Task 27
October 10, 2026 · 14:30–21:10 EDT Oct 11 · 30h 40m 08s · Sessions 273–308 · 946 messages
Saturday, October 10
I’ll resume from the saved Hoopa checkpoint, heal the team, and continue the pursuit. I’ll monitor usage across the reset and stop near 5% remaining in the next pool.
The recording is running. I’m collecting the healing shard before entering the next portal; the previous fight left the team too depleted to advance safely.
The team is fully healed. Corin has fled through another portal, and I’m following the chase toward Hoopa’s remaining encounter.
The chase crosses several old New World areas. I’m checking the portal approach against the installed map—the route helper is rejecting the direct path—before continuing to the next boss.
I found the routing issue: the return portal separates two walkable sections, so the route goes through the paired New World map. I’m taking that connection and recording the route for future visits.
I’m continuing the Hoopa chase. I’m mapping the connected portals so we can clear this navigation section quickly and get back to the fights.
The portal route is solved: five short crossings lead back to the chase exit. The team is fully healed, and the movement queue is running now.
The chase passes through a few more areas before Terra. I’ve checked her installed team so we can prepare for the actual fight rather than rely on a guide’s different version.
We’re through the last detour. Terra’s opener gives Cresselia a good setup opportunity, while Amoonguss covers Quagsire, whose Unaware ability ignores our boosts. I’ll save before the trigger and preserve the exact team for the major-fight video.
Terra’s field doubles Calm Mind’s effect, so Cresselia needs only three uses to reach maximum special boosts. That should make this much cleaner than relying on repeated healing items.
The remaining chase is mostly walking between portals. I’m using longer verified movement batches here; the recordings will trim the planning pauses while keeping the actual travel and story.
We’ve reached Anna’s next story scene. After this, the route leads straight to Terra’s area; the prebattle save and Cresselia setup are ready.
Anna’s scene is complete. We’re approaching Terra now, with Cresselia moving to the lead and a fresh save queued just outside the battle trigger.
We’re in Terra’s arena. Cresselia should handle most of her team; I’ll switch to Amoonguss for Quagsire if it appears, and adjust from the visible battle state.
The prebattle save is verified and Terra’s introduction is playing. This is the first attempt; the recording and team snapshot are both in place.
A densely packed dialogue line confused the old textbox detector. I fixed it to recognize the white margin, and the introduction is advancing again.
Cresselia reached maximum special boosts without taking any damage. Terra used those turns to set screens and Stealth Rock; we’re now attacking through the screens.
Terra switched Quagsire in to stop Cresselia’s boosted attacks. I’m bringing in Amoonguss, which resists Surf, ignores Toxic, and hits Quagsire’s fourfold Grass weakness.
Quagsire is down, and Amoonguss survived comfortably enough to switch out and recover with Regenerator. Terra is returning to Claydol, so Cresselia gets another safe setup window.
Cresselia is rebuilding its boosts while Claydol refreshes the screens. No bag items have been needed so far.
Claydol is down. Cresselia still has nearly full health and maximum boosts, so it’s staying in against Golurk.
Golurk is locked into Ice Punch, and its Light Screen has expired. I’m using Moonlight to restore Cresselia before finishing it, keeping the remaining team available for Swampert and Garchomp.
Golurk is down, and Mega Garchomp is out. Cresselia can take its Dragon Claw; I’m restoring enough health to finish it with Moonblast and preserve the boosts.
Mega Garchomp fell to one critical Moonblast. Swampert is the main remaining threat because its seed boosts critical hits, which bypass Cresselia’s defensive boosts. I’m using Cresselia’s damage now, with Mawile’s priority attack available to finish it.
Swampert knocked out Cresselia after being brought into priority range. Mawile is Mega Evolving to finish it with Sucker Punch; Palossand will be Terra’s last Pokémon.
Mawile finished Swampert and weakened Palossand before fainting. Volcanion is in position to finish the battle with Steam Eruption.
Terra is defeated on the first attempt, with no bag items used. Cresselia and Mawile fainted, but Volcanion finished Palossand cleanly. I’m closing the fight’s archive markers and continuing the Hoopa story.
The completed battle log confirms zero bag items. Terra’s follow-up scene is nearly finished; next I’ll collect Hoopa, heal the team, and reconcile this recording before the next quest.
The next portal is across water, and this battle team has no Surf user. I’m taking the nearby exit to heal and retrieve Swampert. I’ll also get a Remote PC so future team changes don’t require this backtracking.
The Remote PC costs Battle Points, and we currently have none, so that upgrade will wait. Swampert will stay in the travel team to cover Surf, Dive, and Waterfall.
The team is healed, Swampert is back in the party, and the save is verified. I’m pausing play briefly to finish this recording and add Terra’s victory to the postgame collection, then returning to Hoopa.
The recording is being trimmed and checked now. I’m verifying the story’s music changes and Terra’s full battle boundaries before publishing the updated videos.
Terra’s victory is intact, including every knockout and the ending. I found one travel cut that clipped a portal transition, so I’m correcting that before resuming Hoopa’s quest.
The corrected journey segment is ready. I’m adding Terra to the major-fights collection, then heading back with Swampert to cross the water and finish the Hoopa storyline.
Terra is now published as the twentieth postgame major fight: one attempt, no bag items. Recording has resumed, and I’m traveling back to collect Hoopa.
We’re back in the New World. Swampert can now carry us across the last pool; the remaining Hoopa sequence is dialogue and the Pokémon handover.
The Hoopa debrief is underway. I’m also checking the next quest’s battles so we can prepare before triggering them, rather than rely on recovery items after a bad matchup.
Hoopa’s handover is confirmed. I’ll keep it in the PC for future matchups, save this progress, and take Danielle’s Magearna lead next.
Hoopa is safely stored in Box 2, and the quest is saved as complete. The next lead sends us to the Glass Workstation; I’m arranging the needed travel move before heading there.
Swampert has Rock Climb again, replacing Dive. The team is fully healed, and I’ve prepared a checked route through the climbs and the already-open workstation entrance.
We’ve reached Route 4 and started the climb to the workstation. Flora’s quest includes a later battle; I’m keeping that trigger separate so we can save and set the lead beforehand.
The climb crossed a layered section that the ordinary route planner couldn’t handle. The existing layer-aware helper got us through, and we’re now approaching the workstation entrance.
The lift menu’s OCR missed the short floor labels and selected the current floor. I’ve tightened the choice helper so a partially read menu stops for review; I’m selecting B1F from the visible menu now.
Flora is on B2F, so I’m taking the lift one floor lower. Hoopa and the new travel move are saved; the next part is Flora’s investigation dialogue.
I’m resuming Flora’s investigation from the saved Glass Workstation checkpoint, with recording 274 still running. I’ll prepare the team and save before the next major fight.
The ordinary route helper can’t reach Flora across the raised floor. I’m checking the room’s stair route, then continuing the dialogue.
Flora’s introduction is underway. I’m following the PULSE investigation in order—Magnezone, Clawitzer, then Mr. Mime—and preparing Volcanion for her Grass team.
Flora is asking for help locating intact PULSE machines. I’ve checked the route to the old Mr. Mime chamber so we can move straight through after the first two visits.
The Mr. Mime scene leads directly into Flora’s battle. I’ll put Volcanion in front and save before that scene, so any retry starts there.
The Magnezone wreck is too damaged for Flora’s research. We’re moving on to Clawitzer, then the final investigation scene.
We’re back in Labradorra for the Clawitzer inspection. The team is still fully healed; Volcanion’s Safety Goggles will also protect it from Flora’s Sleep Powder.
A closer matchup check favors Mega Mawile as the lead: it resists all four of Tsareena’s moves and can use Swords Dance safely. Volcanion will handle the powder users, with Cresselia available for Venusaur.
The Clawitzer visit is finished. I’m saving with Mawile in front and heading to the Mr. Mime chamber; I’ll finalize this recording before starting the battle sequence.
Mawile is now leading and the preparation save is verified. I’m taking the stairs down from Clawitzer’s rooftop and entering the old LCCC chamber.
We’ve reached the LCCC approach. I’m also checking the investigation’s scripted music changes so the edit preserves its quiet sections and dialogue cues.
The checkpoint before Flora’s final scene is saved, and recording 274 is closed. I’m reviewing the cuts and restoring the scripted music before publishing it to video 24.
I found a cutscene the input-based edit shortened while the characters were moving automatically. I’m restoring that sequence and tightening its coordinate-popup cut before publishing.
The repaired edit passes review. Recording 274 adds about seven minutes to video 24, including Hoopa’s return and the PULSE investigation. Next is Flora’s final scene and battle.
Recording 275 is verified and running. The battle-entry team is preserved, and I’m advancing the final scene to Flora’s challenge.
Flora’s battle has begun, with the first attempt and entry team recorded. I’m opening with Mega Mawile and Swords Dance, then responding to her switches.
Tsareena is down. Flora is sending Rotom next, so I’m bringing in Cresselia to handle its special attacks and avoid burning Mawile.
Ferrothorn has come in against Cresselia. I’m switching to Volcanion to take advantage of its Fire weakness.
Volcanion knocked out Ferrothorn with one Flamethrower and is still at full health. Flora has four Pokémon left.
Mega Venusaur survived two Flamethrowers, but it’s badly weakened. I’m preserving Volcanion and bringing Cresselia back in to finish it with Psychic.
Venusaur is down. Rotom is returning, so Zapdos will take over; slowing it down should also give Volcanion a safer opening later.
Thunder Wave failed because Rotom is Electric-type—I overlooked that immunity. Amoonguss is the better matchup here: it resists both of Rotom’s attack types and can hit it with Clear Smog.
Volcanion absorbed Roserade’s hail-boosted Weather Ball safely. I’m using one Ultra Potion here so it can finish Roserade and remain available for the last two opponents.
Roserade’s Giga Drain did more damage than I allowed for and knocked Volcanion out. Mawile still has a strong matchup against it, and Zapdos and Amoonguss remain healthy enough to cover the remaining fight.
Rotom survived Sucker Punch and knocked Mawile out. I’m checking the remaining matchups carefully; before the upcoming partnered Elite Four run, I’ll rebuild the team around that whole sequence.
The bag has Revives but no Revival Herb. I’m restoring Volcanion for Roserade; I also fixed the item helper so a confirmed missing item won’t trigger a redundant second search.
Volcanion is back in with enough health to survive Roserade’s next hit. The Elite Four research is ready too: Flora uses a different three-Pokémon team each round, so I can choose our three to complement hers.
Roserade is down, leaving only Mismagius. Zapdos can resist its Grass attacks and use Fly without triggering Magic Bounce.
Flora is beaten on the first attempt. Zapdos finished Mismagius with Fly. That win used an Ultra Potion, a Revive, and a Full Restore; I’ll verify those totals against the completed battle log and prepare a stronger team before the Elite Four rematches.
The completed log confirms exactly three items used. I’ve saved the win and reached Ametrine City to heal and continue the Magearna investigation.
I found a useful reserve already trained for this: Gigalith has full HP and Attack EVs and only needs levels. I’m planning around Trick Room, spread attacks, and Sylveon’s Fairy coverage rather than taking the same six into every round.
Gigalith is now in the party. I’m running bounded Grand Hall training battles for the remaining experience, with automatic stops for low health or an unexpected matchup.
The first training round is going well: Braviary and Goodra each fell in one hit. An older helper stopped at the switch prompt after Goodra; I’m fixing that transition so the next rounds can run continuously.
Two training rounds are complete, with no items needed. One more will supply enough candy to bring Gigalith to level 120; then I’ll finish the moveset changes and reconcile this recording at the preparation pause.
The third training round is finished. We have enough candy for Gigalith’s level120 target, and I’m preparing the team for the partnered Elite Four rematches before continuing the Magearna quest.
Gigalith is now level120, with426 Attack. I’ll add Trick Room to Cresselia so our slower attackers can take advantage of it, then finish the recording edit while the team is safely between activities.
The team’s levels are ready. The rematches let us select three Pokémon for each fight, so I’m building complementary options for each field and treating the four battles as one uninterrupted challenge.
Cresselia has learned Trick Room. I’m saving this preparation checkpoint and finalizing session275, including Flora’s first-attempt victory, before starting the next capture.
The recording edit is rendering. Flora’s win is confirmed with three bag items used. I’m also checking the rematch scripts for healing and party-selection rules so we enter with a plan for the full sequence.
The reviewed cuts remove idle menus and coordinate overlays while retaining the battles and story scenes. The game also heals the selected party after each partnered battle, which makes the four-fight plan much less dependent on healing items.
Video24 has been updated and verified, with its previous footage preserved exactly. Flora’s separate major-fight chapter is next; its panel uses the actual entry team and the confirmed item totals.
I caught a long pause on Flora’s challenge screen that the automatic menu trim missed. I’m removing that hold from both exports before finishing publication; the battle introduction and every turn will remain.
The no-save tracking is ready for the three-member selections, and its tests reject changed saves, skipped rounds, and unproven team changes. I’m finishing the corrected video checks, then resuming team preparation.
The corrected Flora chapter now moves promptly from the challenge screen into battle. Both edits have passed visual review; the final archive check is running while I start the next recording and finish the team’s moves and held items.
Flora is now published as postgame major-fight chapter21. I’m moving Wide Lens onto Gigalith for Rock Slide accuracy and bringing Sylveon back for Fairy coverage and Misty Terrain.
The archive checks are complete, and about2GB of verified source media has been cleaned up. The PC helper stopped safely on two selection/OCR mismatches; Wide Lens has now been taken from Mienshao, and I’m completing the transfer through the normal menus.
Sylveon is back in the team, and Gigalith is holding Wide Lens. Next I’m restoring Mawile’s Play Rough and giving Cresselia the Magical Seed reserved for Elias’s Holy Field.
The team is ready: all six are level120, Mawile has Play Rough again, and Cresselia has Trick Room plus the seed for Elias. I’m heading to Charous Hall to meet Flora and enter the rematches.
Flora’s win and the team preparation are archived. We’re at Charous Hall for the partnered Elite Four rematches; I’ll treat all four as one run, with no saves between fights.
Each rematch lets us choose three Pokémon. For Heather, I’m opening with Cresselia to set Trick Room, then using Gigalith’s Rock Slide against her flying team.
The pre-entry save is secured and the no-save run has begun. All six are level 120, with the new moves and held items verified.
Heather’s introduction is underway. The first three are Cresselia, Gigalith, and Mawile; Flora supplies the other half of our doubles team.
The three-member selection is being recorded for the fight panel. After Heather, the next round can use a different three from the same six.
Heather has opened with Crobat and Landorus. Cresselia is setting Trick Room so our slower attackers—and Flora’s Ferrothorn—can move first.
Trick Room is up, and Ferrothorn has knocked out Crobat. Cresselia is attacking Landorus while it’s protected from Earthquake by Levitate.
Salamence is in. Mawile’s Intimidate has lowered both opponents’ Attack, and Trick Room is still active for a Mega Evolution and Play Rough.
Mawile knocked out Mega Salamence, and Ferrothorn finished Landorus on the same turn. Nidoking is next priority because Earth Power threatens Mawile.
Nidoking is down, but Gyarados knocked out Mawile. Gigalith is in at full health against Heather’s last two Pokémon, with Ferrothorn still healthy beside it.
Only Gyarados remains. It has gained two Moxie boosts, so I’m reviving Mawile as insurance while Ferrothorn attacks.
The reserve was needed: Gyarados’s Bounce knocked out Cresselia. Ferrothorn has damaged it, and Mawile is back to finish with Sucker Punch.
Heather is beaten on the first attempt. Ferrothorn landed the final hit; we used one Revive. Next is Laura’s Flower Garden field.
The rematch sequence heals the selected team after each win. For Laura I’m choosing Sylveon, Volcanion, and Mawile: Misty Terrain for the field, then fire and steel attacks.
We’ve reached Laura. I’m keeping the same no-save run going and recording each round’s selected team separately for the major-fights archive.
I fixed a navigation issue in the three-Pokémon selector: its extra Confirm button changes how the cursor wraps. The guard caught it before any selection was confirmed.
Laura opened with Cherrim and Venusaur in rain. Sylveon is replacing the Flower Garden with Misty Terrain before I bring in an attacker.
Laura’s physical Z-Move knocked out Sylveon before Misty Terrain could go up. Venusaur then gained three Attack and Special Attack stages, so I’m bringing in Volcanion to try to clear those boosts with Haze.
Volcanion couldn’t withstand the boosted Petal Blizzard, even after X Defend. Ferrothorn did remove Cherrim. I’m bringing in Mawile to lower Venusaur’s Attack and take it down.
Florges blocked Intimidate with Flower Veil, and a critical Petal Blizzard knocked out Mega Mawile. Flora’s team is still in the battle; I’m watching the outcome before declaring this run lost.
Laura ended the run. I’ll restart from before the Elite Four and fix the opening: Sylveon needs to survive long enough to use Misty Terrain. I’ll also replace Gigalith with Zapdos for Heather.
I’m making a preparation detour rather than repeating that opening. A Focus Sash will let Sylveon survive Cherrim’s first hit, and I’ll replenish the defensive items needed for the remaining rematches.
I’ve restored the pre-entry save and returned to Grand Hall. I’m changing the team before another attempt; the failed run will stay in the full journey and won’t enter the major-fights compilation.
There’s an uncollected Focus Sash in Tanzan Depths. Swampert is handling the water and climbing route, and the Crystal Key we already own can open the next passage.
The first partnered Elite Four attempt exposed a clear problem: Sylveon needs to survive Laura’s opening hit before changing the field. I’m securing a Focus Sash and tightening the team before retrying the full four-fight chain.
The cave entrance has an extra step: its unstable floor must be collapsed in a wild battle. I’m using Swampert’s Earthquake to open it, then following the crystal puzzle to the item.
I’m closing the current recording at this preparation checkpoint and reviewing its edit. The failed Elite Four run will remain in the journey video; only a completed winning chain belongs in the major-fights collection.
The recording review caught several extra pauses at battle menus and the defeat screen. I’m trimming those while keeping every attack, faint, and the full loss sequence.
I’ve preserved Heather’s full arrival animation and removed the extra menu holds. The cave detour is still in progress; I’m checking why its wild encounters aren’t appearing before spending more time walking in place.
