Task 25
October 9, 2026 · 16:39–03:07 EDT Oct 10 · 10h 28m 08s · Sessions 256–265 · 250 messages
Friday, October 9
I’ll resume from the saved Regigigas puzzle. I’ll stop gameplay at 1% remaining for your reset, then continue once the new pool is confirmed, reserving its final 5% for saving, quitting, and finishing the recordings.
The current pool shows 14% remaining, with resets available. The save matches the verified checkpoint. Free disk space is now about 11 GiB, so I’ll keep recordings in shorter segments and clean up verified sources regularly.
The save is loaded and recording correctly. The route blockage is inside the puzzle’s rotating-pillar section; I’m checking those controls before sending the next movement sequence.
The pillar control is activated and saved. I’ve also checked the upcoming Regigigas team: it includes Trick Room and several bulky Steel/Rock Pokémon, so I’ll prepare the team before committing to the boss and its immediate capture encounter.
The route is open now: the east switch let us into the center, and the center switch opened the western passage. That resolves the blockage from the previous session, and we’re back on the numbered switch sequence.
The western numbered switch is done. I’m routing back through the center for its eastern counterpart, then the next section uses Strength boulders. The controls remain scripted and checked at each puzzle change.
Both sides of the lower puzzle are solved. I’m opening the upper section now. For the boulders, I’ll temporarily teach Swampert Strength over Surf, then restore its battle moves before the Regigigas fight.
The upper switch is complete. The move-teaching helper searched for the internal name “HM04,” but the game displays “TMX4 Strength”; I stopped that scan and restarted it with the visible item name. No move was changed during the mistaken scan.
Swampert has Strength now, and the two boulder routes are planned. The push helper will verify each straight run against a normal saved checkpoint, which should make this section much quicker than checking every individual push.
The first boulder is nearly in place. Usage is now 92% used, so I’m keeping checkpoints current as we approach your manual-reset point. The boss arena also weakens Earthquake, which makes Aegislash’s Sacred Sword a better option for the Steel-types.
The first boulder is on its target, and the second is moving into place. After the remaining switches, I’ll collect the Reveal Glass here—it will let us change the genies’ forms for future team building.
Both boulders are correctly placed, and the upper switches are progressing. I’m aiming to finish the puzzle and preparation before the reset, so the next pool can start with the boss attempt ready to go.
We’re at the final numbered switch, and usage is 94% used. I’ll use the remaining pre-reset budget for the Reveal Glass pickup, team preparation, and a recording checkpoint rather than risk pausing in the middle of the boss/capture chain.
The puzzle is solved and saved. The Reveal Glass is on a separate branch, so I’m heading to Spinel’s Pokémon Center first to bring Aegislash into the boss team and restore Swampert’s moves.
Usage is at 95% used in the current pool; I’m continuing toward your 99% reset point. The PC opened on Box 2, so the exchange guard stopped before changing anything. I’m switching to Box 1 for Aegislash.
Aegislash is joining the team for the Regigigas fight. Its Steel typing and Sacred Sword should help against the Regis; Sylveon’s boosted Moonblast will be our main answer to Regigigas itself.
The Regigigas switch and boulder puzzle is complete. I’m restoring Swampert’s Surf after the Strength section, then returning with the stronger team. Usage remains at95%used, with both banked resets available.
The team change and Surf restoration are done. I’m healing and saving, then heading back through the portal. Usage has reached96%used; I’ll reconcile this recording before the reset pause.
All six team members are level115 and fully healed. The return trip is underway; I also plan to collect the Reveal Glass so our captured genies have their alternate forms available for future fights.
We’re back inside the New World area. The next stretch is travel and the Reveal Glass pickup; I’m keeping the Regigigas battle and its immediate capture encounter together for an uninterrupted attempt.
Usage is at97%used. I’m finishing the item detour, then saving and editing this segment while leaving the game ready to resume after your reset.
The Reveal Glass is collected and saved. I’m now closing and checking recording256 so the archive is safe before we reach the reset point.
The reset is reflected now: usage is0%used in the new pool, with one banked reset left. I’ll continue to about5%remaining. Recording256 passed its visual checks and is being appended to video23; then I’ll resume the route to Regigigas.
Video23 is updated and the save and notes are backed up. Recording257 is running. I’m crossing the final pillar section to reach Regigigas with Aegislash leading.
The pillar route is open again. I’ve confirmed the boss starts automatically at the approach line, so I’ll save just before crossing it and record the boss and capture sequence together.
There’s one more platform section: three of its six pillars are still lowered. The route helper missed those switch conditions and stopped on the first platform. I’m correcting that check and raising the remaining pillars.
All six platforms are raised now, and the route helper is crossing them correctly. Once I reach the boss, I’ll use short, guarded move batches where the matchup is clear to keep the fight moving.
Regigigas’s opening scene triggered during the approach. The party is unchanged and fully healed from the saved checkpoint; the recording metadata now accounts for that short walk. The first attempt is starting.
