Task 26

October 10, 2026 · 05:35–14:16 EDT · 8h 41m 02s · Sessions 266–272 · 234 messages

Saturday, October 10

  1. I’ll check the reset, resume from the Grand Hall save, and continue until roughly 5% remains, leaving time to save, quit, and finalize the recordings.

  2. The reset is confirmed at 0% used. I’m checking the remaining level-120 quest leads and their battles before choosing the next route.

  3. I’ll take the Celebi lead next. First, I’m moving Arcanine’s unused Charcoal to Volcanion to improve its fire damage without spending money or adding training time.

  4. The reset is confirmed, with 98% remaining. I’ve reached Simon’s Celebi quest; I’m preparing for its consecutive battles and will reserve the final 5% for saving, quitting, and finishing the recordings.

  5. Celebi’s quest leads into a five-battle sequence. The team has strong answers to most of it; I’m checking the route and preparing for sleep effects before committing.

  6. We’re in Agate City. I’m finding the shortest legal dive route to the portal so we can avoid retracing the old waterfall route.

  7. The source confirms normal pauses between Celebi’s battles, so I’ll use in-game saves where available. I’ve also registered all five fights for the major-fight archive, with their exact installed teams.

  8. The team is healed, and we’re crossing Agate’s waterfalls toward the portal. For the first double battle, I’ll lead Cresselia and Mawile: Trick Room gives Mawile room to attack before the faster opponents.

  9. Underwater movement is slower than ordinary walking, and some quick taps were being missed. I’ve added an optional delay for those routes so the script can travel in larger, verified batches.

  10. The adjusted movement completed its first 84-step underwater section exactly. We’re through the portal and heading to the forest, where I’ll collect the water needed to help Celebi.

  11. The underwater crossing is complete. The larger batches stayed on course, so I’ll keep using that timing for slow movement. Next is Celebi’s forest scene, followed by the first battle.

  12. We’ve surfaced and are moving through the forest. The route script is renewing Repels as needed; no extra battles or captures are slowing the trip.

  13. The water is collected, and I’ve saved in the forest. I’m approaching Celebi now; after its scene, I’ll make the final lead adjustment before Taube.

  14. I’m adding two useful moves from TMs we already own: Rock Slide for Swampert’s flying matchups, and Flash Cannon for Volcanion against fairies. They’ll replace field moves that aren’t needed in the upcoming sequence.

  15. Celebi has accepted the water. I’m finishing the move changes and setting Mawile beside Cresselia before following it through the next portal.

  16. Swampert has learned Rock Slide. The Flash Cannon menu hit a minor OCR mismatch; I’ve corrected that recognition case and resumed the normal teaching sequence.

  17. Both move upgrades are complete, and the prepared team is saved. Celebi has led us out of the forest; I’m continuing its story into the first battle.

  18. Elias is accompanying us on this route. The story is setting up Celebi’s trip into the past; the battle preparation is finished, so I’ll proceed as soon as the dialogue ends.

  19. We’re entering the past with Elias. The team and supplies are saved at the departure point, so a setback won’t require repeating the forest route.

  20. We’ve reached Taube’s temple. His introduction is still running; I’m keeping it recorded and advancing it automatically, with the script set to stop before any battle commands.

  21. Taube has explained how to draw Celebi’s scattered fragments together. His introductory scene is nearly finished; the next step is his double battle.

  22. Taube’s battle is starting. I’ll use Trick Room with Cresselia and Mega Evolve Mawile, then work through his support pair before the heavier attackers arrive.

  23. Trick Room is up, Mawile has Mega Evolved, and both are still healthy. I’ve also re-enabled the game’s battle-only turbo and verified its on-screen indicator to keep turns moving quickly.

  24. Taube is down to Lucario and Ribombee. Mawile took out several threats before falling; Cresselia is untouched, and I’m bringing in Volcanion to finish.

  25. Taube is beaten on the first attempt, with no battle items used. Cresselia stayed at full health; I’ll revive Mawile and prepare Volcanion’s sleep protection for the Celebi fight.

  26. I’m restoring the team between fights and giving Volcanion Safety Goggles. That blocks Celebi’s powder moves, letting its fire attacks do the main work instead of repeatedly curing sleep.

  27. The first fight’s item count is confirmed: zero battle items. Between fights, recovery uses one Revive and three Ultra Potions; I’m keeping those separate from the battle’s archive tally.

  28. The team is fully restored and Volcanion has its goggles. I’m finding the garden’s approach tile, then saving immediately before Celebi’s battle.

  29. Celebi’s battle is starting with everyone healed. Volcanion is leading with Safety Goggles; I’ll use its fire attacks and watch for Baton Pass or stat boosts that change the matchup.

  30. The first Celebi is down, but its Leaf Blade hit Volcanion much harder than expected. I’m switching to Zapdos for the next one; its resistances should give us a safer way through.