Honey is producing encounters reliably. I need an opponent that survives the first Earthquake so the second can collapse the ceiling; the first Graveler fainted too quickly.
The latest journey segment is published and its temporary media is cleaned up. I’m continuing the item detour with a bounded encounter script, so the search runs while I work out the remaining cave puzzle.
I’m still preparing for the next Elite Four attempt. The cave detour should provide a Focus Sash so Sylveon can survive Laura’s opening attack and change the terrain; the encounter script is keeping that search moving.
An Onix with Sturdy survived the first Earthquake, giving us the second turn needed to collapse the cave floor. I’ve also solved the next room’s crystal puzzle from the installed map data, so that section should move quickly.
The floor has collapsed and the lower passage is open. Swampert can still use Rock Climb while fainted, so I’m continuing to the item without spending a revive on this detour.
There’s one additional gate: this cave has a second floor-collapse trigger that activates the crystal controls. I’ve located it in the map events and am checking the shortest route there before continuing.
The route to the upper cave is now running through a guarded navigation script. I also fixed a bag-navigation loop caused by stale item-order notes, which was slowing down routine item use.
The upper-floor trigger activates all three crystal rooms at once, so only one more cave battle is needed. The recordings remain healthy, with about 19 GB free, and the completed segment is already published and cleaned up.
I’m also adjusting the next battle plan around Speed: after Misty Terrain is up, a faster Volcanion can use Haze before Venusaur attacks again. That should address the boosted damage that ended the first attempt.
The recovery notes and completed video work are backed up and pushed. I’m crossing Tanzan Mountain toward the final collapse trigger; the next Elite Four attempt will use the Focus Sash, faster Haze, and Zapdos for Heather’s Gyarados.
The travel script has reached the upper Depths route and is renewing Repels automatically. Once the crystal controls are activated, both remaining puzzle solutions are ready to execute through normal game controls.
The first upper-cave encounter survived Earthquake but knocked itself out with recoil, so it didn’t provide the second turn. I’m looking for another Sturdy target; that worked reliably for the lower collapse.
I’m changing the cave setup to avoid relying on Sturdy: Volcanion can learn the weaker Bulldoze, letting a bulky wild Pokémon survive long enough for two uses. Overheat can be restored afterward.
Volcanion is learning Bulldoze now. This should make the collapse straightforward against Hippowdon or Durant, instead of spending more encounters on foes that Swampert defeats in one hit.
The weaker-move setup is ready. I’m finishing the encounter search, then the scripted return route will take us straight back to the crystal puzzles.
The second collapse succeeded. All crystal-room controls should now be available, and I’m heading back to solve the two rooms that lead to the Focus Sash.
The return route is progressing normally. I’m checking the later Elite Four rounds as well, especially Elias’s spread attacks, so the team is prepared for the whole chain before we enter again.
The first three crystal moves worked. I’m rolling over the recording at this pause, then continuing the puzzle while the previous segment is prepared for editing.
The first crystal puzzle is complete. I’m collecting the training item and moving to the Focus Sash puzzle; the previous recording is ready for its visual edit review.
I’m here. The progress updates lapsed; I’ll keep them coming. The first crystal puzzle is solved, and I’m continuing toward the Focus Sash while reviewing the last recording.
The saved checkpoint confirms the first puzzle cleared. The Ability Capsule is on a separate ledge, so I’ve moved into the next chamber first. I’m also checking that the recording cuts remove navigation pauses without cutting out gameplay.
The second puzzle’s first moves are correct, and the script is carrying out the remaining sequence. The recording review flagged several cuts near wild-battle introductions; I’m checking the raw footage before publishing.
The second puzzle is progressing normally. For the next tournament attempt, I’m planning to add a Prankster Meowstic: priority Misty Terrain should let us change Laura’s field before her opening attacks and setup, addressing what defeated the previous team.
The raw footage confirmed three send-out animations needed restoring, and those are now included. I also removed another minute of stationary pauses. The second puzzle is nearly finished; there’s an Amplifield Rock in the next chamber that could extend Meowstic’s terrain from five turns to eight.
The second puzzle is confirmed complete. The Focus Sash is on a ledge we can’t reach directly from the controls, so I’m tracing the adjoining entrances to collect it and the terrain item.
I found a mistake in the puzzle route: reaching the exit disables the controls, but the shortest route leaves a rock blocking the Focus Sash. I’ll account for item access in the next puzzle’s solution. The priority-terrain plan can still proceed without the sash.
I’m here. I’ll keep the updates coming while I finish the item route and prepare the stronger team for another full Elite Four attempt.
I’ll check the game and recording state, then resume the remaining puzzle steps and finish the pending video edit.
The recording stayed active through the interruption. The last puzzle route is running, and the reviewed footage is being appended to video 24. Afterward I’ll recruit a male Meowstic so priority Misty Terrain can protect the team at the start of Laura’s fight.
Video 24 now includes the previous session, with the older footage verified unchanged. I also freed about 680 MB of consumed sources. The final crystal puzzle is nearly solved; its Amplifield Rock will extend Misty Terrain for the next attempt.
All three crystal puzzles are solved. I’m collecting the terrain item, then heading back to Peridot to heal and catch the new team member.
The Amplifield Rock and Ability Capsule are collected. I’m leaving the caves now; the next step is catching Meowstic and checking its ability and moves before investing in training.
The item detour is complete. The installed mechanics confirm that one Ability Capsule lets us choose Prankster directly, and Amplifield Rock extends Misty Terrain from five turns to eight. That gives the revised Laura plan a much better opening.
The return route is progressing normally. I’m also switching the upcoming town navigation to the existing faster input helper, while keeping its position and recording checks enabled.
I’m back at Tanzan Cove and crossing to a spot where Fly is available. The game and recording remain healthy; the team preparation is still underway.
We’ve reached Peridot’s Pokémon Center. I’m healing, putting Zapdos in front for safe escapes and Thunder Wave, then searching the nearby alley for a male Espurr or Meowstic.
The healed checkpoint and completed video edit are backed up and pushed. I’m searching the alley now; Zapdos can paralyze the target without risking an accidental knockout.
The Repel has worn off and encounters have started. I’m keeping the search bounded and automatically fleeing non-targets; the first encounter was a Liepard.
Three non-target encounters so far, with Zapdos still at full health. The helper is handling the walking and escapes; it will stop as soon as Espurr or Meowstic appears so I can check its gender.
Found a level 55 male Meowstic. It’s the form we need, and its level means it should already know Misty Terrain. I’m attempting the capture now.
Caught him with the first Ultra Ball. I’m replacing Swampert’s travel slot, then checking his moves and ability before training.
Meowstic already knows Misty Terrain, and the Ability Capsule has changed him to Prankster. The game wouldn’t allow Swampert to be boxed from the capture screen because it knows field moves, so Sylveon is temporarily boxed; I’ll restore the intended party at a PC.
I’m building Meowstic’s bulk before the rematch. This version’s vitamins give 32 EVs each, so the available money can fund full HP and Special Defense training quickly. I’m also checking access to screen moves to give him useful support after setting terrain.
The department-store run is underway. I’ll use eight HP Ups and eight Zinc in total to max Meowstic’s bulk, then train his level and add a support move before returning to the tournament.
The vitamins are purchased, with roughly ₽153,000 left for supplies. I’m applying them now, then moving on to level training and the final party adjustments.
Meowstic’s HP training is applied. I corrected a bag-reading issue with Zinc and am finishing Special Defense next. The fixes are saved so future team preparation can reuse them.
Both vitamin batches are applied. I’m also shifting Volcanion and Mawile toward Special Defense to improve their chances against the later rounds, and giving Zapdos the owned Tech Glasses for extra damage.
Volcanion’s defensive EV swap is confirmed; Mawile’s adjustment and Zapdos’s held item are next. After stocking X Sp. Def, I’ll use the remaining Heart Scale for Meowstic’s Light Screen and train at the Grand Hall.
The EV Tuner was consumed by Volcanion’s swap; an older note had incorrectly described it as reusable. Mawile’s offensive EVs are unchanged. I’ll keep its stronger damage output and use Cresselia for the Noivern matchup.
The saved build confirms Meowstic’s max HP/Special Defense EVs, Prankster, and Amplifield Rock, plus Volcanion’s higher Special Defense and Zapdos’s Tech Glasses. I’ve rotated the recording at this checkpoint and will review the closed segment while continuing preparation.
I’m recovering the live game and recording state now, then continuing the team preparation for the next Elite Four attempt. I’ll keep progress updates coming as play resumes.
Meowstic’s Prankster, defensive training, and Light Screen are saved, and the recording is healthy. I’m heading to the Grand Hall for quick training rounds to bring it to level 120 before retrying the full gauntlet.
Anthony is the available training opponent today, so I’m using the existing guarded matchup script for his shorter team. The archive review also caught a trimmed send-out animation; I’m restoring that while training runs.
The first training round is progressing cleanly: Zapdos beat Braviary, and Mawile beat Goodra. Cresselia is handling Garchomp. The previous recording’s review is complete, with the missing animation restored, and it is being added to video 24.
Anthony’s first round is won, the party is healed, and we earned 12 XL candies. I’m running three more short rounds, then leveling Meowstic and restoring Sylveon to the final team. Video 24 is updated and verified through the previous recording.
The second training round is won as well. Meowstic is gaining experience along the way, and the matchup script is finishing these fights in about three minutes without using bag items.
We now have 34 XL candies, and the third round is underway. The new approach for Laura is ready: Prankster Misty Terrain will act before her opening attack, with eight turns of terrain from Amplifield Rock. That addresses the opening that defeated our previous team.
Three rounds are complete, with 46 XL candies collected. The fourth will cover the remaining leveling cost. After that, only the PC swap and medicine restock remain before the next Elite Four attempt.
All four training fights are won. Meowstic has reached level 60 naturally; the candy rewards will take it the rest of the way to 120. No losses or healing-item spending were needed during training.
Meowstic’s leveling is finished; I’m verifying the saved level-120 build and completing the final team swap. The preparation has stayed focused: priority terrain and screens for Meowstic, stronger special defense for Volcanion, and Zapdos replacing Gigalith.
The final six are assembled, and Meowstic’s saved stats check out at 402 HP with Prankster, Misty Terrain, and Light Screen. I’m finishing the restock and heading back to Charous Hall for attempt two.
We’re back at Charous Hall with all six at level 120 and fully healed. I’ll save once before entry, then run the four partnered battles without saving between them; a loss will restart the whole challenge.
The pre-entry save is secured, and attempt two has begun. Heather’s team will face Cresselia, Mawile, and Zapdos; I’m keeping Zapdos available for Gyarados and the faster late-fight threats.
Heather’s introduction is complete, and I’m confirming the selected trio. The next actions are the planned Trick Room opening and pressure on Landorus, while keeping Mawile and Zapdos for the matchups they handle best.
Trick Room is up, Crobat is down, and Landorus is nearly finished. Mawile’s Intimidate has weakened both opponents; I’m using Mega Mawile to remove Salamence now.
Salamence, Landorus, and Nidoking are down. Mawile fainted after taking out its targets; Zapdos is entering at full health now that Trick Room has ended.
Heather is beaten in seven turns, with no bag items used. Zapdos finished the fight while Cresselia remained in reserve. We’re continuing directly to Laura, where the new Meowstic opening gets its first test.
The challenge is still intact, and the party has been restored for the next round. I’m crossing to Laura with Meowstic, Mawile, and Volcanion selected for the upcoming fight.
Laura’s trio is confirmed: Meowstic first, Mawile second, Volcanion third. I’m opening with priority Misty Terrain to remove the garden advantage immediately.
Misty Terrain went up first, but Cherrim’s Z-Move changed it to Grassy Terrain, and both opponents focused Meowstic down. It still prevented Venusaur’s devastating Growth opening. I’m bringing in Mawile to take advantage of that safer board.
Cherrim is down. Venusaur put Mawile to sleep, so I switched to Safety Goggles Volcanion, which is protected from Sleep Powder. Flora’s Ferrothorn is still healthy and has brought Florges below half health.
I’m recovering the live battle and recording state now, then I’ll continue from the current turn.
Heather’s round is complete, and we’re still in Laura’s battle. Ferrothorn has knocked out Cherrim and Florges; I’m recovering our support Pokémon while it continues attacking.
The terrain plan was disrupted by Cherrim’s Z-move, which replaced Misty Terrain. Cherrim is now gone, so I’m reviving Meowstic to restore it without that interruption.
Ferrothorn has also knocked out Comfey. Venusaur’s boosted attacks are dangerous, so I’m keeping another Pokémon available before attempting the terrain change.
Laura has three Pokémon left. Ferrothorn is still healthy, but Venusaur has accumulated several boosts; I’m trying to create a safe opening for Volcanion’s Haze to clear them.
The bag helper is wasting time on a stale remembered menu route. I’m disabling that shortcut and using the visible item list so recovery turns stay responsive.
The menu recovery worked. Volcanion is back at full health; I’m watching this turn to see whether it can survive long enough to remove Venusaur’s boosts.
Venusaur knocked out Volcanion and then Ferrothorn. Flora is continuing with her remaining Pokémon, so I’m letting the battle finish before deciding the next attempt. The key adjustment is to use Light Screen before Cherrim’s Z-move, then replace the terrain afterward.
Laura won this attempt. I’m resetting the entire four-round challenge to the pre-entry save, as required, and rotating the recording at this pause. The next attempt will keep the same trained team but change Laura’s opening sequence.
Attempt three is loading, and the previous recording is being edited in parallel. I also found that resetting the game clears its battle speed setting, so I’ll explicitly re-enable it at the next battle.
We’re back at Heather’s team selection. The previous footage review has preserved the training, Heather victory, and Laura loss while removing long menu pauses and coordinate overlays.
Battle speed is now visibly enabled. Cresselia has set Trick Room successfully; I’m following the seven-turn Heather strategy that won the previous round without items.
This Heather round has diverged: Mawile was knocked out on the switch. I’m adapting with Cresselia and keeping Zapdos available for Gyarados, rather than repeating the previous moves blindly.
Salamence and Landorus are down. Zapdos is coming in for the remaining opponents. Recording 279 has now been published and verified, and its consumed source files have been cleaned up.
Heather is defeated. Flora finished the last exchanges after Zapdos fell, so the uninterrupted challenge is still alive. I’m moving straight to Laura with the revised opening.
The completed battle log confirms Cherrim’s Z-move is physical. I’m adjusting the opening to one X Defend, then priority Misty Terrain on turn two; that should protect Meowstic while letting Cherrim spend its Z-move first.
Laura’s third attempt has started. The revised opening is underway, and I’ve confirmed the later round uses a Rainbow Field, so I’m updating that plan before we reach it.
The new opening worked: Meowstic survived the Z-move and established Misty Terrain before fainting. Cherrim is gone, and Mawile can now enter without being put to sleep.
I’m checking the live battle and recording state, then continuing from the current turn.
Misty Terrain is working, but Venusaur’s earlier boosts still overwhelmed Mawile. I’m bringing in Volcanion to clear those boosts; Cherrim had survived on a sliver of HP, so my earlier knockout call was premature.
Haze cleared Venusaur’s boosts successfully. Volcanion is now attacking it while Ferrothorn pressures Florges; this is a much more manageable field than the previous attempt.
Florges is down. I’m healing Volcanion and keeping this attempt moving; the recording is healthy, and the previous session’s edited video is already published.
Comfey is down too, and Volcanion survived the healing turn comfortably. Laura now has Lilligant and Venusaur on the field; I’m concentrating damage on Venusaur before the terrain expires.
Lilligant’s Hidden Power and Venusaur’s Earthquake knocked out Volcanion before it could attack. Flora is finishing the battle with her remaining Pokémon; if this attempt fails, I’ll rebuild the Laura plan around removing Venusaur immediately rather than spending a turn boosting Mawile.
The attempt ended in a loss, and I’ve reset the entire four-fight challenge as required. The key problem is turn order: both opponents move before our attackers. I’m reviewing a Trick Room opening and closing this recording segment for editing while I prepare the next attempt.
I’m replacing Mawile with Cresselia for Laura. Cresselia is immune to Earthquake, resists Mist Ball, and can use Trick Room to let our slower side attack first. The next attempt is underway, with the last attempt’s footage being checked alongside it.
The fourth attempt is at Heather’s team selection. I’m keeping the proven opening there and reserving Cresselia’s defensive matchup for Laura. The failed attempt’s edit now preserves both battles and the reset, with stationary menu time removed.
Heather’s battle is underway with Trick Room established. Session 280 is fully edited, checked, and appended to video 24; its consumed source files have been cleaned up, and the existing video prefix was verified unchanged.
This Heather attempt is going better: Mawile entered safely, Mega Evolved, and knocked out Salamence. Crobat and Landorus are also gone, with Flora’s Ferrothorn still healthy.
Nidoking knocked out Mawile after Salamence fell. Zapdos is in; I’m protecting it against Nidoking’s special attacks for Trick Room’s final turn so it can attack once normal turn order returns.
Gyarados is nearly down, and Flora’s Rotom has joined the field. I’m reviving Cresselia to give us another answer to Nidoking while Zapdos draws the next attack.
Gyarados is gone. Cresselia is back after the revive, giving us a fresh attacker for the remaining Nidoking and Gengar.
Heather is beaten. Cresselia survived to finish the round, and we used two bag items: one X Sp. Def and one Revive. I’m proceeding to Laura without saving between rounds.
One useful adjustment before Laura: Misty Terrain does not protect airborne Cresselia from sleep. I’m transferring Safety Goggles to it through the normal menus, so the Trick Room plan also handles Sleep Powder.
The goggles transfer is complete. Cresselia now has both Earthquake immunity and protection from Sleep Powder; Volcanion will rely on Misty Terrain while it is active. We’re moving through Laura’s approach now.
Heather’s victory and the equipment change are recorded in the handoff. I’m paused at Laura’s team-selection screen, before confirming the battle, and reconciling the recording. The challenge remains intact with no save between rounds.
The recording segment is closed and its first edit is ready for review. I’m holding the game at Laura’s selection screen; no battle is running, and the current challenge has not been reset or saved.