The opening worked: Aegislash gained its Attack boost and brought Stakataka down to its Focus Sash without taking damage. I’m finishing it with Shadow Sneak, then reassessing the next opponent under Trick Room.
Aegislash has beaten Stakataka and Mega Tyranitar, though Tyranitar hit hard. Regirock is next; I’m using King’s Shield to weaken its physical attack before bringing in Swampert.
Regirock chose Rock Slide, which Swampert resisted, and Waterfall knocked it out in one hit. Trick Room has ended. Regice is out now; Mawile’s Steel typing and physical damage are the next answer.
Regigigas is switching aggressively: Regice and then Registeel came in before our attacks. That means Regirock’s knockout wasn’t confirmed—I misread that transition. I’m restoring Aegislash for Registeel, where its typing and Sacred Sword are a strong fit.
Aegislash has its Attack boost back, but Registeel’s Iron Head flinched it on the attack turn. It still has enough health to try Sacred Sword again; I’m watching that matchup one turn at a time.
Registeel is down. Sylveon is facing Regigigas now, with the field boosting Moonblast. I’m using the seed’s recharge turn for Calm Mind before attacking.
Regigigas’s stat drops disrupted Sylveon’s setup. I’m trying Aegislash against its Normal attack, then using King’s Shield to check the follow-up.
Regigigas knocked out Aegislash and Amoonguss. I’m bringing in Mega Mawile, which resists its physical attacks and is immune to Spacial Rend, and using our remaining Ultra Potion to give it room to fight.
I’m resetting this attempt. The key correction is to bring Amoonguss in immediately when Regigigas appears: Spore during its recharge turn, then Clear Smog to remove the seed boosts. This attempt will remain in the journey video.
The retry checkpoint is now saved directly below the boss. I’ll keep Aegislash’s boost through more of the fight and use Amoonguss early against Regigigas. The new usage pool is only6%used.
Stakataka is down again. The opening is now running in guarded batches; I’m keeping Aegislash in for Tyranitar and Regirock so it retains its Attack boost.
The faster line worked: Aegislash has defeated Stakataka, Tyranitar, Regirock and Regice. I’m healing it during Registeel’s recharge turn, then finishing that matchup before the Spore plan.
Registeel is down despite several flinches. The whole team is still available, and Amoonguss is entering on Regigigas’s recharge turn as planned.
Spore and Clear Smog both landed. Regigigas’s seed boosts are gone, and Mawile is coming in at full health with Intimidate before Mega Evolving.
Regigigas is beaten on attempt2, with all six Pokémon still available. Removing its boosts made the difference. The immediate wild encounter is next; I’m preserving it for capture.
The reset is active, with 91% remaining in the new pool. Regigigas’s trainer battle is won; I’m finishing its capture, then reconciling the recording before continuing.
The wild Regigigas is safely in the capture phase. I’m using False Swipe and sleep, then I’ll save and finish the Regigigas video segment.
Regigigas is down to 1 HP. Amoonguss will handle sleep and healing while the guarded capture script throws balls.
Regigigas hits hard after Slow Start wears off, but sleep and Synthesis are keeping the capture under control. The trainer win used one Full Restore; capture supplies are tracked separately.
The first four balls failed. Regigigas is still at 1 HP, and I’m renewing sleep and healing before the next batch.
The capture is taking several balls. Amoonguss still has healing available, with Cresselia ready to take over if needed.
Regigigas knocked out Amoonguss before its last heal. Cresselia is taking over; Moonlight restores most of its HP on this field, so the capture can continue.
Cresselia is holding comfortably against Regigigas. I’m continuing the bounded ball sequence and checking HP after every turn.
I’m adjusting the capture plan to conserve healing PP and restore Amoonguss for sleep. Regigigas has spent many turns attacking, so I want the improved catch chance back before it runs low on moves.
Amoonguss is revived. I’m bringing sleep back, then using Cresselia to absorb attacks while throwing the remaining Ultra Balls.
Sleep is restored, and Regigigas remains at 1 HP. I’m taking the next few capture chances before switching again.
Regigigas is caught. Both the trainer victory and the one-time capture are secured; I’m saving now and finishing the recording and major-fight archive.
The save is verified, with Regigigas stored in Box2. I also fixed an OCR mismatch in the capture helper’s “box was full” message handling. I’m pausing gameplay briefly to reconcile this recording.
The recording is rendering. Regigigas completed this tier’s quest counter, so the next Nightclub progression should raise the cap to120; I’ll place the video23/24 split at that transition.
The edited journey keeps both attempts, the reset, the victory, and the capture. I’m checking the remaining frame-gap samples and the major-fight panel before publishing.
Video23 has been updated and its previous footage verified unchanged. Regigigas’s winning attempt is now rendering for the separate major-fight compilation, with two attempts and one Full Restore recorded on the panel.
The Regigigas panel and victory boundaries pass review. The source has short frame gaps during turbo animations, which are documented; the reviewed fight outcomes and capture remain visible. I’m completing publication, then resuming travel.
