockback won’t cause it to repeat a push that already succeeded.
The first six obstacles are cleared, and the pressure switch is on. I’m checking the route around the switch before moving its boulder back; that should open the next section without unnecessary pushes.
The switch is off again, as intended. One more downward push will clear the passage. The remaining puzzle has long straight pushes, so I’ve added a helper that groups those key presses and verifies the boulder’s destination after each group.
The long corridor is progressing. An arrow interrupted one push, and the saved position caught it; the retry finished that push without moving the boulder too far. The verified save and archive handoff are also pushed to the private repository.
The grouped pushes are working, and we’ve reached the first turn in the narrow corridor. The last Repel has expired; the helpers will stop if a wild encounter interrupts the route. I’m also mapping the next minecart puzzle while the movement queue runs.
The arrows are interrupting some of the short pushes. For stretches that end against a verified wall, I’m switching to held-key movement—the wall prevents overshooting, and each completed stretch still gets a normal save check.
The main boulder is at its intended stopping point. The next route check stopped because OCR read the displayed X coordinate 46 as 45. I’m correcting that observation and continuing from the actual position.
Only the final pressure-pad boulder remains. This corner has heavier arrow knockback, so I’m using the corridor walls to steady the approach before making the precise final pushes.
The final boulder is on the pressure pad, and the rescue scene has started. That completes the arrow puzzle. Usage is now at 66% remaining, so there’s still room to continue.
We’re safely through the rescue and inside the next rail room. I’m rotating the recording at this pause, then continuing toward the team-preparation area. All arrow knockbacks and retries will stay in the journey video.
Mienshao is healed for incidental wild encounters now that we’re out of arrow range. The arrow recording passed all 81 cut samples and 54 transition samples; publication is running while I start the rail-room route.
Titania’s introduction is finished, and the first minecart route is underway. I’ve mapped the cart destinations and switches from the installed puzzle data so the script can verify each ride before taking the next one.
The first two cart rides are verified, and the blocking rock is cleared. There are no arrow hazards in this room, so the route can run in longer batches. I’ll also collect the useful PP items and Heart Scale if the route gives us access.
The rail-room boulder needs a detour around fixed rocks; the route check caught that before any bad push. It’s now following a verified 12-push path to the pressure pad. The arrow recording is fully published and cleaned up.
The boulder is on the pressure pad, and the return cart is verified. The next sequence sets the rail switches and loads the cart with rocks to create a climbing route.
The first switch loop is complete. The longer queues are moving reliably in this room, with each cart and lever checked against the saved state. The latest handoff now includes the completed arrow section and its finished recording.
A wild level-93 Crobat interrupted the route. Mienshao is fully healed; I’m handling the encounter before resuming the switch sequence.
Both wild encounters—Crobat and Ampharos—ended with a successful first Run, leaving Mienshao at full HP. I’m checking whether the second encounter happened before or after the cart ride so the queue resumes at the correct step.
The cart is loaded with rocks. While it ran, I solved both upcoming logic puzzles from their written clues; each has a unique solution ready for when we reach it. Next is delivering the rocks to open the climbing route.
The rocks are loaded, and we’re setting the delivery route. Another wild encounter interrupted the walk to the last lever; I’m clearing it before resuming. No battle items have been needed.
The banked reset has already been used. The latest check showed 66% remaining in the refreshed pool; I’ll keep monitoring it and leave enough room to save, quit, and finish the recordings before 5%.
Crobat blocked two escape attempts, but the third succeeded. Mienshao has 175/238 HP, and I’m resuming the rail puzzle. The fresh usage check shows 65% remaining and no additional reset available.
The cart is delivering the rocks now. That should open the climb to the explosives, after which the remaining rail sequence leads into the gem chambers.
The rock delivery worked and opened the climb. A Nidoqueen encounter after the next cart ride ended with a clean escape; I’m verifying the landing before continuing to the explosives.
The route helper needed the newly created rock climb added to its map. It’s now climbing through to the explosives using normal controls.
Titania has loaded the explosives. I’m sending that cart back, changing the last lever, and routing it to the blocked tunnel.
The explosives cart is back at the junction. Once the final lever is off, it can reach Titania’s chosen blast point. I’ll reconcile this recording at the gem-room checkpoint.
Wild encounters are slowing the last walk across the tracks. We’ve escaped without using battle items; I’m also preparing the edit to retain those encounters and failed escapes while cutting only verified menu waits.
The last lever is off and the return cart has reached the upper junction. One more wild encounter interrupted the landing; the next action is to send the explosives cart to the tunnel.
The tunnel is blasted open—the final rail puzzle is complete. I’m taking the exit carts into the gem chambers, then checking the recording before moving on.
The exit route is clear, and the rail-puzzle milestone is saved and pushed to the handoff repository. Next are the gem-room switches and logic puzzles; team preparation remains the priority before the major trainers.
We’ve reached the gem chambers. Hardy and Titania have a story scene at the entrance; I’m letting that finish before saving and rotating the capture.
The entrance scene is still running. The recording has eight wild encounters so far, all escaped with no battle items; the only item used this segment was a Max Potion before the rail puzzle.
The scene has finished. I’m saving at the gem-room entrance and starting a fresh capture; the closed rail-puzzle recording will be reviewed alongside the next navigation segment.
I’m checking the diagonal Rock Climb routes in the gem room so the navigation helper can handle them reliably. The video review also caught several wild-battle music cues starting late; I’m correcting those boundaries before export.
The diagonal-climb helper worked. We’re close to a hidden Max Repel, which should reduce these interruptions; a Crobat encounter stopped us just before reaching it. The rail recording is now rendering with the corrected battle music.
The Max Repel is collected and active, and we’re entering Sapphire’s chamber. The rail recording’s source-cut review has passed; I’m checking the edited joins next.
The rail recording passed all source-cut and edited-join checks, plus timestamp and decode validation. It’s being appended to the journey archive. In-game, we’re climbing to the Sapphire crystal to open its ice route.
Sapphire’s crystal is activated, and the rail recording is published with its previous footage preserved unchanged. I’ve mapped the ice-slide sequence and am crossing it with checks at each stopping point.
All seven Sapphire ice slides matched the planned stopping points. I’m heading through to Emerald’s chamber, where the next crystal will open another section of the central route.
The Sapphire section is complete, including its hidden Cheri Berry. I’m activating Emerald’s crystal and returning to the central chamber for the two pressure-pad boulders.
The reset has already been used; the refreshed pool has 63% remaining, with no further resets available. Emerald’s crystal is activated and the Cotton Candy collected. I’m working through the return route now.
The return passage needs Rock Smash after activating the green crystal. I’ve identified the obstruction and queued that route. The left pressure-pad puzzle is also planned as a short sequence of checked Strength pushes.
We’re back in the central chamber. I’m collecting the nearby Hyper Potion and placing the first boulder, then heading through Ruby and Amethyst. Each scripted push is checked against a normal save before the next group.
The first boulder is on its pressure pad, and the gate switch is verified. Ruby and Amethyst are next; their crystal routes and the second boulder’s six pushes are queued with encounter and position checks.
The checked push sequence worked cleanly. I’m crossing to Ruby now and preparing the upper Victory Road route while the movement queue runs, including the Heart Scale and PP-restoring item pickups.
Ruby’s key changed the available climbing paths, and the route helper now follows those new paths. We’re making steady progress without trainer battles; I’m preserving the scarce healing supplies for the next mandatory fights.
Ruby is complete, and we’ve entered Amethyst with the Telluric Seed collected. I also removed repeated map calculations from the climbing helper: the same seven-climb route now plans in about 0.05 seconds, with the existing live position checks retained.
The Fairy Gem pickup is underway in Amethyst. Capture is healthy, and there’s about 64 GiB free. Usage remains at 63% remaining, so there’s still ample room to continue before the save-and-quit boundary.
Amethyst’s key produced its expected “nothing happened” message, and the Fairy Gem is secured. We’re back at the second boulder. After placing it, I’ll open the shortcuts and take the upper path toward the next logic puzzle.
Both boulders are now on their pressure pads, with both gate switches verified. I’m opening the permanent shortcuts and collecting the upper-route supplies before the next logic puzzle.
A wild Probopass interrupted the shortcut approach. The movement queue stopped correctly; I’m escaping and resuming from the observed position. No healing items have been needed during this gem section.
The central gem section and both shortcuts are complete. We’ve reached the upper rail-room path; the remaining route here is climbing and supply pickups, with no more cart puzzle to solve.
The Heart Scale is collected. That gives us another move-relearning option when we reach a PC and training access. I’m picking up the Max Elixir next, then climbing toward Charous Mountain.
The Max Elixir is secured, along with the Heart Scale, Star Piece, and Ultra Ball. The current milestone is backed up and pushed to the private repository. I’m finishing the climb to Charous before rotating the recording.
The seven-climb route above the former arrow area is nearly complete. I’ll rotate capture at the safe Charous entry, then process this recording while continuing through the next section.
The Hardy–Radomus scene is complete, and we’re climbing the upper Charous path. A wild Bisharp interrupted the queue; I’m escaping it normally. Recording 199 is being edited now, with both earlier encounters retained and their verified command-menu idle time removed.
The upper Charous scene is complete and the next puzzle room is open. The five-category logic solution is already derived from its public clues; I’ll enter it through normal controls and verify each column before submitting it.
The banked reset has already been used, and the refreshed pool has 62% remaining. There are no further resets available. I’m continuing through Victory Road while finishing the closed recording’s checks, with enough reserve for saving, quitting, and archive cleanup.
The next room’s Max Elixir is collected. The crystal controller is now entering the clue-derived solution, checking each column as it goes. The previous recording’s removed spans passed review; I’m checking its edited joins while the game continues.
Three crystal columns are verified. Session 199 is now published and fully checked, with both wild encounters retained; its consumed source files freed about 500 MB. After this puzzle, I’m heading for the next PC so we can improve the team before the remaining major battles.
The third logic puzzle passed on the first submission, and Titania opened the way forward. I’m continuing through Charous Mountain toward the fourth puzzle; the save and archive handoff have also been pushed.
The route through Charous is progressing normally, and we picked up an Elemental Seed. I also checked the boxed reserves: Gyarados already has full Attack and Speed EVs, while Gigalith has Sturdy. That gives us useful alternatives to evaluate at the PC.
A wild Exploud interrupted the climb; Mienshao escaped on the first Run without damage or items. The route controller has resumed from that spot. Its movement checks are passing, including the longer cliff climbs.
We encountered a level-90 Mawile. I’m using the remaining Quick Ball for a capture attempt—it could give us another useful Steel/Fairy option for team preparation.
Mawile was caught with the first Quick Ball and sent to Box 1. Mienshao’s HP is unchanged. I’ll check Mawile’s build at the PC; for now, we’re continuing toward the last logic puzzle.
The banked reset has already been used; the refreshed pool was last at about 61% remaining. I’m continuing toward the final logic puzzle and the next PC, while keeping enough margin to save, quit, and finish the recordings.
The upper Charous climb is nearly finished. We also caught a level 90 Mawile; it has Sheer Force and useful attacks, but no EV training yet. I’ll assess it alongside the reserves at the PC.
We’ve reached the fourth logic puzzle. I’m rotating the recording at this pause, then using the clue-derived solution to enter its six columns. The game will stay open.
The puzzle-entry script is working through the crystals and verifying each column with a normal save. Alongside that, I’m editing the closed recording, preserving the Mawile catch and the encounter transitions.
The first crystal column is saved and verified, and the second is underway. The closed recording’s three encounters have also passed visual review, including the throw, catch confirmation, Pokédex entry, and storage messages.
Three of the six columns are now saved and verified. The route footage’s cut review passed; I’m checking the edited joins while the remaining columns are entered.
Five columns are verified; the last is underway. The previous recording is being appended to the journey now, with the existing video prefix checked for changes.
All six columns are verified. I’m submitting the solution to Radomus now. Recording 200 is fully published and checked, and its verified source cleanup freed about 530 MB.
Radomus rejected the first submission. The saved crystal positions match the planned inputs, so I’m checking the clue solution and the column labels before changing anything.
The reset has already taken effect: usage is now 40% used, with 60% remaining. There are no further banked resets. I’m continuing and will leave time for saving, quitting, and finishing the recordings before reaching 5% remaining.
I found the puzzle error: the solver treated “second hardest” as the second-lowest hardness. Correcting that changes only two crystals, so I can fix the arrangement directly.
The fourth gem puzzle is solved on the second submission. I’m heading through the opened route toward Florinia’s PC, where I can prepare the team before the next major battles.
All four gem rooms are now complete, and I collected the Max Revive beyond the last gate. The recording remains active as I continue through Hardy’s stalactite scene.
The save, puzzle fix, and completed recording 200 are backed up and pushed. While the story scene plays, I’m checking the quickest legitimate way to improve EVs and natures once I reach the PC.
The stalactite scene is complete and the next path is open. I’m using the guarded route script for the remaining climbs; it stops if an encounter or unexpected dialogue interrupts travel.
The route is progressing through the newly opened cliffs. Mienshao’s mixed EVs and Cryogonal’s nature are still the clearest weaknesses in the current team; I’ll address those before relying on more battle items.
I’ve reached the lower Charous path, past the stalactite section. I also found several potential Heart Scale pickups for nature changes, which may be quicker than setting up fishing.
Taka’s Chatot joined us at the bridge and was sent to Box 1. I’m saving that progress, then continuing to Florinia’s PC.
A wild Shiftry interrupted the final approach, but Mienshao escaped safely without an item. Taka’s Chatot is already level 100 with Boomburst, Encore, and Nasty Plot—a useful reserve to evaluate after the core team is prepared.
Florinia’s PC is unlocked. I’m closing this recording segment at the saved milestone and starting the preparation segment without restarting the game. The older segment can be edited while I work on the team.
Tranquill is back in the party for travel. The newly unlocked warp briefly sent us to the central chamber; I returned through it and am heading outside to fly to the Circus for healing and training supplies.
The party is fully healed at the Circus. I’m buying the berries for Mienshao’s Attack/Speed build and Cryogonal’s Special Attack/Speed build, and will verify the resulting EVs from normal saves. Usage is 41% used, leaving 59%.
The reset has already been used, and the refreshed pool is now at 42% used—58% remaining. No further reset is available. I’m continuing team preparation and finishing the latest recording, with the 5% stopping point still in place.
The Victory Road recording through Florinia is now edited, verified, and added to the journey archive. Both training items are ready; I’m clearing misplaced EVs before training Mienshao and Hexan together.
The new script checks EVs from an ordinary save after each training phase. It should bring both Pokémon to focused offensive builds in eleven shared wild battles. I’m also checking routes to Heart Scales for their nature changes.
Mienshao’s EV reset is verified, and Hexan’s is nearly finished. The archive and current save handoff are also backed up to the private repository. Next is the first paired training battle to confirm both Pokémon gain the expected EVs.
Both EV resets are verified. The party is heading to the Railnet training area. Disk space remains comfortable at about 64 GB free, and the latest completed recording has passed its final checks.
The training route is progressing normally. I’m checking item routes against the current map state so nature preparation doesn’t turn into a long, uncertain detour.
The first training encounter is a level-5 Noibat, as expected. Hexan has switched in safely. Once the save confirms that both Pokémon received 32 EVs in the intended stats, I’ll run the remaining batch.
The pilot gave both Pokémon exactly 32 EVs in the intended stats. It also confirmed that battle switching leaves Mienshao first in the party, so I removed the redundant party-menu checks between encounters to speed up the batch.
Three training wins are complete, including the verified pilot. The script is continuing through the remaining encounters; no bag items have been needed. Usage is still 42% used.
Five of the eleven planned training wins are complete. Mienshao is still at full HP, and Hexan is at 232/269. The next save check will confirm Mienshao’s Attack cap before the script changes its training item to Speed.
Mienshao’s Attack is now capped at 252 EVs, verified in the save. Hexan is one battle short of its Special Attack cap. The script has changed Mienshao’s held item and is moving into the Speed-training phases.
Hexan’s Special Attack cap is verified too. Four shared Speed-training battles remain. I’m also preparing a trainer script for earning the level-up candies; it will stop if it encounters an unrecognized matchup.
Nine of eleven training wins are complete, with no consumable items used. I also found that the current Victory Road maps provide a shorter return route, so we can use that after preparation.
EV training is complete and verified: Mienshao has 252 Attack / 252 Speed, and Hexan has 252 Special Attack / 252 Speed. All eleven battles were won without bag items. I’m restoring their held items, then healing and collecting a Heart Scale for Hexan’s nature change.
The team is healed. A respawned Rock Smash boulder blocked the Heart Scale route, and the script stopped. I’m correcting the stale navigation note and clearing the boulder through the normal field-move prompt.
Excadrill was carrying Rock Smash and is currently boxed, so I’m temporarily teaching it to Mienshao using the owned TM. That will let us clear the boulder and collect the nearby Heart Scale; I’ll restore the combat move before the next boss.
The boulder is cleared and the Heart Scale pickup is underway. I’ll rotate the recording at the next save point, then continue the nature change while the completed footage is processed. The game will stay open.
The Heart Scale is secured, and the new recording is running with framing checked. We’re in Lapis Ward on the way to the nature specialist. I’m reviewing the previous recording alongside that travel.
I’ll check the usage pool and reset availability now, then keep enough margin to save, quit, and finish the recording properly.
The reset has already been used: the current pool has 57% remaining, with zero additional resets available. I’ll stop at 5% remaining and complete the save, quit, and recording cleanup before ending.
Mienshao and Hexan now have their full offensive and Speed EV training. I’m finishing Hexan’s Timid nature change, then using the repeatable candy fights to bring the main team up to level 100.
Hexan’s nature change is verified: its Speed rose from 234 to 286 at level 92. We’re returning to the Circus for candy training; I also finished checking the previous recording’s idle cuts and am correcting its battle-music transitions.
The previous recording is published and verified, and its consumed source files freed about 1.2 GB. The first candy fight is underway. I also found a short route back through Victory Road that needs just two boulder pushes, so we won’t need to repeat the full maze.
The first training win earned the expected five XL candies, and the next round is queued with automatic healing and saving between wins. The upgraded team and completed archive are also backed up in the private repository.
Two training fights are won. I’m also checking a nearby uncollected Focus Sash for the League’s final fight; it could give us a reliable way to get a status move off against PULSE Arceus.
Three candy fights are won so far, without using battle items. I’ll spend this first batch on our main training attackers before the next rounds, which should make those fights quicker.