Recovered and beat Heather on attempt 4. Paused before Laura at the usage boundary.
- Game remains open; no save between rounds.
- Recording stopped.
- Session 280 fully published; 281 edited, awaiting final review.
- Recovery notes committed and pushed.
I’ll check the game and usage state, restart recording, and continue from Laura’s team selection.
The game was exactly where we left it, and recording is running again. Laura’s battle has started with Meowstic, Cresselia, and Volcanion. I’ll stop gameplay at about 5% remaining in this pool.
Meowstic survived Bloom Doom and set Misty Terrain before fainting. Cresselia is coming in to establish Trick Room, with Safety Goggles protecting it from Sleep Powder.
I’m resuming the Laura battle and checking that the recording and previous video edit are intact.
The previous recording is edited and verified. Laura has lost Cherrim and Florges; Trick Room is giving Cresselia and Ferrothorn the first moves against her remaining team.
Lilligant and Venusaur are both weakened. I’m using Moonlight to keep Cresselia healthy while Ferrothorn finishes Lilligant.
Laura is down to Comfey and a badly weakened Venusaur. Cresselia is still healthy, and Volcanion remains available in reserve.
Venusaur is down. Only Comfey remains, with Flora’s fresh Mismagius now supporting Cresselia. The team change has made this attempt much more stable.
Laura is beaten. Cresselia’s Trick Room and Safety Goggles worked, and this win used just the opening X Defend. I’m continuing to Elias with the same uninterrupted gauntlet attempt.
I’m bringing Cresselia, Mawile, and Sylveon for Elias. Their Fairy attacks cover his Dragons, and Cresselia can set Trick Room if his opening pair calls for it.
The gauntlet record now contains both wins from this attempt. I’m moving through the hall to Elias; no save or reload has occurred between rounds.
Elias’s hall has moving platforms, so I’m reusing the recorded route from the first League visit to get through it quickly.
The first platform is crossed. I’ve also preserved the successful Laura turn sequence so future runs can use it directly instead of reworking that fight.
The platform timing differed from the earlier visit, so I adjusted the input to wait through its full cycle. We’re now at the second crossing, close to Elias.
We’ve reached Elias’s introduction. I’m also tightening the battle helper so each move waits through the full turn and returns at the next decision screen, cutting out repeated status checks.
Elias’s dialogue is nearly finished. The next battle will use the shorter turn workflow, with decisions still based on the visible battlefield.
Elias opens with Noivern and Kommo-o, alongside Flora’s Rotom. I’m setting Trick Room, then targeting Kommo-o with Moonblast.
Trick Room is up, but the opening attacks took out Rotom and left Cresselia low. Tsareena has joined us; I’m using this turn to hit the boosted Kommo-o before it moves.
Noivern is down. Cresselia landed Moonblast on Kommo-o before fainting, and Mawile is coming in while Trick Room is still active.
Drampa and Kommo-o both fell that turn. Elias has sent in Kangaskhan and Ditto, which copied Mega Mawile. I’m targeting Ditto before Trick Room expires.
Kangaskhan and Ditto are both around one-third health. Sylveon is in at full health, with one Trick Room turn left to remove Ditto.
Elias ended this attempt: Ditto survived Moonblast, and Kangaskhan’s Return knocked out Sylveon. I’m resetting the whole gauntlet as required, then adjusting the team for those physical attackers before trying again.
We already have a fully trained level-120 Aegislash in storage. I’m replacing Sylveon with it: Ghost typing blocks Kangaskhan’s Return, and Steel typing resists Ditto’s Iron Head. I’ll also restore Cresselia’s Magical Seed after Laura for the next Elias attempt.
I’m returning to the PC to make that swap. The failed run remains in the journey video; its individual wins will stay out of the major-fights collection under the whole-gauntlet rule.
The review also found a useful fix: Cresselia’s unboosted Moonblast left Kommo-o with 80 HP. Re-equipping Magical Seed for Elias should give it enough power to finish that knockout and preserve Cresselia.
I’m at the PC making the Aegislash swap. After saving the revised team, I’ll start the next attempt and process this recording while we play.
Aegislash is now in the party. I’m saving this revised team and rotating the recording before heading back to the League entrance.
The revised team is saved and recording 283 is running. The previous session’s first edit is ready for review; I’m checking its cuts while the character returns through the long entrance hall.
We’re back at the entrance. Aegislash is fully healed, and the initial video review passed; the extra idle-time check is running in the background.
Attempt five is starting. The recording audit found several long decision pauses, which I’m trimming while preserving the full battles, loss, and reset.
I’m resuming the current Elite Four attempt and checking the recording handoff so gameplay and the archive stay in sync.
The previous recording is finalized and verified. Heather’s opening is following the successful plan; the team now includes Aegislash for the later Elias matchup.
Heather’s first two Pokémon are nearly cleared. I’ve also saved the recovery notes and archive verification, so another interruption won’t lose the team changes or editing work.
This attempt has a better position: Mawile and Ferrothorn are both healthy, and Salamence is down. I’m using that opening to remove Heather’s remaining special attackers.
Nidoking and Gengar are both down without using any bag items. Only Gyarados remains in this round.
Heather is beaten in six turns with no bag items. I’m moving on to Laura, using the Safety Goggles and Misty Terrain setup that worked last time.
The team has been healed between rounds. I’m transferring Safety Goggles to Cresselia for Laura’s sleep moves, then restoring its offensive seed before Elias.
The item transfer is complete. Laura’s plan is to suppress the garden effects, set Trick Room, and let Cresselia and Flora’s Ferrothorn handle the field together.
I’m traversing the garden approach to Laura. The route helper is handling the long walk; no saves are being made within the gauntlet.
Laura’s team selection is underway. The reserve is Volcanion, while Meowstic opens to establish Misty Terrain before Cresselia takes over.
Laura’s battle is active. The bag helper stopped on a pocket-label mismatch before using anything; I’m correcting that and continuing the opening.
Misty Terrain is up and Cherrim is down. Meowstic has done its job; Cresselia is coming in with full health and protection from Sleep Powder.
Trick Room is working as planned. Florges is down, and Cresselia is steadily wearing down Venusaur while Ferrothorn handles Laura’s other slot.
Sunday, October 11
Venusaur and Whimsicott are down. Laura is on her last Pokémon, with Cresselia still healthy and Volcanion untouched in reserve.
Laura is beaten in eight turns, using only the opening X Defend. Next is Elias—the point that ended the previous attempt—where Cresselia’s seed and Aegislash should give us a much stronger position.
Cresselia’s Magical Seed is restored. It boosts Moonblast on Elias’s Holy Field, which should let us remove Kommo-o before it gets another attack; Aegislash covers the dangerous Normal attacks later in the fight.
We’re through the garden and crossing Elias’s moving platforms. Both earlier victories are recorded as part of this same uninterrupted attempt.
The platforms are cleared. I’m entering Elias with Cresselia, Mawile, and Aegislash, keeping the full-chain restart rule intact.
Elias’s introduction is progressing. The main adjustment is now in place: stronger Fairy damage up front, plus a Ghost-type answer to Kangaskhan’s boosted Return.
The selected team is verified, and Elias’s battle is starting. I’ll reassess after each turn rather than assume the previous attempt’s damage rolls repeat.
Kommo-o is down, but Noivern survived the opening exchange and finished Cresselia. I’m adapting with Mawile while Trick Room is still active.
Noivern is still at full health, so I’m prioritizing it with Mega Mawile. Removing its field-boosted Boomburst is more valuable than repeating the previous turn order.
Mawile missed Play Rough and was knocked out. Aegislash is in now; I’m strengthening its special defense to stabilize the battle and preserve a chance to recover the team.
Flora’s team has been knocked out, but Aegislash is holding up. I’m using its shield form to create a safe recovery window rather than throw away the run.
The incoming Fire damage is higher than expected. I’m reviewing the recorded battle text while healing, so the next move is based on what actually happened rather than a bad damage assumption.
The review caught the key detail: Drampa is using Nature Power as Judgment. Aegislash has survived the defense setup, and I can now revive Mawile before attacking again.
Mawile is revived. I’m using Aegislash’s Sacred Sword to remove Drampa now; the Holy Field boosts that move as well.
Drampa survived Sacred Sword, so that recovery line didn’t work. Mawile is our last active Pokémon; I’m taking the remaining chance to stabilize it, and will restart the whole chain if this attempt falls.
This attempt ended at Elias. I also found a mistake in my plan: Holy Field makes Normal attacks hit Ghost types, so Aegislash wasn’t the defensive answer I expected. I’m resetting the entire chain and changing the field-control plan before the next attempt.
I’m back at the title screen for the full reset. Before another run, I’m reconciling this recording and replacing the Elias plan with early Misty Terrain, which removes the Holy Field interactions that caused the trouble.
The loss and reset are preserved in the journey recording. I’m returning to the PC to bring Sylveon back for Elias and pair it with Meowstic’s field control; the successful Heather and Laura teams can stay intact.
Sylveon is already fully trained for special bulk. Misty Terrain specifically strengthens Fairy-type special defense here, so this adjustment addresses Elias’s actual field mechanics without another grinding detour.
Sylveon is back in the party. I’ve reviewed the previous recording’s cuts and am removing the remaining stationary pauses while preserving all three battles and the full reset.
I’m recovering the game and recording state, then continuing with a revised plan for Elias. I’ll keep the fight decisions moving and post regular updates as I play.
The game is safely at the League entrance, with the full team restored. The last run cleared Heather and Laura but lost to Elias; I’m adding Reflect alongside Misty Terrain before retrying, to reduce both his field advantage and physical damage.
Reflect isn’t available from our current menu or TM inventory, so I’m proceeding with the prepared Misty Terrain team. The previous recording is finalized, including the failed run and reset, and the next League attempt is underway.
Heather’s opening sequence is running now. The battle helper handles move selection and waits for the next command screen, which should cut down the pauses between turns while still letting me react to the actual results.
The archive and recovery notes are now backed up. I’m using the proven Heather lineup first; the main change comes at Elias, where removing Holy Field should substantially reduce the pressure from Noivern and Drampa.
Heather is underway with Trick Room established. I’m keeping Cresselia’s opening and Mawile’s cleanup sequence from the previous win, with Zapdos held in reserve if the damage rolls differ.
Crobat is down, and Salamence is entering. Cresselia has done its setup work; Mawile is ready to take over once this exchange finishes.
Mawile and Flora’s Ferrothorn removed Salamence and Landorus together. Heather is down to her last three Pokémon, and we haven’t needed any bag items.
Heather is beaten in six turns with no bag items. I’m moving straight to Laura and transferring Safety Goggles to Cresselia for her Sleep Powder.
The first round is recorded and verified. Laura’s plan is unchanged: Meowstic removes the Flower Garden field, then Cresselia and Volcanion work alongside Flora’s Ferrothorn.
Heather’s fight itself took only a few minutes this time. I’m in the item-transfer and corridor transition before Laura; the game remains recorded throughout, and those stationary menu pauses will be trimmed from the finished video.
The Safety Goggles transfer is confirmed, and I’m crossing into Laura’s room. The entire challenge is still one uninterrupted attempt, with no saves between rounds.
Laura’s introduction is playing. I also tightened the team-selection helper so a briefly unreadable label gets a fresh screenshot before stopping; it still requires the correct three Pokémon and a visual check before confirmation.
Laura’s battle has started. Meowstic is taking one defensive setup turn before using Misty Terrain, matching the opening that worked on the previous attempt.
Meowstic survived the opening Z-Move. Misty Terrain is going up now, removing the garden’s offensive boosts before Cresselia takes over.
Cherrim is down. Cresselia is setting Trick Room while the Safety Goggles protect it from Venusaur’s sleep attempts; Ferrothorn is still healthy beside it.
Florges is also down. Cresselia is wearing Venusaur down with Psychic while Ferrothorn handles the other slot; the field-control plan is working as intended.
Venusaur fell faster this time, and Cresselia has healed with Moonlight. Laura now has Lilligant and Comfey left.
Comfey is down, and Lilligant is nearly finished. For Elias, I’m keeping Cresselia’s reliable opening to remove Kommo-o, then bringing Sylveon in to change the field; that avoids exposing Sylveon to Kommo-o’s Poison Jab.
Laura is beaten in eight turns, using only the opening X Defend. Two rounds are complete; I’m restoring the held items and heading to Elias with Cresselia, Sylveon, and Mawile.
The item changes are nearly finished. Sylveon’s role is to remove Holy Field and absorb the special attacks that overwhelmed the previous teams; Mawile remains available for the physical threats later in Elias’s roster.
I’m through Laura’s room and approaching Elias. Both completed rounds and their exact entry teams are backed up, so an interruption won’t lose the attempt’s archive records.
The route to Elias includes a couple of forced-movement passages, which I’m checking by the game’s coordinate display. The team is ready; there’s no additional training or menu work planned before the fight.
Elias’s introduction is underway. The opening target is Kommo-o; after that, Sylveon will replace Holy Field with Misty Terrain, and I’ll adjust to the damage and ally actions we actually see.
The dialogue is finished and the three-Pokémon selection is in progress. I’m keeping this retry focused: remove Kommo-o, establish Misty Terrain, then preserve enough health for Dragonite and Kangaskhan.
Elias is underway. Cresselia has its Magical Seed boost, and I’m using Trick Room so it can attack Kommo-o before the next wave of damage.
A much stronger opening this time: Flora’s Tsareena knocked out Noivern, and Cresselia knocked out Kommo-o on the same turn. Cresselia is still standing; I’m healing it before dealing with Drampa and Dragonite.
Cresselia went down to Drampa and Dragonite’s combined attacks, but Dragonite has committed to Outrage. I’m bringing in Sylveon, which is immune to that move, and changing the field now.
Misty Terrain is established, and Sylveon is at full health. Dragonite’s Outrage couldn’t touch it. I’m using Dazzling Gleam to finish the weakened Drampa and damage Dragonite at the same time.
Drampa is down, and Sylveon is still untouched. Ditto has entered without transforming immediately; I’m keeping Sylveon in briefly so it copies a manageable set before Mawile takes over.
Elias switched Dragonite out for Kangaskhan. Ditto has copied Sylveon, so I’m reinforcing Sylveon’s physical defense before committing to the endgame; both Sylveon and Mawile are still available.
Kangaskhan and Ditto are hitting hard together. Ditto is locked into a copied move with limited PP, so I’m using a short healing sequence to outlast that pressure, then strengthening Sylveon for the finish.
Holy Field returned before Sylveon could refresh it, and the combined hit knocked it out. Mawile is coming in now; I’m using its Intimidate and Mega Evolution to recover the position, with Cresselia available to revive.
Mawile’s Play Rough left Kangaskhan near defeat. Elias brought Dragonite back, so I’m reviving Cresselia to cover the Ground attacks and keep the run alive.
The recovery worked: Dragonite used Earthquake as Mawile went down. Cresselia is back in and immune to that attack, giving it a chance to finish the weakened Kangaskhan.
Kangaskhan is down. Cresselia is now facing Dragonite locked into Earthquake and a Ditto copying Cresselia—a much safer position. I’m healing once, then finishing with Moonblast.
Dragonite survived Moonblast with a sliver of health, but it still can’t hit Cresselia. I’m finishing it now, then dealing with Ditto alone.
Only Ditto remains. Cresselia can heal with Moonlight while Ditto runs out of its copied Moonblasts, so the dangerous part of Elias’s fight is behind us.
Elias is beaten. The recovery held, and Cresselia finished Dragonite and Ditto. I’m rotating the recording at this break, then continuing to Bennett for the final round of the same attempt.
The new recording is verified, and the previous hour is being prepared for editing in the background. Elias took six bag items; the final round will use Meowstic’s terrain control with Volcanion and Mawile.
The recording review is progressing alongside the route. I’m adjusting the final lineup to Meowstic, Volcanion, and Zapdos: Zapdos gives us faster Electric coverage against Bennett’s Charizard, while Volcanion handles the Bug and Fire matchups.
I’m recovering the live game and recording state, then continuing the final fight in this Elite Four run. The first three rounds are won; I’ll preserve the no-save-between-fights rule.
The game and recorder are healthy, and we’re at Bennett’s introduction. I’ve also checked the remaining edit joins from the previous recording; the battle actions and Elias victory are intact.
Bennett’s team is built around special attacks and Rainbow Field. I’m bringing Meowstic to change the field and set Light Screen, Volcanion for the Bug and Fire matchups, and Zapdos for Charizard.
Meowstic got Misty Terrain up but was knocked out before it could set Light Screen. Volcanion is in now, targeting Genesect first; Zapdos remains fresh in reserve.
Genesect and Volcarona are down. Volcanion took a heavy hit, so I’m healing before handling Pheromosa. The previous recording is now appended to video 24 and verified; its source footage is retained for the four-round major-fight edit.
Bennett is down to Ribombee and Charizard. I’m reviving Meowstic so it can put up Light Screen before Zapdos comes in; that gives Zapdos a better chance against their combined special attacks.
Light Screen is up. Zapdos is the last healthy member, so I’m boosting its Special Defense before attacking. Both remaining opponents are still at full health, and surviving their combined turn matters more than getting the first hit.
Zapdos has survived the setup turns, and Charizard’s sun has faded. I’m stabilizing its health now, then boosting Discharge to finish both opponents together.
Zapdos now has maximum Special Defense and an offensive boost. One more heal clears the burn and gives it room to attack; the final two are within reach.
Discharge nearly finished both of them and paralyzed Charizard. Zapdos survived with a sliver of health; I’m healing, then going for the finishing attack.
Bennett is beaten. That completes all four partnered Elite Four rounds on the same attempt, with no saves between fights. I’m securing the post-battle save and preparing all four victories for the major-fight collection.
The post-chain save is verified. I’ve rotated the recording at this natural break; the new recording will cover the follow-up story while the completed battles render in the background.
The Hall of Fame registration is complete, and the story has returned us to Eve and Flora. The four-round item totals also reconcile exactly with the saved inventory, so the archive will show accurate counts.
The partnered Elite Four run is complete. I’m finishing the four victory clips, then continuing from Eve and Flora toward Magearna.