Both videos are published and verified, and consumed source files are cleaned up. I’m resuming from the saved Regigigas arena, heading out to heal and restock before the next tier.
Smeargle offered to help after Regigigas, and that story scene is complete. I’m retracing the solved platforms toward Spinel Town.
The return path is blocked by the puzzle’s current pillar positions. I’m checking the switch routes and will adjust the pillars through the normal controls.
The pillar route is open again. While the travel queue runs, I’m checking the next tier’s story triggers and supply options so preparation stays focused.
We’re out of the New World. Next is a Center visit, bringing Zapdos back for Fly, and replacing the capture supplies we used.
The team is healed. The next story lead is a haunting at Vanhanen Castle. I’m keeping Aegislash and the sleep/support core, and bringing Zapdos back in Sylveon’s slot for travel.
The reset is active, with 84% remaining in the new pool. I’m continuing from the healed team at Spinel, then heading toward the next postgame quest.
Zapdos is back in the party. I’m heading to the Nightclub; its next level-cap increase will mark the start of video 24.
The next major fight is a double battle against Radomus and Gardevoir, with twelve opposing Pokémon. I’ll prepare for that before entering the castle. I’m also closing video 23 here, just before the cap increase.
Video 23’s final segment passed the edit review. The next matchup calls for more preparation: Bisharp can punish Intimidate, and Cloyster can sweep after Shell Smash. I’m checking the available training fights before settling the team.
The cap is now 120, and video 24 is recording. The updated training script is running against Friday’s Grand Hall trainer to earn levels, candy, and money. For the castle fight, I’m planning around Zapdos with Swampert, plus Trick Room support for Mawile.
The first training fight is won, earning 12 XL candies. The script handled it in about two minutes. I’m running two more rounds, then spending the candy and teaching Cresselia Trick Room.
Three training wins have earned 36 XL candies. I’m checking the boxed Fire types before spending them; the castle team has several Steel Pokémon, so a strong Fire attacker could save considerable time in the fight.
Arcanine is already trained in HP and Special Attack, with Intimidate, Flamethrower, and Morning Sun. It’s a good fit here. I’m bringing it up to 120 for this fight and temporarily resting Amoonguss.
Training is progressing without losses. I’ve also checked the Chess Board rules for the castle fight: party order affects each Pokémon’s bonuses, and Trick Room lasts eight turns there. I’m arranging the team to take advantage of both.
Five training wins are complete, with 60 XL candies banked and no losses. That is enough to raise the revised team to 120. I’m finishing the move changes and supplies before heading to the castle.
Arcanine is now level 120, and the rest of the team is nearly finished. The candy calculation leaves nine XL candies in reserve. After the move changes and restock, I’ll go straight to the castle.
All six Pokémon are now level 120 and healed. Cresselia has learned Trick Room; Mawile’s Swords Dance and Arcanine’s Charcoal are the remaining build changes. Then it’s supplies and the castle.
The castle team is ready and saved: Swampert, Zapdos, Mawile, Arcanine, Aegislash, and Cresselia, all level 120. I’m restocking emergency healing, then traveling to a checkpoint just before the battle’s story trigger.
Supplies are restocked, and the team has reached Vanhanen Castle. The completed gym puzzles remain open, so the route to the arena is clear. I’ll pause before the trigger to finalize the preparation footage, then start the fight.
The level-120 team is ready at the castle. I’m finishing the preparation footage checks, then starting Radomus and Gardevoir. The reset pool currently has 76% remaining.
Video 24’s opening is finalized and backed up. The castle encounter has begun with a lengthy story scene; the battle script will stop at the first command screen for review.
The opening plan pairs Earthquake with Discharge: Swampert and Zapdos are immune to each other’s attacks. Arcanine covers the opposing Steel types, while Cresselia’s Trick Room supports our slower reserves.
The opening knocked out Bisharp and Cloyster, though Cloyster took down Zapdos. Arcanine is in against Kartana; I’m bringing Cresselia alongside it to set up Trick Room.
Trick Room is active, and Mega Mawile has knocked out Escavalier. One Full Restore kept Mawile in play; Cresselia is still healthy enough to support the next turns.
Alakazam and Diggersby are down. Tsareena blocks priority attacks, so I’ve switched Mawile out for Aegislash and healed Cresselia before dealing with this pair.
Seven of their twelve Pokémon are down. I’ve brought Arcanine back with a Revive so it and Aegislash can focus on Tsareena before Trick Room expires.
Gardevoir is down. Swampert and Aegislash combined to finish it through Hyper Voice; only Samurott and Aggron remain.
Aggron survived Sacred Sword with very little HP. Cresselia is healed, and Aegislash can try to finish Aggron with Shadow Sneak while Cresselia attacks Samurott.
Radomus and Gardevoir are beaten on the first attempt. The team used three Full Restores and one Revive. I’ll finish the aftermath, save, and add the victory to the postgame compilation.
The castle quest is saved in Reborn City. I’m checking the edited battle and its team panel now. Next, I’ll heal and open the new Nightclub assignments.
