Task 24
October 7, 2026 · 22:37–17:08 EDT Oct 8 · 18h 31m 09s · Sessions 243–255 · 400 messages
Wednesday, October 7
I’ll resume from the Entei save and stop at whichever comes first: 5% usage remaining or tomorrow at 5:30 PM Eastern, with time reserved to save, quit, and finish the recordings. I’ll review the next fights and strengthen the team before committing to them.
The save and both archives match the completed Entei session. Recording is running again; I’m heading back to heal and prepare for the remaining legendary beasts.
Suicune’s team relies on rain, recovery, and defensive boosts. I’m checking field mechanics and our available counters so this fight has a planned win condition with less item use.
The party is healed. I found an accessible Leftovers pickup, which will help our defensive Pokémon recover without bag items. I’ll collect that and improve the team’s moves before returning to Suicune.
The Leftovers reward is gated by an unfinished side quest. I’m shifting to Mirage Tower instead: its rewards include Calm Mind for Cresselia and Honedge, giving us useful options for later bosses as well as this one. Route reference
I’ve brought Excadrill back for exploration and am generating a verified route through the train maze. The recording will retain the travel and puzzle-solving while trimming the planning pauses.
The train-maze planner was repeatedly searching the same rooms. I’ve changed it to reuse each room’s reachability results. The return route still needs a train-position change, so I’m using the direct train from Reborn City to reach the desert.
I’m in the desert now. The tower requires activating three mirages first; I’ve mapped their locations and am using guarded travel scripts to work through them.
The first mirage is activated, and the second is close. I’m also preparing a block-pushing helper that checks the visible puzzle pieces between moves, so a missed input won’t silently derail the solution.
All three mirages are activated. The installed tower puzzles differ from the guide, so I built a solver from the installed map rules. It found solutions for all six rooms; I’ll verify them through normal gameplay.
The visible checks are working, and the first room’s blocks are nearly aligned. The solver also handles pushes where one block stays against a wall while its counterpart moves—the main reason a simple movement queue would fail here.
Room one is solved. Room two exposed a four-pixel alignment shift in the recorded image; the block moved correctly. I’ve adjusted the visual matcher and will resume from the verified position.
Two rooms are solved and saved. The third and fourth are queued with checks between pushes. I’m also checking how to train Honedge efficiently once we collect it, so the new team option will be usable.
The fourth Mirage Tower puzzle is nearly finished. I’m continuing toward Calm Mind and Honedge, then using those upgrades to prepare for the next legendary fights.
Four puzzles are solved and saved; the fifth is underway. I also ruled out an apparent training shortcut: Julia’s all-Explosion team awards no BP, and theme battles restore your original experience afterward.
The fifth room’s first push didn’t match the expected result, so the script stopped and saved for verification. I’m checking the block positions before retrying that single move.
I found the cause: this room has invisible boundaries that stop blocks but allow the player through. I’ve corrected the puzzle solver to account for those boundaries; both blocks are still at their starting positions.
The corrected puzzle route is working. For training afterward, I’m comparing the repeatable Grand Hall battles—which award 12 XL candies—with a safer BP matchup, so we can build reserves without repeating the costly Luna fights.
The fifth puzzle is on its final moves. The tower rewards are still ahead; no new battles have started. Usage is at 53% used, leaving ample room before the 5% reserve.
Five puzzles are solved and saved. Decorative pillars in the last room are obscuring the image checks, so I’m adding a fallback that verifies positions through a normal in-game save when the screenshot is ambiguous.
The final puzzle is progressing. The Grand Hall looks like the better training option: its strongest repeatable teams are level 85 and award 12 XL candies per win. I’ll check the available trainer after collecting the tower rewards.
The last room’s long downward push sequence is complete. The script is continuing through the remaining turns, with ordinary saves confirming the blocks where pillars obscure them.
Only the final few push groups remain. After the tower, I’ll save, finish this recording segment, and resume with team training in the next segment.
All six Mirage Tower puzzles are solved and saved. I’m heading to the reward room for Calm Mind and Honedge, then collecting the nearby Dusk Stone for its evolution.
Thursday, October 8
The puzzles are complete, but the exit route includes an automatic staircase crossing that the route planner doesn’t yet model. I’m checking that crossing directly, then continuing to the rewards.
The staircase crossing is resolved, and the route to the reward room is now clear. I’m collecting the items before returning to town.
I’ve crossed the desert section and reached the approach to the reward room. One wild Cacturne interrupted travel; we escaped without damage or item use.
Calm Mind and Normalium Z are collected. Honedge is behind two breakable glass panels; I’m opening those, then taking the gift and saving the result.
Honedge uses an interaction from the blade’s own tile. I took an unnecessary detour through the glass panels; I’ve now reached the correct gift dialogue.
Honedge is obtained and stored in Box 2. I’m teaching Calm Mind to Cresselia and Surf to Swampert, then collecting the Dusk Stone before closing this recording segment.
Calm Mind is taught, Honedge is secured, and the Dusk Stone is collected. I’m saving here and editing the tower recording, then continuing with healing and team training.
The tower segment is now trimmed to about 9 minutes 20 seconds at 4× speed. I’m adding the normal-speed game music and reviewing the cuts and transitions before appending it to video 22.
Mirage Tower is complete, and we now have Honedge, a Dusk Stone, and Calm Mind for Cresselia. I’m finishing the recording review, then I’ll train Honedge into Aegislash before tackling the next legendary fights. Usage is at 55%, safely below the 95% stopping point.
The source review shows clean game-only footage, and the tower’s puzzle and reward sequences are retained. I’m checking the final joins now; the training plan is ready to run once this segment is archived.
Mirage Tower is complete, including Honedge and Calm Mind for Cresselia. The footage has passed review and is being added to video 22. Next I’ll train Honedge into Aegislash before tackling the remaining legendary fights; usage is at 55% consumed.
Video 22 is updated and verified, and its earlier footage is unchanged. I’m heading to the Grand Hall to heal and use its repeatable trainers for experience candies. That should make the Aegislash preparation much quicker.
The Grand Hall’s Thursday trainer is available, and the party is healed. Honedge is ready to join the training party. I’ve also set up its move-learning choices so the candy routine can preserve the moves needed for Aegislash.
The first training fight is going smoothly: Zapdos knocked out Greninja without taking damage, and Honedge has already gained two levels. The battle script is handling the known matchups and will stop if the observed fight deviates from the plan.
Greninja and Delphox are down without damage to the party. Cryogonal has reached level 110, and Honedge is level 34. The archive cleanup also recovered about 1.6 GB; roughly 62 GiB is currently free.
Honedge has evolved into Doublade during the fight. Chesnaught also fell in one attack, so the training route is working without battle items. Once this win is complete, I’ll use the candy reward and finish Doublade’s moves before evolving it again.
The first Grand Hall win is complete: no battle items used, and Doublade is level 38. Goodra was the only opponent to deal damage. The reward sequence should heal the party and provide 12 XL candies, which I’ll verify before using them.
The 12 XL candies raised Doublade to level 74. It is learning Iron Head and Sacred Sword now. I’ll collect the remaining experience in a few more rounds, then finish its EV training and King’s Shield setup.
Doublade’s level and moves are verified. The next three training rounds are running through the same guarded routine, with a save and reward check after each win. Those rewards should cover the remaining levels without further grinding.
The second round is following the same pattern, and Doublade is now level 75. The earlier switch-menu timing issue is fixed; the routine now waits for the party menu to finish opening before selecting a Pokémon.
The second win took about three minutes, with no battle items used. The party has been healed again, and another 12 XL candies are secured. Two planned rounds remain.
The third round is underway. While it runs, I’m checking the remaining preparation steps: Aegislash’s defensive move, EV training, and a repel restock before returning to the legendary quest.
Doublade has reached level 76, with its EVs still untouched. I’ll train those deliberately after the final evolution: full HP and Attack investment for a bulky physical attacker.
The third win is secured. Mawile was burned and missed once, but still finished Goodra without items; the reward heal cleared the damage and burn. The last planned training round has started.