The victory clips have passed visual review and are being published. Magearna is now unlocked at the Glass Workstation; I’ll check the field and prepare for its Steel-heavy team before starting the fight.
The Hall of Fame restored the team’s HP and PP, so no healing detour is needed. I’m heading back toward the Glass Workstation while the archive finishes its decode check.
All four victories are now published, bringing the postgame collection to 25 fights. Their source recordings were removed only after both archives passed verification. I’m picking up Swampert for Rock Climb on the route back to Glass.
The main threat is a robotic Breloom with very high physical stats, backed by a Factory Field that doubles Gear Grind’s power. I’ll keep field-changing moves and Intimidate available so we have answers beyond healing through it.
Swampert is in the party, and Volcanion is getting Charcoal for stronger Fire attacks. The route helper will handle the climb sequence and stop on unexpected dialogue or encounters.
We’re climbing Route 4 toward Glass. The plan is to prepare Volcanion’s Speed and Special Attack against the opening Roserade, then use boosted Fire attacks against the Steel-heavy lineup. I’ll watch its HP closely during setup.
The route helper stopped at a layered path on Route 4. I’m checking the bridge transitions and adjusting the route so it can continue through normal movement.
The layer-aware route worked, and we’re moving again. Magearna’s wild encounter follows immediately after the boss fight; I’ll catch it for future team building and keep that encounter separate from the major-fight clip.
We’ve reached the final approach to Glass. I’ll save and record the exact team before entering Magearna’s fight, so a retry can start there without repeating the climb.
I also found the next progression gate: after Magearna, we need to speak with Florinia in the Twilight Factory before the level cap can rise to 125. Collecting every Zygarde Cell is not required for that step.
We’re inside Glass now. The route through its lift and rails is complete; Volcanion will lead, with a fresh save just before the anomaly.
I found two missing transitions in the route planner: Glass’s rail crossing and the ladder to the upper floor. The rail crossing is now supported, and I’m taking the ladder through its normal in-game interaction.
A breakable rock is blocking the final passage. I’m teaching Swampert Rock Smash for it; Surf, Rock Climb, and Earthquake will stay available.
Magearna’s pre-fight save is verified, and the first attempt is starting. The archive has the exact entry team, including Charcoal on Volcanion and Swampert’s updated moves.
The first defensive boost worked, and Volcanion handled Giga Drain comfortably. A bounded script is now handling the remaining setup turns, checking Volcanion’s HP and the visible opponent before each action.
Roserade’s Giga Drain is doing enough damage to require healing between some setup turns. Volcanion is still healthy, and the setup is progressing toward enough Speed to outrun the remaining team.
The item selector got stuck following stale menu-position hints. I’ve limited it to one hinted move before returning to a full visible scan. No wrong item was used; Volcanion has its Special Attack boosts and needs one final Speed boost.
Roserade is down in one hit. Volcanion’s boosts are in place; the sweep script will continue with Flamethrower and stop if an opponent survives or the battle presents an unexpected choice.
Breloom, Cinccino, and Klinklang are down, each to one Flamethrower. Volcanion took only a small hit from Breloom’s Bullet Punch during the sweep; Magearna and Ferrothorn remain.
Anomaly Magearna is beaten on the first attempt. Volcanion finished the sweep with 129 HP remaining. I’m closing the major-fight clip at the victory boundary, then catching the wild Magearna.
The wild Magearna is paralyzed. I’ll lower its HP carefully, then use a bounded capture loop with HP checks. Zapdos can use Roost during a long capture attempt to reduce potion use.
Magearna is down to roughly a quarter of its HP and remains paralyzed. I’m using a weaker move for one final chip, then switching to balls.
The first few Timer Balls haven’t held it. Magearna is in red HP with paralysis, and Zapdos is still healthy, so the capture loop can continue safely.
Magearna is caught—seven Timer Balls, with no capture healing items needed. I’ll save the catch and finalize this recording, then prepare Magearna for the team and continue toward the next level-cap unlock.
I’m recovering the latest save and recording state, then I’ll continue from Magearna toward the next level-cap unlock while finishing the archive work.
The save confirms Magearna was defeated and caught, and recording 287 is healthy. The partnered Elite Four archive is already complete; I’m now editing the Magearna segment and heading out of Glass.
Magearna’s win and catch are now backed up in the handoff repository. The remaining route is a short factory visit to unlock the next tier; I’m checking the layered Glass exits so the movement script doesn’t waste time on inaccessible paths.
The video review caught a small edit issue in the automatic Hall of Fame sequence. I’m preserving that whole animation and correcting the music transition before publishing the segment.
Glass is nearly behind us. I’m also preparing to add Magearna to the usable roster—its Soul-Heart ability should give us a stronger option for later fights once its moves and training are ready.
The Magearna journey segment is published and verified, with the previous video preserved exactly. I’ve reached Peridot; next is the train to Twilight Desert and Florinia’s progression dialogue.
The train arrived in Tourmaline’s current desert layout. Magearna’s major-fight clip has passed visual review, including its team panel, one-attempt count, and eight recorded item uses; the compilation is undergoing its final verification.
The factory entrances are gated by the desert’s switches, so I’m working through that access puzzle. Both Magearna archives are finished, and their verified source cleanup has recovered about 640 MB.
The first exterior switch is open. I’m following the factory’s gate sequence now; once Florinia’s dialogue is complete, the next cap should become available at the Nightclub.
I’m checking the current game and recording state, then continuing from the factory gate sequence toward the next level cap.
The central room still has an inner shutter closed. I’ve identified its separate control, so I’m opening that before returning to Florinia. The Magearna victory and capture are already safely archived.
I found an exterior switch that opens the next part of the factory route. Once this gate puzzle is finished, I’ll train Magearna and strengthen the team before taking on the next set of anomalies.
The fourth gate is now open. I’m heading to the inner shutter control, then back to Florinia to finish this prerequisite.
The puzzle requires toggling the first lever back after opening the later gates. I’ve checked the sequence against the walkthrough and am following it now; the earlier direct route was blocked by that lever state.
The recording is healthy, and there’s about 17 GB free. I’m keeping the factory travel in video 24 and will start video 25 when the level cap rises to 125.
Magearna can learn Flash Cannon, Calm Mind, and Trick Room from TMs we already own. That gives us a useful setup attacker without a Heart Scale detour; I’ll also train its HP and Special Attack.
I’ve reached the side room with the switch that opens access to the inner control. I’m completing that step, then heading straight to Florinia.
The case switch is activated, and I’ve refreshed the recovery files with the new save and completed Magearna archives. I’m now on the route to the inner shutter control.
I’ve reached the inner shutter control. This should open the central room and let me finish Florinia’s dialogue, then return to the Nightclub.
The inner shutter is open, and I’m approaching Florinia. After the cap unlock, I’ll heal the team and begin Magearna’s training while the factory footage is processed.
Florinia’s prerequisite is complete and saved. I’m flying back to the Nightclub now; entering the main room should raise the cap to 125.
The level cap is now 125, verified in the saved game. Video 25 has started at the Nightclub entry. I’m heading to the Grand Hall to heal and prepare Magearna; video 24’s final segment is processing in parallel.
The team is healed. I’m bringing Magearna out of storage and teaching its new moves before training. The video review so far shows clean game footage, with navigation checks and idle pauses trimmed out.
Magearna is in the party with Soul-Heart and no existing EVs, so its training can start cleanly. I’ve temporarily stored Sylveon and kept Swampert available for travel and training battles.
Flash Cannon and Calm Mind are taught; Trick Room is next. The factory footage has passed its visual review and has been appended to video 24. I’m checking the publication receipt before removing its temporary source files.
I’m resuming Magearna’s training and the level-125 postgame. I’ll check the interrupted controls first, then continue while keeping the recording archive up to date.
Magearna’s moveset is ready, and its HP training has started. I’m using Aura Sphere for the training battles so it won’t run out of Flash Cannon’s limited PP. Video 24 is verified through the factory chapter, and its temporary sources are cleaned up.
The Grand Hall trainers have rotated for Sunday, so I’m checking today’s teams before using a repeatable candy route. Magearna’s training can continue independently of that check.
The grass routine wasn’t producing encounters, so I’ve paused it to check the position instead of letting it loop. Today’s Fawkes team looks suitable for a repeatable candy route once Magearna’s EV training is finished.
Magearna is correctly positioned in the grass. I’m checking the saved encounter settings next; the lack of battles suggests an active encounter-suppression effect.
The Repel has expired and encounters are working again. Raising the whole party to 125 needs about 72 XL candies; we have seven. I’ve prepared a guarded Fawkes routine to earn the rest after the EV work.
Magearna has started winning its training battles. The planned candy matchups use Swampert for Dragalge and Typhlosion, Volcanion for Aegislash, and Zapdos for Greninja. I’ll verify the first round before repeating it.
The first three training wins are recorded, with Magearna’s HP already increasing. Its Soul-Heart ability should be especially useful in the upcoming doubles battles, where each faint can raise its Special Attack.
Five of the eight HP-training wins are complete. The routine is skipping unapproved encounters and stopping for anything unexpected; after this block I’ll verify the saved EV total and switch to Special Attack training.
Six HP-training wins are complete. I’ve also located Nyu’s new quest, which leads to the Latias and Latios anomaly; that’s a useful next target for this stronger team.
The eighth HP-training battle is underway. After the save check, I’ll run the Special Attack block and then move straight into the candy battles.
Magearna’s HP training is verified at 252 EVs, raising its level-110 HP from 330 to 399. It’s healing now before the Special Attack block.
Special Attack training is now underway. I’m also refining Magearna’s build for the next doubles fight: spread Fairy damage will let it make better use of Soul-Heart boosts.
Nighttime encounters are producing many spiders, which the old routine skips. I’m adding a checked Flash Cannon matchup for them so training spends more time battling and less time fleeing.
I found an uncollected Modest Mint and three XL candies in the Grand Hall basement. That’s a worthwhile short detour: Modest keeps Magearna’s Special Attack bonus while removing Mild’s Defense penalty.
Three Special Attack-training wins are complete. The basement detour is ready to run afterward, including a save check that confirms Magearna’s new nature.
Five Special Attack-training wins are complete, including Noctowl. No healing items have been needed for this block so far.
Six Special Attack wins are verified. The spider matchup hit an outdated opponent-name guard before any move was selected; I’ve corrected the allowlist and resumed the battle.
Magearna has finished both training blocks: 252 HP and 252 Special Attack EVs. I’m collecting the basement mint and candies now, then starting Fawkes.
The basement entrance is blocked in the route planner. I’m checking the access path before spending more time on the detour; the completed EV training is already saved.
The mint detour is blocked by today’s trainer placement near the counter, so I’m deferring it and moving on to Fawkes. Magearna’s completed EV training is the larger improvement, and it’s ready for leveling.
The first Fawkes run is starting. Recording 288 is closed for editing, and a fresh recording is active, so gameplay can continue while I review the training footage.
Swampert knocked out Dragalge with one Earthquake. The routine has switched to Volcanion for Aegislash as planned. The training footage’s initial cuts and joins have also passed visual review.
Fawkes is defeated: all four opponents went down in one attacking move, with no bag items used. Video 25’s first segment is now published and decode-verified.
The first round awarded 12 XL candies and healed the team. I’m repeating that verified route, recalculating the party’s remaining EXP after each round so we stop as soon as we have enough.
The second Fawkes round is won without items. Swampert and Mawile have already reached 121 from battle EXP, reducing the candies we’ll need. The save handoff and completed video edits are backed up.
The third candy round is underway. I’ve also mapped an underwater route toward the next quest from the installed game maps, which should avoid unnecessary mountain backtracking.
The third round is nearly finished, and more of the party is reaching 121. I’m checking the Dive connection for the next trip now so we can leave with the right field moves.
Three rounds are complete, with 43 XL candies banked. The original team is now level 121 and Magearna is 111; its EV spread remains intact. The fourth round is running.
The fourth round is at its final opponent. It may give us enough candy for the whole party to reach 125; the script will check the saved totals before starting another fight.
Four rounds were enough: we have 55 XL candies and need 54. I’m spending them now to bring all six Pokémon to level 125, then preparing the moves and supplies for Nyu’s quest.
I’m picking up from the team training checkpoint, checking the live game and recording before continuing toward Nyu’s quest.
All six Pokémon are now level125, and Magearna’s training is complete. I’m teaching the travel moves, adding Dazzling Gleam, and restocking before the Latias and Latios quest.
The next encounter is a partnered battle against two full teams. Magearna gives us spread damage and Soul-Heart boosts as Pokémon faint. I’m also checking the mountain’s water and ice route so travel can run efficiently.
The game and recorder are healthy. Move setup is progressing through the bag menus; I’m using that time to resolve the cave route and review the opponents’ teams.
Magearna has Dazzling Gleam, and Volcanion has Strength. I’m finishing Swampert’s water moves, then collecting supplies and accepting the quest.
The route is resolved: descend the waterfall, cross the ice, and approach the boulder from the right. That opens the dive pool without retracing the mountain.
Supplies are being replenished now. The next recording segment will cover the mountain route and quest, while I finish editing the training footage alongside travel.
The team setup and shopping are complete. I’m heading back to Nyu; the cave route is scripted to stop and verify position at waterfalls, ice sections, and Dive transitions.
Nyu has asked us to investigate the underwater sightings in Ametrine Mountain. I’m saving this checkpoint and starting the next capture before leaving town.
The new capture is running and we’re leaving the Nightclub. The training edit is ready for review: all four wins are retained, with no recording gaps detected.
The training segment passed visual review and is now appended to Video25. A missed party-menu input briefly paused travel; the selection is corrected and we’re continuing.
We’ve reached the mountain approach. Video25’s updated file has passed a full decode check, and its earlier footage is unchanged; the reviewed training sources have been cleaned up.
The game uses a different mountain map after the earlier story events. I’ve verified that version’s route and corrected the script; we’re continuing from the entrance.
We’re descending into Ametrine’s lower floors. The archive entry for Latias and Latios is prepared with both opposing teams and Florinia’s team; I’ll verify their on-screen positions when the battle begins.
The waterfall transition is complete. I also fixed the helper’s handling of the selection arrow beside “Yes,” which caused that pause. We’re crossing the ice toward the boulder now.
The first ice puzzle is behind us. I’m moving the boulder, then following the connected dive passages to Unexplored Territory.
The boulder slid clear of the central crossing. I’m looping back up the waterfall to enter the cleared ice path from above and reach the dive pool.
The latest save and scripts are backed up, and the recording remains healthy. For the coming battle, I’m planning a short Trick Room opening so Magearna and Florinia’s slower Pokémon can act before the opposing teams.
The cleared crossing worked, and we’ve reached the dive pool. The next stretch is underwater travel followed by one more ice puzzle; the script will stop before the anomaly battle trigger.
We’re through the first underwater passage. A coordinate read briefly disagreed with the route, so I checked the screen and confirmed the intended exit before continuing.
We’ve reached the next underwater section. I traced the coordinate error to OCR confusing “33” with “39” and enabled the existing pixel-based digit check for these cave maps; it now reads the position correctly.
The surfacing prompt didn’t appear at the planned tile. I’m checking the game’s Dive rules and moving to a confirmed surfacing spot before continuing.
We’ve surfaced successfully and are crossing the second ice puzzle. The Dive helper now checks for a valid deep-water tile before trying to open the prompt.
The second ice puzzle is cleared. We’re approaching the final dive passage to the New World gate, with the team still fully healed.
We’re in the final underwater passages, and Repel renewal is working automatically. I’m adjusting the movement timing for the slower underwater pace to reduce repeated position checks.
I’m checking the current route and recording, then I’ll continue toward Latias and Latios.
We’ve reached the anomaly encounter with all six Pokémon at level 125 and full health. Magearna will lead with Trick Room; Florinia’s team gives us useful support while Soul-Heart builds up.
The opening positions are verified for the archive: Magearna and Florinia’s Hippowdon face Latios’s Aerodactyl on the left and Latias’s Cobalion on the right. Trick Room is being set up now.
Magearna and Hippowdon knocked out both opening Pokémon, giving Magearna two Soul-Heart boosts. I’m keeping the next turns bounded so we can react when the Fire-types arrive.
Latias has already gone down, and Magearna is still at full health. Trick Room plus Soul-Heart is working well; no bag items used so far.
Typhlosion and Excadrill have put pressure on both allies just as Trick Room expires. I’m checking the transition before choosing whether to reset Trick Room or bring in a safer matchup.
Cresselia is in safely to restore Trick Room. Hippowdon has fainted, and Florinia has brought out Ferrothorn; the opposing Tailwind has also ended.
Cresselia took more damage than expected and fell before resetting Trick Room. I’m bringing in Mawile to finish the weakened Excadrill with priority and reduce its Attack.
Mega Mawile’s Sucker Punch finished Excadrill. Virizion is now supporting us, so the immediate Ground-type threat is gone.
Mawile is still healthy, and both current opponents are weakened. I’m continuing with Sucker Punch to finish Decidueye while Virizion handles Talonflame.
Talonflame and Decidueye are down. Mawile and Cradily are now facing Zapdos and Rhyperior, with four opposing Pokémon left.
Rhyperior and Zapdos are down. Only Terrakion and Latios remain; Mawile has used its last Sucker Punch, so I’m checking its health before the finish.
Mawile fell after finishing Zapdos. Swampert is now targeting Terrakion, while Cradily is still at full health. We still have Volcanion, Zapdos, and Magearna in reserve.
Terrakion is down. Latios is the last opponent, and Florinia’s Kartana has joined Swampert for the finish.
Latios is down to roughly a quarter of its health. Zapdos is in now; I’m using the mountain’s Flying-move boost to try to finish it.
Latias and Latios are defeated on the first attempt, with no bag items used. I’ll save the win, secure the battle footage, and continue the quest to recruit them both.
The win is saved, and the game restored the party’s health after the partnered battle. I’ve rotated the recording and am preparing the completed segment for editing while we continue the puzzle.
The cipher puzzle is open. I’m working through its seven emotions using the translated answers already checked against the quest data, while the video export runs in the background.
The town’s bridges use scripted crossings that the general route planner doesn’t yet handle. I’m adding those crossings to the route rather than repeatedly trying the blocked path.