Arcanine, Swampert, and Sylveon are now verified at level 100. Sylveon has 369 HP and 383 Special Defense, which gives us a much stronger special tank for the remaining bosses. Usage is at 44% used, so there’s still ample room in the refreshed pool.
Four training wins are complete. The guarded scripts are handling the routine battles, healing, and saves continuously; I’m using the gaps to prepare the return route and check the remaining team options.
Five wins are complete. I’ve confirmed that the Circus has both a PC and a move reminder, so we can finish the reserve Pokémon’s training locally and avoid extra travel for that work.
The sixth fight paused because OCR read “BAG” as “BAE.” I’ve checked the actual screen; it’s the normal battle command menu. I’m correcting that recognition case and resuming the fight.
Six training wins are complete. The last fight exposed a poor matchup for Arcanine; Sylveon finished it safely, and I’ve updated the script to use Sylveon for those opponents. Everyone is healed and saved. I’m rotating the recording at this pause, then finishing the remaining level training.
The banked reset has already been used; there isn’t another available. The refreshed pool was last at 56% remaining, so there’s still room to continue. Mienshao and Cryogonal are now level 100, and the next training fight is underway while I finish checking the previous recording.
Seven training wins are complete, with the eighth underway. The five main battlers are level 100; these last candies will bring Excadrill and Cofagrigus up too, giving us more usable options for the final fights.
The archive checks preserve all six earlier training wins, including Arcanine’s faint and Sylveon’s recovery of that fight. I also corrected the music to start with each battle transition. After the current fight, I’m leveling the reserves and preparing the return to Victory Road.
The eighth win is saved and everyone is healed. I caught one error in the prep notes: Excadrill needs the Iron Head tutor, not the move reminder. I’m checking that tutor while the reserves are brought to level 100, so the Heart Scale won’t be wasted.
Excadrill and Cofagrigus are now level 100 as well. We also have exactly enough Purple Shards for Iron Head. The recording through the first six training wins is finalized and verified, and its temporary sources have been cleaned up.
The team training is finished: seven battle-ready Pokémon are level 100. I’m restoring the travel moves, stocking Repels, and making the tutor stop before returning to the remaining Victory Road chambers. Usage is still 55% remaining.
The travel setup is saved, with Strength restored and twelve Super Repels purchased. I’m collecting the nearby Heart Scale, then teaching Iron Head; the remaining route is scripted with checks at each map transition.
The Heart Scale is collected, and I’m on the way to the Iron Head tutor. I’m also checking the next crystal-room route offline while the travel script runs, to avoid long navigation pauses once we get back.
The Iron Head tutor is locked behind the Seventh Street Pokémon-rescue quest, so that move isn’t available yet. No shards were spent. I’m keeping the Heart Scale and returning to Victory Road with the trained team.
We’re back outside and heading into Victory Road. The team and archive are saved in the private handoff repository, and the game is still recording normally.
We’re inside Victory Road again. The first two climbs have checked out, and the script is working toward the shortcut back to Florinia’s PC, where I can replace the Fly carrier with Cryogonal.
The two shortcut boulders are moved and verified in a normal save. We’re past that section and continuing through the climbs toward Florinia, with the earlier puzzles still completed.
We’ve cleared the long boulder-and-cliff section without a battle or reset. The next stretch leads to the PC and the final crystal chambers.
The return route is proceeding through the second cavern, and capture health is good. The remaining travel is running automatically, with a check after each climb.
The climbs are complete. We’re crossing the final connecting room now; after the PC swap, I’ll save before entering the next chamber.
We’ve reached Florinia and saved. Cryogonal is being swapped back into the team now. The latest usage check shows 54% remaining; the one banked reset remains used, with no additional reset available.
Cryogonal is back in the party, and all six are level 100 and saved. The Ruby entrance needs its crystal switched back from our earlier route; I’m aligning that gate before proceeding.
I found a navigation bug that affected these crystal rooms: the planner rejected tiny cliff landings with no ordinary walking exit, even when Rock Climb could reach them. I’ve corrected that check and tested it against the installed map data; each landing will still be verified during play.
The reset has already been used; there are no banked resets left. The refreshed pool is at 47% used, so there’s still 53% remaining. I’m saved at the final Ruby chamber and will continue while watching the 5% stopping point.
The team is back in Victory Road: all six active battlers are level 100, with Cofagrigus also trained to 100 in reserve. I’m working through the final Ruby puzzle while the previous recording is processed.
I’ve built a route solver for the moving-cliff puzzle. It found the missing backtracking steps, so I can run longer guarded movement queues and check each landing as we go.
The first boulder and crystal are done. A route check caught stale puzzle notes before sending movement; I’m correcting the helper so each observed crystal toggle updates the route immediately.
The Ruby route is advancing through the next crystals. The previous recording has passed its cut and transition reviews and is being appended to the journey archive, including both training wins and the full return trip.
I’m keeping an eye on usage. The banked reset has already been used; the last check showed 53% remaining in the refreshed pool. I’ll continue with the Ruby puzzle and leave enough time to save, quit, and finalize the recordings before reaching 5%.
The Ruby puzzle script is progressing through the crystal and boulder sequence, checking each interaction and saving periodically. Recording 204 is now fully verified and published; I removed its consumed source files, freeing about 915 MB.
I’m preparing the Sirius encounter while the route runs. The trained team is healthy; I’ll equip Swampert for this field and save immediately before the confrontation so a retry won’t require repeating the puzzle.
The first half of the Ruby route is complete and saved. The script is now handling the remaining crystals and final boulder, with guards that stop it if the game differs from the planned route.
The latest save and archive records are backed up and pushed. I’ve also located Sirius’s exact encounter trigger, so I can stop safely before it to finish equipment changes and save.
The route is moving through the upper ledges toward the remaining crystals. Recording is healthy. I’m using this travel time to review the next chamber’s route so navigation planning won’t interrupt play later.
The long climb to the upper section is complete. There have been no unexpected battles or resets. The remaining route is mostly nearby crystal switches, followed by the last boulder and the exit.
The upper Ruby crystals are activating as expected. I also tested an offline route model for the Sapphire ice puzzle; its first result looks too permissive, so I’ll check the ice rules before using it to control the game.
Twenty of the 29 Ruby actions are now saved. The Sapphire model now accounts for the crystal-controlled ice tiles and has produced a candidate route; I’ll verify its movements in-game before relying on it.
The last Ruby boulder is on its pressure plate and saved. Only the final crystal sequence remains before I can enter Sirius’s chamber. The Sapphire model also matched all seven ice movements recorded earlier in the run.
The route has passed the 25-action checkpoint. I’ll keep the recording running through the exit, then rotate it at the pre-Sirius save so I can edit the puzzle footage while continuing play.
The final two crystal interactions are underway. Usage is now 48% used, leaving 52% in the refreshed pool, and about 63 GB of disk space is free.
All 29 Ruby actions are complete and saved. The exit route is open; I’m heading into Sirius’s chamber and stopping before the confrontation trigger.
I’m inside Sirius’s chamber now. The team is still fully healthy, and the route stops one tile before the story trigger. I’ll equip Swampert’s Elemental Seed, make a fresh save, and begin the fight.
Swampert is equipped, the pre-Sirius save is verified, and the confrontation has started. Recording 206 is active. I’m reviewing the closed puzzle footage while the introduction plays.
The introduction is still progressing normally. The puzzle-footage cuts reviewed so far remove coordinate popups and stationary waits; the crystal changes, boulder pushes, and traversal remain in the edit.
The banked reset has already been used; the last check showed about 52% remaining in the refreshed pool. I’m continuing the Sirius fight while finishing the previous recording’s review, and I’ll reserve enough usage to save, quit, and finalize the archive.
Swampert’s seed has kept it healthy through the opening turn, while Arcanine took most of the damage. I’m using the Attack boost to clear Sirius’s opening pair, then bringing in the trained reserves as needed.
Sirius’s first three Pokémon are down. Minior has boosted, so I’m using Wide Guard and switching Swampert out of Seviper’s Grass attack. The complete Ruby puzzle recording has also passed its decode check and been appended to the journey archive.
Minior’s Acrobatics bypassed Wide Guard and broke that attempt. I’ve reset to the legitimate pre-fight save. For the retry, I’m adding Rock Slide to Swampert and a Speed boost before clearing the leads, so the next pair cannot set up freely.
The retry now has Rock Slide, and the pre-fight save is backed up. I’ve also verified and cleaned the completed Ruby recording, freeing about 467 MB; the failed Sirius attempt remains preserved in the current recording.
The game is replaying Sirius’s long confrontation scene. I’ve scripted the first two battle turns with checks for the current Pokémon and opposing pair, so the retry will proceed promptly once the battle menu appears.
The retry has cleared Manectric and Marowak, and Minior is already at half health. Swampert has both boosts active; I’m keeping it healthy while it attacks both opponents with Rock Slide.
Minior and Seviper are down. Sirius is nearly finished; Swampert is still healthy with its boosts, and Excadrill is coming in for the last stretch.
Sirius is defeated on attempt two. I also caught and corrected a planning mistake: the Dragon’s Den seed boosts Fire power but does not grant Fire immunity. I’m closing this battle’s recording segment now, then continuing through the aftermath and toward the Sapphire chamber.
All three Ruby Stars and the Big Nugget are collected and saved. I’m using the unlocked return warp, then a Light Shard to restore the team before continuing. The recording review is preserving both attempts and removing only verified stationary waits.
The banked reset has already been used successfully. At the last check, the refreshed pool still had 51% remaining; I’ll check it again and keep enough margin for saving, quitting, and finalizing the recordings.
The refreshed pool is at 50% remaining, with no further reset banked. Sirius is defeated, the party is fully healed, and I’m moving through the Sapphire route while finishing the Sirius video entry.
The Sapphire movement script is working so far: it checks each climb and slide against the expected landing. Sirius’s archive entry now has the correct starting team, two attempts, and seven items used in the winning battle.
The Sapphire puzzle has reached its first crystal, and the scripted ice crossings are matching the map. I’m also preparing a response to Blake’s ice-field speed boosts, so the next fight has a clearer plan than relying on healing items.
Both Sirius videos are published and verified, and their temporary recordings have been cleaned up. The Sapphire script is now opening the next ice paths; it also recovered cleanly when a Repel prompt interrupted movement.
One crystal can only be activated from certain sides, and the map solver missed that restriction. The script stopped without changing the puzzle; I’m correcting the route from our current position.
The corrected route has opened another crystal and is progressing through the large ice sheet. For Blake, the damage checks support a Light Screen/Freeze-Dry opening with Cryogonal and Brick Break on Mienshao to handle Reflect.
The directional crystal is now activated correctly, and the script is working through the remaining crossings. The latest save and finished Sirius archives have also been pushed to the private handoff repository.
The route is still advancing without battle interruptions. Two crystals remain before the exit. I’ll rotate the recording at that pause, then make the planned team adjustments before Blake.
One crystal remains. Capture is healthy, and the script is continuing through the final section of the puzzle.
The last crystal is close now. Blake’s opening is scripted with checks for the visible matchup, so the first turns can run promptly while still stopping if something unexpected happens.
All eight Sapphire crystals are activated and saved. The script is taking the opened exit route now; the next stop is Blake’s chamber.
The Sapphire puzzle is solved, and the exit checkpoint is saved. I’m rotating the recording here and preparing the party for Blake while the completed segment is edited.
Mienshao’s TM menu needed a slower selection pass. I’m finishing that change now, then saving the prepared team immediately before the fight.
The banked reset has already been used; the latest check showed 49% remaining in the refreshed pool. I’ll keep monitoring it and reserve time to save, quit, and finish the recordings before reaching 5%.
The Sapphire puzzle is complete. Mienshao now has Brick Break for Blake’s Reflect and Ice types; I’m finishing the held-item setup before entering the fight. The previous recording has rendered, and I’m checking its cuts alongside gameplay.
The team is ready and saved. Cal and Blake’s scene triggered on the approach, so I’m advancing that before the battle. The Sapphire recording’s cut review passed and it is being added to the journey archive.
Blake’s approach flows straight into the battle scene, so there is no save opportunity at his dialogue. The prepared save is intact and the team has taken no damage; I’m recording that continuity so the battle archive uses the correct entry build.
Starmie is down, with no items used. Blake is sending Weavile next; Mienshao can use Fake Out to gain speed, then Brick Break to remove Reflect and finish it.
Weavile is down and Reflect is gone. Mamoswine’s seed makes it too fast for Mienshao, so I’m using Arcanine’s Intimidate to weaken it, then Swampert for the finish.
The Mamoswine switch went badly: Arcanine entered before it appeared, so Intimidate missed it. Mamoswine then knocked out Arcanine and Swampert. I’m adjusting to its boosted attacks and entry hazards before committing the next Pokémon.
Arcanine is revived. I’ll use Cryogonal’s Ground immunity and Arcanine’s Ice resistance to bring Arcanine back in safely and apply Intimidate. That should give Mienshao a chance to finish Mamoswine without repeated healing.
The switches are working: Cryogonal avoided Earthquake, and Arcanine has now lowered Mamoswine’s Attack twice. I’m applying one more reduction to make Mienshao’s attack safer.
Blake switched Mamoswine out and brought in a speed-boosted Gyarados. This team needs Trick Room for those two. I’m resetting to the prepared save and bringing in our trained Cofagrigus; the failed attempt will remain in the journey recording.
The failed attempt is closed and preserved, and the reset restored all items used in it. I’m taking the solved route back to Florinia’s PC to swap Excadrill for Cofagrigus. The movement script will handle the return while I check the recording.
I checked the reset status earlier: the banked reset has been used, and the refreshed pool was at 48% remaining. I’ll keep monitoring it and leave enough room to save, quit, and finish the recordings before reaching 5% remaining.
The current check shows 47% remaining and no reset left. I’m back at the preparation PC to bring in the trained Cofagrigus; its bulk and Trick Room should give us a better answer to Blake’s fast physical attackers. The failed attempt has been added to the journey recording.
Cofagrigus is in the team. I’ve also removed its Amulet Coin to reduce Knock Off’s damage. The retry will keep the successful opening against Starmie and Weavile, then use Trick Room and burn against Mamoswine.
The final video review caught a long stationary pause before the reset that the automatic edit kept. I’m trimming that pause and rechecking the archive while the return route runs.
The team is ready and heading back through the solved puzzle. The revised recording now removes the extra pause; I’m checking that the replacement preserves every frame before this session.
The failed attempt’s recording is finalized and verified, including the reset and reload. I’ve also scripted the retry’s known opening, with checks that stop it if Blake sends a different Pokémon or the expected battle state changes.
The return route is progressing through the solved Sapphire room, including a normal Repel renewal. The retry team and finalized recording are backed up and pushed. Usage remains at 47% remaining.
We’re at the last stretch before Blake’s chamber. I’ll save the revised team before triggering the encounter, then run the guarded opening.
Saved immediately before Blake’s trigger. The second attempt is starting now with the revised team.
The battle is underway. Starmie used Reflect, and our Light Screen is up; the scripted opening is proceeding as expected.
Starmie and Weavile are down, with Mienshao still at full health. Cofagrigus is coming in against Mamoswine—the point where the previous attempt broke down.
Trick Room is active, and Mamoswine is burned. Cofagrigus survived both hits and can now hand the matchup to Swampert while Trick Room lets it move first.
Swampert survived the switch and has its Attack boost. It can now attempt the knockout while Trick Room is still active, before Mamoswine can use its boosted Speed.
Mamoswine and Walrein are down. No one on our team has fainted, and we’ve used one X Attack. Gyarados is next; I’m bringing Cofagrigus back in to set up Trick Room again.
Trick Room is confirmed again. Cofagrigus will use Curse to give Hexan a safe entry; that should let Freeze-Dry remove Gyarados before it attacks. There should also be two Trick Room turns left for Sandslash.
Blake is beaten on attempt two. Cofagrigus’s Trick Room carried the team through the fast attackers, and Arcanine finished Sandslash. We used one X Attack and one Max Potion; Cofagrigus was the only faint.
The win and item counts are verified and saved. I’m collecting the chamber rewards and preparing the Emerald route while the winning recording is edited.
The reset has been used successfully; the refreshed pool is now at 46% remaining, with no banked resets left. Blake is defeated and saved. I’m finishing his recording while moving toward Emerald.
All three Sapphire Stars are collected. Cofagrigus’s Trick Room plan brought Blake down on attempt two with only two items; the recording’s cut checks are complete, and I’m checking the victory ending before publishing it.
The full journey now includes the Blake win, and its earlier footage is byte-for-byte preserved at the video-frame level. The separate victory chapter is rendering with the exact team, two attempts, and two items shown.
I’m returning through Sapphire to heal, then teaching Strength for Emerald’s boulder puzzle. The next route includes damaging arrow traps, so I’m adding bounded route checks before sending longer movement sequences.
Both Blake archives are verified and finalized, and the temporary recording files have been removed. The party is fully healed; I’m now preparing the Emerald route.
The first Emerald boulder route is planned. I also tightened the move-learning helper so it checks each prompt; Strength is replacing Mienshao’s Brick Break temporarily, and I’ll restore Brick Break before the next major battle.
Strength is confirmed on Mienshao, and the team is entering Emerald. The existing route scripts are handling the travel while I prepare the boulder and crystal sequence.
Emerald’s introductory scene is underway. The first boulder has a straightforward 20-push route; I’ll verify its position after each straight section, then open the crystal paths.
The first boulder moved correctly, but the generic pathfinder keeps choosing an exposed corridor where Fern’s arrows knock us back. I’m checking the nearby safe approach before continuing the push sequence.
The arrow hazard needs more than ordinary pathfinding. I’m opening the Rock Smash shortcut and checking movement timing so the route can cross between shots instead of repeatedly getting knocked back.
The reset has been used successfully; the refreshed pool was last at 45% remaining. I’m watching that reserve and will leave enough time to save, quit, and finish the recordings.
The arrows have reduced the team to 1 HP, so I’ll heal after clearing this hazard. I’ve saved the puzzle progress and paused gameplay to rotate the recording; the archive work can run while I continue.
The first boulder is in position for its turn, but the exposed corridor is still sending us back. I’m checking the recorded arrow timing before trying again; the previous delays were guesses and haven’t worked.
The footage shows a small safe recess beside the boulder. I’ll split the crossing there instead of trying to cover the whole corridor in one dash.
The shorter dash worked—we’re safely beside the boulder now. I can finish its turn and place it on the first switch.
That apparent crossing was caught by an arrow just before the coordinate check. I’m switching the dash to react to the visible warning animation, so it won’t depend on an arbitrary delay.
The warning-based dash worked: we reached the sheltered corner above the boulder and stayed there. I’m saving that position before finishing the switch.