Only Goodra remains in the final training round. The first three opponents again fell in one attack each. After this, I’ll spend only the candies needed to reach the level cap and keep the surplus.
All four training wins are complete, with no battle items used. Doublade is level 77, and 36 XL candies are banked. I’m verifying the saved experience total, then finishing its levels and evolution.
Doublade has reached level 110, with six XL candies left over. I’m using the Dusk Stone now, then adding King’s Shield and Swords Dance before its EV training.
Aegislash is evolved at level 110 with Stance Change, and the save is verified. I’m restocking repels at the Grand Hall, then heading to the Onyx move reminder for King’s Shield.
The repel restock is complete. We also have 38 Ultra Balls and 18 Timer Balls for upcoming captures. Aegislash’s remaining preparation is its two setup moves and EV training.
The move reminder has confirmed King’s Shield for Aegislash. I’m replacing Destiny Bond with it, then teaching Swords Dance. Shadow Sneak and Sacred Sword will remain as its attacks.
King’s Shield is learned. Aegislash will give us a physical setup option, and Sacred Sword can bypass an opponent’s Defense boosts—useful against the Lapras in Suicune’s team. Swords Dance is being taught now.
Swords Dance has been taught. I’m heading to the training area now, where I’ll verify the EV gain from one encounter before running the remaining batches.
Aegislash’s full moveset is saved, and it is holding the HP training item. The route guard stopped after an early map transition, so I’m checking the arrival point before continuing to the training encounters.
I found a useful detail in the next area’s event scripts: its weather changes by location. I’ll verify the actual conditions at Suicune rather than assume rain; that affects both speed and damage calculations.
Suicune’s water field also activates Swift Swim and Hydration without rain, which enables its repeated Rest strategy. I’m adding our stored Walrein to the preparation: Blizzard can remove that field. I’ll train it alongside Aegislash so the extra work serves both Pokémon.
Walrein is being brought out of storage. I’ll use the same short Grand Hall fights for its levels, then train both Pokémon’s EVs in shared encounters. That avoids repeating the wild training separately.
Walrein’s training is underway using the verified matchups. Usage is at 56% consumed, so there’s still room to complete this preparation and make further progress while preserving the cleanup reserve.
Walrein is gaining levels, and the field-change plan checks out: freezing the water removes Suicune’s team-wide Hydration advantage and boosts Cryogonal’s Ice damage. That should be more reliable than trying to outdamage repeated healing.
Walrein’s first training win is saved, with 18 XL candies now banked. I’m also shortening the pauses on recognized level-up screens; those confirmations were adding unnecessary time between battles.
Walrein is now level 55. Its final build will emphasize HP and Special Defense so it can safely change the field, while Aegislash will receive HP and Attack investment. Both still have their intended moves intact.
The sixth win is saved. With the six candies left from Aegislash’s training, Walrein should need only one more round. I’m adding a reward check so the routine skips the extra fight once we have enough.
The seventh win is complete, and Walrein is level 58. This reward should finish the candy requirement, so no eighth fight should be needed.
Walrein has reached level 110 with Blizzard, Dive, Surf, and Rest preserved. The candy training is finished. I’m moving on to the shared EV encounters, starting with one battle to verify both Pokémon’s gains.
The training items are equipped: Walrein will gain HP while Aegislash gains Attack from the same encounters. Once those are capped, I’ll switch the items to train Walrein’s Special Defense and Aegislash’s HP.
Both Pokémon are ready for EV training. I’m resolving one more connected-map transition on the way there; the movement guard stopped before the next route segment, so progress is safe.
The corrected route has reached the Underground Railnet entrance. Next is the one-encounter check; if both EV gains match the plan, the remaining training can run in bounded batches.
The first encounter is a level-5 Noibat, and the switch to Aegislash was safe. The attack guard caught an old trainer-opponent list before selecting a move. I’m updating that list for the training encounters, then finishing the pilot.
The pilot succeeded: Aegislash gained exactly 32 Attack EVs and Walrein gained 32 HP EVs, with neither taking damage. The remaining seven encounters in that batch are now running.
The shared encounters are working as intended. Walrein’s HP is increasing after each knockout, and the wild attacks have only dealt one damage at a time to Aegislash. I’ll confirm the complete EV totals at the end of the batch.
The first batch is nearly complete. Walrein’s HP has risen from 381 to 434 so far, and Aegislash has taken only three damage across the encounters. The next save will confirm that both targeted EV stats are capped.
The saved totals confirm the first stage: Aegislash has 252 Attack EVs, and Walrein has 252 HP EVs. I’m switching the training items for their defensive stats now.
The defensive training is underway. Both new team members are at level 110; once their stats are finished, I’ll restore the boss team and finish this recording segment before heading to Suicune.
The paired training is working as intended: each wild battle trains Aegislash’s HP and Walrein’s special defense together. Usage is at 58% consumed, so there is still room for several progression fights after preparation.
Aegislash’s HP is increasing with each batch, and the training has needed no healing items. I’ve also prepared the return route and team swaps so we can move straight from training to the next fight.
The next fight’s main obstacle is its water field: it strengthens water attacks and lets several opponents wake from Rest immediately. Walrein’s Blizzard should freeze that field, giving our team a much cleaner way through. I’ll verify the field change on screen before committing to that plan.
Five of the eight defensive-training battles are complete. The remaining work is short: finish those stats, remove the training items, heal, and bring Cresselia back into the party.
Seven defensive-training wins are nearly complete. I’m checking the route to Suicune while the last battles run, so we can avoid unnecessary travel once the team is ready.
The saved stats now confirm both defensive investments: Aegislash has maximum HP and Attack training, and Walrein has maximum HP and Special Defense. One final battle will allocate the remaining points, then they’re ready.
The final training encounter is in progress. After this, I’ll take a recording-editing pause at the Grand Hall; the game can stay open while I verify and append the footage.
Training is complete and verified in the save. Walrein now has 451 HP and 280 Special Defense; Aegislash has 332 HP with its physical offense trained. I’m switching them to their battle items and restoring the full party.
A menu OCR check stopped safely on the Repel’s “Use” option. I verified the screen and corrected that recognition case; the return-to-town sequence is running again.
We’re back at the Grand Hall. I’m healing the team and transferring Wide Lens to Walrein to improve Blizzard’s accuracy before the Suicune attempt.
Wide Lens is recovered from storage, and Cresselia is coming back in for Swampert. Walrein will handle Surf and Dive, so we can keep Aegislash in the team without losing travel access.
The party is healed and restored. I’m finishing the held-item changes, then saving a clean checkpoint and processing this preparation footage before the boss attempt.
The Suicune team is saved and ready. Recording 244 is now closed, and I’m producing its trimmed 4× edit with normal-speed game music, then checking the cuts before appending it to video 22.
The edit is 16 minutes 55 seconds, with all seven trainer wins and the full EV training retained. I’m checking its cut boundaries now. Route planning also found two spots that need deliberate navigation rather than a straight walking script.
All 530 review samples passed: the cuts remove stationary menus and coordinate overlays, while the battle actions and training remain intact. The segment is being appended to video 22 with an unchanged-prefix check.
Video 22 is verified and published through this preparation segment, and the save/handoff is backed up. Usage is at 59% consumed. I’m resuming recording and taking the eastern forest approach to Suicune’s portal.
The team is ready for Suicune. I’m opening the forest route now; it requires the Honey and Tauros puzzle before we can reach the portal.
The forest route has several permanent shortcuts. I’m checking which ones are already open so we can avoid repeating the whole puzzle.
I’m adding a small screen-based helper for wandering NPCs. It will cut down the repeated walking and menu checks while keeping all interaction through normal controls.
The Honey is collected. I also found an old navigation assumption that may be hiding Tauros jumps from the route planner; I’m checking it before crossing the woods.
The first Route 1 fight is underway. These low-level encounters should be quick; they open the permanent log and web passages needed for the legendary quest.
The log is cleared and we have a Tauros mount. I’m following the linked shortcuts toward Suicune, with checkpoints after each permanent opening.