The first answer hit a text-entry handling error: the helper used the wrong name for the Return key. I’ve corrected that and am retrying it. The battle recording is intact; I’m also trimming the remaining idle holds before publication.
I’ve recovered the session. The Latias and Latios battle is won, and the first cipher is solved. I’ll continue the quest while finishing the recording edits.
The first cipher is now confirmed solved. I’m moving through the remaining rooms with checked routes and explicit text-entry handling. The battle edit is rendering with the leftover coordinate popup and stalled travel footage removed.
Video 25 now includes the completed Latias and Latios run, with the earlier footage verified unchanged. I’m preparing its major-fight chapter with all four entry teams, one attempt, and zero bag items.
The major-fight chapter passed visual review, including the opening team positions and victory screen. I’ve also added a guard so the save helper cannot type into a quest’s answer box again.
I’ve reached the second cipher in the upstairs room. The checked route handled the bridges and water crossings; I’m entering “Guilt” next, then returning for “Sorrow.”
“Guilt” is solved and I’m heading to “Sorrow.” Both copies of the previous recording are now published and verified, so its temporary source videos have been safely cleaned up.
The saved quest state confirms two ciphers completed. I’m continuing through the remaining five; the recording and the updated recovery notes are secured.
“Sorrow” has been entered correctly. Once its dialogue finishes, the next gate should open. I’m also checking the quest flags against the completed-fight archive before choosing our next destination.
The first three ciphers are complete and the gate is open. The route back involves several short Surf crossings; I’m preparing the next building’s stair sequence so we can move through it without stopping to plan each floor.
The route to “Joy” is clear now. The archive check also confirms that Cain and Diancie were only planned earlier, not defeated, so their Aegir Cave quest remains a valid next objective.
“Joy” is solved. I’m climbing the tower for “Passion,” then finishing “Fear” and “Love.” For the upcoming cave fights, I’m checking a field-based strategy using Trick Room and Ground moves before changing the team.
The tower route is working floor by floor, and we’re nearly at “Passion.” I found one useful correction for the next fight: Cresselia cannot learn Bulldoze, so that setup is off the table. Magearna’s Flash Cannon and Volcanion’s Fire attacks remain promising options.
“Passion” is complete, bringing us to five of seven. I’m returning through the tower to the forest room for “Fear”; recording remains healthy with no capture errors.
The tower is cleared, and we’re approaching the forest room. I’ve narrowed the Diancie plan to the existing team: Trick Room, Brick Break to remove Aurora Veil, and Magearna’s Flash Cannon for Diancie’s Steel weakness.
I’m entering “Fear” now. I also caught an equipment mistake in the inherited setup: Zapdos’s Tech Glasses are a quest item with no battle effect. I’ll replace them with a useful held item when we return to town.
“Fear” is solved; only “Love” remains. I also found the real Wise Glasses on our boxed Ludicolo, so we can recover a useful Special Attack boost without buying or hunting for another item.
We’ve reached the final cipher. After receiving Latias and Latios, I’ll use the offered return trip, save, and finish this recording segment before heading to Aegir Cave.
All seven answers are accepted. Florinia’s closing scene is playing now; I’m keeping that dialogue intact in the recording before collecting both legends.
The quest is complete and saved. Latias has offered to join; I’m accepting both legends and sending them to the PC so the trained party stays ready for the next fights.
Both Latias and Latios are safely in the PC. This is Anna’s route, so the Lin fast-travel option isn’t available. I’m checking whether an ordinary escape move can get us out before retracing the mountain route.
The completed quest is saved, and a fresh recording is running. We have no Escape Rope or usable Dig move, so I’m taking the normal Dive route back while the quest footage is edited.
We’re crossing back toward the Dive entrance. The quest recording has rendered successfully, with no retained capture gaps; I’m reviewing its cuts and transitions while the return route runs.
I’m resuming the return trip from the Latias and Latios quest, while finishing the recording review before the next postgame fight.
Latias and Latios are safely acquired, and their boss victory is already archived. I’m working through the mountain exit and checking the quest video’s transitions; then I’ll adjust equipment and prepare for the Aegir Depths fights.
The exit route is clear now: the earlier obstruction was in the route model, and the upper pool connects to the waterfall exit. The quest video review also found a few stationary pauses to trim, without removing story progress or either Pokémon’s acquisition.
The quest recording is now published in video 25, with all cipher solutions and both acquisitions retained. Its verified source files have been cleaned up. We’re still moving through Ametrine Mountain toward town.
The archive is current through the completed Latias quest. In town I’m also buying Escape Ropes and extra Repels, so future return trips won’t require retracing this entire mountain route.
A Strength boulder reset when we re-entered the mountain, so I’m moving it again. The recording work is finished; the remaining work here is getting back to town and preparing the team.
The boulder is moving normally with Strength. For the next boss, I’m preparing Magearna’s Steel attack and Volcanion’s support moves, with Trick Room controlling turn order rather than relying on repeated healing items.
We’ve cleared the boulder and reached the main mountain chamber. Repels ran out on the way, so the travel script is handling the low-level wild encounters automatically. The next team changes are ready to apply once we reach the Pokémon Center.
The return is progressing through the last ice sections. I’ve also preserved the completed quest and archive metadata in the handoff, so another interruption won’t lose our progress or recording boundaries.
We’re back at the Pokémon Center. I’m applying the equipment changes and restocking now, then heading directly to Aegir Depths.
Magearna now has Flash Cannon and the real Wise Glasses; Zapdos’s nonfunctional Tech Glasses have been removed. We also have 30 Super Repels and 10 Escape Ropes. I’m heading to the Nightclub to accept the Aegir Depths mission.
Aster’s mission is accepted, and we’re crossing Victory Road into Aegir Cave. I’m enabling the new Repels for this stretch so the trip can proceed without repeated wild-battle interruptions.
This entrance needs Rock Climb, so I’m temporarily adjusting Swampert’s field moves for the climb. I’ll restore its battle moves before Cain and Diancie.
I’m resuming the Aegir Depths route and checking the recording and game state before continuing toward Cain and Diancie.
The recording is healthy. The old route stopped at a waterfall approach; I’m correcting that route, then continuing through the underwater entrance.
We’ve reached the long waterfall into Aegir. The team’s battle preparation is in place; I’m finishing the field-move traversal before restoring Swampert’s Ground attack.
Aegir’s entrance is reached and saved. I’m following the route to Cain’s earrings, with a short detour for the Prison Bottle so we have it available for Hoopa later.
The drop lands on a small shore rather than directly in the lake, so I’m adjusting the Surf approach. No battles have started; the recording continues to capture the traversal.
The lake has a rock barrier that the old route notes missed. I’m checking the cave’s connected passages so the next traversal can run as one script instead of repeated manual stops.
I found the missing connection: the western pool requires a separate Dive passage that exits onto the main lake. I’ve mapped that passage and am scripting it now.
The underwater passage is cleared, and we’re coming out onto the main lake. I also added support for Aegir’s waterfall underpasses to the route scripts, which should make the Depths climb much smoother.
We’re now diving beneath the main lake toward the new crack of light. Once inside the Depths, I’ll save and rotate the recording, then continue the scripted climb.
We’ve reached Aegir Depths and saved. Volcanion is getting Brick Break to remove Aurora Veil, and Swampert is switching from Rock Climb to Bulldoze for Ground damage and the cave-field fallback.
The battle moves are set and saved. I’m rotating the recording here, then continuing toward the earrings while the completed footage is processed.
Prison Bottle is within reach at the top of the waterfall. The previous recording is closed cleanly, and its edit and visual checks are running alongside gameplay.
Prison Bottle is collected, and the main waterfall descent is complete. We’re climbing back up through the side passages to investigate Cain’s earrings.
I’m resuming the climb toward Cain’s earrings and finishing the previous recording’s review alongside it. The Prison Bottle is already collected, and the current recording is running.
The earrings are found, and Anna’s next scene has started. The route script handled the waterfall passages successfully; I’m following the newly opened story path toward Cain.
Cain is awake, but the scene confirms something is wrong with him. The team is ready for his Steel-heavy lineup, with Volcanion carrying Brick Break to remove Aurora Veil. The previous recording’s cut review is complete; only the final render checks remain.
We’re following Cain through the lower passages. The previous segment has passed its visual, audio, and full decode checks and is being appended to video 25 while gameplay continues.
Cain’s next battle is close now. The recording is fully published through the previous segment, and its reviewed temporary sources are cleaned up. I’m keeping Volcanion in front for Cain and Magearna ready for the anomaly afterward.
Cain’s battle introduction is underway. I’ve saved immediately before it, with all six Pokémon at full health and the correct lead. His Aurora Veil is the first target of our plan.
Sandslash is down, and Brick Break removed Aurora Veil as planned. Cain is sending in Mawile; Volcanion is still healthy enough to keep attacking.
Mawile’s Rock Slide knocked out Volcanion before it could attack. I’ve brought in our Mawile to lower its Attack with Intimidate, then set up Mega Evolution and Swords Dance to turn the matchup around.
Our Mega Mawile won the mirror matchup. I’m using Cresselia to establish Trick Room against Magearna, then bringing Volcanion back so we retain its Fire coverage and Water immunity for the remaining team.
Trick Room is active, and Volcanion is back in. We used one Revive to preserve the matchup plan; Cresselia took the hit that gave Volcanion a safe return.
Cain’s Magearna is down. Our Magearna is at full health with a Soul-Heart boost, so I’m using Klefki to set up the defense and speed control needed to finish Lucario and Primarina.
Magearna has the needed Calm Mind boost and Trick Room up. Klefki’s paralysis cost a turn, so I’m curing it and restoring health before the final attacks.
Klefki and Primarina both fell to boosted Flash Cannon. Only Lucario remains, with Trick Room still giving Magearna the first move.
Cain is beaten on the first attempt, using one Revive and one Full Restore. Magearna finished the last four Pokémon. Next is the healing shard and the Diancie–Crystal Aegislash anomaly.
The healing shard described in the walkthrough is absent on our Anna route. I’m restoring the team with supplies before entering the anomaly chamber, and checking the boss plan against its actual field effects.
The anomaly plan is to lead Magearna and Mega Mawile, use Trick Room and Swords Dance, then target Diancie with Steel attacks. Volcanion stays in reserve to break Aurora Veil and pressure Crystal Aegislash.
The team is fully restored, saved, and entering the anomaly fight. I’m aiming to remove Diancie quickly, then deal with Crystal Aegislash’s large health pool and support moves.
The setup worked: Mawile survived Earth Power, gained Swords Dance, and Trick Room is active. Both Steel attacks are now aimed at Diancie.
Diancie is down. Mawile’s knockout also boosted Magearna through Soul-Heart, so the remaining plan is straightforward: remove Aegislash’s Aurora Veil, then combine boosted Flash Cannon with Flamethrower.
Diancie and Crystal Aegislash are beaten on the first attempt in five turns, with no bag items. I’m preserving that win for the major-fights collection and continuing into Diancie’s capture encounter.
The capture encounter is underway. Diancie is weakened; I’m adding paralysis, then using Cresselia’s bulk and Moonlight to handle the ball throws safely.
Diancie is paralyzed and safely weakened. The capture script is handling bounded batches of Timer Balls and will use Moonlight if Cresselia’s health gets low, stopping immediately when a capture or unexpected decision appears.
I’m recovering the live capture and recording state, then I’ll finish Diancie’s quest and continue through the postgame.
The Diancie boss is already defeated on the first attempt with no bag items used. I’m finishing its wild capture now; Cain’s victory and the anomaly battle are both marked for the major-fights collection.
Cresselia is holding the capture safely with paralysis and recovery. While the ball queue runs, I’m preparing the quest return and the next recording segment so play can continue with minimal downtime.
The capture is taking more throws than the boss fight, but it remains under control. I’ve also confirmed the recordings preserve both victories and the follow-up capture separately, as requested.
Diancie is caught. I’m collecting the Griseous Orb and returning with Cain, then I’ll save the completed quest and rotate the recording while preparing the next area.
Cain’s return scene is underway. Next I’ll restore the team at a Pokémon Center and take the Heatran quest; the current level cap is still 125, so this remains video 25.
The quest is saved and the new recording is running. I’m editing the previous segment in the background while heading toward Heatran’s quest and replenishing the team.
Heatran’s quest is accepted, and I’ve reached Ametrine City. I also found one questionable cut in the previous recording and restored that interval before the final edit.
The team is fully healed. I’m keeping the current battle core and giving Swampert Rock Smash for the mountain puzzles. Video 25 has been updated through the Diancie quest; the two major-fight additions are being rendered now.
I’m checking the active game and recording state, then continuing the Heatran quest. I’ll also finish publishing the Diancie fight footage while we travel.
The previous route stopped safely at a waterfall: this entrance needs an interaction before it transfers us downstairs. Recording is healthy, and Cain’s major-fight chapter has finished verification.
I’ve verified the Diancie chapter: it shows the original teams, one attempt, and no items used. Swampert is getting Waterfall back temporarily so we can reach the underwater passage; I’ll restore its combat move after the mountain traversal.
The route planner found that the old guide’s Dive location no longer matches the installed map. I’m checking the game’s map connections before sending us farther down, so we avoid an unnecessary detour.
I found the missing connection: Celestinine’s lower floor spans several connected maps. We’re descending now, and both Cain and Diancie are published in the major-fight collection. Their verified source cleanup recovered about 750 MB.
We’ve reached the lower mountain and saved. The remaining approach uses Rock Climb, ice paths, then Dive; I’m turning those verified steps into a reusable route so subsequent travel takes less manual handling.
The waterfall descent and Rock Climb are complete. We’re crossing the ice toward the Dive pool, with the completed Diancie quest and current mountain position safely saved.
The ice crossing is behind us. I’m heading through the underwater connection to Ametrine Core, and the updated save, route notes, and finished archive records are being synchronized to the handoff package.
The Dive pool is just ahead. The travel script paused for a screen-state check; I’m resolving that before continuing into the core puzzle.
We’re through the underwater tunnel. Heatran’s roster is confirmed from the installed trainer data; I’m also checking the matchup now so we can prepare before triggering the fight.
We’ve reached Ametrine Core and met Cal. The next section is the heat-and-ice puzzle; I’m working through its rock and crystal switches before preparing the boss entry save.
Cal’s first route is open, and we’re working around the pools toward the breakable rocks. I’ve built a planner for the crystal puzzle that checks which switches are actually reachable, which should reduce the trial-and-error between hot and cold layouts.
The first rock is cleared. I’m returning through the pools to open the central passage, while checking the crystal-state rules so the puzzle script follows the actual game behavior.
Both entry rocks are cleared. Cal and Blake are now joining forces for the temperature puzzle; I’m letting that scene finish, then I’ll switch to the scripted crystal route.
The temperature controls are active. I also fixed a dialogue-reader issue that was mistaking separate brief blank frames for a finished scene. The first three crystal activations are now running as a verified sequence.
The first blue crystal is activated, and Cal has switched the room back to hot. The route is now opening the red crystal that unlocks the next western passage.
The red crystal is activated, and Blake has cooled the room again. We’re opening the western blue crystal next. The planner also exposed a moving-boulder detail, so I’m using each fresh save’s actual obstacle positions rather than assuming they mirror perfectly.
The western blue crystal is open. Swampert is learning Strength for the remaining mountain puzzles. At this save point I’m rotating the recording and starting its edit, then continuing through the next crystal sequence without restarting the game.
Gameplay is continuing in the new recording. I’m checking the previous segment’s cut points alongside it; so far the edits remove coordinate checks and pauses while keeping the travel and story intact.
I’m checking the active puzzle script and recording state, then I’ll continue toward Heatran while finishing the previous video segment.
The script has passed the next red crystal and is crossing the ice platforms toward the blue crystals. The game and recording are both running normally.
Blue crystal 6 is activated. I’m checking the route helper’s ice-jump handling to see whether consecutive jumps can run in one bounded sequence and reduce the repeated coordinate checks.
The previous segment is now published in video 25, with its existing footage verified unchanged and the consumed source files cleaned up. Blue crystal 7 is next; the route helper now batches short stretches of dry ground and jumps before checking the endpoint.
The return route crossed the ice section successfully, and the script renewed our Repel. I’ve also backed up the current save and updated the recovery notes so another interruption won’t require retracing the dungeon.
The route stopped safely because it couldn’t find a path to the next red crystal. I’ll check the nearby boulder and bridge layout before continuing; the last crystal progress is saved.
I found the likely issue: the route model treats the lava bridge’s landing marker as an obstacle. I’m testing the ordinary jump across it, then I’ll use the observed landing to correct the planner.
The jump worked, and red crystal 8 is now activated. The corrected planner has found the route to crystal 9 and is moving through it. I’m also preparing the Heatran battle plan while the puzzle script runs.
We’re crossing toward the upper crystals now. For Heatran, I’m planning to give Volcanion Safety Goggles to avoid sand damage and restore Swampert’s Ground attack once the field moves are no longer needed.
The script has reached crystal 9’s platform. The archive is caught up through the previous recording, so I can focus on finishing the puzzle and preparing the team for Heatran.
Crystal 9 is saved. The script is returning to Cal to switch the room back to heat, then it will tackle the final crystals. Recording capture remains healthy.
The room is hot again, and the route to red crystal 10 is clear. I’m letting the bounded script complete this stretch, with position checks between input sequences and a save after each crystal.
We’re on the long eastern route to crystal 10, moving across the ponds and lava paths. The battle preparation script is ready, so changing held items and restoring Swampert’s attack can happen immediately after the puzzles.
Red crystal 10 is activated. Only the top shortcut and final rock-and-crystal sequence remain in this room before the smaller second puzzle.
The latest save and route fixes are backed up and pushed. We’re returning to Blake for the last cold phase; crystal 11 should open the shortcut through the top of the room.
The return crossing is still progressing normally. I’ve reduced checks on uninterrupted walking stretches while keeping shorter batches for jumps and slides, which should help with the remaining backtracking.
The planner found a different reachable crystal than the walkthrough’s next step. I’m checking that path against the current map; if it opens the exit normally, we can avoid another long circuit.
The route notes had the last two crystal IDs reversed. I’ve corrected them: we’re heading to the shortcut crystal first, then the rock, then the crystal that opens the exit.