  31. Zapdos is wearing down the draining Celebi and has paralyzed it with Static. I’m using Fly to avoid attacks during the airborne turn and preserve our healing supplies.

  32. Two Celebi are down. Mega Mawile has safely used Swords Dance against the special attacker; its boosted Sucker Punch should let us take down the remaining threats before they attack.

  33. Mawile’s setup is paying off: it has knocked out two Celebi without taking further damage. Two remain, and we still have healthy reserves.

  34. Celebi is beaten on the first attempt. No Pokémon fainted, and the only battle item was one X Sp. Atk. Mawile finished the last four with Sucker Punch; I’m saving this milestone and reconciling the recording before the next fight.

  35. The milestone is saved. I’m checking the edited footage and the two major-fight clips now, including a late boundary marker after Celebi’s victory, before resuming play.

  36. The reset is confirmed, and I’m continuing toward 5% remaining. Taube and Anomaly Celebi are beaten; I’m finishing the recording edit before resuming the Celebi quest.

  37. Both wins are preserved. I found a short idle pause after Celebi’s victory and am trimming it while correcting the battle clip and music endpoints.

  38. The edited joins look clean so far. I’m also checking the long time-travel scene’s music cue, then I’ll restore the team and face Elena.

  39. I’m continuing from the Celebi victory, finishing the recovery items before Elena and closing out the last recording’s fight edits alongside play.

  40. The team is recovered, with Cresselia and Mawile leading for Elena’s doubles battle. Taube’s finished clip also passed the visual check; I’m publishing it and preparing the Celebi clip.

  41. Celebi has brought us to the past Elite Four. Elena’s introduction is underway; the plan is Trick Room plus Mega Mawile to turn her fast team’s speed against it.

  42. The previous session’s journey and both major fights are now rendered and reviewed. I also fixed two small automation issues—an OCR spacing mismatch after healing and a dialogue-limit argument—so routine preparation should need fewer interruptions.

  43. Elena’s scene is nearly finished. I’m saving before the fight so a loss can restart here, and the next team is already planned; no extra training appears necessary for this matchup.

  44. Elena’s battle has started. The recording is healthy, and there’s about 21 GB free after removing only the previous session’s verified source files.

  45. The opener is ready. Two stale automation guards delayed input, but no turn was spent; I’ve corrected the battle identification and am continuing with the planned setup.

  46. The setup worked cleanly: Trick Room is active and Mega Mawile has its attack boost, with both leads still healthy. I’m focusing Dragonite first.

  47. Dragonite fell in one hit. Marowak is the main threat to Mawile, so I’m using the last Sucker Punch to remove it before it can attack; the Max Ether can replenish that move afterward.

  48. Marowak is down, but Drifblim knocked out Mawile in return. Swampert is in now; I’m concentrating on Drifblim while Trick Room still gives us the first moves.

  49. Drifblim’s wind-boosted attacks and Mega Salamence’s spread attack overwhelmed that line. I’m resetting to the pre-fight save and changing the target order: remove Drifblim first, while leaving the less dangerous Dragonite on the field.

  50. The retry is underway with the same team. The change is tactical rather than more items: eliminate Drifblim before its boosted attacks can build pressure, then use Mawile to handle the replacements.

  51. The revised order worked: Drifblim is gone before landing an attack. That removes the source of the first attempt’s collapse, and Mawile still has its boost.

  52. Dragonite paralyzed Mawile, so Cresselia is using one Full Heal while Mawile attacks Marowak. This protects the attack without giving up the boost or our Trick Room position.

  53. Mega Salamence is down before attacking. Dragonite is repeatedly spreading paralysis, so I’m removing it next; the remaining two are much easier for our healthy reserves to cover.

  54. Only Decidueye and Aerodactyl remain. Mawile is still at full health, so I’m finishing with direct attacks while Cresselia tries to recover.

  55. Aerodactyl is down. Cresselia fainted, but Volcanion and Mawile now face the last Decidueye, with three more healthy teammates behind them.

  56. Elena is beaten on attempt two. The winning run used two Full Heals; changing the target order was the key. I’m recovering the team and continuing Celebi’s route toward Amethyst.

  57. Recovery is underway. For Amethyst’s mostly Fairy team, I’m putting Mawile in front and planning to set up on her Ninetales, then use Steel attacks rather than trade damage across the whole party.

  58. The team’s HP is restored apart from small amounts on Volcanion and Zapdos. I’m also replenishing Mawile’s Sucker Punch before the remaining time-travel fights.

  59. Mawile’s Sucker Punch is replenished, and we’re moving to the next time period. I’m using the bounded dialogue helper for these linear scenes so travel doesn’t dominate the session.

  60. We’ve reached Amethyst’s time period. The next battle is a normal singles fight, and I’ll take a fresh checkpoint immediately before its trigger.

  61. Amethyst’s battle trigger is recorded and the pre-fight save is secured. Mawile has enough PP for the planned sweep, with Volcanion’s boosted Flash Cannon available as backup on this field.