The first web is open. I’m switching Zapdos to the lead for the Bug encounters, then clearing the next two forest shortcuts.
I’ve bundled the repeated Honey-tree steps into a guarded script: approach the tree, confirm Honey, fight the specified bug, wait for the obstacle to open, and save. That should keep the puzzle moving with fewer pauses.
Usage is still at 59% consumed, with plenty of time before the deadline. The second mount is crossing into the woods now; the next two Honey trees open the route toward the eastern section.
The second web is open. The sleeping flower has reset the local Tauros encounters, so we can get another mount and reach the next log without retracing the western route.
The second shortcut worked cleanly. I’m using Discharge for the remaining low-level encounters to avoid Fly’s extra turn, and adding a resume option for the occasional OCR misread.
Zapdos knocked out Heracross in one turn, and the next log is cleared. I’m continuing through the remaining shortcuts; the party is still at full health.
The remaining battles are now single-turn knockouts. Tauros movement occasionally carries us through a doorway early; the coordinate checks catch that, and I’m continuing from the verified arrival.
I found a shorter way to finish the puzzle: use the Tanzan entrance to clear the three nearby obstacles on foot, then make one final mounted trip through the opened route to Suicune’s portal.
Four Honey obstacles are cleared. I’m flying to Tanzan Cove for the last foot section, which avoids another long return through Route 1. We have exactly enough Honey left for the planned route.
The Tanzan shortcut worked. I’m clearing the last three foot-accessible obstacles in one sequence, then heading back for the final Tauros ride.
The first Tanzan-side log is cleared, and the next web fight is in progress. No losses or battle items so far; the scripts are handling these encounters cleanly.
The sixth obstacle is cleared. The walking script stopped at a tall-grass passage; I’m checking the obstruction before continuing.
The passage was passable—the game slows movement in tall grass, which made the queued turns drift. I’ve adjusted the walking timing, and the last tree is now reached.
All three Tanzan-side obstacles are open. Only the last Route 1 log and one web remain before the portal; I’m heading for the final mount now.
The final Route 1 log is open. Usage is at 61% consumed. I’m finishing the last mount and web, then preparing the Suicune checkpoint.
I missed a prerequisite: that Pinsir only clears its log after the Route 1 log is open. The fight was won, but the passage stayed blocked. I’ll replenish Honey and repeat that step now that its prerequisite is complete.
I’m restocking Honey and restoring PP before returning. I’ve also added a check that confirms the intended obstacle actually opened after each fight, so a won battle won’t be mistaken for puzzle progress again.
Honey is restocked. The recording is healthy, and there’s still about 58 GiB free. I’m healing at Lapis, then returning to finish the corrected route.
The team’s PP is restored, and the replacement Tauros is taking us back to the missed log. Once that opening is verified, the rest of the route is already cleared.
The missing log is now confirmed open. I’m making the final mounted approach. I also found an unused Timid Mint that can improve Cresselia’s Special Defense without hurting its current moveset, so I’ll apply it before Suicune.
The detailed build check shows Cresselia already has a Bold Mint applied, despite its original nature being listed as Naive. Its tank build is ready, so I’ll keep that setup.
The final ride is now through the previously blocked section. I’m reaching the last Honey tree, then the portal approach should be clear.
The final web is open, and the required route flags are all verified. I’m riding through to the portal now.
The forest route is open. I’m checking the current game and recording state, then I’ll prepare the Suicune attempt and reconcile the footage at the next pause.
Walrein is back in front, and the Tech Glasses are collected. Suicune’s field is the key: Blizzard can freeze the water, removing the boosts that make its team dangerous.
I’m crossing the New World platforms toward Suicune. There’s a safe stopping point before the encounter, where I’ll save and close the forest recording before starting the boss segment.
The team has reached Suicune’s area with full HP. I’m saving just outside its trigger and finishing the forest footage now; the boss and immediate capture encounter will stay together in the next recording.
The forest recording is now closed. It contains 19 wild victories with no losses or battle items, including the earlier route retry. The edit preserves those attempts and removes the navigation popups and idle time.
The archive render is running with normal-speed game music. I’m also adding a bounded Rest option to the capture helper, so Walrein can stay healthy during long legendary catches without repeatedly spending healing items.
The footage review found one leftover coordinate popup in the grass-path retry. I’m trimming that small remnant before appending the session to video 22.
The forest route is complete, and we’re saved just outside Suicune with a fully healed team. I’m finishing the footage correction, then starting the boss and capture sequence. Usage is at 62%, comfortably below the stop point.
The correction now removes only the coordinate popup; the following movement stays intact. The revised export is rendering. Suicune’s opening plan is to freeze the water field with Walrein, then use the team’s trained matchups rather than rely on healing items.
Video 22 is verified and backed up through the forest route; the consumed raw footage has been cleaned up. The next recording is running, and Suicune attempt one has begun from a fresh save.
Walrein froze the field even though Blizzard missed. That removes the water-field advantages from Suicune’s team. Cryogonal is coming in to handle Ludicolo with Freeze-Dry.
Cryogonal knocked out Ludicolo in one hit. Lapras is next; Aegislash is using Swords Dance, and Sacred Sword will ignore Lapras’s Defense boosts from Curse.
Lapras is down, and Aegislash took no damage. Cresselia now has a chance to build Calm Mind boosts against Vaporeon, with Moonlight available if its health drops.
Cresselia has four Calm Mind boosts and still has most of its health. Vaporeon spent the first turns boosting Defense, giving us a strong position without using any bag items.
Vaporeon’s Rest no longer heals it instantly on the frozen field, and Cresselia finished it while it slept. Three opponents remain. I’m keeping Cresselia’s boosts for Alomomola.
Alomomola fell in one hit but poisoned Cresselia first. Goodra is now in; the boosts should let Moonblast finish it quickly. I’m watching the rising poison damage before committing against Suicune.
Goodra is down. I’m using one Full Restore to clear Toxic and preserve Cresselia’s boosts for the final Suicune. This is the first bag item used in the fight.
Suicune has been using Calm Mind too. Pressure exhausted Psychic, so Cresselia is switching to Moonblast; it is still at full health. After the boss, I’ll catch the one-time wild Suicune for future team options.
Suicune is nearly down, but Ice Beam froze Cresselia. I stopped the attack queue and used a second Full Restore to thaw it and recover health. One clean hit should finish the boss.
Cresselia took a huge hit immediately after healing and then fainted. Aegislash is in at full health to finish Suicune with priority Shadow Sneak. The other four team members are still available.
Suicune’s boss team is beaten on the first attempt, using two Full Restores. Aegislash finished it safely. The immediate wild encounter is next; I’ll paralyze it and use False Swipe before throwing balls.
The wild Suicune is paralyzed. Zapdos survived its Blizzard, which also froze this encounter’s water field. Mawile is coming in to reduce its HP safely with False Swipe.
Suicune’s Blizzard also froze Mawile, so the capture is taking a little more care. Mawile is thawed now and has landed the first False Swipe; I’m checking each turn rather than queuing attacks through a status problem.
Suicune is now at a sliver of HP and paralyzed. Mawile survived all four False Swipes. Walrein will take over for the capture, using Rest and resisting both Hydro Pump and Blizzard.
The first two Timer Balls failed. Rest leaves Walrein asleep while we throw balls, so I’ve switched the capture queue to ordinary healing with a health threshold. Future capture teams would benefit from a dedicated sleep user and reliable recovery.
Four Timer Balls have failed, but Suicune remains paralyzed at very low HP and Walrein is holding up. The capture script is checking health before every throw and will stop if it reaches its healing limit.
Seven Timer Balls have failed so far. Paralysis and several Calm Mind turns have given Walrein breathing room; only one Ultra Potion has been needed since clearing its sleep. I’m continuing the bounded capture queue.
Caught Suicune on the eighth Timer Ball. I’m sending it to storage, saving the result, and closing out the boss and capture records before preparing for Raikou.