An earlier failed dash nudged the boulder into a corner, so I’m resetting the room through its normal exit. The crossing script is now working. I also caught a recording cut that overlapped an arrow hit and restored the hazard footage.
The room reset restored both boulders. I’m redoing the first placement with continuous movement through the exposed sections. Usage is 57% used, with 43% remaining in the refreshed pool.
The first plate is activated and saved. The arrow knocked us back afterward, but the gate remains open, so that progress is secure. Next are the nearby levers and reflecting crystals.
The first lever is also activated and saved. The earlier recording has passed its corrected visual checks and is published. I’m rotating the current capture at this pause, then continuing through the lever sequence.
The reset has already been used; the refreshed pool is at 43% remaining, with no additional reset available. I’ll keep monitoring it and reserve enough time to save, quit, and finish the recordings before 5% remaining.
The first Emerald boulder plate and lever are saved. I’m using continuous movement scripts for the arrow section to reduce the pauses that were getting us knocked back; the previous recording is verified and its source files are cleaned up.
The next lever’s direct route is still getting intercepted by arrows. I’m checking the nearby climbing paths so the script can use a safer approach instead of repeating the same dash.
I found why the last dash failed: the script reacted to a warning in the neighboring column and ran into that shot. I’ve narrowed detection to the column directly under the player before starting the crossing.
The footage shows a usable alcove halfway up the corridor. I’m splitting the crossing there and baiting each shot into a different column. The latest closed recording has also passed its edit checks and been appended to the journey archive.
The alcove route worked: the second lever is saved, and the first crystal reflected an arrow successfully. That triggered a Fern dialogue scene; I’m finishing it before the next save.
The first reflection is saved and backed up to GitHub. Another lever is now activated, opening the winding route to the next switch; that route offers more places to dodge than the long corridor.
The winding route is still catching us near a turn. I’ve added frame-by-frame position checks from the recorded game image so I can correct the movement timing precisely, rather than keep guessing at key holds.
The next two levers are activated and saved. I’m now opening the route for the second boulder, then I can finish the remaining crystal reflections.
The second boulder has started across the lower floor. I have a complete legal push route now, and the script verifies each section against a normal save before continuing.
The boulder is across the lower floor and partway up the right corridor. Arrow hits have interrupted a few pushes, but the boulder’s progress is saved, so those attempts still move us forward.
The boulder is at the turn into its final vertical corridor. I’m timing the approach around the arrow warning so I can reach the pushing side without being knocked back.
That push advanced the boulder 13 tiles before the next hit. It’s now in the upper half of the corridor. Usage is at 42% remaining in the refreshed pool, so there’s still ample room to continue.
The approach now reaches the upper alcoves reliably. The final push was interrupted before moving the boulder, so I’m checking that short segment; the earlier progress is intact.
The second boulder is on its plate and saved. Both plates are now complete. I’m rotating the recording at this milestone, then continuing with the last lever and two crystals.
The last lever and the right-hand crystal have been reached. The crystal activation message is confirmed; I’m waiting for its reflection scene, then moving to the final crystal.
The second reflection is confirmed and saved. Only the center crystal remains; all required levers and both boulders are complete. The previous recording has passed its visual checks and been published.
The Emerald arrow puzzle is complete and saved. All three reflections are done, Fern has left, and the arrows are disabled. I’m moving on to the next chamber and arranging a heal before the next fight.
The next chamber has wild encounters, and we’re out of Repels. A wild Trevenant appeared; I’m escaping with our fast lead, then prioritizing healing and restocking before further travel.
Trevenant was escaped safely. I used one Full Restore to bring Hexan back to full health for the remaining travel. The other five will be healed at the next available healing point.
The first Emerald Star is collected. I’m collecting the other two, including the crystal-locked path, before returning to the healing point in the central cavern.
Two Emerald Stars are saved, and the crystal blocking the third route is activated. The route script is handling the climbs and stopping for any wild encounter that needs attention.
All three Emerald Stars are collected. I’m back in the central cavern using the remaining Light Shard. The Amethyst branch is still ahead, so I’m checking a quick way to replenish Repels before that section.
The banked reset has already been used; the last check showed about 42% remaining in the refreshed pool. I’ll verify the current limit and keep enough margin to save, quit, and finish the recordings.
Confirmed: 41% remains, and there are no reset credits left. The Crobat encounter is cleared. All three Emerald Stars are secured, and the party is healed for the Amethyst branch.
Amethyst is a timed chase, so I’m preparing continuous movement routes before starting it. That should avoid the pauses caused by checking coordinates after each small move, and I’ll retain each full chase attempt in the recording.
The route scripts are getting through the approach, though we’re encountering wild Pokémon now that Repels are exhausted. I’ve mapped how each Amethyst crystal opens the next path; I’m checking those transitions before committing to the chase.
We’re saved at the Amethyst entrance. The chase route is now mapped, including the cliffs that unlock after each crystal breaks. I’m setting up the controller to watch recorded frames for those breaks and keep moving.
The entrance checkpoint and archive handoff are pushed. The movement plan covers all five crystals and the exit; I’m starting the first attempt now, with the full attempt marked for retention.
The first chase attempt failed at the opening crystal: the black hole passed beside it and caught us. The movement route worked, but the lure needs an extra positioning step. I’m correcting that from the recorded attempt.
The second attempt exposed a detection bug: a gray frame of the crystal looked too much like its broken state. I’ve tightened the check to require the purple replacement rock, so the controller won’t leave early.
The first crystal’s own color cycles are still fooling the check. I’m switching to the path blocker that disappears when the crystal breaks, which gives a clearer visual signal. The recording is paused safely while the completed segment is being edited.
The replay confirms the first crystal did break. A one-tile movement overshoot made the detector inspect the wrong spot, so I’ve adjusted the key timing. The archive through recording 213 has also been published; its final checks are underway.
Recording 213 is fully verified, and its consumed source files are cleaned up. I’ve added quick position checks from the recorded image to correct small movement errors during the chase without opening coordinate dialogs.
The position checks caught the remaining input issue: the game sometimes ignores very short direction taps. I’m using the established tap duration for short moves and checking each turn. The first crystal’s lure is confirmed; the remaining work is making the movement reliable.
The first crystal now breaks and verifies correctly. The next failure came after crossing its cliff, where checking every turn slowed the escape. I’m keeping checks at the larger route endpoints so the chase can run continuously between them.
The first two crystals are now clearing reliably. The black hole caught us during the long route to the third. I’m removing the remaining verification pauses from that crossing, and using the normal pre-chase save to avoid repeating the entrance walk.
The revised crossing reaches the third crystal, but the black hole isn’t hitting it from that approach. I’m checking its direction in the replay and adjusting the lure position; the first two stages are stable.
Usage is at 61% used, with 39% remaining and no reset credit left. The third lure needs to be southeast of the crystal; the black hole was reaching its western side. I’m testing that position now.
The third crossing is still just too slow. I’m batching the whole crossing into one input call and reducing the delay between direction changes, while keeping the recording-health checks intact.
The faster controller is reaching the third crystal, but a one-tile overshoot spoiled the last lure. I’ve adjusted that timing. After this attempt I’ll rotate the recording and reconcile the chase footage while keeping the game open.
The fixed-duration approach is still drifting, so I’m replacing it with movement guided by the recorded image. I’ll increase the preview refresh rate and release each direction key as the character reaches the intended tile. That should make tight turns much more reliable.
The reset has already been used, so I’m watching the remaining pool closely. I’ll check the current limit, finish the recording verification, and continue from the saved chase checkpoint while leaving enough room to save, quit, and finalize the archive.
The limit check confirms 38% remains, with no reset left. The new controller reached the first crystal correctly, but the next stretch still lost too much time. I’m checking the game’s movement controls before another attempt; the previous recording has passed its decode and timestamp checks.
I found the missed turn: the controller sometimes released a one-tile direction before the character had finished the preceding step. I’ve changed it to wait for visible movement in the new direction. Session 214 is now fully verified and published, and its consumed sources have been cleaned up.
The first two crystals are cleared again, and the game allows a normal save here. I’m using that checkpoint so each retry can focus on the third crystal. The walkthrough also explicitly recommends saving during this chase. Guide
The third crystal is cleared, and its normal save is in progress. Returning to the reliable timed route worked on the first try from the new checkpoint. Two crystals remain.
Four crystals are now cleared and saved. The fifth approach failed, so I’m reviewing that short stretch and retrying from the fourth-crystal checkpoint. None of the completed crystals needs to be repeated.
All five crystals are cleared. Taking the path beside the broken fourth crystal fixed the last approach. I’m saving, then heading through the exit to collect the Amethyst Stars.
The fifth crystal did break, but the chase caught us during the save prompt, and that save landed back at the entrance. I should have verified the checkpoint before announcing it as secure. The verified fourth-crystal backup is intact; I’ll reload it and run straight through the exit after the fifth crystal instead of pausing there.
The footage revealed a detection error: the fifth-crystal check matched the entrance floor after a loss. I’ve added a position check and changed the lure to stand northeast of the crystal, where the approaching void should cross it. The fourth-crystal save remains verified.
The chase is now complete and verified: the save is in the next room, with the chase-completion flag set. I’m collecting the three Amethyst Stars, then moving on to Victory Road’s final puzzle.
The star chamber’s Rock Climb route is running as a guarded queue. While it navigates, I’m checking the final team and supplies so we reach the League prepared rather than relying on repeated attempts.
All twelve stars are secured, with three of each color confirmed in the save. I’m returning to Florinia and preparing a solver that uses the final puzzle’s visible yellow and white feedback. I’ll also reconcile this recording at that pause.
The first puzzle test narrowed the possible arrangements from 11,760 to 944. I’m using those visible results to choose the next test. Recording 215’s edit preserves all eight failed chase attempts and the successful completion; its final visual review is underway.
A wild Aggron interrupted the puzzle route; we escaped without damage. The next test is underway. The Amethyst recording has now been published, with its existing video prefix preserved and final checks remaining.
Only four arrangements remain after three tests. I’m choosing a small change that distinguishes them, then we can open the final door and prepare for Fern. The archive through session 215 is fully verified, cleaned up, and pushed with the current save.
The puzzle now has one possible solution: Emerald, Amethyst, Ruby, Sapphire, Amethyst, Sapphire, Amethyst. I’m entering it and will verify the door opens before moving on to Fern.
The star puzzle is solved and saved. I’ll make a quick team adjustment for Fern, then continue. The banked reset has already been used, so I’m watching the remaining pool and reserving enough for saving, quitting, and finalizing the recordings.
The saved completion flag shows the door is still locked; my earlier visual check was wrong. The last test has all seven colors correct but only five positions correct. I’m checking the actual loaded slots and correcting the last two positions before proceeding.
I found the misread crystal in the second test. The corrected feedback gives a single solution, and the two swapped stars are now in place. I’ll verify the door’s completion flag before leaving this room.
The door is now visibly open, and the saved completion flag confirms it. I’m giving Cofagrigus the Wide Lens for more reliable burns and bringing Gigalith’s Stealth Rock to break Fern’s Focus Sash.
Cofagrigus has the Wide Lens. I’m finishing the party swap and restoring Swampert’s Rock Slide, then saving immediately before Fern’s trigger. Recording is healthy, and there’s about 44 GB free.
The faster menu inputs skipped one party row. I caught the mismatch before starting the fight and am correcting that helper so the lead selection is reliable.
The team adjustments are complete. I’m moving to Fern’s approach and taking a fresh save there; the battle helper will handle short, bounded action sequences and stop for switches or unexpected results.
Cofagrigus is now confirmed in the lead, with the full party healthy. We’re through the star door and approaching Fern; the new save will preserve this prepared team for any retry.
Fern’s dialogue exposed an OCR blind spot on a short line. I’ve checked the visible text and the event’s lack of menu choices, so the helper can safely continue through that dialogue without getting stuck.
Fern’s Rhyperior is burned, and Cofagrigus is still at full HP. I’m setting Trick Room, then using Stealth Rock before bringing in Swampert.
Gigalith got Stealth Rock up before going down. That removes Haxorus’s Focus Sash protection on entry. Swampert is now taking over against the burned Rhyperior.
Rhyperior is down, but its field-boosted Rock Tomb cost us both Gigalith and Swampert. Sylveon is taking the free switch into Krookodile. If this attempt fails, I’ll change the field early on the retry to prevent those boosts.
This attempt is no longer worth spending healing items on. Earthquake also triggered the cave’s collapse mechanics, defeating the Levitate switch. I’m reloading the prepared save and changing the field at the start of the retry. The failed attempt will remain in the full recording.
For the retry, Arcanine will lower Rhyperior’s Attack immediately, followed by Cofagrigus’s burn and Trick Room. That should give Sylveon the opening it needs to replace the crystal field and strengthen Moonblast.
The retry’s opening worked: Intimidate and burn are in place, and Cofagrigus is still healthy. I’m adding Curse to shorten Rhyperior’s time on the field, then timing Trick Room for the next opponent.
Curse has nearly finished Rhyperior, though Cofagrigus went down before setting Trick Room. Gigalith’s intact Sturdy gives us a safe opportunity to revive Cofagrigus while the residual damage finishes the opener.
Rhyperior is down, and all six Pokémon are available again. I’m using Arcanine’s second Intimidate to weaken Krookodile while restoring Cofagrigus for the burn-and-Trick Room setup.
Fern switched Krookodile out, and Serperior took the burn instead. I’m restoring Arcanine for that matchup. The public-frame capture is now catching the full turn text, including switches, so I can respond without guessing what happened between menu screens.
Serperior is down. Haxorus is next, and the cave ceiling is already weakened. I’m using Swampert’s Earthquake to trigger a collapse—a normal field mechanic that can take Haxorus down through its Focus Sash, at the cost of Swampert.
The collapse took down Haxorus through its Sash, as intended. Krookodile has returned. I’m restoring Cofagrigus now and using the weakened cave’s next collapse to get past Krookodile without a long healing loop.
Krookodile chose Knock Off on re-entry, so the collapse plan no longer applies. That choice gives Sylveon a better matchup: it resists the locked move and can attack directly with Moonblast.
Scizor switched into Moonblast. Cofagrigus has now removed Technician through Mummy and burned it, which gives us a safer opening to revive Arcanine and set Trick Room.
Scizor is down; Decidueye and Krookodile remain. I’m using Gigalith’s last turn to restore Arcanine, then bringing Arcanine back with Intimidate for Decidueye.
Decidueye is down, leaving only Krookodile. Cofagrigus can remove Moxie if it uses Knock Off; if it uses Earthquake, the cave gives us another way to finish it. I’m restoring Cofagrigus before committing to that exchange.
Fern is beaten on attempt two. I’ll finish the story scene, reach the League’s Pokémon Center, and reconcile the recording before continuing. This fight also confirms that the League needs more team and supply preparation before we commit to it.
The story scene is complete, and I’m saving the victory. The completed battle log confirms eight items used in the winning attempt: four Full Restores, two Max Revives, one Max Potion, and one Revive. Both attempts will be preserved; only the win goes into the major-fight compilation.
We’ve reached the League Pokémon Center, healed the whole party, and saved. I’m closing this recording segment for editing while keeping the game open. For preparation, I’ve confirmed that Cryogonal can relearn Reflect and our owned Kricketune can provide Sticky Web and Perish Song; Chatot cannot learn Perish Song in this version.
I checked: usage is at 66% used, with 34% remaining. The banked reset has already been consumed, so I’m preserving enough capacity for saving, quitting, and finishing the archive. Fern is beaten; I’m preparing the team at the League and finishing the footage review.
Supplies are saved, and the Fern edit now retains both attempts and the full victory. I’m adding useful defensive options before the League; Cryogonal can learn Reflect alongside Light Screen, giving the team more room to set up safely.
Kricketune already knows both Sticky Web and Perish Song, so it needs training rather than another move-teaching detour. I also found a normal shop source for Light Clay, which extends both screens. These give us more options against the League’s speed and damage boosts.
The Fern victory is now in the major-fights archive with the correct team, two attempts, and eight bag items. The journey keeps the failed attempt too. Training is underway through the existing guarded battle scripts.
I tightened the training plan to use Cryogonal’s Freeze-Dry against the Water opponents and added a bounded retry for occasional name-reading errors. That should cut down the interruptions without loosening the battle safeguards.
The faster training matchups are working, and the candy stock is growing. I also verified the route to an unused Focus Sash; it needs two normal field changes, so I’ll use the Heat Wave already known by our boxed Chatot for that trip.
Four training wins are saved; the fifth supplies the remaining candy Kricketune needs for level 100. I’m keeping Swampert’s Water, Ground, and Rock coverage in the League team, alongside Cryogonal, Arcanine, Sylveon, Cofagrigus, and Kricketune.
Kricketune is now level 100. I’m clearing its scattered training stats, then concentrating on HP and Speed so it can survive a hit and get Sticky Web or Perish Song off reliably.
Understood: the hard-route Elite Four and champion sequence will be one uninterrupted attempt, with no saves between fights. Any loss means restarting from before the Elite Four. I’ll strengthen the roster further and prepare for the entire sequence before entering.
I’ll end video 19 at the Victory Road finish and put the League arrival, preparation, and Elite Four run in video 20. I’ll adjust the archive boundary to match.
Kricketune is level 100, and Cryogonal now has both screens. I’m finishing Kricketune’s EV training while the closed recording processes. For the full League run, I’m also checking Mega Evolution access and stronger options for the final fights.
I found a keyframe exactly at the fade out of Victory Road. That lets me split videos 19 and 20 at the right point without re-encoding the gameplay.
Video 19 now ends at the Victory Road exit, and video 20 starts with the arrival outside. The split preserves every video frame in order. Kricketune has reached the Railnet training spot; I’m starting its HP training next.
The Mega Ring quest still needs several shards. I found uncollected pickups that may cover most of the shortfall, so I’m planning a collection route instead of relying on repeated training battles for random rewards.
Kricketune’s HP and Speed EVs are maxed, giving it 337 HP and 211 Speed. That Speed is enough to pass grounded PULSE Arceus after one X Speed, though its Flying form needs a fallback. I’m keeping that exception in the final-battle plan.
The shard pickups have covered the blue and green shortfalls; red shards remain the main gap. I’m buying Light Clay for Cryogonal’s screens, then continuing the Mega Ring quest. Mega Mawile looks promising as a much stronger attacker for the League.
Light Clay is equipped, and the completed video 19/video 20 split is backed up in the repository. I’m now collecting the remaining shards around Seventh Street so we can unlock Mega Evolution before entering the League.