  62. Amethyst uses nicknamed Pokémon, so I’ve matched the battle guards to those visible names. Mawile is now starting its setup against Shimmer, her Alolan Ninetales.

  63. Mawile has two Swords Dances set up. Ninetales’s field-boosted Moonblast hits harder than usual, but Mawile can survive another and remove it with Iron Head; I’ll reassess before the next opponent.

  64. Ninetales is down, leaving Mawile low on HP but heavily boosted. Primarina is next; I’m using priority Sucker Punch before committing to a switch.

  65. Primarina survived the priority hit, and Mawile is down. Volcanion is taking over with a special-attack boost; its Water immunity and Fire typing make it our best remaining matchup here.

  66. Primarina’s Assault Vest plus Aurora Veil is blunting our damage. I’m switching to Cresselia to outlast the screen and use Moonlight, rather than spend healing items repeatedly on Volcanion.

  67. Cresselia can recover faster than Primarina damages it, and the screen is expiring. I’m alternating recovery and Psychic to finish this matchup without more bag items.

  68. This attempt has become a poor trade of teammates. I’m restarting with a specific fix: teach Mawile Brick Break to remove Aurora Veil, then add speed during the opening so Primarina cannot attack first. That should avoid the long defensive exchange.

  69. The speed check confirms the fix: one X Speed puts Mawile ahead of Primarina. Brick Break replaces Play Rough for this fight, while Iron Head, Sucker Punch and Swords Dance stay available.

  70. I’m also giving Cresselia Calm Mind in place of Trick Room for this singles matchup. That provides a second route through Amethyst’s special attackers instead of relying entirely on Mawile’s opening.

  71. Both move changes are in place. The retry now has a defined opening, and Cresselia’s Calm Mind gives us a reliable backup if Mawile cannot finish the later matchups.

  72. The second attempt is at its opening turn. I also tightened the intro recorder’s name matching so the game’s rapidly displayed challenge card no longer stalls entry.

  73. Brick Break removed the screen and knocked out Ninetales. Amethyst chose Whimsicott next, so I’m taking the free switch to Amoonguss: it ignores Leech Seed and threatens Whimsicott with a four-times-effective Poison attack.

  74. Amoonguss removed Whimsicott in two hits. Sylveon is next, so Cresselia is coming in to build Calm Mind boosts through its Wish and Protect turns.

  75. Calm Mind is working: Sylveon’s damage has dropped enough for Moonlight to keep Cresselia healthy. I’m taking the last available boost, then attacking.

  76. Sylveon used Yawn, so I’m curing sleep while keeping Cresselia’s boosts. Its damage is now manageable; the main task is getting the finishing hit between Protect turns.

  77. Cresselia is awake and keeping its boosts. Sylveon protected the earlier attack, so I’m restoring HP before trying the two-hit finish again.

  78. Sylveon is down. Absol is next; I’m using Zapdos to paralyze it so we can attack before its powerful Dark moves, while preserving Cresselia for the final opponents.

  79. Absol’s Z-Move is spent and it is down. Primarina and Lopunny are the last two; I’m bringing Swampert in for physical damage against Primarina’s Assault Vest.

  80. Swampert took nearly half of Primarina’s HP. I’m using its remaining turn to wake Cresselia on the bench, then Volcanion can finish Primarina and leave Cresselia ready for Lopunny.

  81. Primarina is nearly finished. Another Moonblast lowered Volcanion’s Special Attack, so I’m keeping Cresselia ready to take the final hit if needed instead of spending items to preserve Volcanion.

  82. Primarina is down. Only Lopunny remains, and Cresselia is awake with enough HP and recovery PP to handle its physical attacks.

  83. Amethyst is beaten on attempt two. Cresselia survived the last Return at 10 HP and finished Lopunny. The winning attempt used one X Speed and two Awakenings; the screen-breaking move and Calm Mind backup made the difference.

  84. The Amethyst aftermath is finished and saved. I’m pausing gameplay to reconcile this recording and both victories, then I’ll resume with recovery and the final Celebi-route fight.

  85. The session has exported to about eight and a half minutes after removing idle time. I’m checking the cuts and battle music transitions, with both failed attempts retained in the journey and only the two wins going into the major-fight compilation.

  86. The cuts preserve both attempts and the full victories. I’m tightening the battle clip boundaries so the compilation includes the introductions but stops before the following story dialogue.

  87. Video 24 is updated and verified. Next is future Shelly: Mawile can use the Fairy Tale field’s stronger Swords Dance to set up a sweep. I’m restoring the team and saving before the fight.

  88. The healing batch is running through the normal menus while Elena’s battle export verifies. The next fight’s plan is ready, including the two seeded Pokémon whose first-turn protection needs to be respected.

  89. The team is recovered, and both battle videos are published with their attempt and item counts. Celebi is taking us to the future; I’m working through that story sequence next.