Suicune is saved in Box 2. The completed fight confirms two Full Restores for the boss; the capture used two more, one Ultra Potion, and eight Timer Balls. I’m heading back to heal and adjust the team for Raikou, including better capture support.
We’re back at the Grand Hall. I’m healing the team, then checking the boxed Sylveon and Amoonguss builds. They offer terrain control and Spore, which should make both the next boss and its capture more manageable.
The edited journey footage is verified, including the full boss attempt and all capture throws. I’m adding Suicune to the separate postgame major-fight compilation with its actual team panel, one attempt, and two boss item uses.
The major-fight review caught a few seconds of post-battle dialogue at the end. I’m trimming that chapter to the return to the overworld; the full journey keeps the dialogue and capture.
Suicune’s major chapter is published and verified, and its source files are cleaned up. I also found uncollected Heart Scale pickups, so I’m checking those routes before spending time earning BP just to relearn moves.
The team changes are underway: Swampert returns, with Sylveon and Amoonguss replacing Cresselia and Cryogonal for preparation. The box selector reopened on Box 2 after the capture; I corrected that before moving any Pokémon.
Sylveon and Amoonguss are in the party. I’m using the Grand Hall trainer’s XL Candy rewards to bring them to level 110, while checking the routes to two free Heart Scales for their move upgrades.
The first training round is complete with no bag items; the second is running. Sylveon already has a useful special-defense build. I’m prioritizing its recovery moves and Amoonguss’s Spore support over adding more attackers.
Amoonguss has reached level 103 during the second training round. The trainer’s team is being handled by the existing counters without items. After the reward, I’ll use only the XL Candies needed to reach the cap.
The second training round is complete, with 24 XL Candies banked and no battle items used. I’m finishing the new team’s levels and recovery moves before tackling Raikou.
Both new team members can reach level 110 from the candies already earned. I also found a reachable Heart Scale in the solved Mirage Tower area; I’m checking a second pickup so their recovery moves won’t depend on another long battle-point grind.
Sylveon and Amoonguss are now level 110. Sylveon is learning Calm Mind; its high special defense and Misty Terrain should give us a much sturdier answer to Raikou’s special attackers.
The team’s level and Calm Mind preparation are finished. I’m making a short supplies run through the already-solved Mirage Tower, then returning to the move reminder.
The tower’s basement needs its separate glass-wall entrance opened. I’m handling that with Rock Smash; the puzzle rooms themselves are already complete.
I found a better long-term source: Luvdisc are common with an Old Rod in the anomaly area, and they can supply Heart Scales through Thief. I’m switching to that repeatable method instead of spending time opening eighteen glass walls for one scale.
The restored city no longer has the early Old Rod pickup, so I’m collecting Spinel Town’s Good Rod instead. That also reaches the Luvdisc pool and gives us a reusable way to fund future move changes.
Good Rod obtained. Arcanine is being set up with Thief, and I’ve identified a safe fishing spot at Tanzan Cove with low-level opponents. I’ll automate the casts and stop for review if anything unexpected appears.
The fishing setup is ready: Arcanine has Thief and an empty item slot, and the Good Rod is registered for quick casts. The new team is fully trained; only the two recovery moves remain before the next boss.
The fishing automation is reaching the bite prompt, but its first hook was too slow. I’m tightening the reaction path before letting it run further; no items are being consumed by these casts.
The faster hook detection is working reliably now. Arcanine is clearing each catch in one hit without taking damage, so the Heart Scale run can continue under the bounded script while I finalize the Raikou plan.
The first Heart Scale is secured. I’m now skipping non-target fish with Run, which cuts down the time spent on each attempt and preserves Thief’s PP.
Both Heart Scales are secured, with no damage taken or healing items used during the fishing run. I’m teaching Draining Kiss and Synthesis now, then restoring the boss team and saving its finished build.
The finished team is saved and fully healed. Sylveon now has Draining Kiss, Misty Terrain, Calm Mind, and Moonblast; Amoonguss has Spore and Synthesis. I’m reconciling this preparation recording at the current pause, then continuing toward Raikou.
The new team is saved and healed. I’m finishing the recording checks at this pause, then continuing toward Raikou while keeping the usage and time limits in place.
The preparation footage checks out, and it’s being added to video 22. Usage is at 67% used. Sylveon and Amoonguss now have recovery moves, which should reduce the team’s dependence on healing items.
The route guide points to two forest obstacles that need clearing before Raikou’s gate. I’m checking those against the installed map so we can take a direct route. Quest guide
The map check confirms the route: clear one log and one web, then ride Tauros through the fourth northern entrance. The archive is finalized through session 247, and the new recording is running.
Healing supplies are replenished, and I found the specialty-ball shop for more Timer Balls. The next stretch is the forest puzzle and its short wild battles; the trained team is ready for those.
We’re through Vanhanen Labyrinth and heading into the woods. For Raikou’s team, I’ll use Sylveon against the special attackers and keep Mawile and Aegislash fresh for Sandslash and Porygon-Z, whose physical damage can bypass Sylveon’s setup.
The first Honey-tree encounter is underway. This route needs only two bug fights and one Bouffalant fight to obtain a Tauros, so there’s no need to clear the entire woods.
That Tauros is confined to a southern clearing, so it can’t reach our route. I’m switching to the northern pair; the first log is already cleared, and the team is still at full health.
The northern Tauros is secured, with no damage taken. We’re heading to the last web, then I’ll save immediately before Raikou so a failed attempt won’t require repeating the forest route.
An unbattled trainer intercepted us near the entrance. His team is level 50–51, and Zapdos is handling it without items; I’ll continue straight to the web afterward.
The trainer is beaten, and the final Pinsir encounter has started. Once its web is removed, the path to Raikou’s portal should be open.
We’ve reached Raikou’s gate and saved. All six Pokémon are at full health, and we have 30 Timer Balls ready for the capture after the boss fight.
Raikou’s first attempt is starting from a fresh save. I’ll establish Misty Terrain, build Sylveon’s defenses, and use Draining Kiss to recover while watching for the two physical threats.
Rotom used its Z-move immediately, so I used one Full Restore to stabilize Sylveon. Misty Terrain is now active, and the guarded setup script will stop if Sylveon’s health drops too far.
Sylveon has five Calm Mind boosts. Rotom’s normal attacks are down to roughly 25–30 damage, so I’m taking the final boost, then using Draining Kiss to recover and finish it.
Rotom and Sandslash are down. Mawile survived Earthquake and finished Sandslash with Sucker Punch as planned. Togekiss is next—a safer chance to rebuild Sylveon’s boosts now that Sandslash is gone.
Togekiss flinched Sylveon twice in a row, so I’m changing tactics instead of spending more turns on setup. Zapdos resists Air Slash and can pressure it directly with Discharge.
Raikou switched in while I was stabilizing Zapdos. Swampert absorbed its Thunder for free; I’m using Earthquake now and checking the damage before committing the next turn.
Swampert survived Raikou’s boosted Hidden Power with 29 HP, then landed a critical Earthquake to knock it out. No one has fainted. Froslass is next, giving Sylveon a setup opportunity without Togekiss’s flinches.
Froslass spent three turns laying Spikes, letting Sylveon reach three boosts without taking damage. I’m finishing that setup; the remaining team should be much easier to handle from there.
Sylveon is fully boosted now. I’ve also healed Mawile for the capture phase. Draining Kiss is taking over the recovery work as we finish Froslass and the remaining two opponents.
Froslass is down, but its last Icy Wind critically hit Sylveon. I’m using fresh Aegislash for Porygon-Z, then the healed Mawile for Togekiss, rather than risking Sylveon’s remaining HP.
Raikou’s boss team is beaten on the first attempt, with no fainted Pokémon. We used three Full Restores, one X Sp. Def, and one Ultra Potion. I’m continuing directly into the capture encounter.
Raikou is asleep. Amoonguss survived two Extrasensory hits to land Spore; I’m healing it, then using Mawile’s False Swipe to make the capture more reliable.
Mawile has Mega Evolved and is lowering Raikou’s HP with False Swipe. Amoonguss is fully healed on the bench, ready to put it back to sleep for Timer Balls.