Video 19 is finalized at the Victory Road exit, and the preparation footage is now in video 20. I’m continuing the team upgrades before attempting the full Elite Four and Champion run without saves between fights.
Kricketune’s training and Cryogonal’s Light Clay screens are ready. The current detour is for Mega Evolution access; I’ve reached the Seventh Street elevator and am gathering the quest’s remaining shards.
The video split is verified and pushed to the backup repository. The game remains outside the League, so I’m using normal saves during preparation and keeping the no-save restriction for the entire E4 and Champion challenge.
The shard pickups are progressing. I’m building around a trained physical Fairy attacker, long-lasting screens, and a dedicated answer to the final boss, so the League team has more options than repeated healing.
We now have enough blue, green, and purple shards for the Mega Ring quest. I’m finishing the nearby pickups, then collecting the remaining red shards before purchasing the caged Pokémon.
The Seventh Street pickups are nearly finished. I’m also batching the verified walking routes more efficiently, with checks at each destination, to reduce time spent on navigation.
A low-level trainer interrupted the shard route. I’m clearing the fight, then resuming the pickups.
Andy is beaten with two Freeze-Dry attacks and no items. I’m completing the last nearby shard pickup, then rotating the recording while leaving the game open.
There was one more trainer guarding the indoor pickup. This is a single level-60 Basculin; Kricketune can handle it directly, and then we can leave Seventh Street.
The nearby pickups are saved: 8 red, 14 blue, 18 green, and 12 purple shards. Four red shards remain. Recording 219 is verified and running; recording 218 is being edited into video 20.
The last pickup is secured. I’m heading through Beryl for healing and another red shard, while checking the edited footage from the closed recording.
The party is healed, and Swampert is taking the lead for the cave detours. The footage checks so far show clean game-only framing, with navigation popups and idle pauses removed.
Video 19 is finalized at the end of Victory Road, and the current preparation is in video 20. I’m continuing the team upgrades before attempting the full Elite Four chain under your no-save rule.
The recording through the latest training and Seventh Street battles has passed its final review, and its consumed source files are cleaned up. I’m gathering the last few shards needed for the Mega Ring quest; the current team is healed and the Elite Four remains unentered.
The stairway guard has moved aside, so the shard route is open. I’m using bounded navigation queues for these errands and stopping them automatically for unexpected dialogue or battles.
The two stairway shards sit in separate cave branches. I’ve reached the first branch; after the second pickup, only one more red shard is needed to buy all nine cage Pokémon for the Mega Ring quest.
Both Grand Stairway shards are collected and saved. I’m taking a short Route 4 trip for the last red shard, then returning directly to Seventh Street to begin the Mega Ring quest.
The latest save and video handoff are backed up and pushed. The remaining preparation is focused on a stronger core: Mega Mawile for physical damage, Cryogonal’s extended screens, and a reliable answer to the final boss.
I’m now at Calcenon for the final shard pickup. No further trainer fight has been needed on this leg, and the team’s battle resources remain intact.
All required shards are now collected and saved. I’m returning to Seventh Street to purchase the nine Pokémon, then I’ll handle the owner-return quest and its required battles.
The shard costs are fully covered: 12 red, 14 blue, 18 green, and 12 purple. I’ve prepared a purchase queue that checks each visible confirmation and declines nicknames, so this part can run with minimal interruption.
Vanillite has been purchased and sent to storage. The game’s extra “send a party member to the PC?” prompt is now handled explicitly, and the remaining eight purchases are queued.
Loudred and Cyndaquil are also acquired. I corrected an OCR edge case in the purchase helper; it now treats the visible “obtained” or storage-transfer message as completion, avoiding an unnecessary pause after a successful purchase.
The purchases are progressing normally. I’m also preparing the return route so the next quest steps can run as a single checked sequence, with a save before Santiago’s battle.
All nine cage Pokémon are purchased, and their original owners are verified in the saved data. The Mega Ring quest is underway. Swampert will handle Santiago’s opening matchup, with Arcanine ready for Lopunny.
Arclight has acknowledged all nine purchases and given the Lucky Egg. I’m collecting Loudred and Jigglypuff from storage, then continuing the delivery quest toward Santiago.
Loudred is now in the party, and Jigglypuff is being swapped in next. The trained Pokémon stay available in storage; these two are only traveling with us for their required returns.
Arclight’s return quest is now formally active and saved. I’m heading to Lillin in Jasper, then to Santiago; the planned fight uses the trained team’s natural bulk and damage rather than an item setup.
Loudred has been returned, and the game is saved before Santiago. I’m entering that fight now. I also found a stronger candidate for the final Perish Song role: a trained Altaria can avoid the field’s speed penalty, which removes a weakness in the Kricketune plan.
Azumarill and Sylveon are down. Swampert handled both without items; I’m taking the free switch to a healthy Arcanine for Lopunny.
Santiago is beaten on the first attempt with no bag items. I’m saving here and rotating the recording while I process this segment, then continuing the Mega Ring deliveries.
Video 19 is closed at the Victory Road boundary; the preparation afterward is going into Video 20. I’m continuing the Mega Ring errands and team building, with the Elite Four’s no-save, full-reset rule preserved. Usage is at 73%, so there’s still room to progress.
Santiago is beaten, and the returned Pokémon are advancing the Mega Ring quest. I’m tightening the PC helper’s menu checks so these errands run in longer batches, while reviewing the closed footage alongside them.
The closed segment is now appended to Video 20, with its existing footage preserved exactly. The quest party is being assembled for the remaining deliveries; the next combat gate is a two-fight rooftop sequence, which I’ll approach with the trained team restored.
The Apophyll route needs to pass through the academy’s front hall before reaching Felicia’s room. I’ve corrected that route in the queued errands. The recording review is complete, and the consumed source files have been cleaned up.
For the rooftop double battle, I’m planning around Excadrill’s Mold Breaker and Mienshao’s Fake Out/Wide Guard. That gives us a way to handle Weezing’s Levitate and Destiny Bond while protecting the team from Earthquake. The following singles fight will use the same six without an intervening save.
Arclight’s autograph is secured. The remaining delivery sequence is now queued with checks at each return. I also confirmed that a Route 4 Swablu naturally has Perish Song, so it can become the fast Flying-type counter we want without breeding or spending a Heart Scale.
Makuhita has been returned successfully. The quest is moving on to McKrezzy, then the headphones exchange. I’m keeping the combat team’s moves and items intact during these deliveries so the rooftop sequence can start as soon as the last quest gate opens.
Roggenrola is back with McKrezzy, and his autograph is secured. For the rooftop opener, I’ve refined the plan to Swords Dance plus Fake Out first, then Wide Guard plus Earthquake. That avoids damaging Mienshao with our own opening attack.
The headphones are obtained, and the delivery party is back down to four Pokémon. I’ve also added a guarded two-command doubles helper, so each reviewed turn can execute as a pair instead of stopping between the two selections.
The headphones exchange is complete, so Jigglypuff’s return is now credited. Four of the five returns are done. I’m following Eustace’s remaining quest gate, then restoring the full combat team. Usage is at 74%.
The mother’s dialogue didn’t register because she moved before the interaction. The checkpoint caught the missing quest flag, and I’ve stopped the queued errands to correct that step before proceeding.
I’m finishing the Mega Ring quest, then building the team for a full hard-route League run. I’ll keep the seven-fight no-save rule and the Video 19/20 boundary intact.
The remaining quest snag was a moving NPC; her dialogue is now triggered correctly. Once the rooftop rescue is complete, I can collect the Mega Ring and move on to training and held-item upgrades.
The rooftop team will use Excadrill and Mienshao together: Swords Dance plus Fake Out on the first turn, then Earthquake protected by Wide Guard. Swampert and Arcanine stay in reserve for the second fight, which starts without a healing break.
The rescue location is unlocked now. I’m switching from the delivery party to the battle team and healing before entering the rooftop chain. Usage remains comfortably above the stopping reserve.
Santiago needed a second conversation after moving aside; the script caught that the roof flag was still unset. That is corrected now, and the party-preparation route is next.
The scripts are handling travel and party changes automatically, with checks at each transfer and swap. I also prepared the final Vanillite-return route so the Mega Ring can be collected directly after the rescue.
The battle party is nearly ready. I’m also preparing the later training scripts now: Mawile’s candy requirements are verified, and Altaria’s evolution prompts will preserve Perish Song for the final fight.
The six-member rescue team is assembled and fully healed. I’m heading onto the roof now; both battles will be played consecutively, with no save or healing break between them.
The rooftop access also required Skye’s permission and the elevator’s roof selection. Those gates are now handled in the route scripts, so they won’t cause repeated detours on a retry.
The first battle is underway. Excadrill and Mienshao face Weezing and Alolan Muk; I’m using the planned Fake Out opening to keep Weezing from using Destiny Bond while Excadrill boosts.
The opening worked: one protected Earthquake knocked out both Weezing and Muk. Excadrill still has healthy HP, and Mienshao is untouched.
Four opponents are down. Mienshao absorbed a heavy Power Whip, then fell to Quick Attack; Excadrill remains healthy. I’m bringing in Cryogonal, whose Levitate lets Excadrill keep using Earthquake safely.
Correction: Excadrill’s Mold Breaker would bypass Cryogonal’s Levitate too. I’m using Rock Smash and Freeze-Dry against the last opponent instead.
Colin and Matthew are beaten on the first attempt, with no bag items used. Eustace’s battle follows immediately; Swampert, Arcanine, Cryogonal, and Sylveon are still at full HP.
Eustace has opened with Manectric. Swampert switched into Flamethrower comfortably and is using Earthquake; Arcanine is ready for Sceptile or Scizor.
Manectric, Sceptile, and Sharpedo are down. The type matchups are doing the work without items; Arcanine is coming in for Scizor.
Alakazam is down after trying to stall with Recover. Manectric had retreated earlier rather than fainted; it is Eustace’s last Pokémon now, and Swampert is returning to finish it.
The entire rooftop chain is won on the first attempt, with zero bag items used. I’m saving after the closing scene, then rotating the recording at this natural pause before collecting the Mega Ring.
The save is verified after the rescue, and the new recording is running. I’m finishing the reward delivery while the previous recording is prepared for review. Usage is at 76% used, leaving 19 percentage points before the gameplay cutoff.
The recording review has reached the battles. I checked the longer pauses against the input log: those cuts remove time spent at command menus, while preserving the attacks and switches.
I’m finishing the Mega Ring handoff and reviewing the last recording cuts, then I’ll continue building the stronger League team. Video 19 remains closed at Victory Road; everything since is going into Video 20.
The rooftop chain is won on the first attempt with no bag items. I’m collecting the Mega Ring reward now; the return NPC wanders, so I’m correcting the approach before continuing to the tutor and capture route.
Video 20 now includes the full rooftop victory and passes the frame, timestamp, and decode checks. The remaining preparation is focused on reliable League options: Mega Mawile, a trained Altaria, and the held items needed for the final chain.
The archive cleanup is complete through session 220. I’ve also prepared the tutor steps as short, guarded scripts so the next team-building errands can run with less waiting between individual inputs.
The final Pokémon return is complete, and Arc has awarded the Mega-Z Ring. I’m moving straight to Headbutt, then Route 4 to catch a Perish Song user for the hard-route finale.
Mega evolution is now unlocked and saved. The next capture route is already mapped, and I’m keeping the League untouched until the new team and the full-chain recording checks are ready.
The tutor trip is underway. I’m prioritizing the permanent team upgrades now, while the saved Mega Ring milestone and completed video edits are safely backed up.
Headbutt is being taught to Swampert temporarily. I’ll restore its League moves afterward; this gives us a quick way to find Swablu with Perish Song already learned, avoiding breeding or another move-reminder detour.
Headbutt is learned and verified in the save. I’m leaving Seventh Street for Route 4, with an empty party slot ready for the capture.
The save and archive update have been committed. I’m now on the Route 4 trip; the next useful checkpoint will be the captured Swablu, followed by its training rather than another League attempt with the old roster.
We’ve reached Calcenon and are crossing to the Route 4 trees. The tutor and travel scripts are handling the routine movement; I’m checking the evolution and training steps in advance so they preserve Perish Song.
We’re at the Route 4 tree. The usage tool now reports a fresh pool at 0% used, so there’s room to finish the preparation and attempt the League while still keeping the 5% reserve.
The first tree produced Pineco. I’ve switched the routine to a bounded hunt that recognizes the desired birds and safely flees the other tree encounters, so this part can proceed without manual input for every retry.
Swablu appeared on the second tree encounter. I’m catching it now; its natural moves should give us Perish Song immediately, then I’ll verify the actual ability, nature, and stats before training.
Swablu was caught with the first Ultra Ball, at level 67. I’m checking its build now, then heading to the Circus for levels and the remaining team changes.
Swablu has Natural Cure and a Timid nature—a good fit for the final-battle plan—and already knows Perish Song. I’m bringing Mawile into the party and earning the candies to raise both to level 100 before their EV training.
Mawile is being swapped into the training party. I’m also mapping the Mega Stone approach while the routine PC and training steps run, so that trip is ready when the pair reaches level 100.
The candy battles are running now, using the established matchup script and healing between rounds. Swablu’s caught moves are confirmed; I’ve also adjusted the leveling check to recognize its name change when it evolves into Altaria.
The first candy round is won. I caught a stale move-slot assumption in the old training plan: Hexan’s former Ice Beam slot is now Reflect. I’ve stopped the next round and corrected the plan to use Freeze-Dry, including replacing references to the boxed Sylveon.
The corrected plan is handling the second round. I also found a simpler Mega Stone preparation route: use our existing Ampharos for Power Gem and pick up a nearby Heart Scale, which avoids another wild capture.
The second candy round is complete, and the third is underway. After leveling, I’ll train Mawile’s HP and Attack alongside Altaria’s HP and Speed, with saved stat checks to confirm the gains.
The third round is won. Hail weakened Morning Sun enough to trigger the recovery guard; finishing with Crunch ended the fight safely. One more reward round will provide all 20 candies needed for the pair.
The last candy round is underway. I’ve checked the reminder menus too: Mawile can recover Sucker Punch, and Ampharos can recover Power Gem through the normal tutor, with no breeding needed.
The fourth round is progressing. I’ve tightened the recovery thresholds so these easy training matches finish with their planned attacks instead of spending turns on recovery that the opponent immediately cancels out.
All four candy battles are won. I’m applying the rewards now, then I’ll verify both level-100 builds and rotate the recording at that natural pause before EV training.
Wednesday, October 7
The reward battles are finished and the leveling sequence is running. I’m keeping the final League plan tied to the trained stats and actual move slots, especially for the last two fights where there’s no healing break.
Mawile and Altaria are both level 100, and Altaria kept Perish Song. The recording has been rotated without restarting the game; I’m starting their EV training while session 221’s edit is prepared.
I’m continuing the team training and recording cleanup. Video 19 is closed at the end of Victory Road; the current preparation and the eventual League run belong to Video 20. The League will remain a single attempt with no saves between fights.
Mawile and Altaria are both level 100. I’m training their stats together now, with a one-battle check before the longer batch. The previous recording’s cuts are also passing review; the catch, training battles, and mistakes remain in the journey.
Video 20 is now verified through the latest catch and leveling session, and its consumed source files have been cleaned up. The training route is ready; the remaining preparation is the stat training, Mawile’s Mega Stone and moves, and the final team’s supplies.
The training setup is confirmed: Mawile holds the Power Bracer and Altaria holds the Power Weight, both starting with zero EVs. A long-lasting Repel is delaying encounters; the script is walking it off before checking the first stat gains.
The first training battle is won. I caught a stale opponent guard left over from the Circus fights and updated it for the Railnet encounters. I’m checking the saved EV gains now, then the same script can handle the remaining battles in batches.
The pilot confirmed the expected gains, and the batch is running normally. Mawile is gaining Attack while Altaria gains HP; the second batch will finish Mawile’s HP and Altaria’s Speed. I’m also checking the cave route for Mawilite while those battles run.
Mawile’s Attack and Altaria’s HP are finished. The second batch is underway. I also ruled out a tempting cave shortcut from the map data—it leads to an isolated item room—so we can avoid spending gameplay time on that detour.
The second training batch is nearly finished, with no losses. After healing, I’ll teach Mawile Sucker Punch and prepare the field moves needed to collect Mawilite. The saved checkpoints will verify the final stats and moves before we head into the cave.
Both builds are now verified: Mawile has 252 HP / 252 Attack, and Altaria has 252 HP / 252 Speed. Altaria reaches 261 Speed, which is the value needed for the planned final-boss sequence. We’re heading back to heal and finish their moves.
Mawile now knows Sucker Punch, and Altaria has Fly while retaining Perish Song. Both are healed and saved. I’m collecting the extra Heart Scale for Ampharos’s Power Gem, which will let us change the cave fields on the Mawilite route.
Video 19 is already closed at the end of Victory Road; everything since then is going into video 20. Mawile and Altaria are trained, and I’m finishing the move and item preparation for the full, no-save League run.
The trained pair now has the key moves: Mawile’s Sucker Punch and Altaria’s Perish Song. I’m checking the route to an extra Heart Scale so Ampharos can learn Power Gem for the Mawilite cave puzzle.
The Heart Scale route is mapped: a short Dive loop through Fiore’s side room. I’m running that route, then restoring Rock Climb before heading for Mawilite. The latest save and video edits have also been pushed successfully.
The Dive route is progressing normally. I’m also adding a visual check for the Mega Evolution toggle, so future battle scripts can confirm Mawile is set to evolve before committing a move.
The Heart Scale is collected. I’m returning to the move reminder now; the desert route afterward includes PP-restoring items to support the uninterrupted League run.
The Fiore pickup is finished, and the return trip is nearly complete. Mawilite and Swords Dance are in the same cave-and-ridge area, so I’ll collect them together, then get the Focus Sash for Altaria’s final-boss role.
Ampharos now knows Power Gem, Rock Climb is restored, and the preparation is saved. I’m rotating the recording at this pause and starting the Mawilite trip while the closed segment is edited.
I caught one lingering coordinate-check popup in the edited footage and am removing it before publication. The game is continuing through the travel preparation while that correction renders.
The corrected segment has passed visual review, including the training battles and move lessons, and is being appended to video 20. In-game, the cave moves are ready and I’m buying the train ticket to Tourmaline Desert.
Video 19 is finalized at the end of Victory Road; the current preparation is going into video 20. I’m continuing toward Mawilite and Swords Dance, then finishing the team and supplies for the uninterrupted League run.
I’ve collected the desert’s Elixir and Max Elixir and am picking up one more PP recovery item on the way into Teknite Cave. Usage is at 5% used, so there’s ample room to finish preparation before attempting the League.