  90. We’ve reached the future League and saved there. I’ve added a bounded script for the hall’s story triggers so walking and dialogue can proceed with fewer pauses; it stops before Shelly’s battle.

  91. The hall script is now advancing correctly through the short conversations. The completed archives and current checkpoint are also backed up to the private repository.

  92. Shelly’s introduction is playing now. After this fight and Celebi’s return, I’ll get the team fully healed and replenish supplies before choosing the next quest.

  93. We’re saved immediately before Shelly. Mawile will build its defense, attack, and speed against her lead, then aim to clear the team with Iron Head and Sucker Punch.

  94. Mawile has its defense boost and is still at full health. Shelly’s opening gives us room to set up as planned.

  95. Setup is complete, with Mawile still at 270/336 HP. I’m letting the bounded battle script execute the reviewed attacks; it will stop if the matchup or health falls outside the plan.

  96. Mawile has knocked out five of Shelly’s six Pokémon. Her last Pokémon is protected by a seed on entry, so I’m spending that turn safely before the final attack.

  97. Shelly is beaten on the first attempt. Mawile swept all six, with no healing items or fainted teammates; the only battle items were one X Defend and two X Speeds.

  98. Celebi is ready to join us. I’m keeping it, then heading back for healing and supplies. The next lead is Diancie beneath Aegir Cave; I’m checking that encounter before committing the team.

  99. The Diancie encounter pairs it with a heavily reinforced Aegislash. I’m preparing Altaria’s Perish Song alongside Mienshao’s Wide Guard, which gives us a way to handle both without trying to outdamage their enormous HP.

  100. Celebi is secured, and I’m finishing the team preparation for Diancie. The next step is to train Altaria and bring Mienshao’s Wide Guard so we can handle the encounter with fewer recovery items.

  101. The supply purchase is nearly finished. I’ve confirmed that both Diancie and its partner can be affected by Perish Song; the preparation now is about keeping our team alive through the countdown and ready to catch Diancie afterward.

  102. The route also includes a Cain battle before Diancie, so I’m checking that team as part of the same preparation. Altaria and Mienshao will cover the anomaly encounter, while Mawile remains our main answer for the trainer fight.

  103. Altaria needs 22 XL candies to reach 120, but we have 17. I’m using 16 to reach level 116, where its HP and Defense should let it survive Aegislash’s ordinary hit long enough to use Perish Song.

  104. Altaria is now level 116. I’m finishing Dive on Swampert, then we’ll take the Diancie quest and return to Aegir Cave. I’ll finalize the current recording at this preparation break so the Shelly win is safely archived before the next major sequence.

  105. The team is saved and healed. I’m checking the recording cuts and Shelly’s battle boundaries now; her first-attempt win will be added to both video 24 and the major-fight compilation.

  106. Diancie’s quest isn’t available yet—I planned from a later quest entry. The Nightclub currently offers Meloetta, Hoopa, and the Glass Workstation mission. I’m taking Meloetta next; Altaria’s training will remain useful for Diancie when it opens.

  107. Shelly’s win and the Celebi quest are now published and verified, and the consumed recording files have been cleaned up. We’re heading into Meloetta’s three-on-three tournament, which lets us choose a team for each round.

  108. I’ll continue the Meloetta tournament from the current position and monitor usage so there’s room to save, quit, and finish the recordings at 5% remaining.

  109. The crowd passage is clear. This tournament uses three Pokémon per round and heals the full team afterward, so I can tailor each lineup without relying on a large item stock.

  110. The tournament introduction is still playing. I’ve checked the upcoming teams and prepared a three-Pokémon selection helper to reduce menu time between rounds.

  111. The first opponent has Leavanny, Kommo-o, and Exploud. I’m opening with Mega Mawile, with Cresselia and Swampert as backup, then adjusting to the field the wheel gives us.

  112. The selection helper caught a difference between the tournament menu and the normal party menu. I corrected its navigation; the chosen team is unchanged, and we’re entering round one.

  113. Mawile knocked out Leavanny but fell to Kommo-o after taking a heavy hit. Cresselia is coming in for the four-times-effective Moonblast; Swampert is still healthy for the last Pokémon.

  114. The Cave field boosts Kommo-o’s sound attacks, making this round tougher than the team matchup suggested. Cresselia has stabilized after two healing items; I’m building its defenses now so it can finish the round without further bag use.

  115. Cave-boosted Boomburst overwhelmed Cresselia. I’m using Mawile’s priority attack to salvage this round, then I’ll bring Volcanion back into the team before continuing—the next opponents are better handled with direct type advantages.

  116. Round one is won. I’m making a short trip to the nearby PC for Volcanion; its Safety Goggles also block the robot Breloom’s Spore later in the tournament. Usage is at 44%, so there’s plenty of room to continue.