Raikou is at 1 HP. The first two Timer Balls failed, and it used Calm Mind after waking up. I’m keeping Spore active and checking Amoonguss’s HP before each action.
Raikou is caught—four Timer Balls, no fainted Pokémon. I’m saving the result, healing the team, and finalizing this recording before the next quest.
Raikou is caught. I’m checking the healed save and finishing this recording, then I’ll return to the Nightclub for the next quest.
The team is healed and saved at the Grand Hall. Raikou’s boss fight was a first-attempt win with no fainted Pokémon and five battle items; I’m keeping the subsequent capture separate from those statistics.
The recording render is complete, and I’m checking the cuts and battle panel. I’m also checking the quest’s completion trigger so the next recording starts with the right destination.
The journey’s cuts passed review, including the full boss and capture sequence. I also found that the Beasts quest completes automatically after all three encounters, so there’s no Randall turn-in to repeat.
Raikou’s major-fight edit also passed review. The current tier still needs three legendary encounters; I’m identifying their route while the verified archive is published.
The next quest is Zero’s Legendary Titans case on Route 2, confirmed by the quest guide and installed dialogue. Recording 249 is running, and I’m heading to Zero now. Usage is at 70%, leaving 25 percentage points before cleanup.
Zero’s quest leads to a puzzle area near Fiore Mansion. I’m checking the puzzles and encounter scripts ahead of travel so we can keep moving without long pauses inside the area.
I’ve reached Route 2. The cave approach needs the Rock Climb and Crustle puzzle, so I’m using the existing movement tools and checking each gate before entering.
The climb is complete. I’m collecting Rage Powder from the reachable side of the plant, then opening the cave route.
I found the route issue: the cave is on Route 2’s lower layer, which requires a second Rock Climb descent. Rage Powder is collected, and I’m taking that descent now.
The cave is open. It also contains an Aerodactylite, an Elemental Seed, and an XL Candy, so I’m collecting those useful supplies on the way to the portal.
Amaria has asked for someone who can read the tablets. I’ll recruit Danielle in Coral Ward and use that trip to strengthen the team for the Titans boss. Its New World field heavily weakens Earthquake, so I’m preparing a Fighting attacker instead.
I’m resuming the Titans quest and checking the portal transition first. Then I’ll recruit Danielle and prepare the team for the New World field before the boss.
The portal transition completed normally. Danielle is in her Coral Ward house; once recruited, she travels to the tablets herself. Usage is at 72%, leaving room for the quest and archive cleanup.
Mienshao already has full Attack and Speed training, and its Reckless High Jump Kick is strong enough for the boss’s opening Rock/Steel and Rock/Dark Pokémon. I’ll bring it in and use the available experience candies, while keeping Aegislash and Mawile for the later threats.
Danielle is recruited. I’m preparing Mienshao now and building a small driver for her timed “Simon Says” puzzles. It will follow the on-screen prompts and send ordinary movement inputs quickly enough for their short response windows.
The team change is underway. The puzzle driver’s screen reading takes about a quarter of a second, which should fit the response windows. I’ll save before starting so a timing error only costs a puzzle retry.
Mienshao is now level 105 with 339 Attack and 292 Speed. Its opening matchup is comfortably strong; I’m also checking an accuracy item to reduce High Jump Kick’s miss risk.
Mienshao’s level-up is complete. I’m transferring Walrein’s Wide Lens to it, then returning to the tablets. The boss plan uses Fighting attacks for the opening pair and Aegislash’s setup moves for Registeel.
Wide Lens is equipped, bringing High Jump Kick’s normal accuracy to 99%. We’re heading back to Danielle now; the team and pre-puzzle save are ready.
The return route changed after moving the Crustle, so the old path no longer connects. I’m checking the nearby ledges and climb points to reach the cave without repeating the earlier setup.
Found the shorter route: the lower entrance from Celestinine Cascade leads straight to the cave. I’m using that and updating the travel helper so future visits avoid the Crustle bridge entirely.
We’re back at the tablets, and Danielle is explaining the first ritual. Recording remains healthy with no capture restarts. I’ll run the timed sequence from the saved checkpoint and verify the result in-game.
The first ritual is ready. I’ve saved before it; the driver will act only after each visible instruction closes, including leaving the “Simon says” decoys alone.
The driver completed all ten instructions without a timing stop. I’m checking whether the ritual opened the portal, then I’ll continue through the next chamber.
The first ritual passed on the first try. The Titans boss is in the central chamber before the three individual puzzles, so I’m entering that fight now with Mienshao leading.
Mienshao knocked out Stakataka in one hit, preventing Trick Room. The opponent is bringing in Mawile, so I’m switching to our Mawile for Intimidate and a Mega Evolution matchup.
The opposing Mega Mawile is down after two Iron Heads. Its boosted Sucker Punch hit hard, but our Mawile survived. No bag items used so far.
Aegislash has a safe setup opportunity against Registeel: Toxic cannot affect it, and Iron Head is resisted. One Swords Dance is up; an Iron Head flinch delayed the second.
Aegislash now has two Swords Dances. Registeel landed two flinches, but Sacred Sword has finally gone through; the field boosts it and it ignores Registeel’s Defense increase.
Registeel, Tyranitar, and Regirock are down. Aegislash’s boosted Sacred Sword is taking them out in one hit, and Mienshao reached level 106 from the experience. Only Regice remains.
The Titans boss is defeated on the first attempt, with no bag items and no team members fainting. I’ll save and reconcile this recording at the natural break, then continue with the three legendary chambers.
The recording checks are underway. The completed battle log confirms zero consumables and zero allied faints; I’m verifying the edit joins and the boss’s team panel before publishing both archives.
I’m finishing the recording checks for the Titans victory, then I’ll continue through their chambers. I’ll stop for cleanup at 5% usage remaining or 5:30 PM Eastern, whichever comes first.
The Titans battle is now in video 22. The separate boss clip is rendering; the win took one attempt with no Bag items or allied faints. Next are the three timed chamber puzzles.
Both archives are verified and published, and the consumed source recordings are cleaned up. Recording 250 is running with clean framing; I’m heading into Regirock’s chamber first.
The rock puzzle is underway with a prompt-reading script, so it can respond within the short timers. It uses ordinary game controls and waits for each visible instruction before acting.
The first run exposed a control mismatch: the confirm button opens the Strength message instead of pushing. I’ve corrected the script to push by walking into the boulders and reloaded the checkpoint before the puzzle.
The corrected inputs worked through the first five instructions. The route for moving both boulders ran into Danielle, so I’ve routed around her and am retrying that sequence.
A movement input was dropped on the next run, so I’ve added a short settling interval between steps. I also checked the ice chamber: this game version makes it an untimed route puzzle, and that route is planned.
Regirock’s chamber is open. The paced inputs completed the ritual successfully. I’m moving to the ice puzzle, then I’ll prepare the party for the one-time legendary encounters.
The next chamber won’t activate until Regirock’s encounter is resolved. I’m healing and bringing Amoonguss back for Spore; sleep support should make these captures more reliable and preserve the Titans as future team options.
The party is healed and Amoonguss is back in the lead. I’ll keep Regirock and Registeel as defensive options, and clear Regice without adding another Ice-type to the roster.
The capture party has reached Regirock’s island. I’m saving immediately before the encounter, then using sleep and controlled damage to catch it.
Regirock is weakened, and Amoonguss is handling its attacks comfortably. Clear Smog removed its Curse boosts; I’m putting it back to sleep before throwing balls.
Regirock has stayed asleep through the first throws. I’m continuing with Timer Balls; Amoonguss still has plenty of health.
Regirock is caught—four Timer Balls, with no healing items needed. I’m sending it to the PC and continuing to the ice chamber.
Regirock is saved in the PC, and I’m on the way back to the next tablet. Usage is at 75% used and disk space is about 63 GiB free, so neither limit is close yet.
Danielle has confirmed the ice rules: break five patches while sliding left, right, left, up, then right, without crossing an already broken patch. I’m checking the landing coordinates after each break.