The PP supplies are secured, and I’ve saved at Teknite’s entrance. The cave puzzle requires changing the battle field with Power Gem and Earthquake; I’m using a reviewed route and scripted navigation to keep that preparation moving.
The latest save and completed video edits are now backed up and pushed. I’m inside Teknite; this detour supplies Mega Mawile’s stone and setup move, both central to making the League team stronger.
Mawile and Altaria are already trained. I’m now completing their key equipment rather than entering the League with a provisional team; the no-save, full-reset rule remains in force for all seven fights.
I’m finding a safe wild encounter to change the cave field, with Cryogonal leading so Arena Trap cannot hold us in unwanted encounters. The puzzle route and its three required boulder pushes have been checked against the installed map data.
Power Gem worked: the second floor is now crystallized. I’m opening the crystal-controlled passages next, then moving up toward the ridge where Mawilite and Swords Dance are located.
The first crystal is activated. Its wall is still unreachable in the crystallized layout, so I’m checking the cave layout before the next field change rather than forcing a blocked route.
The blocker was a field readout sitting directly in front of the wall, not another required field change. I’ve collected it and am continuing through the passage.
The second-floor passage is open and I’ve reached the third floor. I’m healing Ampharos before the remaining Power Gem uses; the rest of the party is healthy.
Ampharos is healed, and I’ve broadened the field-change setup to include Aron and Lairon after checking their normal wild movesets. That should cut down the encounter hunting without risking a Ground-type attack on Ampharos.
The third-floor setup is still underway. I’ve added a reusable field-change helper that verifies the visible opponent, uses the planned move, and exits the encounter normally; it should reduce the repeated control work for the remaining cave floors.
The third floor is crystallized now. Next I’m activating its green crystal, breaking the revealed rock, and using Earthquake to open the route to the upper passage.
The green crystal is activated. The navigation helper is now handling incidental wild encounters by fleeing and resuming from the observed position, which keeps the cave traversal moving without manual intervention each time.
Earthquake has broken the third-floor crystals, and the route upward is open. I’m finishing the upper crystal switch, then heading to the fourth floor and ridge.
I’m at the upper third-floor passage, with Ampharos fully healed again. The first Earthquake encounter ended successfully; I’m also retaining extra public battle frames for the remaining field changes so their video boundaries are easy to verify.
The upper third-floor crystal change is done. I’m opening its wall and entering the fourth floor; after that, the remaining route is the ridge’s Strength puzzle and the item pickups.
I’ve reached the fourth floor and found a suitable encounter immediately. I also caught a navigation-helper bug that hid a smashed doorway from its route model; that’s fixed, and the actual game state was unaffected.
The fourth floor is crystallized. I’m clearing its last obstacle, then switching it back to ordinary cave terrain to reach the ridge exit.
The fourth-floor obstacle is cleared, and I’m making the final Earthquake change. I’ll use Repel for the ridge so its jump-and-boulder sequence runs without wild-battle interruptions.
All required cave field changes are complete. The extra frame capture caught the last wild knockout cleanly, and I’m now moving through the ridge route toward the rewards.
I’m on the ridge and Strength is active. The route uses three specific pushes; I’m verifying each against the saved position so a mistaken push cannot silently send us down the wrong route.
The three pushes are complete, and I’ve reached the reward area. Swords Dance is accessible first; I’m checking the ridge’s jump controls for the final crossing to Mawilite.
Swords Dance and the three Exp. Candies are collected. The final crossing uses the ridge’s lower level, so I’ve routed through the proper stairs and am crossing to Mawilite now.
Mawilite is secured. I’m equipping it and teaching Mawile Swords Dance over Spit Up, then rotating the recording at this checkpoint while I prepare the Focus Sash trip.
Video 19 is finalized at the end of Victory Road; the preparation and League run are going into video 20. I’m finishing Mega Mawile’s setup, then collecting the remaining team supplies before the full, no-save League attempt.
Mawile is now holding its Mega Stone. The Teknite puzzles also yielded Swords Dance and three XL candies; I’m teaching the move now, then heading for the Focus Sash needed for the final-fight plan.
Mawile’s Swords Dance is learned. I’m rotating the recording at this safe pause and preparing the previous segment for editing while the next travel sequence runs. Usage is at 7%, with ample room to continue.
The new recording is running with verified game-only framing. The previous segment is being trimmed and checked; I’m using the travel time to process it, so editing doesn’t require stopping the game.
Chatot has joined the travel team for its Heat Wave, which opens the route to the spare Focus Sash. The recording review also confirmed both cave knockouts were retained, including the brief faint messages.
The Teknite footage has passed its visual checks and is being appended to video 20. We’re back on Route 4, climbing toward the snowfield for the Focus Sash pickup.
We’ve reached the snowfield. I’m finding a suitable wild encounter to melt it with Heat Wave, then taking the newly opened path. Video 20 is now verified through the entire Teknite trip, and the consumed raw footage has been cleaned up.
Heat Wave worked: the snowfield has thawed and the next path is open. Chatot is still healthy enough to travel; I’ll restore it before the icy basin encounter so the second field change is reliable.
The basin encounter is underway with Chatot leading, avoiding an extra hit on the switch. Once the ice melts, the Focus Sash is a short Surf trip away; then I can restore the League roster and stock up.
The Focus Sash is collected and saved. I’m returning to the Circus to restore the final team and improve Mawile’s pre-Mega ability, then buying the supplies for the uninterrupted League run.
The Focus Sash is secured. I’m finishing the team and supply preparations before starting the hard-route League; the entire seven-fight run will share one pre-entry save, with no saves between battles.
I’ve returned to the Circus and healed. The last preparation steps are the capsule vendor, restoring the League roster, and stocking recovery items; the Focus Sash will be reserved for the final forced battle.
Mawile’s Ability Capsule is affordable, and it offers Intimidate directly. That gives us an Attack drop on entry before Mega Evolution, improving the team’s setup opportunities without consuming battle items.
The final six are now back together, and Mawile has Intimidate. I’m also adding an archive guard so wins from a failed League run cannot be included as though they belonged to the eventual winning chain.
The remaining menu work is underway. I found that rapid repeated inputs could skip bag entries, so I added a short settling delay to the bag selector and Fly-map cursor to avoid repeating long searches.
Swampert’s travel moves are being restored to Waterfall and Rock Slide. The League archive checks now reject a changed save, a skipped round, or an altered build; I’ll use the completed chain’s shared attempt count for all seven fights.
The roster and moves are verified. I’m stocking supplies at the department store, then heading straight to Charous Hall for the final heal and pre-entry save.
The defensive and speed items are being purchased. The intended opening is Mega Mawile against Heather, with Cryogonal’s screens and Cofagrigus available when setup or direct attacks are unsafe.
The battle items are stocked. I’m selling the three treasure items to fund healing supplies, then making the final save at Charous Hall before the no-save challenge.
The two nuggets covered the supply budget, so I’m moving on without spending more time on the remaining Star Piece. The next stop is the League’s Pokémon Center.
I’ve reached Charous Hall. After the heal and supply check, I’ll rotate the recording at this natural pause and begin the first League attempt.
The team is fully healed and stocked, and the new recording is verified. I’m approaching Heather now while the previous recording is processed in the background.
The League approach is going smoothly. During the video review, I caught a trim guard mistaking a Revive description for a faint; I’m correcting that so a coordinate popup doesn’t leak into the finished edit.
Heather’s introduction has begun. The challenge is now locked to the fully healed Charous Hall save; any loss will restart from that save and repeat the whole League.
Mega Evolution worked, and Mawile has Swords Dance up at full health. Crobat used Tailwind, giving us a safe opening to add defensive support before attacking.
Mawile is set up and attacking. The recording review is also catching a few wild-battle music boundaries from the preparation segment; I’m aligning those with the actual recorded encounter starts.
Crobat, Gengar, and Mega Salamence are down. Mawile survived Salamence’s Earthquake; I’m healing before facing Gyarados, then continuing the sweep.
Heather is defeated on the first League attempt, with all six Pokémon still standing. I’m moving into the second chamber without saving.
Heather is down, and the no-save League run is still intact. I’m healing and arranging the lead pair for Bennett and Laura’s double battle; video 20 is still recording.
Mawile is back at full health. I’m putting Arcanine beside it for the garden battle so we have immediate Fire damage and Safeguard against Sleep Powder.
The opening plan is direct: Arcanine targets Galvantula with Flamethrower, while Mega Mawile targets Whimsicott with Iron Head. Removing both leads quickly should limit the garden’s growth.
We’ve reached Bennett and Laura with all six Pokémon at full health. The pre-League save is unchanged, and the recording archive through session 224 is finalized and backed up.
Whimsicott is down, but Galvantula survived Flamethrower. Both of our leads are still healthy; Volcarona has entered, so I’m adjusting the next turn around its Fire attacks.
The garden’s healing and boosted Bug attacks are stronger than the opening damage suggested. I’m using priority attacks to remove Galvantula and stabilizing Arcanine before Volcarona can build further.
Arcanine was put to sleep and knocked out. Mawile is still at full health with Swords Dance up. I’m bringing in Cofagrigus to try Trick Room and using Sucker Punch against Volcarona.
Volcarona is down and Trick Room is active. That gives Mawile the first move against their fast Grass Pokémon. I’m clearing its sleep and targeting Venusaur next.
Venusaur is down. The remaining two are Lilligant and Leavanny, and Trick Room is still in effect. I also fixed a recurring OCR error that was reading “Mawile” as “Mamile” and pausing the move helper.
Bennett and Laura are defeated. The League run is still on attempt one. I’m reviving Arcanine, healing Cofagrigus, and preparing Cryogonal for Elias’s opening Noivern.
Arcanine is revived and healed. Elias is next; Cryogonal will take the lead, with a Special Defense boost before attacking Noivern. We’re still at 89% usage remaining.
The party is ready for Elias. I’m passing through the next chamber, then I’ll rotate the recording at the battle entrance and keep the no-save run going.
Elias’s chamber has moving platforms that the walking planner doesn’t model. I’m handling those crossings through the normal controls, then continuing to the battle.
Both platform crossings are complete. The next capture will begin before Elias; I’ll process the closed recording while the playthrough continues.
We’re at Elias’s entrance. I’m rotating the recording here without saving or restarting the game; the first two League victories remain part of the same uninterrupted attempt.
Cryogonal knocked out Noivern and survived. Dragonite is next, so I’m taking the free switch to Mawile to handle its physical attacks.
Mawile’s Play Rough missed, but Dragonite revealed its Choice Band Earthquake. I’ll switch to Altaria, which is immune, and use that opening to recover.
Altaria safely absorbed Earthquake. I’m restoring Mawile while Dragonite is locked into it. The recording of Heather and Bennett & Laura has also passed visual review and is being added to video 20.
Elias switched Dragonite out for Drampa while Mawile was healed. I’m bringing Mawile back in; its Fairy typing blocks Dragon Pulse and puts pressure on Drampa.
Drampa is down. Ditto is coming in, so I’m switching to Altaria before it transforms to keep it from copying Mega Mawile.
Ditto copied Altaria and is locked into Moonblast. Mawile is fully healed and can resist that attack, giving us a safer chance to strengthen it before Elias’s remaining Pokémon.
Elias brought Dragonite back as Mawile’s Defense rose. Mawile can now survive Earthquake, so I’m taking the Play Rough hit and keeping Sucker Punch ready to finish it.
Dragonite is down, and all six team members are still alive. Video 20 now includes the first two League victories; those fights will enter the major-battle compilation only if we finish the entire chain.
Ditto has copied Altaria again. I’ll heal Mawile and bring it back to attack. Usage is at 13% consumed, so there’s plenty of room to continue.
Play Rough missed again, but Ditto’s Moonblast is doing modest damage to Mawile. I’ll attack again; Mawile still has enough health to take several more hits.
Ditto is down. Kommo-o is next. I’ll keep Mawile in, raise its Defense against Earthquake, then heal before using its four-times-effective Play Rough.
The Defense boost cut Kommo-o’s Earthquake to 100 damage. An Ultra Potion should give Mawile enough health to take another hit and answer with Play Rough.
Kommo-o is down. Kangaskhan is Elias’s last Pokémon. I’m switching to Cofagrigus to absorb its physical attacks and finish with Curse.
Cofagrigus is in against Kangaskhan. Curse will deal steady damage while we keep Cofagrigus healthy, preserving the rest of the team for Anna.
Kangaskhan’s Mega Evolution announcement paused for confirmation. I’ve adjusted the helper to advance that specific prompt after checking it, which should avoid similar delays in later fights.
Curse is wearing Kangaskhan down, and Cofagrigus has recovered. I’m adding a burn to reduce its damage while Curse finishes the fight.
Holy Field lifts Curse after one turn—I missed that field interaction. Kangaskhan is burned now, so I’ll bring in Swampert to finish it with Waterfall.
Elias used a Full Restore, clearing Kangaskhan’s burn as Swampert came in. I’ll reapply the burn with Cofagrigus, then give Swampert a Defense boost so it can attack safely.
Holy Field also makes Return super effective against Ghost Pokémon, and Cofagrigus was knocked out on the switch. I’m bringing in Arcanine for Intimidate and using defensive boosts before attacking. The League attempt is still active.
Arcanine took 110 damage from Return after Intimidate and one Defense boost. A second boost will make the damage manageable while Arcanine attacks and recovers with Morning Sun.
Arcanine has recovered to 321 HP, and Return now does roughly 70 damage. I’m boosting Flamethrower enough to finish Kangaskhan in one hit and avoid another Full Restore.
Elias is defeated. We’re three wins into the uninterrupted League attempt. I’ll revive Cofagrigus, heal the team, restore Mawile’s PP, and continue to Anna without saving.
Cofagrigus is revived, and the healing script is working through the team. I’m checking Anna’s field rules now so the next battle plan accounts for its damage boosts and Aurora Veil.
Cofagrigus is back at full health. The healing queue stopped because OCR split “restored” into two words; I verified that the potion worked and resumed from the next item without repeating it.
Mawile is healed. Before Anna, I’ll restore its move PP and put it back in the lead. I’ll also start a fresh recording at the chamber entrance so Elias’s footage can be edited while we continue.
The team’s HP is restored. Mawile is getting an Elixir now, then we’ll head to Anna. The pre-League save remains untouched.
Mawile is back in the lead with restored HP and PP. We’re crossing to Anna’s chamber now; the route script stops before her battle trigger.
Elias was standing in the route after his scene, so I updated the planner with his visible position and sent the team around him. We’re still on track to start the next recording before Anna.
We’re through the first part of Anna’s chamber. I also verified that our saved story choices select the intended hard-route Lin teams, and that the remaining battle scripts contain no save before the final fight ends.
The new recording is running, and I’ve verified all six Pokémon at full health before Anna. Elias’s footage is being processed in the background. I’m starting round four with Mawile.
Elias’s edited footage passed visual review and is being added to video 20. Anna’s story scene is still playing; the battle helper will stop at the first command menu.
Anna’s battle has begun. I’m setting up Mega Mawile’s defenses and Speed against Ninetales before attacking. Elias’s video segment is now published and verified, with the footage retained for the eventual full-chain compilation.
Mawile has completed the opening Swords Dance and Special Defense boosts. I’m checking its health before continuing the setup; Ninetales is still protected by Aurora Veil.
Anna switched Ninetales out for Metagross, and the scripted setup stopped when it detected the change. I’ll raise Mawile’s physical Defense, then use Sucker Punch once Aurora Veil expires.
Mawile’s Defense boost is applied. I’m resolving Metagross’s Mega Evolution prompt and checking the damage before choosing the next action.
Metagross’s boosted Meteor Mash hit much harder than Earthquake would have. I’m switching to Arcanine: it resists Steel and will lower Metagross’s Attack with Intimidate.
Arcanine took a heavy hit on the switch. I’ll use Cofagrigus to give it a chance to heal on the bench, then bring Arcanine back for another Intimidate.
Arcanine is fully healed, and Cofagrigus went down while covering that heal. I’m bringing Arcanine back, reinforcing its Defense, and preparing it to take over the fight.
Anna switched to Starmie, whose field and ability boosts make it dangerous for Arcanine. I’ll bring in Swampert to cover a heal for Mawile, then use Mawile’s priority Sucker Punch.
Swampert covered Mawile’s full heal and was knocked out. Mawile is coming in at full health to use Sucker Punch against Starmie.
Sucker Punch knocked out Starmie in one hit. Metagross is coming back, so I’m taking the free switch to Arcanine while it’s at full health.
Metagross missed Zen Headbutt, leaving Arcanine at full health. I’ll use that opening for a Speed boost and a Special Attack boost, then attack with Flamethrower.
Anna brought in Gardevoir as Arcanine’s Special Attack rose. Arcanine is faster now, so I’m attacking with Flamethrower before Gardevoir can use its boosted Psychic attacks.
Gardevoir survived Flamethrower and knocked out Arcanine. Mawile is in to finish it with Sucker Punch; I’ll then work on restoring the team during the fight.
Gardevoir is down. I still have one Cotton Candy, which revives a Pokémon at full health. I’m using Altaria to cover that recovery for Arcanine, then returning to the Metagross matchup.
Arcanine’s revive restored half health in this version. I’m healing it before continuing against Metagross; Starmie and Gardevoir are already out.
Metagross is still hitting hard through the Defense boost. I’m restoring Arcanine fully, then boosting Speed so it can attack first.
Metagross’s Zen Headbutt is doing more damage than expected, so a 200-HP potion won’t provide enough margin. Arcanine now has the Speed boost; I’m using a full heal before attacking.
Metagross is down after two Flamethrowers. Anna has Sylveon, Ninetales, and Nostra left; I’m bringing Mawile back in against Sylveon.
Mawile has its Attack boost. Sylveon’s field-boosted Swift is powerful, so I’ve queued Special Defense, healing, and Iron Head, with guards that stop the sequence if Anna switches.
The guarded sequence is still progressing through the bag menus. I’m also checking the next League teams from the installed trainer data so preparation between rounds can be brief.
Sylveon and Ninetales are down. Only Nostra remains, behind Aurora Veil. I’m restoring Altaria for Perish Song to avoid a long exchange against Wish and Cosmic Power.
Nostra has used its Z-move. Altaria is revived; I’m healing it fully, then using Hexan’s Light Screen to let Altaria safely use Perish Song.
Altaria is fully healed, and Hexan is setting Light Screen. I’ve also sped up the public-text capture helper’s OCR processing so it spends less time holding up the next action.