The victory is published as chapter 11 of the postgame compilation, and both archives are verified. I’m continuing with the new assignments; Volcanion is a promising addition for future Fire and Water coverage, so I’ll aim to catch it.
Amoonguss is now level 120, and Mawile has False Swipe again. I’m restocking Timer Balls before heading to Chrysolia Springs; Volcanion’s encounter is a direct wild battle.
I’m continuing from the prepared capture team. The route helper stopped safely at an unavailable Fly destination; I’m checking the nearby route into Chrysolia Springs before moving on.
The reset pool is at 31% used, so there’s plenty of room to continue. I’m taking the Spinel route to the springs and keeping the capture team intact.
I found an important correction in the installed event: Volcanion does have an anomaly trainer battle before the capture. I’m checking that full lineup and preparing its major-fight entry before triggering it.
The springs entrance is open now. Volcanion’s team relies heavily on boosted special attacks, so I’m planning around that rather than treating this as a simple catching trip. The walkthrough confirms the battle-to-capture sequence.
I’m making one team adjustment before the anomaly: Sylveon’s spread Fairy attack is much more useful against its three dragons than Aegislash here. I’ll bring Sylveon up to the cap, then return with both the battle and capture roles covered.
Sylveon’s saved set is Moonblast and Misty Terrain, not Hyper Voice as I’d recalled. That still gives us a useful answer: Misty Terrain can replace the dangerous field, and Moonblast covers the dragons.
One quick training round will supply the missing candy for Sylveon. I’ve also mapped the two boulder pushes into the springs, so the return route can run as a short verified sequence.
The training script is progressing normally, with no items needed so far. Recording is healthy, and I’m keeping the remaining disk space under watch while we finish this encounter.
The training round is finishing. I’m also tightening the two-action battle helper’s recognition of Mawile’s name, so routine OCR variations won’t keep interrupting otherwise valid commands.
Sylveon is now level 120. Its trained special defense and Misty Terrain give this team a much better matchup; the next steps are the verified return route and a save immediately before Volcanion.
Training is complete without any consumable battle items. Sylveon is healed, and I’m equipping the seed that raises its special defense when Misty Terrain activates before heading back into the springs.
The final team is ready and on its way back. I’ll preserve a fresh pre-battle save, then handle the anomaly and its immediate capture as one recorded sequence.
We’re inside the springs and across the first pool. The route is now down to two short boulder pushes before the pre-battle save.
Strength is activated. I’m verifying each boulder’s saved position, then stopping beside Volcanion to register the exact team and first attempt.
The pre-Volcanion save is verified, with everyone fully healed at level 120. I’m starting the first attempt with Sylveon and Zapdos, using Misty Terrain to remove the field advantage.
Misty Terrain is up, and Discharge paralyzed Tornadus. Dragonite chose Light Screen, giving us a safe opening to build Sylveon’s special attack while Zapdos keeps pressure on both opponents.
Tornadus is down and Volcanion has entered. The mist was removed, and Discharge also paralyzed Sylveon; I’m clearing that status and switching to targeted attacks so we can keep Sylveon’s setup.
Dragonite is down as well. I’m bringing Cresselia beside Swampert now: that lets Swampert hit both Volcanion and Steel Silvally with Earthquake without damaging its partner.
Volcanion’s boosted Steam Eruption knocked out Swampert before it could attack. I’m stabilizing with the two bulky special defenders and restoring Misty Terrain before bringing Swampert back.
This attempt has collapsed before Trick Room could go up. I’m resetting to the verified pre-battle save and changing the opening: we need to remove the heat permanently before Volcanion enters, rather than rely on temporary Misty Terrain.
Walrein is already trained in HP and special defense from earlier preparation. I’ll bring it up to level 120 and use its Surf/Blizzard field control alongside Cresselia’s Trick Room for the next attempt.
I’m back at the Grand Hall. The trainer helper needs a fresh map checkpoint after the reload, so I’m refreshing that state before the short candy round and Walrein swap.
The replacement plan is in preparation, with the second candy round underway. Walrein will keep the same HP/special-defense training it already has; only its level needs bringing up.
The second training round is won, again without battle items. I’m swapping Walrein in and spending the candy now; the revised route script will handle the return and stop at a fresh pre-battle checkpoint.
Walrein is level 120 with 491 HP and 305 special defense. The team now has a dedicated field-control Pokémon instead of a second Fire-weak Steel type, while retaining Amoonguss for the capture.
The new team is on the return route. I’ll open with Blizzard and Trick Room while the leads are still out, then use Swampert once Volcanion enters without the heat-related boosts.
We’re back inside the springs. The retry team is fully healed, and the route helper is checking the boulders again rather than assuming their positions survived the reload.
Both boulder checks passed. I also corrected the upcoming capture’s music cue to the installed legendary battle track; the failed attempt will remain in the journey recording.
That opening worked: Blizzard cooled the field before Volcanion could benefit from it. Both Pokémon are still healthy, and I’m concentrating damage on Dragonite while Walrein hits both leads.