The first ice break counted correctly. Breaking a patch also forces another step, so I’ve adjusted the route to account for that movement and am continuing from the saved position.
The ice ritual is complete. I’m moving Mawile into the lead for Regice, then heading to the final chamber.
Mawile is facing Regice now. After this battle, I’ll use Danielle’s in-game assistance option for the lever ritual to keep the run moving.
Regice went down to one Mega Mawile Iron Head, with no damage taken. I’m heading to Registeel’s chamber now.
The steel ritual is ready. I’m requesting Danielle’s assisted solution, then I’ll save before Registeel and use the capture routine that worked for Regirock.
Danielle has opened the final chamber. I’m saving at Registeel, then using Spore and False Swipe for the capture.
Registeel is being weakened safely with False Swipe. Mawile still has over two-thirds of its health; I’ll switch back to Amoonguss for sleep before throwing Timer Balls.
Registeel is now low on health, and Amoonguss is back at full health. The capture script will reapply sleep when needed and stop as soon as it’s caught.
Registeel has broken out of several balls, but the capture is still under control. Amoonguss is above 80% health, and the script is keeping Registeel asleep between throws.
Registeel is taking more throws than Regirock. Amoonguss used Synthesis to recover and is nearly at full health again; no healing items have been needed.
Registeel has resisted twelve Timer Balls. It’s still at low health, and Amoonguss has enough health and recovery moves to continue safely.
Registeel is caught on the thirteenth Timer Ball. The Titans encounters are complete: Regirock and Registeel are kept, and Regice is defeated. I’m saving, finishing the quest dialogue, and returning to the Nightclub.
The quest is wrapping up. Regirock has Sturdy, which gives it a useful emergency role; both new catches are boxed. The next Nightclub visit should raise the level cap to 115 and mark the split between videos 22 and 23.
The party is healed, and I’m returning to the Nightclub. At the cap increase I’ll pause gameplay to split and verify the recording, then resume with video 23.
The level cap is now 115, and the game is saved in the Nightclub. Gameplay is paused while I verify recording 250 and split it at the transition into the new cap.
The Titans quest is complete, Regirock and Registeel are caught, and the level cap is now 115. I’m finishing the video 22/23 transition review before continuing. Usage is at 77%, so there’s still room to play while preserving the cleanup reserve.
The footage review passed: all four rock-puzzle attempts and both captures are preserved, with idle time removed. Video 22 now ends at the cap increase; video 23 starts as we enter the next Nightclub tier.
Recording is running again. The new quests point to Cobalion near Route 3 and three weather anomalies on Route 4. I’m accepting both, then checking the next encounters so we can bring a suitable team.
The next fight is a partnered double battle against the Swords of Justice and support Pokémon. I’m training at the new cap first; the repeatable Grand Hall fights also replenish our candy supply.
The first training round is complete and yielded 12 XL candies. The new field doubles Moonblast’s damage and strengthens Sacred Sword, so Sylveon and Aegislash should be especially useful in the upcoming fight.
Three training wins are done, all without using battle items. The earned candies are enough to bring all six current party members to level 115, with some left over for reserves.
The party is fully healed at level 115. I’m restocking Timer Balls and heading to the Route 3 portal. Terrakion is worth keeping for future teams, so I’ll plan its capture before resolving that encounter.
We’re inside the Route 3 anomaly. The Ringmaster is chasing Cobalion; I’m working through the approach to the partnered fight with the newly trained team.
The Virizion obstacle section is cleared. A Repel prompt interrupted the movement script, so I resumed from the observed position and finished the section. I’m checking the party before starting the boss fight.
The arrows badly injured the whole party during the interruption. I’m using medicine outside battle to restore everyone before the boss. The obstacle is finished and saved, so it won’t need to be repeated.
I’m resuming at the Swords of Justice encounter. The team is being healed after the island puzzle; I’ll verify that finishes, then continue within the usage and time limits you set.
All six Pokémon are now level 115 and fully healed. I’m entering the first Swords of Justice fight with Aegislash, supported by the Ringmaster’s team.
The opening worked: Aegislash set up safely, and Cobalion is down. The Ringmaster also knocked out the first Silvally; I’m watching the remaining seed boosts before committing the next attacks.
Terrakion is down too. Aegislash has taken a heavy Heat Wave, so I’m using King’s Shield while the partner attacks, then reassessing the safer switch.
The last pair is dangerous: Virizion’s boosted Leaf Blade nearly knocked out Sylveon. Hawlucha is attacking it with Acrobatics, and Mawile is still healthy if a replacement is needed.
Only the final Silvally remains. Mawile switched in safely, lowered its Attack, and can hit its current Rock typing with Mega Mawile’s Iron Head.
The first Swords of Justice boss is won on attempt one, with no battle items used. I’ll save, resolve the three legendary encounters, and catch Terrakion for future team options.
The boss’s automatic heal restored the whole team. I’m clearing Cobalion and Virizion, then preparing Terrakion’s capture with sleep and False Swipe.
Cobalion is resolved and saved. I’m crossing the island to Virizion; the recording remains healthy, with about 61 GiB free.
Virizion is resolved. I also recorded the boss’s actual on-screen trainer positions so the four roster columns in the major-fight video match the battle correctly.
The direct cave entrance is on a disconnected section of Route 3. I’m checking the connected cave passages so the route helper can take the correct entrance.
The connected route is confirmed. I’m heading through the eastern exit of the first cave, then into Terrakion’s chamber.
Terrakion is behind a Rock Climb passage. We’ve reached it, and I’m making a fresh save before the capture.
Terrakion is weakened, and I’m switching to Amoonguss for sleep. I’ve also reviewed the next boss: it has a much larger partnered team, so I’ll prepare that encounter separately after this capture.
Terrakion was caught with two Timer Balls. I’m finishing its storage prompts, then returning to heal and prepare for Keldeo’s larger battle.
I’m bringing Cresselia into the team for the next stage. Its physical bulk and Calm Mind/Moonlight setup give us a stronger answer to the upcoming Ashen Beach fights, while Amoonguss stays available for Keldeo’s capture.
We’re healed at the Grand Hall. I’m training Cresselia to 115 with the remaining candies, then I’ll finalize this recording segment before starting the next boss.
Cresselia is now level 115, with 509 HP and strong Defense. I’m finishing its held-item setup and saving; the next pause will be used to verify and publish the recording.
The team is saved and ready. I’m finalizing video 23’s new segment and adding the Swords victory to the postgame compilation, including the correct partner/opponent roster order.
The video audit caught a real issue: automatic idle trimming removed part of the arrow hazard sequence while damage was still happening. I’m restoring that entire puzzle interval before publishing, so the failed interruption stays visible.
I’m finishing the recording repair, then continuing toward Keldeo. I’ll stop for cleanup at 5% usage remaining or 5:30 PM Eastern, whichever comes first.
The repaired edit now preserves the full arrow sequence, including the damage during the interruption. The first Swords of Justice battle was won on the first attempt without battle items; Terrakion is caught, and Cresselia is trained to level 115 for the next fight.
The major-fight panel needed one correction: its automatic trainer ordering reversed an order I had already adjusted. I’ve made the on-screen order explicit and am checking the new render before publishing it.
Video 23 and the separate major-fight compilation are updated and verified. Recording has resumed, and I’m heading back to the new portal with the prepared team.
Keldeo’s encounter is another partnered battle against twelve Pokémon, followed immediately by the capture. Cresselia gives us a durable setup option, and Amoonguss is ready to put Keldeo to sleep for the catch.
The opening worked: Weavile is down, Mawile is still healthy, and Luxray has badly weakened Cobalion. I’m pressing that advantage before bringing Cresselia in.
Cresselia was knocked out before it could set up; Charizard’s sun-boosted Flamethrower hit much harder than the team could absorb on the switch. I’m bringing in Sylveon to stabilize the fight.
Leaving the boosted Cobalion alive cost us both setup Pokémon. I’m reloading the pre-fight save and changing the second turn to remove Cobalion; this attempt will stay in the full journey video.