Perish Song landed. Nostra has three turns left, so I’m using the countdown to revive teammates and then switching Altaria out before its own countdown expires.
Nostra’s countdown is at one. Mawile and Cofagrigus are revived, and I’m using the final turn to revive Swampert. After Anna, I’ll heal the party and rotate the recording at this pause.
Anna is defeated—four consecutive League wins, with no saves between them. I’m closing this capture, healing the team, and preparing for Lin.
Anna’s recording has passed the cut and join review and is now appended to video 20. Party healing is underway. I’ve also added bag navigation that remembers previously seen rows while still verifying the item name before use.
The team’s HP recovery is nearly finished. For Lin’s first team, I’m checking a Mawile setup against the opening Ninetales, with particular attention to Foul Play and Choice Scarf Garchomp.
The party is fully healed and Mawile’s PP is restored. I’m at Lin’s entrance now. The next attempt continues the same no-save League run; video 20 is verified through Anna.
Lin switched to Delphox on turn three. Mawile has both Special Defense boosts, and I’m attacking with Sucker Punch while Aurora Veil is still active.
Mawile survived Mystical Fire with 15 HP, then fainted to hail. Delphox is in the red. Swampert is now in, and I’m reviving Mawile while covering the Fire attack.
Lin brought Ninetales back into Swampert, so Mawile has returned to take Freeze-Dry. Its Intimidate activated on entry; I’m checking its post-revival form before relying on Mega Mawile’s damage.
Hexan switched into Garchomp’s Earthquake without taking damage. I’m using Freeze-Dry to pressure it. Mawile’s Mega form does revert on fainting in this version, so I’m accounting for its lower stats now.
Delphox is out; Freeze-Dry caught it on the switch. Garchomp is returning, and Cofagrigus is coming in to burn it and reduce the physical damage.
Will-O-Wisp missed. Cofagrigus is using a Defense boost and healing before trying again. Usage is at 17% used, and there’s about 51 GB free.
Lin switched Gardevoir into the second Will-O-Wisp, so Gardevoir is burned. I’m protecting Cofagrigus from its special attacks, then using Curse to put it under steady damage.
Curse landed on the burned Gardevoir. Cofagrigus fainted from using it; Mawile is coming in for Sucker Punch to combine with the end-of-turn damage.
Lin withdrew Gardevoir to clear Curse. It remains burned and damaged. Hexan is back in safely against Earthquake, and I’m putting up Light Screen to support the next matchup.
Hexan has Light Screen up and is adding Reflect. I’m using those turns to bring in Arcanine and strengthen it for the remaining team.
Earthquake knocked out Arcanine despite the Defense boosts. Hexan can still enter safely against the locked Earthquake. I’m restoring Cofagrigus and shifting to Hexan’s Ice coverage with screen support.
Cofagrigus is revived. Hexan’s next sequence heals it fully, then boosts Hexan’s Special Attack, Special Defense, and Speed. HP and opponent checks will stop the sequence if the position changes.
Hexan has all three boosts and has recovered to 219 HP. I’m refreshing Reflect, then attacking Ninetales with Freeze-Dry; its Eject Button will determine the next matchup.
Conkeldurr came in. Cofagrigus switched into Mach Punch without damage and is using Curse. Reflect is still up for its physical attacks.
Conkeldurr is badly weakened and withdrew. Ninetales took Hex on entry. I’m bringing Arcanine back to finish the damaged targets while keeping Hexan available for Garchomp.
Arcanine is back in with its HP restored. I’m attacking Ninetales now rather than spending more turns on setup; the other damaged targets can be finished once it is out.
Lin keeps cycling Ninetales and Garchomp, but both are taking damage on entry. I’m setting Hexan up once more to attack faster and recover reliably; Arcanine can now finish the weakened Conkeldurr if it returns.
Hexan is set up and has recovered to 227 HP. Aurora Veil has faded, so I’ve queued Freeze-Dry attacks with an HP cutoff.
Ninetales survived at a sliver of HP and Lin used a Full Restore. Moonblast had lowered Hexan’s Special Attack during setup. I’m restoring its damage and refreshing the screens before continuing.
Hexan’s attacks are now doing the expected damage, and Ninetales is back in yellow HP. Hexan is recovering between short attack batches while the screens keep damage manageable.
Lin has now used both Full Restores on Ninetales. I’m continuing the attack-and-recover cycle; it has no more bag healing from this trainer’s configured inventory.
Ninetales is finally down. Conkeldurr is returning at low HP. I’m using Cofagrigus’s Fighting immunity and a second Intimidate from Mawile to finish it with Play Rough.
Lin switched Garchomp into Play Rough, taking a large hit. I’m sending Hexan into Earthquake again; Garchomp is now in range of Freeze-Dry.
Conkeldurr switched into Freeze-Dry and fainted. Only Garchomp, the burned Gardevoir, and Abra remain. I’m using Mawile’s Intimidate and Hexan’s Ground immunity to keep pressure on Garchomp.
Gardevoir’s critical Moonblast knocked out Hexan. Gardevoir is nearly finished from burn damage. Mawile is coming in with Play Rough, which also threatens Garchomp if Lin switches again.
Gardevoir is down. Swampert is coming in against the weakened Garchomp to give me a turn to revive Hexan. That leaves Garchomp and Abra.
I’m continuing the League run from the forced switch. Video 19 is finished at Victory Road; this entire League attempt is in video 20, with no saves between fights.
Garchomp is down; Abra is Lin’s last Pokémon. Altaria will use Perish Song, with the rest of the team covering the countdown.
Perish Song landed, and Altaria survived both attacks. I’m using the countdown turns to restore reserves so the team stays safely in the fight.
Abra’s countdown is at two. The first four League wins are still intact, and no save has been made during the challenge. Once this round ends, I’ll rotate the recording at the story pause and prepare the team for the final pair.
Lin’s first team is defeated—five consecutive League wins. Abra fell to Perish Song. I’m closing that battle’s archive entry and rotating the capture before the last two fights.
The new capture is verified and the previous segment is being edited. I also corrected the victory-boundary helper so future entries wait through the reward screen before closing the battle record.
The story has reached the next free-roaming section. I’ll restore HP and PP, then give Altaria the preserved Focus Sash and put it first so it can handle the final forced battle.
HP restoration is progressing through a guarded queue while I review the video edits. The removed sections are idle menus and coordinate checks; the knockouts, revives, switches, and winning turn remain.
The team is healed, and Hexan’s moves are fully restored. Video 20 now includes the first Lin victory and has passed the decode, timestamp, join, and visual checks. I’m topping up Mawile’s Sucker Punch before moving onward.
Altaria now holds the Focus Sash and leads the party. I’m heading through the final temple section. The next fight needs screens and targeted switches; I’ve reserved the Speed item needed for the forced Arceus battle.
The route is pausing for Lin’s dialogue between rooms. I’m advancing those scenes and checking each new passage before moving, keeping the no-save run intact.
I’ve reached the temple’s logic puzzle. The four statements resolve to “Dark”; I’ll enter those answers through the normal controls. Usage is at 20% used, so the stopping boundary is still well ahead.
Three puzzle answers are entered; the queue is finishing the fourth. The team is ready, with full HP and Altaria’s Sash intact.
The first puzzle is complete. I’m checking the next room’s access point—the old staircase route is blocked in this version of the temple, so the navigation helper stopped before sending further input.
The next room’s choices are deliberately identical. I verified that both options have the same effect and added that case to the dialogue helper, so the eight statues can be handled in one guarded queue.
All eight statues are finished. I’m collecting the PULSE readout and going to the final doorway, where I’ll verify the entry roster before starting Lin’s New World team.
A wild Natu interrupted the rooftop route. I’m escaping and applying a Repel, then continuing to Lin’s doorway.
The Natu escape was clean and the Repel is active. I’m back on the rooftop route with Altaria still at full HP.
Lin’s final doorway is open. I’m making the last roster check and starting a fresh capture for the final battles; there will still be no save between them.
Final check passed: all six are healthy, Cofagrigus has its Wide Lens back, and Altaria holds the Focus Sash. I’m entering the sixth fight now.
Five consecutive League wins are complete, and Lin’s next battle has begun. Altaria is still at full health with its Focus Sash reserved for the final fight. Video 19 is closed at Victory Road; this run is being recorded for video 20.
Mega Mawile knocked out Mismagius in one hit. Flygon is next, giving Hexan a favorable Ice matchup.
Flygon is down without damaging Hexan. I’m bringing Arcanine in to weaken Honchkrow with Intimidate and give Mawile a chance to heal.
Honchkrow used its Z-Move and knocked out Arcanine, but Mawile is healed and back in safely. I’ll revive Arcanine before the end of this battle.
Clefable’s Fire Blast knocked out Mawile before Iron Head could land. I’m switching to Light Screen and Cofagrigus’s Curse; Altaria remains untouched for the final round.
Clefable is boosting its defenses. Curse will bypass those boosts; I’m working to get Cofagrigus through a turn safely enough to apply it.
Cofagrigus has enough health to get Curse off under Light Screen. The temple section of video 20 is also edited, published, and checked; recording continues through this battle.
Curse landed. I’m using the countdown turns to restore the team while Hexan keeps Light Screen up.
Arcanine is revived and fully healed. Clefable is losing health to Curse, and I’m keeping Hexan healthy for Hydreigon.
Clefable is down. Lin has Celesteela and Hydreigon left; Altaria’s Focus Sash is still intact.
Celesteela is in against a fully healed Arcanine. This matchup should let me revive the remaining two teammates before finishing Lin’s team.
Lin switched Celesteela out for Hydreigon. All six teammates are alive again. I’m healing Hexan and bringing it in, which also clears Arcanine’s Leech Seed.
Hexan is in safely and has defensive support. I’m restoring Arcanine for Celesteela and preparing Mawile’s Play Rough to finish Hydreigon.
Hydreigon’s boosted attacks make the Mawile switch too risky. Hexan can heal through them under Light Screen, so I’m keeping it in and using Freeze-Dry.
Lin is switching between the last two Pokémon. I’m applying damage with Hexan now; the team has been restored enough for the final fight.
Celesteela thawed after one turn. Arcanine is back in, and I’m attacking with Flamethrower now rather than extending the healing cycle.
Celesteela is down. Only Hydreigon remains. I’m using Swampert to cover the remaining healing before closing out this round.
Cofagrigus is healed, and Swampert is covering Hexan’s recovery. I’m setting up Light Screen, then Trick Room so Mawile can attack Hydreigon first.
Freeze-Dry froze Hydreigon and took about half its health. Its Special Attack also fell after Draco Meteor, so Hexan can now recover and finish this much more safely.
Lin’s sixth round is won. All six Pokémon are alive, and Altaria still has full health and its Focus Sash. One fight remains in the uninterrupted League run.
I’ve started a fresh recording at the post-battle dialogue and am editing the previous capture in the background. There have been no saves or resets during the League run.
The final story scene is progressing. The completed Lin battle’s edit preserves every turn and removes the long decision pauses; I’m checking its joins while the dialogue runs.
The six completed battles are now preserved in video 20. The story is approaching the final encounter; the planned opening is X Speed, then Altaria’s Perish Song, with the other five Pokémon available to survive the countdown.
The final encounter is close. Altaria’s opening does not depend on Arceus choosing a particular attack: Focus Sash covers the first hit, and X Speed lets Perish Song go first on turn two.
Entering PULSE Arceus now—the seventh and final fight. Altaria is still first in the party, with full health and Focus Sash.
Arceus uses a custom introduction, so I adjusted the archive marker to match its recorded opening. The battle is underway, and Altaria is using X Speed.
Perish Song landed. Arceus has three turns left on the countdown, and five teammates remain standing. I’m using those turns to revive Altaria and keep reserves available.
Arceus’s countdown is at one. Altaria is revived, and I’m reviving Swampert on this last turn.
PULSE Arceus is defeated. We won all seven hard-route League battles on the first full-chain attempt, with no saves or resets between fights.
The League win is complete and recorded. I’m finishing the ending, verifying the new save, and preparing the seven battles for the major-fights archive with the shared attempt count.
The main-story ending is complete, and Victoria has directed us to the Nightclub for postgame. I’m saving this milestone and reconciling the League footage before continuing.
I’m checking the final League reconciliation and finishing its video archive, then I’ll continue from the postgame save.
The seven battle logs reconcile exactly with the saved inventory: 95 battle items used across one uninterrupted winning attempt. The ending footage is now closed for editing; all League raw recordings remain protected until both archives pass verification.
The footage review caught an automatic credits sequence that the input-based edit had cut short. I’m restoring the full sequence before publication, including its transition into Victoria’s epilogue.
Video 20 now includes the complete League ending and credits, with its existing footage preserved unchanged. I’ve resumed recording and am heading toward the Nightclub while the seven major-fight chapters are prepared.
Understood. Video 20 will end with the League ending and epilogue. I’ll put the current postgame recording into video 21, then start a new video at each five-level cap increase: 22 for 105–110, 23 for 110–115, and so on.
Yes—postgame majors will go into a separate compilation with the same layout, team panels, attempt counts, item totals, and audio treatment. The original major-fights video will finish with the seven League battles.
The postgame recording is now assigned to video 21. I’ve also created the separate postgame-major archive setup, using the existing renderer so its presentation stays consistent.
The final archive check caught one more boundary issue: Lin’s first victory clip ended before the reward and return to the overworld. I’m extending that chapter through the transition before marking the main-story compilation complete.
Arclight’s introduction is complete, and I’m accepting the first anomaly quest. Before heading out, I’ll replenish capture balls and healing supplies; the League left us with only five Ultra Balls.
The first quest is accepted. The main-story compilation is undergoing its final decode check; its Lin chapter now includes the reward and overworld transition. I’m also checking the available shops against our access so the resupply is a single planned stop.
The original major-fights compilation is complete: 57 chapters, ending with our seven-win League run. Both archives passed decoding, timestamp, visual, and preserved-footage checks, so I’m clearing only their verified source recordings to recover disk space.
I’m adding Ampharos to the travel team for Thunder Wave. That gives us a reusable way to catch the required legendaries, alongside Mawile’s False Swipe, rather than relying on repeated throws at full health.
The postgame archive rules are set. I’m finishing the catching-team setup, then heading to the first anomaly at Vanhanen Castle.
Ampharos is now on the team, and supplies are replenished. The first quest leads into Vanhanen Castle; Arcanine’s Safeguard should help with its sleep-heavy encounters.
The castle’s New World entrance is open. I’m working through the orb puzzle before the anomaly battle, with the catching team ready for the wild encounter that follows.
Luna’s introduction is unfolding as we cross the area. I’ve mapped the doors and puzzle triggers so the remaining traversal can use guarded routes instead of individual movement commands.
The first two scripted scenes are complete, and the route is now clear. I’ll pause at the next puzzle checkpoint to edit this recording, then resume without restarting the game.
The first orb is activated. I’m saving at this safe point and processing video 21’s opening segment; the next route leads to the second orb and the Shiinotic battles.
The edit keeps the Nightclub introduction, shopping, team changes, and Luna’s scenes. I’m checking the removed pauses and final joins before publishing this segment and resuming play.
Video 21’s first segment is published and verified. Recording has resumed at the first orb, and I’m continuing through the castle.
Both orbs are activated. I’m approaching the first Shiinotic now; the planned opening is Safeguard followed by Flamethrower, avoiding sleep and contact-triggered status.
The first Shiinotic battle has started. Arcanine entered at full health; the field boosted Shiinotic’s Special Defense, so I’m checking damage while the guarded opening runs.
Shiinotic is down, with no battle items used. Safeguard blocked Spore; three Flamethrowers finished it. I’m advancing Serra’s scene, then healing Arcanine before the next encounter.
Serra is awake and heading out with Luna. The next Shiinotic has the same installed team, so I’ve turned the successful four-turn sequence into a reusable queue with health and opponent checks.
The second Shiinotic is defeated as well, again without battle items. Noel’s scene is playing now. Next is Cresselia; I’m preparing Mawile to handle the anomaly team and help catch Cresselia afterward.
Mawile now has False Swipe while retaining Swords Dance, Iron Head, and Sucker Punch. I’m checking its Speed against the anomaly team before entry so sleep moves don’t turn this into a slow recovery loop.
Mawile is now level 103. That gives it enough Speed to outrun Jumpluff after setup on this field, and its Steel typing is useful against most of Cresselia’s team. The pre-battle save is ready.
Cresselia’s anomaly battle is underway. I’m opening with Safeguard, then bringing in Mawile to set up against Lunatone.
Lunatone knocked out Arcanine before Safeguard could go up. Mawile is in at full health now; I’m using its Rock resistance and a Special Defense boost to stabilize the setup.
I’m continuing the Cresselia battle from the current setup, then I’ll finish the capture and check the next level-cap boundary for the video split.
Mawile has reached maximum Attack without taking further damage. I’m finishing the Speed boosts so the sweep can continue through Jumpluff without giving it repeated chances to use sleep or Substitute.
The setup is complete: maximum Attack and Speed, with boosted Special Defense. Mawile is awake and now attacking; the next checks are Lunatone’s Focus Sash and the final Cresselia’s recovery.
Lunatone is down. Mawile woke naturally after the Focus Sash turn, preserving the setup; a guarded attack queue is handling the three middle Pokémon and will stop at Cresselia for review.
The three middle Pokémon fell to one Iron Head each. I also caught a mistake in the carried-forward archive note: Cresselia is on the approved major-fight list. Its recorded attempt and prebattle team snapshot are intact, so it will open the new postgame compilation.
Cresselia used Lunar Dance, bringing out its boosted final form. Mawile gained another level and kept its boosts; I’m using the opening to restore health before attacking.
Cresselia’s anomaly team is beaten on the first attempt. Mawile survived the final form comfortably after the setup; I’m moving into the capture phase and preserving this win as postgame major fight #1.
The wild Cresselia encounter is active. I’m using False Swipe for a safe capture, then I’ll return to the Nightclub and reconcile the finished battle footage at the next natural pause.
Cresselia is down to the False Swipe minimum. I’m putting up Light Screen and bringing Ampharos in to paralyze it, which will improve the capture odds and make repeated throws safer.
Cresselia is paralyzed and at minimum HP. Ampharos is getting one defensive boost, then the capture helper will handle a bounded set of throws, healing from the visible HP counter and stopping as soon as a capture decision appears.
Caught Cresselia with the first Ultra Ball. The anomaly win used eight battle items; the later capture supplies will stay separate from that major-fight total.
Cresselia is safely in the PC, and Luna has returned us to the Nightclub with the Gather Cube. I’m saving this milestone and checking exactly when the level cap changes before closing video 21.