Dragonite is down, and the field is still neutral. This is the opening we wanted: Volcanion has entered without activating its seed, so I’m bringing Swampert in while Cresselia finishes Tornadus.
The field change held, but the opponents focused Swampert and knocked it out on the switch. I’m keeping the healthier pair in now and removing Tornadus before trying another switch.
Tornadus is down, and Discharge left Volcanion paralyzed in the red. I’m healing Zapdos for one more attack to remove Volcanion before dealing with Naganadel.
Volcanion is down. Hydreigon is now exposed to Sylveon’s Moonblast, while Zapdos uses Roost to stay in the fight.
Hydreigon is down; only Silvally and Naganadel remain. Walrein is back in, and I’m healing it before using Blizzard to pressure Naganadel.
Blizzard froze Naganadel. I’m using that opening to finish it and put Silvally to sleep, which should let us stabilize the remaining team before the capture.
Naganadel is down and Silvally is asleep. Cresselia has been revived for the capture; I’m healing Amoonguss while Walrein finishes the last opponent.
Silvally woke up before Amoonguss could heal. I’m restoring Amoonguss for the capture and using Cresselia’s recovery while we close out the fight.
Silvally is nearly finished. Walrein fell before its last attack, so I’m closing with Cresselia and restoring Amoonguss’s health for the wild encounter.
Silvally survived on a sliver of health. I’m using Giga Drain for the finish while Cresselia recovers, so we enter the capture with a healthy tank available.
Anomaly Volcanion is beaten on the second attempt. I’m moving straight into the capture and keeping the trainer and wild-battle footage separately marked for editing.
The wild Volcanion is underway with Cresselia at high health. I’m weakening it carefully, then I’ll use Amoonguss’s Spore and Timer Balls to secure the catch.
Volcanion is weakened into yellow health. I’m healing Amoonguss and setting up Trick Room so it can use Spore before Volcanion attacks.
Amoonguss is in safely, and Volcanion’s special attacks are now much weaker. The bounded capture script is handling Spore, recovery, and Timer Balls, with stops for any unexpected state.
Volcanion has broken out of the first few Timer Balls. Amoonguss is keeping it asleep and recovering safely; I’ll clear the burn between capture batches if it hasn’t been caught yet.
Volcanion is caught—eight Timer Balls. I’m finishing the capture prompts, saving the completed quest, and then reconciling this recording before continuing.
The save confirms Volcanion is owned and the quest is complete. I’m pausing gameplay for the recording edit: both attempts stay in video 24, and the winning attempt becomes the next postgame major-fight chapter.
Volcanion is caught and saved. The edit has finished rendering; I’m checking the cuts and battle chapter before adding them to the archives, then I’ll heal and prepare the next quest. Usage is at 44% used in the current pool.
The sampled cuts preserve both Volcanion attempts and the capture. The successful battle used three Ultra Potions and two Revives; those totals will appear on its team panel. Walrein’s Blizzard removed the dangerous field and made the retry much more manageable.
I caught a panel error during review: Silvally’s Steel form was displaying a Normal badge. I’m correcting the type export for ability-based forms and re-rendering this chapter before publication.
Video 24 and the 12-chapter postgame compilation are verified and updated. I’m resuming from the saved capture now, with healing and Volcanion’s training next.
The reset pool is at 54% remaining. Volcanion’s capture and video chapter are finished; I’m healing the team and training it before taking on the next quest.
I’m adding Volcanion as a trained special attacker. Water Absorb also gives the team a useful switch-in against Water moves. The current team needs a full heal before training starts.
The team is healed, and I’m swapping Volcanion into the lead for training. The training script will stop on unexpected encounters and verify the saved EV totals after each block.
Volcanion has perfect HP and special-attack IVs, so it’s a good investment. I’m training those two stats and checking the next quest’s battle sequence while the script runs.
The next lead is Victini near Victory Road. That quest includes a puzzle and gathering ingredients, which gives us a useful objective after training without immediately committing to another major battle.
I’m speeding up the safe grass encounters by checking after several short walking passes instead of after every pass. Battle decisions will still use the visible screen, and I’ll verify the training totals in the save.
Volcanion now knows Flamethrower, giving it a reliable attack with more PP than Steam Eruption or Overheat. That also lets it safely train against the common Noctowl encounters instead of fleeing from them.
HP training is past halfway. The revised encounter loop is working, and I’m broadening the next block to other safe local matchups so we spend less time fleeing.
Volcanion’s HP training is verified at 252 EVs. I’m healing it, switching to special-attack training, then earning the candy needed to reach level 120.
The candy fight has a straightforward matchup plan: Amoonguss handles Swampert, and Zapdos handles the other three. I also adjusted the healing rule to avoid wasting turns on Roost when Zapdos can finish the opponent.
The game awarded experience for a knockout, but the script paused because turbo skipped the faint message between captured frames. I’ve added recognition of that visible experience message and am checking the saved EVs before resuming.