I’m also moving Cresselia to the lead so it can use Calm Mind during the enemy’s opening setup turn. That avoids having to switch it into Charizard’s Flamethrower later.
The revised opening is much better: Cresselia has its Calm Mind boost, and both Weavile and Cobalion are down. I’m keeping it healthy while it handles the next pair.
Cresselia has taken down Cobalion and Mega Lucario, and the partner finished Zoroark. Its seed-powered critical hits are paying off; all six of our Pokémon are still standing on this attempt.
Togekiss, Vaporeon, and Virizion are down too. Cresselia is holding its boost and still has recovery available, with the rest of our team in reserve.
Kommo-o is down, but its Z-Move left Cresselia too low to heal safely with Moonlight. I’m using one Full Restore to preserve the setup and finish the fight.
Mega Charizard is down. Cresselia now has two Calm Mind boosts and has survived the difficult part; only Keldeo and the last two Swords-team Pokémon remain.
Keldeo’s boss battle is won on attempt two, using one Full Restore and no other battle items. Cresselia stayed in throughout the win. I’m continuing directly into the Keldeo capture.
Keldeo is weakened, and I’ve switched back to Amoonguss for sleep and Timer Balls. The capture script will pause if health drops or it reaches its ball limit.
The capture helper misread the sleep icon and wasted several Spore turns. I stopped it and corrected the recognition check; Amoonguss is safe, and the ball attempts are now underway.
Keldeo is caught on the first Timer Ball. I’m saving the completed encounter before moving on to the next story fight.
The next encounter is Umbral Samson. I’ve healed the team and kept a separate post-Keldeo save. Cresselia will lead again, with Sylveon and Aegislash covering the matchups it handles less well.
Samson’s scene is still playing. I’ve adjusted the intro helper to handle an event that becomes active after the last save, so it can continue through the dialogue without another checkpoint.
Cresselia reached maximum Calm Mind boosts safely. Samson switched to Gardevoir, so I’m recovering and attacking from that position; no battle items used so far.
Gardevoir is down, and Blaziken has been reduced to its Focus Sash. Cresselia is absorbing the attacks comfortably now, so the guarded script can handle these turns without pausing for each move.
Blaziken and Jynx are down. Cresselia is still healthy and has three Moonlights left for recovery; Mismagius is the next matchup.
Mismagius is down. I’m taking the free switch into Sylveon for Pheromosa, then saving Mawile for Mega Lopunny. That should let the healthy reserves finish the fight without items.
Samson is beaten on the first attempt, with no battle items and no team members fainting. I’m finishing the story dialogue, saving, and reconciling the recording before moving on.
The stronger team is paying off: Cresselia handled most of Samson’s team, then Sylveon and Mawile finished safely. Usage is at 82% used, so there’s still room to continue after this archive checkpoint.
Keldeo has also been caught and stored for future team options. Once we’re back at the Nightclub, I’ll heal and prepare for the Route 4 weather anomalies.
The game is saved after Samson, and I’m returning to the Grand Hall to heal. I also fixed a dialogue helper that could misread the “Yes” label, so future choice prompts stop reliably for an explicit selection.
The recording is rendering now, with both Keldeo attempts preserved in the journey. The separate major-fight edit will show Keldeo’s second-attempt win and Samson’s first-attempt win, including their exact item totals.
The new export is ready for visual checks. I’m checking cut boundaries and the captured attempts while mapping the next puzzle, so the next recording can start with a route prepared.
The journey checks passed, including the reset and Keldeo capture. I’m now validating the two roster panels; the Keldeo panel correctly matches the on-screen trainer positions and shows one Full Restore used.
Both archives are finalized and verified, and the raw footage for this segment has been cleaned up. I’m starting the next recording from the healed Grand Hall save, then restocking a small reserve before Route 4.
Swampert is rejoining temporarily for Rock Climb and water travel. The next area has three entrances and linked invisible paths; I’ve mapped the connections from the installed map data so we can traverse them with short, verified movement batches.
We’re back on Route 4 with the travel team and a reserve of four Full Restores and five Ultra Potions. I’ll work through the puzzle first, then set the battle leads at the next safe save point.
The first two climbs are complete. One section of Route 4 isn’t reachable by ordinary walking from our landing point, so I’m checking its field-move route before sending further movement.
I’m resuming at Route 4’s stepping-stone section. I’ll use the existing navigation tools to keep moving, with time reserved for saving, quitting, and finishing the recordings before your cutoff.
The existing layer-aware route is working. We’re crossing toward the weather trio’s puzzle, which needs three separate orbs activated before the fight opens.
The eastern entrance needs another approach, but the western entrance is reachable from here. I’m taking that route first so we can activate an orb while working around the mountain’s split paths.
The remaining obstacle is a Surf-and-Waterfall route. I’m checking the map’s water transitions so the movement helper can handle it without repeated failed approaches.
I found the prior Surf-boarding routine for this exact area. The route to the waterfall now checks out; I’m using that sequence to enter the western portal.
We’ve reached the waterfall and are entering the first puzzle portal. Usage is at 83% used, leaving room to continue while preserving the cleanup reserve.
The first New World path is now running through the maze. I’ve also confirmed the boss field strengthens Moonblast and Moonlight, which should give our trained Fairy types and Cresselia a useful advantage.
The western orb is activated and saved. I’m returning through its portal, then heading for the other two entrances; each one serves a separate section of the maze.
I found why two paths appeared blocked: an old navigation note deliberately excluded trainer sightlines. We can clear those trainers now with the level-115 team, opening the direct routes instead of making long detours.
The blocking trainer has opened with a level-78 Vespiquen. I’m using the battle helper for this routine fight, then taking the direct portal route.
Rhett is beaten. The old exclusions also blocked the eastern cave’s walkway, so that route is now available once we pass its remaining trainer.
The northern route has short Rock Climbs that stay on the same map, which the transfer-only route list missed. I’ve identified those now and am taking that shorter path to the second orb.
The northern portal is reached. Its longer ladder sequence is now running; after that, only the eastern orb remains before the anomaly battle.
The ladder route is nearly complete. I’m planning the doubles opening around Sylveon and Mega Mawile, saving Cresselia for after Thundurus’s boosted Dark attack is dealt with.
Two orbs are activated. The return teleporter lets us skip retracing the long maze, so I’m heading straight to the eastern entrance.
The team is on the eastern approach, with Sylveon moved to the lead for the trainer ahead. I’m also extending the doubles helper to handle a reviewed Mega Evolution in the same two-action sequence, reducing pauses during the boss fight.
We’re crossing the stepping stones again, now toward the eastern cave. Once the third orb is saved, I’ll finish this recording segment and start a fresh capture for the anomaly fight.
The eastern path brought us to Hiker Nicky rather than Fawkes. His Glaceon and Flygon are a straightforward matchup for Sylveon, so I’m clearing them with the bounded battle helper.
Flygon’s seed blocked the first attack, then a critical Earthquake knocked Sylveon out. I should have switched to Cresselia at the free switch prompt; I’m bringing it in now for its Ground immunity, then healing before the boss.
Nicky is beaten and the cave route is open. I’m restoring the team, activating the last orb, and saving at the boss approach before the recording edit.
The last maze approach is nearly finished. The team’s strong special defenses are well suited to this boss; the key threats to handle carefully are Thundurus’s Dark Z-move and Landorus’s attacks on Mawile.
All three orbs are activated and saved. The team is being healed and placed in its doubles order; next is the recording edit, followed by the boss attempt.
The team is fully healed and saved at the anomaly entrance. Recording 253 is now being trimmed and checked; the game will stay paused here while I verify the edit.
The weather-orb route is complete and the team is saved at the anomaly entrance. I’m finishing the recording checks, then I’ll resume with the Forces of Nature fight while keeping time and usage reserved for cleanup.
The recording passed its visual and decode checks and is now added to video 23. Usage is at 85% used. I’m starting the boss capture with Mega Mawile and Sylveon, using the field’s boosted Fairy attacks.