The corrected route is moving through the upper section. The remaining steps are now tied to the installed map’s actual events, which should prevent another detour from the mislabeled notes.
The shortcut is open and working: the route now goes directly toward the final rock instead of around the room’s eastern edge.
The final rock is broken. After the exit crystal and the next room’s introductory scene, I’ll roll the recording into a fresh segment and edit this one while gameplay continues.
The exit crystal has been reached and the game saved. I’m checking that its switch activated before proceeding into the next chamber.
The first interaction missed because the character didn’t finish turning toward the crystal. A second press activated it successfully. I’ve lengthened that facing input in the helper, and the exit route is now available.
All six Pokémon are still at full health, and the exit crystal’s activation is verified in the saved game. We’re taking the western water route out of this room.
We’ve cleared the first chamber and reached Cal and Blake’s next scene. Once the dialogue finishes, I’ll start the smaller crystal-and-boulder puzzle.
The new recording is verified, and the second chamber’s first red crystal is activated. The previous segment is rendering in parallel, with no interruption to gameplay.
I’m resuming in Ametrine Core. I’ll keep the puzzle moving while finishing the previous recording’s review, then prepare the team for Heatran.
Swampert has Strength active for the next boulder step. The recording review has preserved the crystal interactions and dialogue; the extra cuts target stationary checks between actions.
The boulder is verified in the correct position. I’m switching the chamber back to heat to reach the next crystal; the previous recording’s final render has finished.
The third crystal is activated. Video 25 now includes the fully reviewed previous segment, and its consumed source footage has been cleaned up. I’m continuing through the remaining ice and lava switches.
The fourth and fifth crystals are now activated. The next pass opens the upper chamber with Rock Smash, then returns to ice for the final crystal. The party is still fully healthy.
The upper route is opening as planned. Before Heatran, I’ll restore Swampert’s Ground move and equip Volcanion for the sandstorm lead, with a fresh save immediately before the fight.
The rock barrier and seventh crystal are cleared. Only the final ice crystal remains before the boss chamber. I’m keeping the checkpoint and archive notes current so another interruption won’t lose the route.
The final crystal is reachable through the lower-left passage, so the second boulder shortcut isn’t needed. After opening it, I’ll head straight to the boss entrance.
The final approach takes a long loop around the chamber, but the route script is handling it and renewed Repel automatically. Recording is healthy, and the previous archive segment is fully finished.
All crystals are activated. The exit still requires the heated layout, so I’m making the last switch to Cal, then entering the final room and preparing the team.
The puzzle work is complete, and I’m on the final route out. Heatran’s win will get its own anomaly chapter; the subsequent capture will stay in the full journey video.
The exit check caught a remaining boulder requirement: the upper boulder must move left before the ladder is reachable. I’d treated that as an optional shortcut; I’m correcting it now.
I’m returning to the east side of that boulder. The route is running continuously; once it moves left, the checked path to the ladder opens.
I’ve reached the boulder’s east side. I’ll verify its new position before the final climb, then start the fight as soon as the team’s moves and held items are checked.
The boulder is now verified one tile left, clearing the required passage. The final climb and team preparation are queued, with the script stopping safely one step before Heatran.
The ladder route is now clear. I’m making the planned move and item changes next; Heatran’s opening Tyranitar is the first target for Volcanion’s Steam Eruption.
Swampert is replacing Rock Climb with Bulldoze now that the traversal is finished. Volcanion will lead with Safety Goggles; the rest of the team remains available for Trick Room, Ground immunities, and the dragons.
The team changes are done. Cal and Blake’s final story scene is playing before the approach to Heatran; I’m letting it finish and will save at the battle trigger afterward.
Saved immediately before Heatran and verified the full-health team, Bulldoze, and Safety Goggles. The anomaly battle is starting now.
Tyranitar is down in two Steam Eruptions. Volcanion survived its Thunderbolt, and I’m bringing in Cresselia to set up against Excadrill while preserving Volcanion for the follow-up.
Excadrill’s Iron Head flinched Cresselia before Trick Room went up. I’ve adjusted to its revealed attack: restoring Volcanion, which heavily resists Iron Head, for the knockout.
Heatran switched Excadrill out for Primarina, which took the Steam Eruption. I’m answering with Magearna while Primarina’s poison damage builds.
Primarina is down. Zygarde is next, so Mawile is coming in for Intimidate and a Mega Play Rough; the field’s poison also prevents Focus Sash from keeping it alive at one HP.
Zygarde is down, and Mawile is untouched. Excadrill has returned; I’m using Zapdos’s Ground immunity to get around its Earthquake threat and regain room to maneuver.
That switch worked: Zapdos avoided Earthquake, then paralyzed Heatran as it came in. I’m breaking Heatran’s Air Balloon so Swampert can use Bulldoze.
Heatran’s Balloon is gone and it’s paralyzed. Zapdos landed two Discharges without taking an attack, so I’m preserving it and bringing Swampert in to finish with Bulldoze.
Heatran is down. Only Excadrill and Charizard remain. Swampert is nearly spent, so I’m using its turn to revive Cresselia and set up a safer finish against Excadrill’s speed.
Cresselia got Trick Room up as Charizard switched in. That gives our slower attackers the advantage for both remaining opponents; Volcanion is taking the Charizard matchup now.
Charizard is down, and Mawile has put the last Excadrill in finishing range. Trick Room is still active for Magearna’s Aura Sphere.
Anomaly Heatran is defeated on the first attempt. The winning chapter is being closed at the victory boundary; next is catching Heatran for future team options.
The wild Heatran encounter has started. I’m restoring the capture team, then paralyzing and weakening it before using Timer Balls.
Heatran is paralyzed. Cresselia is restored and taking over the capture, using resisted Psychic hits to lower its HP without risking a large finishing blow.
Heatran is safely paralyzed and down to roughly half health. Cresselia is handling the encounter; I’m lowering it further and keeping enough HP in reserve for capture attempts.
Heatran is in the yellow with paralysis. I’m using Moonlight to keep Cresselia safe through poison and Fire Spin, then making one last controlled hit before the throws.
Heatran is now in the red and paralyzed. I’ve stopped attacking and am switching to Timer Balls, with Cresselia healed first.
Heatran is caught—second Timer Ball. I’m saving the result, then rotating the recording and heading back to heal and restock.
The catch is saved, and the next recording is verified. I’m returning to town while the completed segment is edited and Heatran’s major-fight chapter is prepared.
I’m checking the saved state and recording work, then I’ll continue from the post-Heatran return to town.
The team is fully healed and the Heatran catch is safely saved. I’m replenishing supplies and taking the next Nightclub quest while finishing Heatran’s video review.
The next lead is Manaphy beneath Mirage Tower. Its underwater field is the main complication; Zapdos’s Fly should let us move the fight to the surface, giving our team a much better matchup. Route reference
Heatran’s journey segment is now verified and appended to video 25. Its major-fight chapter is rendering with the original team and the confirmed total of one Full Restore and one Revive. Travel to Mirage Tower is underway.
Heatran’s major chapter is published, and its source footage has been cleaned up after both archives passed verification. I’ve reached the solved section of Mirage Tower and am heading for the underwater entrance.
Swampert is learning Dive for access to the next area. I’m also mapping the gem doors ahead of time so we can move through Splash Grounds without repeated route searches.
The tower’s remaining route loops through its upper stairway before reaching the Dive pools. The gem-door route beyond it is scripted with checkpoints and screen checks; it will stop before Manaphy so I can verify the team and battle entry.
The upper stairway is cleared. I’m approaching the Dive pools now; the route checks caught the tower’s automatic movement and confirmed the landing before continuing.
We’re inside Splash Grounds. The next steps are collecting three gems and opening their doors; I’ll keep the recording running through the route and stop the script at the boss approach.
Two gems are collected. The route is progressing normally, with the third gem and the first sealed door next.
The first gem door is open. One later doorway needs a route correction, so the script stopped safely; I’m checking the current position before continuing.
The delay came from underwater movement dropping rapid direction changes. I added a short pause between steps, and the next 25-tile route completed cleanly on its first pass.
Two sealed doors are open, and the team is still at full health. I’m opening the final door and putting Zapdos in front for the planned field change.
All three doors are open, and the pre-battle save is verified. I’m starting Manaphy with Zapdos; Fly is the opening move to remove the underwater field.
Fly successfully resurfaced the battle and left Heliolisk near defeat. Zapdos took a heavy Surf on entry, so I’m bringing Volcanion into the next Water attack to absorb it.
Heliolisk and Nidoking are down, with no bag items used. Dhelmise is next; Mawile can weaken its physical attacks with Intimidate and use the opening to set up.
Dhelmise is down to a boosted Sucker Punch. Manaphy has entered early; Mawile’s boosted Play Rough should be enough, though Whirlpool left Mawile confused, so there is some risk on this turn.
Manaphy fell to Play Rough. Only Tyranitar and Drampa remain; Magearna is set up to handle their special attacks and finish the fight. We still haven’t used any bag items.
Manaphy’s anomaly is beaten on the first attempt, with zero bag items and no Pokémon fainted. I’m recording the victory boundary, then catching Manaphy for future team options.
I’m resuming the Manaphy capture, then I’ll finish its battle recording and continue the postgame quests.
The resumed game and recording are healthy. Manaphy is being weakened safely with Cresselia; its anomaly victory is already secured and needs only the final archive pass.
Manaphy is now in the red. I’ve started a bounded Timer Ball sequence with automatic health checks, while preparing the recording review and the route back out of Splash Grounds.
Manaphy was caught with the first Timer Ball. That completes the quest; next I’m saving this progress and rotating the recording so the finished anomaly fight can be added to the major-fights collection.
The save confirms Manaphy is caught and the postgame completion counter has advanced to 33. Recording 298 is running, and 297 is being edited while I return to heal and take the next quest.
The Manaphy recording review is progressing alongside travel. Its boss fight remains intact, with the original entry team and zero-item result; the edits are removing navigation overlays and inactive menu pauses.
The initial review passed: the Manaphy victory and capture are preserved, and the remaining idle cuts are verified. I’m rendering the final soundtrack and checking the revised joins as the team heals.
Video 25 now includes the completed Manaphy segment, and its separate major-fight chapter is rendering. Zero’s next quest leads back to the LCCC; I’m checking the encounter details before committing the team.
I’m recovering the live game and recording state, then continuing the Jirachi quest. I’ll also finish checking the completed Manaphy chapter so the archive stays current.
The game is safely in Labradorra with the team healed. Manaphy’s victory footage is complete and correctly labeled; I’m heading through the LCCC story sequence toward Jirachi.
Jirachi’s quest has a substantial story section before the battle. I’m automating the verified walking and dialogue, and preparing for its Psychic Terrain team while that runs.
Both Manaphy exports are now verified, and their consumed source files are cleaned up. For Jirachi, Psychic Terrain also strengthens Calm Mind and Aura Sphere, so Magearna may be a strong lead with Volcanion covering the Fire-type matchup.
The memory sequence is progressing normally. I’ve added a bounded route script that verifies each completed story step against a normal in-game save, which should keep the dialogue section moving without losing our place.
The early memory scenes are complete. I’m keeping saves at these ordinary story checkpoints and preserving the scripted music changes in the recording; no battle attempt has started yet.
I found an important follow-up: this quest leads to Euphie and a three-battle partnered gauntlet after Jirachi. I’m checking that whole chain now so we can prepare before committing to it.
The later gauntlet restores both teams between rounds, which helps considerably. Its final round relies heavily on copied stat boosts and evasion, so I’m planning a terrain counter and Haze rather than relying on healing items to push through it.
I’ve also identified normal in-game sources for the two terrain moves we still need for the Tapu quests. Those catches should give us useful options for the harder fights ahead, particularly Tapu Fini’s automatic Misty Terrain.
The Manaphy milestone is backed up and pushed to the private repository. The game is still advancing through Jirachi’s memory sequence; the current route script is handling the errands and checking progress after each scene.
Jirachi’s story is still moving forward without a reset. The archive is current through Manaphy, and I’ve mapped the remaining story steps so we can go straight into battle preparation when control returns to Aster.
The route paused correctly at a dialogue choice, which I’ve handled, and it has resumed. I’m preserving the story footage while the remaining scenes run; Jirachi will be the next battle.
I’ve checked Jirachi’s actual wild moves as well. It has no recoil move or Rest in this encounter, so paralysis and careful chip damage should let us catch it without racing against self-inflicted damage.
The memory story has reached its later section, and the game is saving normally. The battle plan is ready: Volcanion handles the opening Lucario, while Cresselia and Magearna provide Trick Room and setup options for the rest.
The next preparation trip will include upgrading our Ground-type coverage as well as collecting the missing terrain users. That should make the Tapu fights and the later gauntlet more reliable than repeating narrow wins with the current movesets.
The story is now near its final transition back to Aster. I also found an uncollected Heart Scale in the same forest as the planned Comfey catch, so we can restore Swampert’s Earthquake on that trip.
The scripted route has passed the last major memory scene and is working through the short closing steps. Once Aster is restored, I’ll save immediately before Jirachi and begin the recorded attempt.
The game has reached the closing memory scenes. The team remains fully healed, and I’m keeping the recorder running through the transition into Jirachi’s encounter.
The story is still active—the closing sequence is longer than the earlier route notes suggested. The scripts are advancing it continuously, with no battle or recording interruption.
The final house scenes are complete. I’m making the last transitions to the encounter area, then switching Volcanion to the lead and freezing the exact team for Jirachi’s video panel.
Aster’s return is underway, and the next interaction is Jirachi. I’ll take the encounter from a fresh save and use the existing battle scripts to keep decisions moving.
Saved immediately before Jirachi with all six Pokémon healthy. I’m starting the first attempt now.
Lucario survived the opening hit in the red, so I’m switching Cresselia into its attacks while burn and Life Orb damage finish it. Volcanion is preserved for later in the fight.
Lucario is down. Delphox is next; I’m using Zapdos to slow it down so our slower attackers can finish it safely.
Zapdos landed paralysis and broke Delphox’s Focus Sash, but went down to its boosted attack. Swampert now has the speed advantage and is following up with Bulldoze.
I misjudged Delphox’s speed after paralysis; Swampert was still slower and went down. I’m correcting around the observed turn order now—Volcanion is fast enough to get the next hit in.
Delphox is down. Gallade is coming in, which is a much better matchup for Mega Mawile; Magearna is still untouched for the special attackers remaining.
Mega Mawile knocked out Gallade without taking damage. Magearna is now setting up against Jirachi, using Psychic Terrain’s doubled Calm Mind boosts.
Magearna and Jirachi both reached maximum Calm Mind boosts. Aura Sphere is making steady progress; I’m watching Magearna’s health closely so it can stay in and finish the matchup.
A critical hit bypassed Magearna’s defensive boosts and knocked it out. I’m resetting this attempt to the pre-fight save and changing the plan: we need to stop Jirachi’s setup rather than let both sides reach maximum boosts.
The reset is complete, with the failed attempt retained in the journey recording. I’ll use Flamethrower for Lucario this time, and preserve a Trick Room–Haze line to remove Jirachi’s boosts.
The second opening worked: Flamethrower removed Lucario immediately. Jirachi has sent Gallade next, so Mega Mawile can handle it while the rest of the team stays available.
Gallade is down again. Swampert survived Delphox’s attack and lowered its speed with Bulldoze; Zapdos can now switch in and finish it without sacrificing either Pokémon.
Delphox is down and all six Pokémon are still available. Starmie gives Mawile a chance to set up; I’m using that opening before Jirachi returns.
Starmie is down. Mawile kept its Attack boost, so I’m healing it once and using Iron Head against Sylveon; Jirachi will be the last opponent.
Only Jirachi remains, with all six of ours still standing. Cresselia is setting Trick Room so Volcanion can remove its boosts before it attacks.
Cresselia set Trick Room and got Volcanion healed before going down. Volcanion now has a safe entry and can use Haze ahead of Jirachi.
Jirachi is repeatedly choosing Calm Mind into Haze. I’m letting a bounded script remove each boost and exhaust that move, with a health guard that stops immediately if the pattern changes.
The health guard stopped as soon as Jirachi attacked. Its boosts are gone, and Volcanion survived the follow-up on 1 HP—Trick Room still gives us another hit before it can move.
Jirachi is defeated on attempt two. The Trick Room–Haze plan worked, and Magearna finished it at full health. I’m closing the victory segment, then catching Jirachi.
The completed battle log confirms exactly two Full Restores in the winning attempt. I’m now in the separate wild encounter, setting up paralysis for the catch.
Jirachi is paralyzed. I’m restoring Cresselia so it can weaken the catch safely and recover health while we throw Timer Balls.
Jirachi is safely paralyzed, and Magearna is weakening it while absorbing its attacks. I’m keeping the damage steps small before switching to Timer Balls.
Cresselia is back in safely. I’ve added a bounded capture helper that reads the visible HP bar and stops above a conservative critical-hit margin, so the remaining chip damage can run without risky repeated manual attacks.
The capture helper is working cleanly: Jirachi is down to roughly 38% health, with Cresselia still healthy. I’m switching to the more heavily resisted Psychic for the final damage steps.
Jirachi is now in the red at about 16% health and paralyzed. I’ve stopped all damaging moves and started the Timer Ball queue, with automatic healing checks for Cresselia.
Jirachi was caught on the first Timer Ball. I’m finishing the short aftermath and saving the capture, then I’ll reconcile this recording before the next preparation trip.
I’ll check the latest save and recording, then resume from the Jirachi capture. I’ll also finish archiving the battle at the next safe pause.
The save confirms Jirachi is caught, and the recording is still healthy. The next quest section leads into a three-battle gauntlet; I’m checking the exit so we can heal and prepare the team before committing to it.
The exit has changed with the story and now loops back into the memory sequence. I’ll check whether Escape Rope or another normal exit is available. The Jirachi footage is closed safely and processing while recording 299 covers the next section.
Escape Rope is unavailable here, so preparation has to use the current party and bag. Magearna looks well suited to Euphie’s opening Rotom: it can use Calm Mind to build both damage and special defense. I’ll heal the party and prepare that approach before starting the fight.