  117. I’m also bringing Sylveon back. Its special bulk and Misty Terrain give us a safer answer to Julia’s Electric team and a way to replace troublesome random fields. Volcanion will handle the later Steel-heavy round.

  118. The revised team is ready. Sylveon will lead against Julia, while Amoonguss and Swampert cover Rotom and the Electric attacks. The next-round script now handles registration and team selection, stopping when the battle commands appear.

  119. Sylveon has established Misty Terrain and Calm Mind. Draining Kiss should now let it recover health while attacking, so I’m keeping the next few turns focused on that rather than spending healing items.

  120. Galvantula is down, and Sylveon survived Rotom’s Z-Move. Its speed boost lets it move first against the remaining team; I’m renewing Misty Terrain, then finishing with Moonblast and Draining Kiss.

  121. Julia is beaten with no bag items used. Sylveon handled all three Pokémon and recovered to over half health. Next is the Steel-heavy team, where Swampert and Volcanion have the stronger matchups.

  122. The finale has a Baton Pass chain that can accumulate stat boosts. Volcanion can relearn Haze, so I’ll add that before the finale to clear those boosts in one move.

  123. This round rolled Water Surface, which disables Ground attacks but greatly strengthens Surf. I’ve switched Swampert’s plan accordingly and am saving Volcanion for the robot Breloom.

  124. Volcanion beat the robot Breloom in two attacks, with Steam Eruption’s burn reducing the damage it took. Only Magearna remains in this round.

  125. Round three is won, again without bag items. Swampert’s boosted Surf finished Magearna. I’m moving on to the Ringmaster with Cresselia’s physical bulk and Volcanion’s Water immunity.

  126. The Short-Circuit field helped this time: Flash Cannon gained an Electric effect and Volcanion beat Primarina without taking damage. Blaziken is the last opponent, with Cresselia and Swampert still available as backup.

  127. The Ringmaster is beaten with no bag items used. Volcanion survived Blaziken’s two Superpowers and finished it. Cass is the final tournament opponent; usage is now at 50%.

  128. I’m checking Cass’s alternate roster before entering the final tournament round. Petting Glaceon earlier unlocked that team, so Mawile looks well suited to lead.

  129. Cass opened with Aurora Veil. Mawile is setting up safely; Brick Break will remove the veil when Cinccino comes in.

  130. Cass is beaten, and the tournament is complete on the first attempt. Mawile finished the last two opponents with Sucker Punch, using no bag items. I’ll save, reconcile this recording, and prepare for Meloetta’s doubles battle.

  131. The recording is rendering now. For Meloetta, I’m planning around its Baton Pass boosts: Haze on Volcanion and Dazzling Gleam on Sylveon. I’m checking the quickest way to obtain the Heart Scale needed for Haze.

  132. Sylveon now knows Dazzling Gleam. I found an uncollected Heart Scale in an underwater room at Azurine Lake, so I’m taking a short collection trip while checking the tournament edit.

  133. The tournament footage is published in video 24, with the earlier footage verified unchanged. Usage is at 53%. I’m crossing Azurine Lake now, then returning to the circus for Haze and the anomaly fight.

  134. The lake’s rock rings require surfacing between underwater sections. I’ve identified the blocked crossing and am routing through the outer lake to reach the Heart Scale room.

  135. The usage reset is reflected in the account. I’m continuing the team preparation for Meloetta, then moving on through the remaining postgame quests, with cleanup reserved before 5% remaining.

  136. The route is now through the lake’s blocked sections. Volcanion’s Haze will give us a reliable way to clear the finale’s stat boosts, while Sylveon can replace the field and attack both opponents.

  137. The Heart Scale is collected. I’m returning to teach Haze and restore Amoonguss to the team; the five tournament rounds are already finalized in video 24.

  138. The finale plan also accounts for the capture immediately after the boss. I’m keeping the team healthy and preserving a save before entry so a failed attempt won’t require repeating the tournament.

  139. Amoonguss is back in the party, and the move tutor is teaching Haze now. The lake detour is finished; next is the saved, prepared attempt at Meloetta.

  140. The tutor briefly selected Mist because a rapid keypress was missed; the confirmation guard caught it before spending the Heart Scale. Haze is now selected, and I’ve slowed that menu sequence to prevent repeats.

  141. The final team is set: Volcanion and Sylveon lead, with Mawile, Cresselia, Amoonguss, and Swampert in reserve. All six are healthy; I’m saving before the gondola.

  142. Meloetta has moved into the gondola. The prepared save is being finalized, and the recording remains healthy.

  143. The Meloetta finale has begun. The tournament archive and prepared checkpoint are also backed up in the private repository.

  144. The opening worked: Sylveon replaced the Inverse field with Misty Terrain, and both leads are still at full health. I’m clearing Furret’s seed boosts before attacking.

  145. The opponent is cycling boosted Pokémon through Baton Pass. Haze is doing its job; I’m resetting the boosts and field again before targeting the exposed Malamar and Glaceon.