The battle is singles; the earlier doubles plan was mistaken. Mawile is opening against Tornadus, and I’ve adjusted to the visible battle format.
Tornadus fell in one hit. Cresselia has Landorus in the yellow; another Moonblast should finish it, and its health is sufficient to take another ordinary Knock Off.
Landorus is down, and Sylveon has the second Tornadus near defeat. I’m using Draining Kiss to finish it and recover some health before the remaining genies.
Sylveon knocked out Thundurus’s Therian form during its recharge turn. Four opponents are down with no Bag items used; Mawile is coming back in for the physical Landorus form.
Mawile finished Landorus with Sucker Punch. Only the final Thundurus remains; Sylveon’s special bulk and Dark resistance make it the best switch here.
The Forces of Nature anomaly is beaten on the first attempt, with no Bag items and no fainted teammates. I’ll save that win, then catch the useful legendary encounters before leaving this area.
A nearby healing shard restored the whole party. I’m heading to Landorus first, with False Swipe and Spore available to keep the capture safe.
Landorus is safely contained: its Fissure fails on this field, and Mawile has already lowered its Attack. The capture helper is doing a short, health-guarded False Swipe sequence before Amoonguss puts it to sleep.
Landorus is at capture health and asleep. The bounded helper is throwing Timer Balls and will stop if health becomes unsafe or its ball budget is reached. Usage is at 86% used.
Landorus was caught with the third Timer Ball and saved. Thundurus is next; I’m leading with Amoonguss to put it to sleep early and limit its chances to set up Nasty Plot.
Thundurus is engaged. I’m watching its setup moves closely, then using sleep and False Swipe to improve the catch chance without risking a knockout.
This Thundurus has Defiant, so Mawile’s Intimidate boosted its Attack instead. I’ve pulled Mawile out after getting Thundurus into the red; Amoonguss will handle sleep and the capture from here.
Thundurus is staying in capture range. Amoonguss restored itself with Synthesis, and the first Timer Ball nearly caught it. I’ve added a small helper that batches throws only while it is visibly asleep and Amoonguss has enough health.
Thundurus has broken out several times, but repeated Hammer Arms have slowed it substantially. Amoonguss still has comfortable health, so I’m continuing the sleep-and-ball cycle.
A critical Thunder left Amoonguss badly hurt and paralyzed, but it still landed Spore. I’m using one Full Restore for the capture attempt, then returning to Timer Balls. The boss victory itself remains item-free.
Thundurus’s boosted Dark Pulse knocked out Amoonguss. I’m switching to Sylveon, which resists Dark, and building special defense before continuing the capture. Landorus and the boss win are already saved.
Sylveon now has two Calm Minds and can take Thundurus’s special attacks much better. The capture queue is continuing with a health threshold for healing, so these repeated throws can run without long pauses between them.
The catch is taking more balls than expected, but Sylveon is holding up. I also fixed a harmless helper stop: “It appeared to be caught” now correctly counts as a failed throw, so it can continue automatically.
Thundurus is caught. That secures both Landorus and Thundurus for future team building. I’m saving now, then resolving Tornadus and returning to a healing point before the next preparation step.
I’m giving Tornadus a capture attempt too, using Zapdos’s paralysis and Roost so the remaining medicine stretches further. After this trio, I’ll close out the weather quest and reconcile the recording.
Tornadus is paralyzed, and this time Intimidate lowered its Attack normally. Mawile is reducing its health safely; Zapdos can then handle repeated throws with Roost.
Tornadus is down to the minimum health from False Swipe and is paralyzed. Zapdos is now handling the capture, with automatic Roost below the reviewed health threshold.
Zapdos’s recovery plan is working: Tornadus is doing little between paralysis turns and failed Rain Dance attempts. The capture is still running, and I’m keeping the cleanup deadline in view.
Tornadus broke out of eight Timer Balls and confused Zapdos. I’m rotating to healthy Cresselia; Calm Mind plus Moonlight gives us another sustainable way to finish the capture.
Cresselia is stable behind two Calm Minds. Tornadus has used up the remaining Timer Balls, so I’ll continue with the Ultra Balls already in the bag. There is still time reserved for saving, quitting, and checking the edit.
Tornadus was caught in the second Ultra Ball. All three genies are secured now. I’m completing the quest exit, returning to heal, and then checking the boss clip and full journey recording.
The weather quest is marked complete, and all three catches are saved. I’m back on Route 4; the exit’s weather message briefly paused the travel helper, so I’m clearing that and heading to the Grand Hall.
The party is fully healed. The completed captures leave one encounter needed for the next level-cap increase, so I’m checking the remaining Regigigas mission before choosing how far to push within the time limit.
I’m pausing gameplay at the saved Nightclub lobby to finalize this segment. The next mission is the Chrysolia earthquake investigation; once the media checks pass, I’ll use the remaining gameplay window to begin it.
The genie fights and captures are safely saved. I’m finishing their video segment, then I’ll resume the Chrysolia mission with enough time reserved to save, quit, and finish the archive before the deadline.
The Forces of Nature boss went down on the first attempt without a single Bag item or faint. All three genies are also caught, giving us more options for future teams. Usage is at 88% used; the time deadline will likely be the stopping point.
Video 23 now includes the full genie quest. The separate boss clip has its team panels and attempt/item totals checked; the final archive is undergoing its decode check before I resume play.
The archive is verified and backed up. I’m taking Nyu’s earthquake investigation now and heading toward Chrysolia; I’ll save whatever progress we reach at the cleanup cutoff.
Nyu’s lead points to an abandoned train area in Chrysolia Forest. The next stretch is a switch puzzle, so I’m using the route helpers to work through it efficiently and save progress along the way.
I’m in Chrysolia Forest. Its changing paths need a little extra route handling; I’m checking the current passage state so the movement script follows the open route correctly.
The forest passage is open and saved. I’m at the entrance to the new area; the travel helper stopped at the doorway, so I’m checking the screen before continuing.
We’ve reached Regigigas’s realm and saved there. I’m moving into the train puzzle now; the team is fully healed, and there’s still time to make some puzzle progress before the cutoff.
The train puzzle is underway. I’ve added a helper that presses each reviewed switch through the game’s normal controls, saves, and verifies the new puzzle stage. I also fixed the portal timing that caused the doorway checks to stop too early.
The first switch is activated, and Smeargle has appeared to guide us through the numbered route. I’m following that sequence now; each completed stage will remain saved for the next session.
Smeargle’s route is working, and the switch helper is making steady progress. I’ll stop at a saved puzzle stage at 5:00 PM Eastern, leaving the final half hour for quitting and video verification.
The numbered switches are opening the next sections as expected. We’re at puzzle stage 8, with no new battles or losses in this segment. I’m finishing a few nearby switches before saving and closing the game.
We’re at puzzle stage 10. I’m completing the next two switches, then saving and quitting for the deadline. Usage remains at 88% used, so the banked reset is still untouched.
The next switch needs a different route, so I’m stopping at the saved stage 10 checkpoint rather than starting another puzzle section at the cutoff. I’m now quitting the game and finalizing this last recording.
The game is saved and fully closed at Regigigas puzzle stage 10. The final segment is rendered; I’m checking its cuts and joins, then I’ll publish it and remove only the source files covered by verified exports.
The final visual review passed: all travel, dialogue, and switch actions are retained, with idle time and coordinate overlays removed. I’m appending it to video 23 and updating the save backup and handoff.
Video 23 and the separate postgame boss compilation are verified and finalized through this session. The save backup is verified, consumed recording sources are cleaned up, and the final handoff is being pushed. The computer still has about 55 GiB free.
Saved and quit at 4:59 PM Eastern; recordings finalized before the deadline. 11% usage remains, and the banked reset is untouched.
- Forces of Nature defeated first try, with no Bag items or faints; all three genies caught.
- Regigigas puzzle saved at stage 10.
- Video 23 and postgame boss compilation verified; consumed sources cleaned.
- Save and handoff pushed as
fc1670af. About 55 GiB free.