The healing queue is running through the normal menus. I’m also adding Dazzling Gleam to Magearna in place of Aura Sphere, which cannot hit Euphie’s Ghost types. While those menus run, I’m reviewing the Jirachi edit cuts and joins.
The Jirachi footage review confirms that both attempts, the reset, the winning battle, and the capture are retained in the journey edit. I’m checking the remaining short idle cuts now. The healing queue is progressing, and the game provides a full heal at the start of the later partnered gauntlet.
I’m resuming at the Euphie fight preparation. I’ll verify the game and recording state, continue the battle, and finish the remaining video checks during pauses in play.
The team is healed, Magearna now has Dazzling Gleam, and the pre-fight save is secured. The Jirachi footage has also passed its final visual review; I’m checking the rendered files before appending it to video 25.
Euphie switched straight into Hoopa, so I’m adapting the opening around Trick Room. Video 25’s Jirachi section is now published and verified, with the existing footage preserved exactly.
Hoopa’s Psyshock hit hard, but Trick Room lets Magearna finish it first. I’m keeping the battle scripts bounded so they pause whenever the opponent changes or the matchup needs a new decision.
Magearna has removed Hoopa and is now working through Mismagius’s Focus Sash. I’m also preparing the recording tools for the upcoming three-battle sequence so every retained victory comes from one uninterrupted successful run.
Mismagius is down, and Mimikyu has spent its first turn setting up. Magearna still has enough health to continue; the next Flash Cannon should finish Mimikyu after breaking Disguise.
Mimikyu also had a Focus Sash, so it needed one more hit than expected. I’ve switched to Mawile to finish it safely. Jirachi’s separate major-fight video is now published too, and its consumed raw footage has been cleaned up.
Euphie is down to Rotom, Decidueye, and Mawile. Our whole team is still available. I’m rebuilding Magearna’s special defenses now that Hoopa—the threat that bypassed them—is gone.
Rotom’s boosted Hex is stronger here than its normal damage suggests, so I’m healing once before completing Calm Mind. The upcoming gauntlet restores the party between rounds, which will let us use each Pokémon more aggressively there.
Magearna has reached maximum Calm Mind boosts. I’m setting Trick Room again, then using its boosted attacks to clear Euphie’s remaining three Pokémon.
Rotom is down. Magearna is now attacking first under Trick Room, and the final stretch is running without further item use.
Euphie is beaten on the first attempt, with all six team members still standing. I’m saving after the scene, then moving on to the three-round orphanage challenge with Euphie as our partner.
The post-Euphie save is verified and backed up. I’m advancing the memory’s story while updating the recovery notes, so an interruption can resume from this win rather than replaying it.
The recovery checkpoint and archive metadata are now committed; the push is finishing. The story is introducing the orphanage group before the next battle sequence.
The handoff is pushed successfully. I’ve also checked all three upcoming opponent rosters; the final round relies heavily on copied boosts and evasion, so I’m keeping Volcanion’s Haze and Mawile’s physical attacks available for it.
I’ve reached the end of the introductory scene. I also tightened the dialogue helper so it can advance long, verified scenes faster while still stopping before choices and battle triggers.
The remaining scene is playing through now. Before the gauntlet, I’m checking the held-item setup for our Trick Room strategy; the party will receive a full in-game heal when the first round begins.
The therapy scene is still running. The battle setup is ready: Magearna leads, Cresselia provides backup Trick Room, and the recording ledger will track the three rounds as a single no-save attempt.
Cresselia now holds Power Weight, which makes it act earlier under Trick Room. The pre-gauntlet save is being secured; once we enter, I’ll keep the entire three-round attempt uninterrupted.
We’re entering round one against Anna and Noel. The game will heal our party, and Euphie will fight alongside us with her own six Pokémon.
Anna’s Ninetales set Aurora Veil and switched out through its Eject Button. Magearna got its first Calm Mind safely; I’m using Trick Room to control the next turns while we work through the screen.
Gardevoir is down, and Magearna has reached maximum Special Attack. Purugly put it to sleep, so I’m clearing that status before starting the spread attacks.
Purugly and Clefable are down as well. I targeted Clefable with Flash Cannon before it could copy Magearna’s boosts; that removes a major threat while Euphie’s Hoopa helps with the other side.
Clefable did get Psych Up off, but Flash Cannon still knocked it out immediately. Jirachi is pressuring Magearna with Iron Head now, so I’m preserving Magearna while Hoopa attacks alongside it.
Hoopa has taken out Jirachi. I’ve moved Magearna out of the physical pressure and am using the rest of the team to handle the slower opponents that benefit from Trick Room.
Slowbro and Lickilicky are gone. I’m resetting Trick Room with Cresselia so Mawile can handle the remaining special attackers before they build up further.
Cresselia and Hoopa have done their part; Slowbro and Mega Audino are out. Mawile is now in under Trick Room, with Euphie’s Mimikyu alongside it, to finish the faster attackers.
Mawile and Mimikyu removed Diancie and the second Meloetta together. Anna and Noel are down to Ninetales and Porygon-Z.
Round one is won on the first attempt. We used two Full Restores across the twelve opposing Pokémon. The party is being restored automatically, and Charlotte and Laura are next.
I’m using this inter-round dialogue pause to rotate the recording and start editing the completed segment. The game stays in the same uninterrupted gauntlet attempt; no save or reload is involved.
Round two has started, and the full-party heal is confirmed. Volcanion is taking the opening Heat Wave while Magearna stays available for later in the fight. The previous recording is rendering in the background.
I’m checking the live battle and recording, then continuing the orphanage gauntlet from the current turn.
The first round is already won. We’re now facing Charlotte and Laura; Volcanion is handling their sun team while the rest of our party remains available. I’m also finishing the previous recording’s cut checks during battle animations.
Their boosted Noivern is hitting hard. I’m using Cresselia to try to reverse the speed order, which should let our stronger attackers move before the remaining sun sweepers.
Cresselia fell before setting Trick Room, but Euphie’s Mismagius removed Mega Sceptile. I’m stabilizing Volcanion while it pressures their remaining team. The previous recording’s final cut review is complete.
Video 25 now includes the previous session, with its existing footage preserved exactly. Euphie’s separate victory segment is rendering; the orphanage rounds will only enter the major-fights collection once the whole gauntlet is won.
Noivern is down. Their Magearna is accumulating Special Attack boosts from the knockouts, so I’m trying to slow it with Zapdos before bringing Volcanion back to clear those boosts.
This attempt has fallen behind: we lost speed control, and their Magearna’s boosts are overwhelming the team. I’ll reset the entire gauntlet and change the opening so Magearna establishes Calm Mind and Trick Room immediately in round two.
The full pre-gauntlet save is restored, and attempt two is underway. The failed attempt remains in the journey video; its first-round win will stay out of the victory collection.
I’m replaying the opening scene now. The first-round plan worked; the main correction is to establish our boosts and Trick Room before Charlotte and Laura can bring in their faster, boosted attackers.
Attempt two has reached the first battle. I’ve also saved the recovery notes and archive state so another interruption can resume from the live attempt without replaying completed work.
Trick Room is up, and Magearna is still healthy. I’m adding the second Calm Mind before attacking, which also protects it against the special attackers later in this round.
Magearna now has both Calm Minds in place and has removed Gardevoir. This opening also avoided the sleep problem from the first attempt, leaving us in a better position to keep attacking.
Lickilicky is down too. Magearna still has its boosts, so I’m keeping it in and healing before tackling Audino and Nostra.
I found a speed issue: battle turbo was off. It’s now visibly enabled, which should shorten the animation time substantially.
Audino and Clefable are down, and all six of our Pokémon are still available. Magearna’s boosted attacks are now clearing the first round much more cleanly.
We’re near the end of round one. Trick Room is refreshed, and Magearna has kept its boosts throughout; only one Full Restore has been needed so far.
Round one is won again—this time with all six of our Pokémon alive and one Full Restore used. The game heals both teams between rounds; I’m moving straight into the revised Charlotte and Laura opening.
Magearna survived the opening Heat Wave and got Calm Mind up. I’m healing it now, then setting Trick Room while its increased Special Defense gives it room to stay in.
The opening needed an extra Special Defense boost to avoid risking Magearna before Trick Room. That has cut the incoming damage enough to establish the setup safely; our other five Pokémon are still untouched.
Trick Room is up with Magearna still healthy. I’m finishing its boosts now; the next attacks should let us remove their sweepers before they move.
Dazzling Gleam removed both Ninetales and Mega Sceptile in one turn. We’ve now got the speed advantage and full boosts, with Victini and Tangrowth coming in next.
Their Magearna is down before it could build up. Chandelure landed a heavy hit, but Trick Room is still active, so I’m using Dazzling Gleam to remove it and Celebi before they attack again.
Charlotte and Laura are almost cleared. Magearna has just removed Blaziken and Lilligant together, and the full reserve team is still intact for the final round.
Charlotte and Laura are beaten, with all six of our Pokémon still alive. The revised opening worked: two Full Restores and one X Sp. Def supported Magearna’s setup. I’m rotating the recording at this break, then continuing directly to the final gauntlet battle.
The final round uses repeated Psych Up and evasion moves. I’m planning around Mega Mawile’s physical attacks so those copied Special Attack boosts don’t get a chance to overwhelm us.
I’m checking the current game and recording state, then continuing the final orphanage battle from the existing attempt.
The first two rounds are won on this attempt, and the third is starting with the team healed. I’ll use Mega Mawile’s physical attacks here to avoid feeding the opponents’ Psych Up strategy.
Mawile has Mega Evolved safely, and Trick Room is active. The opening Togekiss pair gives us room to build Attack before the bulkier Pokémon arrive.
Mawile broke through the first Togekiss, but a replacement’s Fire attack hit hard. I’m stabilizing its health before continuing the sweep; the earlier recordings are being trimmed and checked alongside the battle.
Paralysis stopped Mawile’s knockout attack, so it went down. Volcanion is now in safely against the Fire move, with five team members still available and Revives in reserve.
Volcanion has removed the dangerous Togekiss, and the opposing Alakazam is also down. The full journey through the first two rounds is now edited and verified; their major-fight clips will be published once this whole gauntlet is won.
Antics’ entire side is down. Mawile is revived and healed, so I’m bringing it back to handle Lin’s remaining bulky team.
Lin’s Audino has accumulated heavy special boosts. Magearna is taking over: its resistance and Calm Mind can withstand those attacks while preparing to break through.
Magearna is fully boosted and holding full health. I’m pressing the attack now while Euphie’s remaining Pokémon help wear Audino down.
Audino and Chansey are down, and Magearna has cleared the remaining Fairies. I’m confirming the victory and closing out the gauntlet’s recording records before continuing the story.
The orphanage gauntlet is won on attempt two, with no saves between rounds. The final battle used one Revive, one Ultra Potion, and one Full Restore. I’m recording the aftermath and preparing all three winning rounds for the major-fights collection.
The story has returned us from the orphanage memory, and the completed gauntlet is safely saved. I’m finishing its archive while heading back out to prepare the terrain moves needed for the Tapu quests.
I’m resuming from the cleared orphanage gauntlet, checking the recording archive, and continuing toward the terrain preparation for the Tapu quests.
The first two rounds are now verified in the major-fight collection. The final round’s edit is rendered; I’m checking its last cuts while returning to the city.
The gauntlet’s final victory is safely in video 25. I’m now leaving the LCCC, then collecting dedicated Psychic and Grassy Terrain users so the next quests don’t depend on improvised teams.
All three orphanage wins have passed visual review, including the correct team columns and shared two-attempt count. The archive is doing its final decode check while I travel.
I’ve reached Spinel Town. The next stop combines a Comfey catch with a Heart Scale pickup, which will also let Swampert replace Bulldoze with Earthquake.
The full orphanage chain is now published as three major-fight chapters, and its source cleanup is complete. I’m continuing with the forest pickup and catch.
The Heart Scale is collected. I’m searching the nearby grass for Comfey, then I’ll train its terrain move and upgrade Swampert before the next major fight.
Comfey appeared almost immediately. I’m catching it now; its terrain move will cover the grass gate, with our existing Meowstic and Zeraora covering misty and electric terrain.
Comfey is caught and saved. I’m making the Earthquake upgrade at the Circus first; then a short training stop will supply the experience needed for the new terrain users.
Comfey is secured with one Ultra Ball. I’m preserving its useful support moves while building the terrain option; Earthquake will also make our repeatable training battles faster.
Swampert now has Earthquake. I’m swapping Comfey into the training party, keeping our proven attackers available for quick candy farming.
Comfey is in the party. One candy gets it just short of Grassy Terrain, so the next training battle should finish that level while earning more candies for the remaining preparation.
Comfey is level 45 with Aromatherapy and Synthesis retained. I’m heading to the Grand Hall for a familiar matchup that should unlock Grassy Terrain and fund the Psychic Terrain user’s training.
The training battle is starting. Swampert’s Earthquake should handle the old problem matchups much more efficiently, and Comfey can gain experience safely from the back of the party.
Earthquake knocked out Fawkes’s opening Pokémon cleanly, and Comfey has reached Grassy Terrain. I’m finishing the battle, then going directly for the Psychic Terrain gift.
Comfey has learned Grassy Terrain, and the training fight is progressing smoothly. I also found the post-restoration route to the Fennekin gift through 7th Street, which avoids an unnecessary waterfall detour.
Fawkes is beaten, Comfey is level 49 with Grassy Terrain, and we earned 12 XL candies. I’m taking the sewer access route to collect Fennekin next.
That training win took about three minutes, including Comfey’s move-learning prompts. The improved team and the existing battle script kept it moving; I’m now travelling through the city toward the gift.
I’m through the Lapis access building and taking the elevator to 7th Street. The terrain team is ready apart from the Psychic Terrain gift; no further gauntlet attempts are needed here.
The terrain gates use level-1 Unown, so the new terrain users only need their required moves for those puzzles. I’ll keep the high-level battle team for the Tapu fights themselves and avoid unnecessary grinding.
The Tapu battles have full level-125 teams, so I’m treating the terrain puzzles and the combat preparation separately. I’m checking their matchups now while the travel script continues.
I’m crossing the restored water grids now. For Tapu Koko, the promising upgrade is our already-trained Excadrill paired with Cresselia’s Trick Room: it avoids the electric attacks and is less exposed to Energy Ball than Swampert.
I’m at the storage section of the water grid. The remaining step is to restart its machinery with Zapdos’s Discharge, then claim the Fennekin carrying Psychic Terrain.
The storage room is unlocked and Zapdos is leading. I’m ready to restart the machinery, collect Fennekin, and then return for the final team setup.
The Electirizer pickup worked, but that spot didn’t start the expected encounter. I’m checking the room’s actual interaction points before proceeding.
The pickup temporarily removes that event until the room reloads. I’ve confirmed the cause and am stepping out and back in to reveal the Electrode encounter.
Electrode is now out. Zapdos is using Discharge to turn the Short-Circuit Field back into a Factory Field; I’ll finish the encounter without changing it back.
The machinery restarted successfully. I’m finishing the gift dialogue now, then I’ll rotate the recording and continue the team preparation during its edit.
I’m checking the live game and recording state, then I’ll finish collecting Fennekin and continue preparing the team for the Tapu fights.
Fennekin is collected, giving us the Psychic Terrain move needed for the Tapu route. Swampert now has Earthquake, and Comfey has Grassy Terrain; I’m saving this progress and rotating the recording before heading back.
The save confirms Fennekin has Psychic Terrain. I’m returning through the water treatment plant while the last recording is edited. For Tapu Koko, I’m checking a sturdier opening built around Trick Room and Ground attacks.
The return route is progressing, and the recording checks are catching and recovering brief capture interruptions. I’m also reviewing the cuts so travel and dialogue stay intact while coordinate popups and idle pauses are removed.
We’re nearly out of the treatment plant. I’m putting Tapu Lele first: our trained Steel attackers already suit that fight, and Fennekin now supplies its entry requirement. Koko’s opening needs more preparation, so I’ll handle that after making progress here.
The Fennekin segment is now verified and appended to video 25, and its raw footage has been cleaned up. I’m swapping in Fennekin and Cresselia next, then heading to Lele’s gate with Mawile and Magearna as the main attackers.
The team is saved and ready for Lele. I also confirmed that its terrain gate stays unlocked once solved, which will make future team changes easier. We’re taking the shorter approach from Charous Hall.
We’re back inside Victory Road. Lele’s team uses Cosmic Power and Psych Up, so I’ll prioritize removing Clefable and use Trick Room to let our slower Steel attackers act first. Volcanion’s Haze is available if their boosts build up.
Lele’s portal is still inactive—the Tapu quest hasn’t been accepted yet. I caught that before entering a fight. I’m checking the quest giver and returning to activate it; the team and terrain moves are ready.
I’m checking the live game, recording, and latest recovery notes so I can resume from the interruption.
The game and recording are healthy. We’re at Lele’s inactive portal; I’m returning to the Nightclub to accept the Tapu quest, then bringing the prepared team back.
The Escape Rope brought us straight back to Charous. The return route is queued with map checks, and the Lele plan uses Mawile and Magearna under Trick Room to avoid relying on items.
Seacrest is describing the four new doors now. Once the quest is accepted, Fennekin’s Psychic Terrain should unlock Lele’s room; the fighting team is already prepared.
The Tapu quest is accepted and saved. I’m heading back through Victory Road now, then using the level-1 Unown encounter to open Lele’s room.
We’re back inside Victory Road. The route helper is renewing Repels and checking each transfer; the next stop is the newly activated portal.
The portal is active now, but the route helper couldn’t reach the first entrance tile. I’m checking the adjacent entrance before opening the terrain gate.
The portal sits below a Rock Climb wall, and I left our climber in the PC when assembling the team. I’ll bring Swampert back in Cresselia’s slot; Magearna can still provide Trick Room for this fight.
I’m at the Grand Hall PC now. Swampert will keep Earthquake and Surf, with Rock Climb replacing Dive for this cave route.
Swampert has learned Rock Climb. The opening plan remains Mega Mawile attacking Clefable while Magearna sets Trick Room; I’ll check the result before queuing the next turn.