The special-attack block is nearly finished, and the saved checks agree with the knockout count. Volcanion will have both primary stats fully trained before I take it into a major fight.
Both EV targets are verified: 252 HP and 252 Special Attack. I’m now doing two short Grand Hall fights for level-up candy and funds to replenish Timer Balls and healing items.
The first candy fight is going as planned: Swampert, Charizard, and Sceptile each went down in one attack. Zapdos reached Gardevoir at full health.
The second fight hit an Ice Punch freeze. I’m switching Amoonguss out for Cresselia to finish Swampert without using items, and adding that fallback to the script.
Cresselia handled Swampert, and Zapdos has beaten Gardevoir without taking damage. The freeze fallback worked without items; I’ll collect the reward and finish Volcanion’s leveling after the last two Pokémon.
Volcanion is level 120 with 434 HP and 429 Special Attack, and the whole team is healed. I’m selling one spare Star Piece to restock, then taking Randall’s Victini lead.
Both candy fights are complete, and Volcanion’s level and stats are saved. There’s 47% usage remaining in this pool; I’ll continue through the quest and reserve the final 5% for saving, quitting, and archive cleanup.
Team preparation is complete. Once I’ve accepted the next quest, I’ll reconcile this recording at that natural pause, keep the game open, and start the next capture before heading into Victory Road.
Randall’s lead is accepted and saved. We have 12 Timer Balls, 21 Ultra Balls, and eight Ultra Potions. I’m editing the completed preparation footage now, then continuing toward Victini.
Volcanion is trained to level 120, and Victini’s quest is accepted. I’m finishing the footage check before resuming; the current pool has about 46% remaining.
The preparation footage is verified and added to video 24. I’m heading back into Victory Road for Victini, with the stronger Volcanion available for the quests afterward.
We’ve reached the west side of Victory Road. I’m following Bennett’s Victini sequence and using the game’s own puzzle help where available.
Bennett has joined the search. There’s one more gem puzzle before Victini’s area; I’m working through that sequence now.
The route ahead includes a long waterfall descent, so I’m preparing the needed field moves as we go. The recording is healthy, and all progress remains in video 24.
The puzzle is cleared, and Serra has joined Bennett. Victini’s quest now leads through a cave where we’ll gather ingredients to lure it closer.
Swampert now has Waterfall. I’m adding Rock Smash to Volcanion for the ingredient search, replacing its redundant Hydro Pump.
The exit also needs Rock Climb, so Swampert’s field moves are now being arranged to cover both the cliff and waterfall. No battles or losses so far in this leg.
We’re through Victory Road’s final cliff and descending into the new cave. Victini is still ahead; the team is healthy and the capture supplies are untouched.
Bennett’s ingredient list is confirmed. We already have the Pecha Berry, so there’s no need to catch a Wurmple; I’m collecting the remaining cave items.
The current pool has about 40% remaining. I’m continuing the Victini quest and checking the cave’s connecting passages so we can finish gathering its ingredients.
I found the missing connection: the forest uses hidden underpass animations that the route script didn’t recognize. The first crossing is now verified, and I’m continuing through the lower paths.
The lower lake route is open. I’m using Surf and Waterfall to reach the remaining ingredients, with a save planned before the Victini encounter.
The Balm Mushroom cave is reached. The route issue also exposed a stale Surf flag in the planning notes; saving refreshed it, so the scripts now distinguish the lake’s swimming routes from its walking platforms correctly.
The Mushroom is collected. I’m heading back to the forest entrance for the land routes to the apples and Rage Powder; the lake’s rock barriers make those quicker from above.
A wild Surskit interrupted the return trip; we escaped and used a Super Repel. The next route is queued through the forest entrance to the Tart Apple tree.
The Tart Apple is collected. I’ve also identified the drop that leads directly to the Sweet Apple, so the remaining work is Rage Powder, that apple, and the Berry Juice cave.
I’ve confirmed the Berry Juice cave is reached through Dive, which explains why the walking routes couldn’t enter it. The script is now handling the changing bridge levels while we collect Rage Powder.
Six ingredients are now secured, including both apples and the correct Rage Powder. I’m teaching Dive and taking the remaining underwater route to Berry Juice.
Saturday, October 10
The final route is now mapped through the underwater passages. I’ve added a small navigation helper for Aegir’s changing bridge levels to avoid the backtracking caused by stale route assumptions.
All seven ingredients are collected. I’m returning to Bennett to finish the curry, then I’ll save before trying to catch Victini.
The curry scene is complete, and the game is saved before Victini. I’m using Amoonguss’s sleep and healing moves to make the capture without spending recovery items.
Victini is asleep, and the first draining attack left it safely above low health. Amoonguss is healthy; I’m reducing Victini’s HP in short, checked batches before throwing balls.
Victini is now in red health. Inferno burned Amoonguss, so Cresselia took over safely. I’m using Trick Room to let Amoonguss put it back to sleep before it can attack again.