  146. Glaceon’s boosted Blizzard knocked out both leads after Malamar restored Inverse Terrain. I’m adapting with Cresselia and Amoonguss, whose typing is much safer on this field.

  147. Cresselia can remove Malamar with Psychic on Inverse Terrain, but the opposing spread attacks are overwhelming the rest of the team. Mienshao’s Wide Guard is a better answer to both Blizzard and Hyper Voice; I’m checking that option before committing more resources to this attempt.

  148. The double Blizzard confirms that Wide Guard is essential here. I’m resetting to the prepared save and replacing a reserve with Mienshao; this failed attempt will remain in the full journey video.

  149. The revised opener is precise: Mienshao uses Fake Out on Furret to stop Follow Me, letting Cresselia hit Malamar with Psychic after the field inversion. Wide Guard then protects both allies from the ice team’s spread attacks.

  150. Mienshao is ready with Fake Out and Wide Guard. The next attempt will use those tools to prevent damage, rather than trying to heal through repeated Blizzards.

  151. Attempt two is underway with Cresselia and Mienshao. The prepared save is intact, and the recording is capturing both attempts.

  152. Malamar changed tactics against the new lead and knocked Mienshao out directly. I’m pausing retries to raise Mienshao to the cap and improve its bulk; Wide Guard is useful, but the current level-106 build is too fragile.

  153. The Nightclub’s BP shop offers bulk candies and EV training items. That gives us a much faster route to a durable level-120 Mienshao than grinding wild battles.

  154. I found an even quicker improvement: EV Tuners can transfer Mienshao’s existing Attack and Speed training directly into HP and Special Defense. I’m also stocking Heart Scales and PP medicine here for future team changes.

  155. The live shop shows 0 BP—the handoff’s compact “5930” note meant variable 593 was zero, not a balance of 5,930. I’m correcting that and checking the quickest repeatable way to earn the training supplies.

  156. A Theme Team win awards 4 BP. Two wins will fund the key rebuild: enough candies to reach level 120, two EV swaps, and a defensive mint. I’m preparing Volcanion for Shelly’s Forest team.

  157. I’m at the Theme Team selector with Volcanion leading. Shelly’s Forest roster is fully reviewed; this is a repeatable supply battle, separate from the completed story fight.

  158. The Forest option is locked, so I selected Shelly’s reviewed Water Surface team instead. Volcanion covers the opening Vikavolt and Armaldo, and Zapdos has favorable matchups against the remaining four.

  159. Vikavolt is down. Amoonguss safely absorbed Araquanid’s status attempt and is setting up a safe switch to Zapdos.

  160. Araquanid survived Discharge and took Zapdos down, so this matchup needs one extra weakening hit before the switch on future runs. Mienshao is finishing it off; the rest of the team is still available.

  161. Pinsir is down. I’m using Amoonguss to control Armaldo, then preserving Volcanion for the remaining bugs. This team is less efficient to farm than expected, so I’ll use what we learn here to choose the next supply battle.

  162. Armaldo is slowing the fight with Aqua Ring. I’m switching to Cresselia’s stronger special attacks rather than continuing the low-damage exchange.

  163. Cresselia has the matchup under control now. I’m finishing its setup and using Moonlight to stay healthy, so it can carry the remaining opponents without consuming bag items.

  164. Armaldo is down, and Cresselia survived Golisopod’s First Impression and healed back up. It is now boosted enough to finish the last two Pokémon.

  165. Shelly is defeated, and the 4 BP reward is confirmed. I’m saving this milestone and closing the current recording for editing before starting the next capture.

  166. I’m continuing from the saved Nightclub position, with the recording running. I’ll finish the current archive review while earning the BP needed to strengthen Mienshao for the Meloetta fight.

  167. The archive cut is just an unchanged replacement menu before a reset; both failed attempts remain in the video. For the next BP battle, I’m trying Luna’s Fairy Tale team with Mega Mawile, which has a much better matchup than our last training fight.

  168. Mawile is taking little damage from Luna’s lead, giving us room to set up. I’m also checking the previous recording’s cuts and joins while the battle animations run.

  169. Mawile has knocked out Muk, Hoopa, and Hydreigon. Hydreigon hit hard, so I’ll heal while Bisharp’s entry shield is active, then continue the sweep.

  170. Bisharp hit much harder than expected after the heal. Mawile still has its Attack boosts, so I’m using Sucker Punch to move first.

  171. Bisharp and Mega Absol are down; Weavile is Luna’s last Pokémon. I’ve also finished checking the previous recording’s edit joins. The remaining video work is correcting two battle-music start points before publication.

  172. Luna is beaten, earning another 4 BP. I’m using the rewards to make Mienshao a durable level-120 Wide Guard supporter before returning to Meloetta. Usage is at 70%, leaving 25 percentage points before the stopping threshold.