The cap rises to 110 when we enter the Nightclub after Cresselia. I’m splitting this recording at that entrance: the castle quest finishes video 21, and the new quest briefing starts video 22. The game is saved at the briefing’s end while I process the recording.
The recording review has confirmed the battle, capture, and transition boundaries. I’m checking the edited joins and building the two video segments without changing the already-published footage.
Cresselia is caught and the level cap is now 110. I’m finishing the video split at that cap increase and adding Cresselia to the new postgame major-fight compilation, then I’ll resume with healing and team preparation.
The remaining footage checks are clean. The split belongs at the Nightclub entrance, where the game actually raises the cap. I’m preserving every edited frame across videos 21 and 22, and keeping Cresselia’s fight in video 21.
Cresselia will be the first chapter of the postgame compilation, with the same team panels and eight-item total from the winning attempt. The frame-preserving video split is rendering now; next I’m checking the available training and capture options for the bird quests.
The split check caught a frame mismatch, so I’m correcting that before publishing. The game remains safely saved at the Nightclub; no gameplay footage is being lost during this pause.
The mismatch was in the split file’s timestamps; the corrected first segment now matches the source frame for frame. For the next quests, I’ll restore the travel team and bring Ampharos up to the new cap so paralysis support is less vulnerable.
Videos 21 and 22 are published, and Cresselia’s chapter is verified in the separate postgame compilation. I’m syncing this checkpoint, then resuming play.
Recording is running again. I’m at the Circus for healing and the PC, then using a bounded training queue to earn candies for Ampharos before the legendary captures.
Cresselia gives us a better option than training Ampharos from 85: it’s already level 100 and much bulkier. I’m checking its support moves so we can put the new catch to work immediately.
Cresselia can learn Thunder Wave, but we don’t own that TM yet, so Ampharos will still handle paralysis. The training queue is underway; I’ll use the earned candies to close that level gap and keep Cresselia available as a bulky reserve.
The first training battle is progressing cleanly under the matchup script. I’m also checking a sleep-user option, since Zapdos’s Electric typing rules out paralysis for that capture.
The training win is complete and the five-candy reward is saved. The castle’s New World has wild Amoonguss around level 100, already able to use Spore—an efficient addition for both captures and tough battles. I’m heading back to catch one.
The hunt found other species, but the walking loop drifted onto the path beside the grass. I’ve stopped it and am tightening the movement bounds before continuing.
The corrected hunt is producing encounters reliably. I’m switching the lead to faster Cryogonal so routine escapes don’t slow it down.
Cryogonal is escaping cleanly now. The hunt is fully automated within the reviewed grass patch and will stop as soon as either Spore user appears.
I’ll check the game, recorder, and running hunt before sending any input, then resume from the current screen.
The hunt succeeded: we’re facing a level-100 Amoonguss, with Cryogonal at full health. The recorder stayed healthy, and the game waited at the command menu. I’ll catch it now and trim the interruption’s idle time during editing.
Amoonguss was caught on the first Ultra Ball, with no damage taken. I’m adding it directly to the party so we can use Spore for the bird captures.
Amoonguss has Regenerator and Spore—the combination we wanted. I’m raising it to level 101 with two earned candies, which also protects it from a level-100 Articuno’s Sheer Cold, then heading for Zapdos.
The new catcher is ready, and we’re approaching Zapdos. Its encounter has Drill Peck as well as Electric attacks, so I’ll use Cryogonal’s screens before bringing in Mawile and Amoonguss.
I’ll check whether the travel queue finished and confirm the recording before continuing.
I’ve recovered the saved position in front of Zapdos. I’ll confirm the recorder is healthy, then continue the capture and the bird quest.
The recording is still running, and Zapdos is in battle. Both screens are up; I’m resuming from the guarded switch to Mawile.
Mawile has weakened Zapdos with False Swipe. I’m bringing in the new Amoonguss to use Spore and improve the capture odds.
Zapdos broke out of two balls and woke up. I’m restoring Amoonguss, then putting it back to sleep for the next throws.
I’ll check the last capture queue before issuing more inputs. The game and recording have remained running through the interruption.
Zapdos woke and knocked out Amoonguss with a super-effective hit. I’m switching back to Mawile, which resists Drill Peck, to continue the capture safely.
Zapdos is still resisting capture and has used Roost. I’m adjusting the capture helper to stop when it sees a faint or restored HP, so it won’t waste throws while I’m recovering from an interruption.
The power-plant field makes Zapdos’s Electric attacks much stronger. Swampert is immune, so it’s covering the recovery turns while I restore the capture team and reset Light Screen.
The team is restored and Light Screen is back up. I’m using a short guarded sequence to weaken Zapdos again; it stops automatically if a Pokémon’s HP falls below the planned threshold.
The helper can now reapply Spore from the visible status display and heal Amoonguss when needed. Zapdos is asleep again; I’m letting that bounded queue run while checking the next bird’s route.
Amoonguss needs more physical bulk for Drill Peck; its current build can’t reliably survive the healing and Spore turns. I’m returning to Mawile to finish this attempt, and I’ll strengthen the capture setup before the other birds.
Zapdos is now mostly using Drill Peck, which Mawile handles comfortably. I’m curing Mawile’s paralysis, finishing the weakening, then running another bounded set of throws.
Zapdos is back at minimum HP, and Mawile is holding up. The capture queue is progressing automatically with HP checks; the remaining delay is the bird’s low catch rate.
Zapdos ran out of moves and fainted from Struggle before a ball held. I’ll reload the save from before the fight, preserving this attempt in the journey video, then buy better balls and improve the capture team before retrying.
The pre-fight save is restored. I’ve paused the recording at this safe point to reconcile the footage, including the failed attempt. While that renders, I’m checking where to buy Timer Balls and how to train Amoonguss’s bulk efficiently.
Understood. The installed quest events accept either defeating or catching the birds. I’ll only spend capture time on Pokémon with a clear role in future teams, and plan that choice before each one-time encounter. Zapdos could fill our fast special Electric slot; Articuno currently has no planned role.
Timer Balls are sold in Obsidia, and we already own most of the EV-training items. The footage render is ready for review. After checking it, I’ll prepare a sturdier capture setup and resume the quest.
The review confirms the failed capture and reload are retained. The removed sections are stationary pauses and coordinate popups; I’m checking the remaining joins before appending this session to video 22.
I’ll catch legendaries when they have a useful role in the team. I’m finishing the recording review from the interrupted Zapdos attempt, then I’ll improve our capture setup before continuing.
Video 22 now includes the complete failed Zapdos attempt and reload, with idle pauses removed. Next I’ll buy Timer Balls and train Amoonguss’s HP and Defense; that should also make it more useful in future doubles battles.
The save is safely back before Zapdos, so the failed attempt cost no permanent supplies. The archive and handoff are pushed, and recording has resumed for the shopping and training run.
The Timer Balls are bought. I’ve queued the training with a saved-stat check after the first knockout, then after each full EV block, so we can verify the gains without reviewing every routine fight manually.
Amoonguss now has the HP training item, and the Defense item is in the bag. Once its bulk is trained, we can use sleep and stronger Timer Balls without relying on repeated revives.
The old training route included a blocked tile near Grand Hall. I’ve adjusted it using the current map, and the first training fight is now queued.
The first knockout gave the expected 32 HP EVs. These local wild Pokémon are higher-level than in our old training notes, so I’m adding healing stops to keep Clear Smog from running out of PP.
Training is progressing through the guarded queue. I’m also checking the next quest routes while it runs; we’ll skip captures that don’t add a useful role to the roster.
The HP block is halfway through, with no knockouts on our side or healing items used. The automation is skipping tougher evolved encounters and stopping to verify the saved EV totals at the end.
The save confirms 224 HP EVs, raising Amoonguss from 348 to 404 HP so far. I’m healing now, then finishing HP and training Defense.
The healing stop is complete. I’ve also recorded a useful option for later: the Nightclub sells guaranteed-catch Reborn Balls and Heart Scales for battle points. That may save time when we need several specific legendaries or reminder moves.
HP training is complete and verified at 411 HP. The script paused on a missing faint-text sample, but the visible experience award and saved EV gain confirmed the knockout; I’ve corrected that review case and resumed the Defense block.
Defense training is underway. Afterward I’ll return with the party healed, screens ready, and a bounded capture queue that checks HP and sleep each turn. Zapdos is the only bird I currently plan to keep.
Amoonguss has reached level 102 during training and has 415 HP. Usage is at 33% used, so there’s ample room to finish preparation and continue the quests.
The Defense checkpoint confirms 192 EVs. Only two training knockouts remain; the next queue will remove the training item, heal the team, and save in front of Zapdos.
A failed escape from Pidgeotto triggered a safe stop; the second escape worked. The final two training fights are continuing, with the return-to-Zapdos route queued behind them.
Training is finished: Amoonguss now has 415 HP and 218 Defense, up from 348 and 152. The team is healed, and the return route is running. That gives our sleep user substantially more room to survive Zapdos’s Drill Peck.
We’re back across Beryl Bridge. The route stopped because a movement step crossed into the destination map slightly early; I’ve added a check for that valid arrival so future crossings can continue automatically.
The improved team is saved in front of Zapdos, and the second capture attempt is starting. We have 30 Timer Balls and the fully trained Amoonguss ready.
Zapdos is down to 1 HP, and both screens are up. I’ve switched to Amoonguss to put it to sleep and stabilize the capture.
Zapdos is asleep at 1 HP. Amoonguss has both defensive boosts and is holding up well; the Timer Ball queue is now running with HP and sleep checks.
Zapdos is caught—on the second Timer Ball. The preparation paid off: Amoonguss stayed healthy, and this attempt needed no revives.
Zapdos is saved in Box 1. I’m moving on to Articuno, which we’ll defeat: Cryogonal already fills our Ice and screens role, and Mega Mawile has a strong matchup here.
The team is healed and climbing toward Articuno. The summit is reached through a short cave section, so I’m using the previously verified Blake route rather than trying to walk directly across the map.
The Zapdos attempt took under five minutes of battle time, including an OCR guard correction. We’re near Articuno’s summit now; I’ve also checked the onward route to Moltres so we can keep moving afterward.
Articuno is defeated in one Iron Head. I’m saving that progress, then heading to Moltres with Swampert and Rock Slide.
Swampert is leading, and a Max Repel is active for the climb to Moltres. I found the correct approach around the west side of Apophyll and have queued the mountain route.
Moltres is defeated with one Rock Slide, completing the three-bird quest. Zapdos is retained for future use. I’m saving and returning to the Nightclub for the next quest and a recording checkpoint.
The bird quest is marked complete. I’m speaking with Seacrest about the Lake Spirits, then I’ll reconcile this recording before the next leg.
The Lake Spirits quest is active, and the game is saved in the Nightclub. Recording 235 is closed for editing. It contains the completed Amoonguss training, Zapdos capture, and both other bird victories.
Zapdos is safely caught for future use, and the Lake Spirits quest is active. I’m finishing the recording review before resuming from the saved Nightclub position, with selective captures and team preparation in mind.
The reviewed cuts remove coordinate popups and stationary pauses; the battle turns and capture sequence remain intact. Amoonguss now has full HP and Defense training, which made the successful Zapdos attempt much safer.
Video 22 is updated and verified, including preservation of its existing footage. I’m checking the Nightclub’s repeatable rewards next: Exp. All and Heart Scales would speed up training and unlock the recovery moves this roster needs.
Luna’s Fairy Tale team looks like a useful matchup for earning BP. That field strengthens Mawile’s Steel attacks and Swords Dance, while its added Dragon typing makes the team’s Fire attacks ineffective against Mawile. I’ll use screens to cover the remaining threats.
The BP battle is underway. The Nightclub healed the party on entry, and Cryogonal is setting screens before Mawile takes over. A win pays four BP, enough for Exp. All and two Heart Scales.
Both screens went up, though Cryogonal fainted setting the second. Mawile has now reached maximum Attack while taking only 32 damage across two turns; the field matchup is working as planned.
Mawile has knocked out Muk, Weavile, and Hoopa. Hoopa went down to priority Sucker Punch without another hit on Mawile. Bisharp’s entry shield needs a nonattacking turn before I continue.
Bisharp fell, but Hydreigon survived Sucker Punch and knocked out Mawile. Four opponents are down; Altaria can finish the weakened Hydreigon with Moonblast, with Swampert and Cresselia still healthy for Absol.
Hydreigon is down. Absol hit much harder than expected on this field, but Swampert weakened it before fainting. I’m bringing in the newly trained Amoonguss to finish the battle; its physical bulk is useful here.
Amoonguss finished Absol, so the first BP battle is won without using bag items. I’m collecting the four BP and buying Exp. All plus Heart Scales before the next round of preparation.
I’ll keep catching selectively, with future battles in mind. I’m finishing the Exp. All upgrade and move preparation before continuing the Lake Spirits quest.
Exp. All is now upgraded. The first BP win covered that and two Heart Scales, which will give Cresselia recovery and Cryogonal the Blizzard needed for the lake route.
The purchases are verified: upgraded Exp. All, two Heart Scales, and eight extra XL candies. I’m heading to the move reminder, then back to quest progression.
The old Circus helper no longer reaches the reminder, and Cryogonal’s installed learnset doesn’t include Blizzard. I’m switching to the city reminder for Cresselia and checking the quickest way to obtain Blizzard without wasting a Heart Scale.
The Blizzard TM would require several more Department Store stickers. A wild Pokémon that already knows Blizzard will be quicker; I’ll use that route after teaching Cresselia Moonlight.
I found a practical shortcut: wild Sealeo in Ametrine Mountain already know Blizzard. Catching one will also give us a spare Surf/Dive carrier, avoiding the Department Store detour.
Cresselia has Moonlight. I’m using the remaining Heart Scale for Amoonguss’s Giga Drain, replacing its slow two-turn attack so it can contribute damage and recover HP in the same turn.
Both recovery moves are taught and saved. I’m heading into the ice cave for a Blizzard carrier; after that, the party can resume the Lake Spirits route.
The cave route is running under the navigation script. I’ve kept the current save intact and will capture the first suitable Blizzard user, rather than spend time hunting a particular species.
The hunt script is handling routine encounters and stopping for a suitable catch. Once the Blizzard carrier is secured, I’ll reconcile this recording at the next safe pause and continue without restarting the game.
The first encounters were Bergmite, whose recoil move makes weakening them awkward. I’m widening the script’s walking loop to trigger encounters faster and catch one of the safer Blizzard users.
A Sealeo is ready to catch. It already has Blizzard and can learn Surf and Dive, so one capture should cover all three route requirements.
Sealeo was caught with one Ultra Ball. I’ll swap it into the party, teach Surf and Dive, then finish this recording’s edit before starting the lake route.
The team is back in Coral Ward for the lake quest. Usage is at 37%, so there’s plenty of room to continue; this pause is for the recording edit and final travel-move setup.
The lake team is healed and saved, with Blizzard, Surf, and Dive verified on Sealeo. I’m closing recording 236 for editing now; the game will stay open at the Pokémon Center.
Recording 236 has finished rendering. I’m checking the cuts and joins now; the BP battle, Sealeo capture, and team preparation are retained.
The review passed, and video 22 now includes recording 236. Its previously published portion is unchanged. I’m syncing the checkpoint and starting the next capture.
Recording 237 is healthy and gameplay has resumed. The lake route winds through several connected maps, so I’m using the installed map layout to queue the Surf and Dive sections.
The route script mistook a wooden pier for water because of the tiles underneath it. I’ve corrected the Surf entry and am continuing from the pier’s edge.
I’ll keep captures focused on Pokémon that add something useful to our team. The Lake Spirits route is underway, and the recording is running.
We’ve found the correct Dive approach to the islands. I’m keeping Azelf as a potential fast attacker; Uxie and Mesprit overlap more with Cresselia’s role, so I’m not planning to catch them just for collection.
The underwater map has a building edge the route planner treated as passable. I’m routing around it, then saving before Azelf so the capture attempt has a clean restart point.
The team is in position for the lake encounters, with recovery moves and the required travel moves ready. Usage is at 38% used, so there’s still ample room to continue after this quest.
We’re at Azelf with a fresh save. Mega Mawile resists its attacks and can weaken it safely with False Swipe; I’ll keep the capture attempt bounded and watch for Nasty Plot boosts.
Azelf is down to False Swipe’s minimum HP, and Mawile has taken only light damage. I’m trying a short batch of balls before changing the setup.
Azelf has started boosting its special attack, so I’m strengthening Mawile’s special defense before continuing. That should let it stay in safely while Timer Balls improve.
Azelf is caught: eight balls, two special-defense items, and no healing items. Next are Uxie and Mesprit; I’ll defeat those and reserve training time for the Pokémon we’re likely to use.
The saved roster confirms Azelf is safely in the PC. I’ve also added a route script that checks each Surf and Dive transfer, so the remaining lake travel can run in longer, verified stretches.
The next three major anomalies use quite different teams. After the lake quest, I’m planning a shared training block for Cresselia, Zapdos, and Azelf so we have more ready alternatives for those fights.
Uxie’s underwater field weakens physical attacks, so Mawile will need setup before attacking. The route is now on the final approach; I’ll heal it first and keep this fight straightforward.
Uxie is underway with Mawile fully healed. I’m also checking the installed cave layout for Mesprit—the guide’s location wording differs from this version, so I’m using the actual map connections to avoid a detour.
Uxie spent the setup turns raising its own special defense, leaving Mawile untouched. Mawile is now fully boosted and attacking.
Uxie is defeated in four turns, with no damage or battle items used. Sealeo also evolved into Walrein; I kept Blizzard and the travel moves intact for Mesprit’s cave.
The installed map places Mesprit in Azurine Cave. I’ve found a valid Dive route into that cave from the city side, and Walrein now has enough bulk to handle the cave’s ordinary encounters while using Blizzard.
The game is at the northern lake entrance now. I also fixed a navigation helper so it accepts a verified doorway crossing instead of stopping when a held key carries us through slightly early.
The city approach is blocked off from the shore, so I’m changing the route to enter the lake from its northern side. The two completed encounters are saved; this is just navigation to the last spirit.
The shore is accessible—the planner was mishandling the pier tiles, as it did earlier at Coral. I’m taking the normal walking route onto the pier and activating Surf there.
The pier’s southern side leads into a separate water channel. I’m trying its western edge to reach the main lake and the cave’s Dive entrance.
I found the missing link in the route: it goes up the western shoreline into Peridot, then back south into the main lake basin. I’ve checked that connection against the maps and am following it now. Route reference
The western shoreline connection is now verified in-game, and the route is moving into the correct basin. Once we reach the cave, I’ll pause briefly to finalize this recording before continuing with Mesprit.