The revised team is saved, and we’re returning to the portal. I’ve added the Rock Climb requirement to the route notes so later visits won’t need this detour.
The save and updated route scripts are backed up and pushed. We’re on the last few cave transfers before Rock Climb and the terrain puzzle.
Swampert has cleared the wall, and we can reach the portal. I’m opening the terrain gate next, then saving immediately before the anomaly fight.
The terrain puzzle worked, and Lele’s room is unlocked. Fennekin only took 2 HP of damage. I’m putting Mawile and Magearna in front and starting the first boss attempt.
The anomaly fight has started against Clefable and Gardevoir. Both of our leads are at full health; the first turn is Mega Evolution, Iron Head into Clefable, and Trick Room.
Clefable went down on the opening turn. Fennekin’s shared experience triggered a move-learning prompt, so I paused the battle queue to preserve Psychic Terrain before continuing.
Trick Room is active, and Victini has replaced Clefable. I’m bringing Volcanion in to handle its Fire attacks while Magearna targets Gardevoir with Flash Cannon.
Gardevoir and Victini are down, and Magearna has gained Special Attack boosts from both knockouts. We haven’t used any bag items; Volcanion is still healthy enough to keep attacking.
Lele itself is down too. Magearna’s boosted Flash Cannon is doing the work; Starmie and Musharna are the remaining opponents. I also updated the battle helpers to handle the planned level-up prompts without unnecessary waiting.
Starmie knocked out Volcanion, so Mawile is back in alongside the untouched Magearna. The next pair of attacks targets the last two opponents.
Lele’s anomaly team is defeated on the first attempt, with no bag items used. I’m now catching the one-time Lele encounter, then I’ll save and edit this recording segment.
Lele is down to about one-third health. Zapdos is setting paralysis so we can catch it without risking another damaging hit.
Lele is paralyzed and weakened, and Magearna is handling the capture attempt. The completed boss log confirms zero item use. A brief capture-stream interruption stopped the input helper safely; recording recovered and the ball queue has resumed.
Magearna is holding up well while the balls are thrown. Lele is staying paralyzed and weakened, so there’s no need to risk more damage.
Lele has broken out of the first batch. I’m switching to Timer Balls now that the encounter has lasted long enough for their full bonus, with healing based on Magearna’s visible HP.
Caught Lele with the first Timer Ball. I’m saving the result and closing this recording for editing before preparing the next Tapu matchup.
Lele is safely stored in Box 2, and the game is saved. Recording 303 is closed and its edit is processing. Next is Fini; I’m preparing Misty Terrain access and keeping Volcanion available to counter Azumarill.
The journey edit preserves the battle and capture, while trimming coordinate checks and idle menus. I’m checking the cuts as the team returns to the Grand Hall for healing and the next terrain setter.
I’m checking the live game and recording state, then continuing toward Tapu Fini while finishing the Tapu Lele edits.
The team swap is complete and saved. Meowstic is ready to open Fini’s Misty Terrain gate; Lele’s winning battle and capture are intact in the edit.
We’re heading back through Victory Road to Fini’s portal. I’m keeping Volcanion for its Water immunity and Haze, which gives us an answer to Azumarill’s Belly Drum without relying on healing items.
Fini’s field also strengthens Steam Eruption and raises Fairy-types’ special defense. I’ve checked those rules and will use the opening turns to judge whether Magearna can set up safely. The Lele journey edit is now being published.
The route is progressing. Lele’s archive panel needs its species/type metadata filled in before rendering; I’m fixing that from the installed game data while travel continues.
We’ve reached Fini’s portal. Meowstic will activate Misty Terrain in the gate battle, then I’ll save before challenging the anomaly.
Fini’s gate is open. Meowstic took only 2 damage. I’m leading Magearna for the anomaly and testing Calm Mind against Ribombee before committing to a sweep.
Lele is now published in both video 25 and the postgame major-fights collection, with the previous footage verified unchanged. Fini’s first attempt is underway.
Magearna is setting up safely: Ribombee used Sticky Web, then dealt 51 damage after our first Calm Mind. A bounded script is handling the next setup turns and will stop if the opponent changes or HP falls below the safety margin.
Magearna has five Calm Minds and Trick Room up. Ribombee’s attacks are down to about 20 damage, so the setup has worked. We’re starting the sweep now.
Ribombee is down and Magearna is at maximum special attack. Sylveon is next. I’ve scripted the reviewed attack choices for the remaining team, with checks that stop on low HP, an unexpected opponent, or any unclear screen.
Sylveon took two hits, but Azumarill fell immediately after Belly Drum, before it could attack at +6. Magearna still has its boosts; the opposing Magearna is coming in next.
The opposing Magearna is much bulkier than the earlier targets. Our script stopped at 99 HP as intended. I’m using one Ultra Potion to preserve the setup, then finishing the remaining Pokémon.
Tapu Fini is down; only Milotic remains. The team has needed one healing item so far, and Magearna is still healthy enough to finish.
The anomaly was beaten, but the victory-transition helper advanced into the capture battle and attacked before stopping. That was a mistake in the helper’s boundary check. I’m restoring the pre-fight save so we can recover the one-time Fini encounter, and fixing the helper to stop immediately when a new battle appears.
The save is restored. I also found why the damage was lower than expected: Ribombee’s attacks had reduced Magearna’s special attack during setup. The replay will use the same proven team, with the capture transition handled separately.
The replay is moving through setup normally, with no additional items used yet. The full journey will retain the recovery and replay; the major-fight panel will report both attempts accurately.
The replay has passed Ribombee and is finishing Sylveon. I’m also checking the next team change: Excadrill’s Mold Breaker would let Earthquake hit a Levitate partner, so I’ll address that before using the proposed Koko strategy.
The second attempt is following the same winning line. I’m keeping the capture separate this time: Volcanion will take over against wild Fini, where its Water immunity should make the catch safer.
Fini’s anomaly is beaten again, with one Ultra Potion used. I’ve closed the major-fight marker at the victory screen. Now I’m advancing the encounter one step at a time and switching to Volcanion for the catch.
Volcanion is in safely and the first Steam Eruption left Fini around 70% HP. Its Water attacks are harmless to Volcanion, so we have room to weaken it carefully and throw balls.
Fini is now in the red. I’m throwing Timer Balls with an HP guard on Volcanion; Water Absorb keeps most of Fini’s attacks from wearing it down.
Caught Tapu Fini on the second Timer Ball. I’m saving it now, then rotating the recording and returning to prepare for Bulu.
Fini is safely saved in the box. The new recording is running, and I’m heading back for Comfey’s Grassy Terrain before Bulu. The Fini edit is processing alongside travel.
I’m checking the live game and recording, then continuing toward Tapu Bulu while finishing the Tapu Fini edit.
Comfey is back in the team for Bulu’s terrain gate. Fini’s revised edit has passed decoding and audio checks; I’m reviewing the final cuts before adding it to the journey and major-fight collection.
Fini is now in video 25, and its major-fight chapter is rendering with the second victory, two attempts, and one Ultra Potion shown. For Bulu, I’m preparing Volcanion and Magearna together: remove Ferrothorn quickly, then use Trick Room to control the doubles battle.
The final Fini review looks good, including the full victory ending. We’re at Bulu’s cave approach now; I’m using the existing route scripts to keep travel moving while the archive finishes.
Bulu’s portal sits beyond a cliff section, so I’m checking the actual climb route before proceeding. The recording is healthy, and Fini’s published archives are now going through their final verification and source cleanup.
Fini’s journey and major chapter are both published and verified; its temporary footage has been cleaned up. I found the two Rock Climb crossings to Bulu’s portal, and Swampert is taking us across them now.
We’re through the cave and saved at Bulu’s gate. Comfey is opening it with Grassy Terrain; after that I’ll save the battle team and start the anomaly fight.
Bulu’s gate is open. I’ve prepared a two-action battle helper that checks whose command menu is on screen before each move, so we can run planned doubles turns quickly without blindly repeating actions.
The opening worked: Ferrothorn is down and Trick Room is active. I’m checking Gengar’s damage and the replacement before choosing the next pair of attacks.
Gengar and Roserade both fell on turn two, with both of our leads still at full health. Bulu and Salazzle are in now; Magearna’s Soul-Heart boosts put us in a strong position to finish.
Bulu and Salazzle are down too. Only Zangoose remains, and we haven’t needed any items. This team preparation is paying off—the battle has taken four turns.
Tapu Bulu’s anomaly is defeated on the first attempt, with no bag items used. I’m moving carefully into the separate wild encounter now so we can catch Bulu.
The wild Bulu is weakened and burned. I’m using lighter attacks now, then switching to Zapdos’s Roost for a capture attempt that won’t depend on repeated healing items.
Bulu is staying stable at low health while Zapdos handles the capture attempts. I’m also checking where to obtain Protect and an Ability Capsule for Excadrill before Koko, so the next team has a reliable opening.
Tapu Bulu is caught. I’m saving that progress and closing this recording for editing, then preparing Excadrill and Cresselia for Koko.
Bulu’s capture took six Timer Balls, and the save is backed up. We’re back at Grand Hall assembling the Koko team while I finish reviewing Bulu’s video.
Excadrill, Cresselia, and Zeraora are in the team. I’m running three bounded Grand Hall training rounds to bring the reserves up, with a save and heal after each round. Protect is available in the nightclub, and there’s an uncollected Ability Capsule in Agate City.
I’m checking the live training round and recording recovery, then I’ll finish preparing the team for Tapu Koko.
The Bulu victory and capture footage are now finalized, including its separate major-fight chapter. Training is still progressing; for Koko, I’m preparing Excadrill and Cresselia to use Earthquake safely under Trick Room.
The latest training fight is won without items. Bulu’s archives have passed verification and their temporary source files are cleaned up. I’m checking the candy total before spending it, then collecting Protect and changing Excadrill’s ability.
Three rounds provided 48 XL candies; the two reserves need 56, so I’ve queued one final round and then their level-up menus. The training script heals and saves after each win.
Koko’s team is vulnerable to Ground attacks, but its opening Zeraora can threaten Excadrill immediately. Protect on turn one should let Cresselia establish Trick Room; changing Mold Breaker will keep Cresselia’s Levitate immunity intact afterward.
The final training round is still running normally. I’ve also backed up and pushed the Bulu checkpoint and verified archive records, so that progress is recoverable if the model stops again.
The fourth round is complete, and Zeraora has reached level 125. Excadrill is next. This gives us a reusable Ground attacker and terrain setter for later fights as well as Koko.
All six Pokémon are now level 125 and fully healed, with a verified save. I’m collecting Protect from the nightclub, then visiting the Ability Capsule seller before heading back to the anomaly.
Protect has been collected. The team preparation is now down to teaching that move and buying the Ability Capsule; then I’ll return directly to Koko.
Excadrill has learned Protect. I’m heading to the circus seller now; once the ability change is confirmed, the team will be ready for the Electric Terrain fight.
We’re at Agate Circus. The recording is healthy, and the team’s level-up and move changes are saved. I’m checking the seller’s actual offer before choosing the capsule purchase.
The capsule costs three Blue Shards. We have two, and there’s an uncollected Blue Shard nearby, so I’m picking that up to complete the purchase.
The missing Blue Shard is collected. A helper paused at the seller’s closing dialogue; I advanced that normally and resumed the purchase route.
The Ability Capsule is purchased. I’m applying it to Excadrill, then buying more Timer Balls and returning to Koko’s gate.
Excadrill’s ability menu offers Sand Rush and Sand Force. I’m choosing Sand Force, which preserves Cresselia’s Earthquake immunity and may also be useful in future sand teams.
Excadrill’s Sand Force and Protect are verified in the saved team. I’m restocking capture balls on the way back. Free disk space is around 5 GB, so I’m keeping an eye on recording size and will reconcile this segment at the next natural pause.
The capture-ball purchase is underway. After that, the route script will take us through the cave to Koko’s gate and stop at a saved checkpoint before any boss battle.
We’ve restocked and reached the Victory Road approach. For the capture afterward, Zeraora is particularly useful: Volt Absorb can turn Koko’s Electric attacks into healing while we throw Timer Balls.
The cave route is clear so far. I’ll use Plasma Fists to open the Electric Terrain gate, then save with Excadrill and Cresselia in front before starting Koko.
The portal sits above a Rock Climb ledge, so the walking route stopped there as expected. Swampert already knows Rock Climb; I’m using it to finish the approach.
We’re through the ledge and inside the terrain gate. The team is ready; I’m saving here before opening Koko’s chamber.
Plasma Fists opened Koko’s chamber successfully. I’m arranging the two leads and making the pre-battle save. The opening is Protect plus Trick Room, then Earthquake with Cresselia supporting.
The pre-battle save is verified, and Koko’s first attempt is starting. The main threat after the opening is Mega Swampert, so I’ll reassess when it enters rather than blindly repeating Earthquake.
The boss approach needs the bridge’s upper-path switch recorded in the navigation state. No battle has started yet. I’m crossing to that landing normally and updating the checkpoint, then continuing the same first attempt.
Koko’s battle is underway now, with Zeraora and Xurkitree leading. I’m executing Protect and Trick Room, then checking the public battle result before the next turn.
Cresselia took a heavy hit and was paralyzed on turn one, while Protect kept Excadrill untouched. I’m checking whether Trick Room went up before committing to the Earthquake turn.
The recorded turn confirms Cresselia was fully paralyzed, so Trick Room failed. I’m resetting this attempt to the pre-battle save and checking for a paralysis-curing held berry to make the opening more reliable.
We have a Cheri Berry, so Cresselia can cure that opening paralysis automatically. I’ve recorded the first attempt as a reset and am preparing the second attempt with the berry held.
The second attempt is starting with the Cheri Berry equipped. I’ve also verified the failed opening from recorded gameplay frames, so the retry count and reason are preserved accurately.
Earthquake knocked out both opening Pokémon, and Cresselia healed with Moonlight. Koko has brought in Swampert and Tapu Koko together; I’m focusing Koko while keeping our Ground-type backup available.
Tapu Koko is down to a sliver of health. Excadrill fell to Mega Swampert’s Superpower, so our own Swampert is in now; Earthquake can finish Koko while Cresselia heals again.
Koko and Mega Swampert are down. Only Raichu and a weakened Genesect remain, and we haven’t used any bag items in this attempt. Swampert and Cresselia are still in good shape.
Raichu is down. Its Reflect kept Genesect alive with a tiny amount of health, so I’m finishing that last Pokémon now.
Tapu Koko’s anomaly is defeated on attempt two, with no bag items used. Excadrill and Cresselia both fell, but Swampert finished the fight. I’m moving into the capture encounter now.
The wild Koko is level 115, and Zeraora entered automatically because the two leads had fainted. I’m weakening it carefully with Close Combat before starting the ball queue.
Koko is safely in yellow health. Zeraora is still at full HP, and its Electric immunity makes this a stable capture position. I’m starting a bounded Timer Ball queue.
The first few balls have broken out, but Zeraora remains at full health. I’m also adding a small recorded-caption reader so fast battle messages can be checked without slowing future turns as much.
Koko has resisted six balls so far, but Zeraora is still safe and fully healed by Volt Absorb. The new caption reader correctly recovered the missed paralysis message from the first attempt.
Tapu Koko is caught—ten Timer Balls, with Zeraora staying at full health. That completes all four Tapu captures. I’m saving the result and closing this recording segment for its edit before returning to the nightclub.
The capture is saved, and recording 307 is running with verified game-only framing. I’m preparing the previous segment’s edit while returning to heal, then I’ll check the next postgame tier.
The recording edit is being checked now, including the reset, the winning attempt, and the capture. The return-to-town script is still running; afterward I’ll restore the main team and check the nightclub’s level-cap transition.
I’m resuming from the Tapu Koko win and capture. I’ll check the team-restoration script, finish reviewing that recording, and put the next level-cap transition at the start of video 26.
Koko is safely caught, and the winning battle used no bag items. The team script stopped safely at the wrong PC box; I’m correcting that selection while finishing the edit review.
The Koko edit has passed its cut and transition review. Mawile is back in the party; Magearna is next. After the cap rises, I’ll train the team to 130 before taking on Fern and the next anomalies.
The team is restored and approaching the Nightclub entrance. The saved quest count meets the next-tier requirement. Koko’s major-fight segment is also ready: two attempts shown, no bag items, and the correct team panels.
The level cap is now 130, and that transition starts video 26. I’m heading back for a short training block so the main team enters the new tier at full strength.
The first training battle is underway. I also checked the new quest’s installed map data: Randall now stands at a different Nightclub event than before, so I’ve identified the correct NPC and route before we set out.
The first training win is complete and earned 12 XL candies. Video 25 and Koko’s major-fight archive are finalized; their consumed raw recordings have been cleaned up, leaving about 5 GB free.
Training is continuing with the repeatable four-Pokémon matchup. I’m using the downtime to script the upcoming Strength puzzles from the installed map, so we can spend less time navigating once the team is ready.
The second training battle is won. The upcoming wall puzzle needs its full solution on this save, so I’m checking a bounded route plan now; the game continues training while that runs.
I’ll stop at this break. The third training battle has just been won; I’ll finish its reward, save and quit, then finalize the recording and clean up its consumed source files.
The queued fourth battle had already started before I stopped the worker. I’ve canceled the remaining training queue; I’ll finish this battle, then save and quit immediately.
The final battle is progressing normally again. After it ends, I only need to save and quit, verify the video 26 edit, and update the recovery notes for next time.
The game is saved and closed. All six Pokémon are healed, and we have enough XL candies to bring the whole team to 130 next time. I’m finishing the recording edit now.
The game is saved and closed. I’m finishing the last recording and cleaning up its temporary files so the session is ready for your disk cleanup.
The final edit is reviewed. Video 25 ends at the level-cap transition, and Video 26 begins the level-130 tier. I’m verifying the exports and syncing the final save backup.
The recordings are finalized and temporary capture files are cleaned up. The game is closed at Grand Hall with the team healed and enough candies to reach level 130. The final backup sync is complete; the Git push is finishing.
Saved and quit. Recordings are finalized, temporary capture files cleaned up, and backups synced.
The team is healed at Grand Hall, with level cap 130 unlocked and enough candies for the next session. Ready for your disk cleanup.