  173. The previous footage is published in Video 24, with its existing footage verified unchanged; the reviewed raw files are cleaned up. The training purchases are underway: 24 XL candies, EV Tuners, and a Careful Mint.

  174. Mienshao is now level 120. I’m putting its former Speed investment into Defense: Psycho Cut caused the last failure, while Wide Guard will handle spread attacks such as Blizzard.

  175. Mienshao now has 365 HP and 235 Defense, up from 256 HP and 141 Defense. I’m returning to Meloetta with that bulk and a revised opening: flinch Furret, then use Moonblast on Malamar while the field is normal.

  176. The team is ready, and the latest save and archive notes are backed up to Git. I’m approaching the finale now; the next attempt will test whether the added bulk keeps Wide Guard available through the opening.

  177. Mienshao survived Psycho Cut, but only barely, and Moonblast did less damage than needed on this field. I’m switching Volcanion into that attack and giving Cresselia a chance to boost.

  178. The first Malamar is down. Celebi knocked out Volcanion, so Mawile is coming in to finish it with priority while Cresselia strengthens its special defenses.

  179. Celebi is down, but Abomasnow’s Focus Blast took out Mawile. Cresselia and Sylveon are now facing the two Ice attackers; I’m concentrating damage on Abomasnow to reduce the pressure.

  180. Abomasnow is down, and the second Malamar is nearly finished. Cresselia’s boosts are helping it hold on, though I’ve needed Full Restores to recover from Blizzard damage and a freeze.

  181. Both Malamar are now down. Mienshao is back at full health, so I can finally use Wide Guard while Cresselia attacks the remaining Ice types.

  182. Glaceon is down. The opponents switched to single-target attacks and knocked out Mienshao, so Amoonguss is taking over with Spore. Blaziken’s entry effect gives us a free turn to set that up.

  183. Blaziken is down, Ninetales is asleep, and Volcanion is back in. I’m dealing with Mega Absol next while protecting Cresselia’s accumulated boosts.

  184. Mega Absol and the physical-form Meloetta are down. Furret is the last Pokémon on that side; I’m clearing it so we can face the remaining opponents one at a time and recover before the capture.

  185. Cresselia has reached maximum Calm Mind boosts and recovered to full health. Furret’s side is cleared, and Mawile and Sylveon are revived. I’m working through the final three Pokémon now.

  186. Only Meloetta remains in the boss battle. It’s asleep and being worn down safely; I’m keeping Amoonguss healthy because the wild capture starts immediately afterward.

  187. The Meloetta finale is won. I’m continuing straight into the wild encounter to catch it, then I’ll save and reconcile this recording before moving on.

  188. Wild Meloetta is weakened and asleep. I’m throwing Timer Balls now, with the capture helper stopping whenever it wakes or Amoonguss needs healing.

  189. Meloetta was caught on the first Timer Ball and sent to Box 2. I’m saving the completed quest and closing this recording for editing, then I’ll check the next available objective.

  190. The save confirms Meloetta is secured. I’m returning to the nightclub to heal and check the remaining quests; usage is at 82%, leaving room for more progress before cleanup.

  191. The team is healed. I’m keeping Cresselia as the defensive core and checking the next quest’s lineup before choosing its partners. The Meloetta footage has also rendered successfully and is undergoing the usual cut and music checks.

  192. Meloetta’s recording has passed the cut review. I found a few delayed music markers at battle transitions and am correcting those before appending it to video 24.

  193. Video 24 now includes the complete Meloetta win and capture, with the earlier footage preserved exactly. I’m heading to Zero’s next mission; the team is healed and Zapdos is carrying Fly.

  194. Zero’s mission is to guard the Red and Blue Orbs aboard a train. I’m taking that quest next and will keep the save checkpoints outside any enforced battle sequences.

  195. The train mission is ready to board. Usage is at 86% used; I’ll continue and leave enough room to save, quit, and finalize the recording before reaching 95%.

  196. We’re aboard and the team is fully healed. I’m moving through the train investigation, with a save checkpoint in place before taking guard duty.

  197. The train has suffered a blackout. I’m following the investigation toward the engine car; no battle has started.

  198. Both orbs are missing. I’m checking the train’s engine and returning to the Chief to advance the investigation.

  199. The engine is damaged, and the Chief has ordered an investigation. I’m using the dialogue and navigation scripts to move through this section faster while checking each choice on screen.

  200. The return route through the train is nearly complete. Usage is at 87% used, so there’s still room to advance the quest before cleanup.

  201. The Red Orb has been found, and the passengers are being gathered in the dining car. Next is the accusation scene.

  202. The passengers have been searched, but the Blue Orb is still missing. I’m questioning the Chief himself before accusing anyone else.

  203. The Chief is responding to our suspicion. This branch is progressing without a passenger battle, and the recording remains healthy.

  204. The Blue Orb has turned up in our own bag. I’ve saved here and am advancing the reveal.

  205. The orb is confirmed in the bag, and the reveal scene is underway. I’m letting that scene finish before choosing the next checkpoint.