Victini is still in red health and asleep. I used one Full Heal to remove Amoonguss’s burn; the remaining capture sequence uses Synthesis and Timer Balls, with a guard that stops if its HP gets unsafe.
Victini woke and knocked out Amoonguss before it could heal. Zapdos has now paralyzed it, and Cresselia is taking over the Timer Ball attempts with Moonlight for recovery.
Victini was caught with the first Timer Ball. The encounter used one Full Heal; Amoonguss fainted, and the rest of the team is intact. I’m finishing the quest scene, then reconciling this recording.
The Victini quest is complete and saved back at the Nightclub. Usage is at 70% consumed, so there’s still room to continue. I’m pausing gameplay briefly to finalize video 24’s new footage, then I’ll heal the team and begin the next quest.
The footage checks look clean so far. I’m also checking the final music transition back to the Nightclub before appending this segment to video 24.
Video 24 now includes the completed Victini quest and capture. The full export passed decoding and preserved the previously published footage exactly. I’m resuming with a heal and the next postgame quest.
The team is healed. I’m bringing Mega Mawile back into the party before the Zeraora quest; its physical damage and priority should help reduce reliance on healing items in the trainer fights ahead.
The current usage pool has 26% remaining. I’m continuing with team preparation and the Zeraora quest, reserving the final 5% for saving, quitting, and finishing the recordings.
Mega Mawile is back in the party, and I’m restoring Swords Dance for the upcoming trainers. Their teams include several evasive and setup threats, so I’m preparing for those before entering the quest.
The Zeraora quest is underway. Arclight’s lead points to the old Railcave in Chrysolia; I’ve mapped the route and am keeping the travel and dialogue moving through guarded scripts.
The forest route has a blocked connection that the usual pathfinder cannot cross yet. I’m checking its scripted passage so the route helper can handle it without repeated trial-and-error walking.
The forest passage is open, and I’m through to the Railcave. A new helper is following the two-rock sequence and checking each room transition, which should keep this puzzle moving quickly.
The Railcave helper hit a repeated-room transition and lost its place in the sequence. I’m correcting it to check the puzzle’s saved progress after each doorway before choosing the next one.
The revised checks are working: the Railcave sequence is advancing correctly. I’m also planning to give Cresselia the Amulet Coin before the trainer battles, since cash is low and it is likely to see plenty of use.
The corrected Railcave route is nearly complete. The party is still fully healed; no battles have started during this section.
Arclight and Breslin have been reached. The next section is the electric-platform puzzle, followed by the poacher battles; the route is mapped in advance.
I’m entering the platform section now. The revised Railcave helper completed the route successfully, and its checks are saved for reuse.
Cresselia is now leading with the Amulet Coin. The party remains at full health, and I’m activating the pillars to open the path toward the trainers.
The first pillar is active, and I’m crossing the new platforms to reach the injured poacher. This section is progressing without battles or healing-item use.
Ein has been rescued. Arclight will provide free healing in the Deepwoods, so I can recover between the poacher fights without spending our limited healing items.
Three pillars are active. The route script is handling the platform jumps and renewing Repels as needed; I’m continuing toward the Deepwoods entrance.
Four pillars are active. I’m taking a short detour for a Max Repel on the route, then finishing the last two pillars. The trainer plan uses Cresselia, Volcanion, and Mega Mawile for the main matchups.
Five pillars are active, and the Max Repel has been collected. The final pillar requires a longer backtrack; the script is crossing it now.
All six pillars are active. I’m heading into the Deepwoods, speaking with Arclight, and saving before the first trainer. I’ll use bounded move scripts for straightforward turns and stop them when a switch or new threat needs a decision.
The platform route is complete. There’s 20% usage remaining in this pool, with gameplay still set to stop around 5% remaining. I’m using the remaining time for the trainer fights and quest progress.
Margo is next. I’ve saved beside Arclight. Cresselia will open with Trick Room, then use Psychic against Nidoking; I’ll switch to the appropriate counter as the rest of her team appears.
Nidoking is down. Trick Room is still active, and I’m bringing in Mega Mawile for Umbreon. No bag items used.
Mawile knocked out Umbreon in one hit, and Zapdos finished Crobat. Margo has three Pokémon left; Volcanion is coming in for Mega Houndoom. Still no bag items used.
Houndoom went down to Steam Eruption. Venusaur then knocked out Volcanion with Sludge Bomb, so I’m using Mawile’s Poison immunity to finish that matchup. Arclight can revive the team afterward.
Margo is beaten on the first attempt with no bag items. Amoonguss finished Shiftry with Clear Smog, removing its setup boost. I’m returning to Arclight for a full heal before the next poacher.
The team is fully healed, and Margo’s payout brought us to ₽22,574. I’m heading to Atreus next; Mawile has useful coverage against most of his team, with Cresselia handling Nidoqueen.
Nidoqueen is down, with Cresselia still healthy. Mawile is taking Umbreon again; I’ll use its coverage and priority moves to keep the remaining turns moving.