We’ve reached Azurine Cave. I’m saving here and finalizing recording 237, which includes Azelf’s capture, Uxie’s defeat, and Walrein’s evolution. Then I’ll start a fresh recording for the cave and Mesprit.
Azelf is caught for future team building, and Uxie is cleared. I’m finishing the recording review at the saved cave checkpoint, then continuing toward Mesprit. I’ll keep choosing legendary captures based on likely team value.
Recording237 is now appended to video22, with the existing footage verified unchanged. Next I’ll use Walrein’s Blizzard to freeze the cave’s water and open the route to Mesprit.
We found a level47 Sealeo on the water. Walrein can safely use Blizzard here; once the field freezes, I’ll leave the encounter and cross the cave.
I froze the lower pool too early. Mesprit’s route needs the waterfall climbed first, as the quest guide confirms. I’m reloading the cave-entry save and repeating the freeze from the upper pool; no quest progress will be lost.
We’re above the waterfall now, with a fresh save in the upper pool. The route correction worked; I’m repeating Blizzard here, then heading through the ice passage.
The upper pool is frozen, and the ice route is working. Walrein took only26 damage. I’m approaching Mesprit, then I’ll return to town to train Zapdos, Azelf, and Cresselia for the next major fights.
Mesprit is engaged, with a save immediately before the fight. I’m using Mega Mawile for the win. Azelf is the Lake Spirit I’m keeping for offense; Cresselia already covers the defensive Psychic role.
Mesprit is defeated in two turns, with no battle items. All three Lake Spirits are cleared, and Mawile reached106. I also picked up the Audinite on the way out.
The Lake Spirits quest is saved. I’m backtracking to the Pokémon Center to heal and set up shared training for all three reserves, so the same battles can improve several team members at once.
The capture process stopped, and the input guard halted the game controls immediately. I’m finalizing this recording before restarting capture. I also verified that Exp. All shares experience but not EVs, so I’ll train each reserve directly to ensure the stat gains actually apply.
The Lake Spirits route is complete, and Azelf is safely caught. I’m finishing the recording cleanup, then training Cresselia, Zapdos, and Azelf for the harder postgame fights. Usage is at 41% used, so there’s plenty of room to continue.
Video 22 is updated and verified through Mesprit, and the temporary recording files are cleaned up. Capture is running again. Cresselia now has its training item; I’ll verify the first battle’s stat gains before running the longer training batches.
The save and archive backup are complete. macOS is repeatedly stopping the capture stream, and the input guard caught it again before training began. I’m checking the recorder now so this doesn’t keep interrupting play.
The system logs point to low disk space: macOS is purging capture resources when the drive gets tight. I’ll clear regenerable audio caches from this project, preserving the finished videos and held recordings, then retry capture.
Clearing the cache recovered about 3 GB, and the recorder has stayed running since its initial recovery. Cresselia is now at the training area. The first battle will confirm the EV gain before I automate the rest.
The first knockout gave Cresselia exactly 32 HP EVs, as expected. I’m running the remaining seven HP battles, then eight Defense battles. After that, Zapdos and Azelf will get their offensive training.
Cresselia’s training is progressing, and capture remains healthy. I also checked the next quest’s teams: the Legendary Beasts each have a full boss battle before the catch encounter. Suicune is a useful future capture to plan for, especially as a durable Water-type.
Cresselia has finished six of its eight HP-training knockouts and is still at full health. The scripted battles are moving along without manual turn planning; the remaining preparation is mostly item swaps and short training batches.
Cresselia’s HP training is complete: 252 HP EVs, raising its health from 381 to 444. I’ve switched its item to train Defense next.
Cresselia is three battles into Defense training, with no damage taken so far. The saved HP result confirms the training script is counting correctly. Capture has also returned to its normal, occasional brief recoveries rather than the repeated stops.
The training is staying safe, though encounters with evolved wild Pokémon add time because the current script skips them. For Azelf’s stronger attacks, I’ll broaden the approved targets where the matchup is straightforward, which should shorten its batches.
Cresselia’s 16 training battles are finished. I’m verifying its final HP and Defense values, then moving to Zapdos. No healing items were needed for Cresselia’s training.
Cresselia is verified at 252 HP / 252 Defense EVs, with 444 HP and 339 Defense before its nature change. Zapdos has its Special Attack training item now. I also adjusted the bag script’s key timing after a fast scroll was missed.
Zapdos has started its training successfully. I found a better bulk candy purchase in the BP shop: 50 XL candies for 5 BP. That will make bringing the new reserves toward the level cap much faster once their EV training is done.
I spotted another small delay: sometimes the script sees the battle HUD before the wild Pokémon’s name appears and escapes unnecessarily. I’m adding a brief name check before that decision so it keeps suitable training encounters.
Zapdos is nearly finished with Special Attack training. It has only taken minor damage from priority attacks. Once its Speed training is done, Azelf is the last reserve to train before we get their moves and natures ready.
Zapdos now has the full 252 Special Attack EVs. I’m training Speed next, with Pidgeotto added as an approved matchup. Its current nature reduces Special Attack, so the planned mint will give it another useful boost afterward.
The expanded training list worked: Zapdos handled Pidgeotto cleanly. The revised encounter check also waits for the Pokémon’s name before deciding whether to fight or flee. That should cut down on unnecessary escapes throughout future training.
Zapdos is halfway through Speed training and remains healthy. I’m keeping the training automated, then I’ll use the saved results to confirm both stats are maxed before moving on.
Zapdos has one Speed-training knockout left. The main team preparations are taking shape: Cresselia supplies bulk and recovery, Zapdos adds a fast Electric attacker, and Azelf will provide a fast special sweeper.
Zapdos’s training is verified at 252 Special Attack / 252 Speed EVs. I’m setting up Azelf now. I’ve also capped the regenerable audio cache so future editing won’t quietly consume several gigabytes again.
Azelf’s training is underway and it handled Pidgeotto in one hit. I also found a useful improvement for the BP battles: teaching Mawile Play Rough after the first win should remove the awkward Hydreigon matchup and make the following wins faster.
Azelf is still healthy, and its first several training battles are complete. I’m also tightening the BP battle plan around fewer setup turns, so our defensive screens last longer and we spend less time repeating familiar fights.
The script paused because it missed Pidgeotto’s faint message during a fast animation. The experience message was visible, so I’m checking the saved EV total before continuing; that keeps the training count honest.
The save confirms four knockouts and exactly 128 Speed EVs for Azelf. I’ve resumed the remaining four. After its Special Attack block, all three reserves will have complete training spreads.
Azelf’s Speed block is complete. I’m checking the saved total and switching to Special Attack—the final eight training battles.
Azelf’s Speed is verified at 252 EVs, and its final Special Attack block is starting. Afterward I’ll heal, save, and reconcile this recording while preparing the first BP battle.
Azelf is halfway through the final block and still at full health. All three reserves have trained without using healing items. The next step is the BP and move preparation, then back to the Legendary Beasts quest.
Only a few training battles remain. I’ll process the finished training recording in the background while handling healing and party changes, so editing adds less downtime.
All 48 training knockouts are finished. I’m saving and verifying Azelf’s final spread now. Cresselia, Zapdos, and Azelf are ready for the remaining move, nature, and level preparation.
The final save confirms Azelf at 252 Special Attack / 252 Speed EVs. The training recording is rendering while I return to the Grand Hall to heal and assemble the BP team.
The training footage passed its visual review and is being added to Video 22. The BP party is assembled with Cryogonal’s screens, Mawile, Altaria, Swampert, Amoonguss, and the newly trained Zapdos.
Video 22 is updated through the completed training, and about 1 GB of temporary footage has been safely removed. Usage is at 43% used. I’m heading into the Nightclub for BP.
I’ll plan around the one-time encounters and catch legendaries that give us useful options for later fights. I’m resuming the BP preparation before the Legendary Beasts quest.
Zapdos, Azelf, and Cresselia now have their EV training finished. I’m earning BP for better moves, natures, and leveling supplies before the next bosses; Suicune is worth catching for a durable Water option.
The first BP battle is underway. Mawile needed only one early Swords Dance to remove Muk, which should preserve more screen turns and make the remaining fight quicker.
The shorter setup worked: Mawile knocked out Hoopa and Hydreigon and still has 97 HP. Only Bisharp and Absol remain, so this looks like a much cleaner repeatable BP route.
Bisharp caught Mawile with priority at low HP, but Swampert removed it immediately. I’m bringing in healthy Altaria for the last opponent; we still haven’t used any healing items.
Absol has held on longer than expected, but Amoonguss is wearing it down with Giga Drain. I’ll use the completed battle evidence to tighten the next farming script rather than repeat the same slow decisions.
Won: 4 BP, no bag items, in about six minutes. I’ll keep the successful opening and automate the repeat, with a safer answer to Bisharp and Absol.
The repeat now has a guarded opening script. I’m allowing one ordinary potion during Bisharp’s shield turn if needed, so BP farming funds the stronger team without turning into another long recovery battle.
The automated opening is handling the different rolls correctly: Cryogonal survived this time, so it switched to Mawile instead of using a forced replacement. Recording is healthy and disk space is holding near 5 GB.
The script has reached Hydreigon without intervention. I also confirmed the beasts go straight from their boss fight into the wild encounter, so the party must finish with its catcher and sleep support still usable.
Cryogonal’s survival cost an extra switch turn, so Reflect expired earlier against Bisharp. The potion didn’t solve that timing issue. I’m finishing with the reserves, then prioritizing the move upgrades before more farming.
Zapdos landed Thunder and paralyzed Absol, putting the finish in reach. After this win I’m buying Discharge and Play Rough first; those reliable moves should matter more than another unchanged farming attempt.
We have 8 BP from the two wins. Two Heart Scales are purchased; I’m also getting Timid mints for Zapdos and Azelf and a Bold mint for Cresselia, then visiting the move reminder.
The purchases are saved. I’m heading to Onyx to replace Zap Cannon with Discharge and give Mawile Play Rough; I’ll restore False Swipe before the one-time capture chains.
The reminder’s actual cursor differed from the predicted index, and the confirmation guard stopped before teaching the wrong move. Discharge is now explicitly selected; no Heart Scale was wasted.
Discharge is learned, and Mawile’s Play Rough is next. Usage is at 45% used; the account now also shows a newly available reset credit, so there is no immediate usage pressure.
Both moves are learned, and Zapdos’s Timid mint is applied. I’m returning for the final 4 BP needed for the candy bundle and the remaining move support.
The final BP run has started. I’ve adjusted the script to fully boost Mawile early, then use priority against Bisharp and Absol; the remaining team upgrades and capture plan are already laid out.
Mawile reached Bisharp with a full Attack boost this time. I also found a better capture setup: False Swipe can temporarily replace Swords Dance, and both are owned TMs, so we can switch between them freely without losing Play Rough.
Bisharp survived the boosted hit and knocked Mawile out. I’m using Amoonguss to absorb its priority attack and finish it; after this purchase run, I’ll move on to the quest rather than spend more time on this particular farming matchup.
Bisharp’s setup was more dangerous than the earlier rolls. I’m spending a revive to restore Mawile’s priority attack and preserve Swampert for the final opponents. This reinforces the decision to stop farming here once the supplies are secured.
The revive exposed another mechanic: Mawile re-entered with Intimidate, which strengthened Bisharp’s Defiant. I’m stabilizing Zapdos now and recording that correction so the future scripts don’t repeat it.
Bisharp is down. Hydreigon is now locked into Dragon Pulse, so Mawile can safely return and force a switch. I’m using that opening to recover and close out the fight.
Play Rough removed Absol in one hit. Only Hydreigon remains, and it has committed to Flash Cannon against Mawile. Swampert is healthy and resists that move, so it can finish safely.
Won the final BP battle. The third run needed recovery items, but the supplies are now funded; I’m finishing the purchases and moving to the prepared quest team.
The 50 XL candies and remaining Heart Scales are purchased and saved. I’m using this pause to reconcile the recording and free its temporary files, then I’ll assemble and level the quest team without restarting the game.
The footage is exported, with music rendering and the cut review underway. I’m also checking the existing reserves: Cofagrigus already has strong Defense, Trick Room, and Curse, making it a useful answer to Entei’s Ursaring without another training grind.
I’ll finish checking the interrupted recording, then resume team preparation and the beasts quest. I’ll catch legends we’re likely to use later, without pursuing every catch.
The recording checks passed: all three BP wins and the team upgrades are retained. I’m adding that footage to video 22, then finishing Zapdos’s capture moves and leveling the team for the beasts quest.
Video 22 is updated and the save handoff is pushed. For Entei’s fight, I’m bringing Cresselia and Cofagrigus for bulk and Trick Room support, while keeping Zapdos and Mawile ready for the immediate wild encounter. The BP candies will bring this team close to the level cap.
Zapdos now has Thunder Wave and Fly. The recorder recovered from a brief macOS stream interruption; the input guard stopped the affected key hold. I’m checking capture stability and freeing regenerable cache space while the guarded route finishes.
Cresselia’s defensive nature is set, and Cofagrigus is in the party. The remaining preparation is scripted and guarded: two move changes, the candy allocations, and a heal/save before heading to the quest. Capture has stayed healthy since recovery.
Cresselia is now level 110 with its defensive build verified. The other five are leveling through the same checked script. macOS has interrupted capture twice more, though it recovered each time with no append errors; I’ll resolve that before starting a boss fight.
I found and removed another 1.3 GB of abandoned Git temporary files, leaving saves and published videos untouched. Cresselia, Zapdos, and Swampert are now level 110; Cryogonal, Cofagrigus, and Mawile are finishing their allocations.
The team is healed and saved. The capture interruptions coincide with macOS cache-pressure events. Git’s maintenance preview found about 10 GB of old, unreferenced objects in the active workspace; I’m pruning those while preserving referenced history and all project files, then checking capture again before continuing.
The cleanup left about 14 GB free, Git’s connectivity check passed, and capture has remained stable. Randall has pointed us to the Nature Center. The prepared team is level 107–110, with screens, recovery, and capture moves ready.
Sandy’s quest introduction is underway. Entei’s trainer fight leads straight into the wild encounter, so I’m treating both as one sequence and preserving the capture pair through the boss. I’ll save before entering it.
We’re inside Entei’s anomaly. I’m equipping Cresselia with our Magical Seed: on this field it boosts all five stats, which should help it handle the special attackers. Then I’ll save just before the fight.
Understood. I’ll finish Entei’s boss-and-capture sequence, then save, quit the game, finalize the recordings, and end the session.
Entei’s first attempt is underway. The opening script is setting both screens, then bringing Mega Mawile in against Aromatisse. It will stop if the expected Pokémon or battle screen changes.
Aromatisse survived on its Focus Sash and knocked Mawile out before the second Iron Head. I should have used Sucker Punch there. I’ll revive Mawile to finish it with priority, then use Cresselia’s boosted defenses for the middle of the fight.
Aromatisse is down, and Entei sent Primarina next. Trick Room is still active and Light Screen is nearly out, so I’m using Cresselia to absorb the attack and strengthening its special defense before attacking.
Cresselia is holding up against Primarina, and its Moonblast lowered Primarina’s special attack. I’m using Moonlight between attacks to keep it healthy; Zapdos and Swampert are still untouched.
Entei is switching aggressively: Camerupt came in, then Vileplume switched into Swampert’s Waterfall. I’m bringing Cryogonal into the likely Grass attack and restoring Light Screen before continuing.
Vileplume chose Moonblast instead of the expected Grass move. Cryogonal still got Light Screen up before fainting. Cresselia is back at full health, and Camerupt switched into its Psychic; I’m using this position to raise Cresselia’s damage and break the switching cycle.
Camerupt is nearly down. I’m healing Cresselia before finishing it so it can stay in and keep its attack boosts. Once Entei’s sequence is over, I’ll go straight to saving, quitting, and the recording cleanup.
Camerupt is down, and Entei has entered the trainer battle. I’m restoring Cresselia to full health for this matchup; it still has its attack boosts, and I want to preserve the weakened Mawile for the capture afterward.
Cresselia went down before it could recover. I’m using Mawile’s Intimidate to weaken Entei and revive Cresselia, then rebuilding its defenses before attacking again. This attempt has needed more items than planned.
Entei switched to Eruption and broke through Cresselia. I’m now using Swampert’s Fire resistance to finish this attempt. I’ll honor the stop afterward rather than start another attempt this session.
I’m finishing this Entei attempt, then I’ll save and quit, finalize the recording, and end the session as requested.
Swampert knocked out Entei, but three teammates remain. I’m using Cofagrigus’s immunity to Ursaring’s main attacks to try to recover the team.
That worked: Ursaring has spent its one attack that can hit Cofagrigus. I can revive the others safely while it keeps trying to set up.
Everyone is revived. I’m finishing the healing during this safe matchup, then closing out Ursaring and the two remaining special attackers.
The recovery is holding without further damage. The recording is still running; once this encounter ends, I’ll close the game before doing the video work.
Ursaring is down, and the team is restored. Primarina is already weakened; Zapdos is coming in to finish it with Discharge.
Primarina fell in one hit. Vileplume is the last opponent; the two Pokémon needed to catch the wild Entei afterward are healthy.
The Entei boss is beaten on this attempt. I’m catching the wild Entei now, then saving and quitting immediately.
Entei is paralyzed, but its boosted Eruption knocked out Zapdos. I’m switching to Swampert to weaken it and handle the capture.
Entei is weakened and paralyzed. I’m using a bounded capture script that watches Swampert’s HP, heals when needed, and stops as soon as the capture succeeds.
The capture is stable now: Swampert can take the attacks, and Timer Balls are gaining strength. I’m keeping this to the Entei encounter; no further quest progress afterward.
Entei is caught. I’m saving and quitting now, then finishing video 22 and the Entei entry in the postgame fight compilation.
The game is saved and fully closed. Entei is safely in Box 1. I’m now processing and checking the recordings before removing their temporary source files.
The session edit is about 9½ minutes after removing idle time. I’m checking every cut and recording gap, then I’ll append the verified footage and clear the session’s temporary media.
The cut review passed, including the full boss fight, capture, and save. I’m publishing the two updated videos now, with the Entei fight’s actual attempt and item-use counts.
Both videos are finalized and verified. I’ve removed the consumed session media and old temporary prefixes, and I’m saving the handoff so the next session starts after Entei.
Entei beaten and caught—and it’s shiny.
Game saved and fully quit. Video 22 and the postgame fight compilation are finalized and verified. Temporary recordings cleaned up; handoff backed up.
Session ended.