  206. The “Chief” was an impostor and has escaped through a portal. The passengers are being evacuated while we pursue him.

  207. We’ve reached the area beyond the portal. Corin-Rouge and Hoopa are the next major encounter; I’m setting the lead pair and preserving a fresh save before their fight.

  208. The approach triggered the introduction earlier than expected. I reloaded the portal save before battle so I can arrange the lead pair and capture the correct pre-fight roster.

  209. Mawile and Volcanion are now leading, with the team fully healed. New World boosts Steam Eruption and Moonblast, giving Volcanion, Cresselia, and Sylveon useful attacks against this roster.

  210. Corin-Rouge has revealed his partnership with Hoopa. The major-fight recording is armed with the full team snapshot; the battle introduction is now running.

  211. Klefki is down, and Carbink is at 1 HP after Sturdy. Gyarados has entered; I’m bringing Sylveon in to exploit the boosted Moonblast.

  212. Carbink is down. Stakataka has entered beside Mega Gyarados, so I’m switching Volcanion back in and using the opening to boost Mawile’s Attack.

  213. Stakataka’s Rock Slide knocked out Volcanion, and Mawile couldn’t finish its attack that turn. I’m bringing Amoonguss in to put Stakataka to sleep and regain control of the fight.

  214. Stakataka is asleep, though Mega Gyarados took down Mawile. Cresselia and Amoonguss are coming in together to use sleep and boosted Moonblast against Gyarados.

  215. Both opponents are asleep, and Moonblast has brought Mega Gyarados into finishing range. Amoonguss can finish it with Giga Drain while Cresselia boosts for the remaining team.

  216. Mega Gyarados is down. Liepard has locked Cresselia into Calm Mind, which gives us more boosts while Amoonguss keeps applying sleep.

  217. Stakataka is asleep again. Cresselia has three Calm Mind boosts; I’m healing Amoonguss and starting to clear Corin-Rouge’s remaining Pokémon.

  218. Liepard is down, and Delphox is next. Usage is at 91% used; I’m keeping the remaining budget focused on this fight and the final save and video work.

  219. Delphox used its Z-Move to knock out Amoonguss, but Cresselia survived and has it weakened. I’m reviving Amoonguss now so the sleep support remains available for Hoopa’s side.

  220. Rock Slide is repeatedly interrupting our attacks. I’m trying to put Delphox to sleep while Cresselia recovers, then deal with Stakataka.

  221. Cresselia has recovered. I’m restoring Mawile for priority attacks, which can get around Stakataka’s flinch pressure and help against Hoopa later.

  222. Delphox and Cacturne are down. Sandslash is Corin-Rouge’s last Pokémon; Stakataka remains the main obstacle on Hoopa’s side.

  223. Corin-Rouge’s entire team is defeated. With only Stakataka active now, I’m using the breathing room to recover a partner before the rest of Hoopa’s team enters.

  224. Mawile is back beside Cresselia. Usage is at 93% used, so this is the final battle attempt for this session; the remaining capacity needs to cover save-and-quit and archive cleanup.

  225. Stakataka is finally down. Dusknoir is now the only active opponent, so the repeated Rock Slide pressure is over.

  226. Dusknoir and Comfey are down. Only Sableye and Hoopa remain.

  227. Sableye knocked out Cresselia. Mawile is the last Pokémon standing, but it has a Swords Dance boost and resists Sableye’s Dark attacks. I’m healing it for the finish.

  228. Mawile has pushed Sableye below half health and gained another Attack boost during its recovery turn. I’m stabilizing Mawile’s HP so it can finish Sableye and use Sucker Punch against Hoopa.

  229. Won on the first attempt. Mawile finished Sableye and knocked out Hoopa with Sucker Punch. I’m saving and quitting now, then finalizing video 24 and adding this fight to the postgame major-fights compilation.

  230. The game is saved and fully closed. The winning fight used 5 Revives and 4 Ultra Potions. Usage has reached 95% used, so gameplay is finished; only recording verification and handoff cleanup remain.

  231. The cut review is complete. I’m checking the boss fight’s opening and ending, then publishing video 24 and the updated postgame battle compilation.

  232. Video 24 is published and passes a full decode check; its earlier footage is unchanged. The boss compilation is rendering with the correct team columns and the verified total of 5 Revives and 4 Ultra Potions.

  233. The new battle video looks correct. I’m finishing the compilation’s decode check and saving the handoff. The next session must heal immediately: Mawile survived, but the other five Pokémon are fainted.

  234. Stopped at 5% usage remaining.

    • Defeated Corin-Rouge & Hoopa on the first attempt.
    • Saved and fully quit the game.
    • Finalized and verified video 24 and the postgame battle compilation.
    • Cleaned recording sources and pushed the handoff.

    Next session: heal immediately, then continue the Hoopa pursuit. Hoopa hasn’t been caught yet.