Mawile has beaten Umbreon, Mightyena, and Mega Gengar. Gengar left it low, so I’m using one Ultra Potion to keep it in for Cradily, then setting up Swords Dance.
Atreus is beaten on the first attempt: one Ultra Potion, no fainted teammates. Mawile finished the last five Pokémon, including Sucker Punch finishes against Mega Gengar and Sceptile. I’m healing before Willow.
I’m switching the lead to Swampert for Willow’s Muk. For the rest of her Poison-heavy team, I’ll use Volcanion and Cresselia where they have the better matchup, with Mawile reserved for Absol.
Swampert knocked out Muk in one Earthquake without taking damage. Volcanion is handling Victreebel next.
Victreebel knocked out Volcanion, but Mawile finished it safely. Swampert is back in for Swalot; no bag items have been used in this fight.
The current pool is at 87% used. I’m continuing the Willow fight, with enough reserve to finish the recording and save before reaching 5% remaining.
Swalot and Weezing are down. Cresselia handled Weezing in two hits; Mawile is coming in for Absol.
Absol fell to one Play Rough. Vileplume’s Hidden Power knocked out Mawile, so Cresselia is finishing the fight. Arclight can heal the whole team afterward.
Vileplume is down. Swalot had switched out earlier and is Willow’s last Pokémon; Cresselia can finish it. There’s also a nearby healing shard before Shannon, which saves a long walk back.
Willow is beaten on the first attempt, with no bag items used. All three poachers are cleared. I’ve saved and am heading to the healing shard and Shannon.
The healing shard restored all six Pokémon. I’m saving a fresh checkpoint before Shannon; this keeps any retry limited to her fight.
Shannon is the last fight before Zeraora joins us. I’m using short, guarded move sequences so the battle keeps moving while still stopping for switches and dangerous HP levels.
Cresselia weakened Exploud enough for Mawile to finish with priority. After that, our Water attackers cover most of Shannon’s team, with Mawile reserved for Mega Sceptile.
Exploud and Hippowdon are down. Volcanion took out Hippowdon in one hit and is handling Mudsdale next.
Mudsdale is down. Darmanitan used U-turn to bring in Sceptile, so I’m switching Swampert out and putting Mawile on that matchup.
Sceptile hit harder than expected and knocked out Mawile. I also made a poor move choice with Spore against a Grass type. I’m correcting that by healing Volcanion for the next switch.
Overheat left Sceptile barely standing. I’m reviving Mawile to finish it with Sucker Punch, then using Swampert against the two Fire types left.
Sceptile is down. Thunder Wave missed Darmanitan and Zapdos fainted, so Swampert is taking over directly. We still have the saved entry checkpoint if this attempt fails.
Swampert knocked out Darmanitan. Marowak is the last opponent; Mawile’s priority damage should put it within range of Swampert’s Waterfall.
Shannon is beaten on the first attempt. Swampert finished with 91 HP; the fight used one Ultra Potion and one Revive. I’m saving the win and collecting Zeraora before the recording break.
Zeraora has joined us at level 110 and was sent to Box 2. I’m returning to the Nightclub, saving, and reconciling this session’s footage—including all four fights—before continuing.
The recording is rendering with the correct postgame battle music and the Nightclub return cue. The completed battle logs confirm the item totals: zero for Margo and Willow, one Ultra Potion for Atreus, and one Ultra Potion plus one Revive for Shannon.
Usage is at 91% used. The export passed decoding and audio checks. I’m reviewing the cuts and joins now; afterward I’ll use the remaining gameplay time for healing and supplies before the final save and quit.
Zeraora is obtained and saved. I’m finishing the recording review, then I’ll heal and restock the team before saving, quitting, and finalizing the archive near the 5% reserve.
The Zeraora recording passed review and is now appended to Video 24. All four trainers were beaten on the first attempt; Shannon’s fight took about nine minutes. I’m doing the final team recovery and supplies now.
The team is fully healed. I’m replenishing Repels and a modest supply of healing items, then using the spare PP Up on Volcanion’s Steam Eruption for future fights.
Supplies are ready: 30 Super Repels, 20 Ultra Potions, and 10 Revives. Steam Eruption now has six PP. I’m saving and closing the game, then checking the final short recording and pushing the updated handoff.
The game is saved and fully closed at the Grand Hall. The final recording has passed decoding and audio checks; only its visual review and the handoff push remain.
Video 24 is verified through the final save, with its earlier footage unchanged. The completed sources were cleaned up after verification. Usage is at 94% used, so I’m finishing the backup push with roughly 6% remaining.
The save and video archives are complete. The Git push hit a transport error; I’m retrying it with a larger request buffer before ending the session.
Stopped at 5% usage remaining.
- Obtained Zeraora; all four quest trainers beaten first try.
- Team healed and restocked; saved and fully quit at Grand Hall.
- Recordings edited, verified, and appended to Video 24; consumed sources cleaned up.
- Save and handoff pushed successfully:
eb5bde98.
About 21 GiB disk space remains free.