Task 31

October 14, 2026 · 20:31–02:32 EDT Oct 15 · 6h 00m 47s · Sessions 388–394 · 180 messages

Wednesday, October 14

  1. I’ll check the saved handoff and remaining usage, then resume from the Nightclub if there’s enough capacity for gameplay and another proper closeout.

  2. Usage has reset to a full pool. I’ll continue with the same 5% reserve, starting by collecting Mewtwo’s Mega Stones and healing the team before the next postgame tier.

  3. We’re back in Calcenon. I’m healing the team and completing Eclipse’s family reunion for the Mega Stones, then I’ll check the next story gate and level-cap change.

  4. I’m continuing from the Eclipse victory, collecting the remaining rewards and preparing for the final postgame stretch. I’ll keep an eye on usage and leave enough room to save, quit, and finish the recordings.

  5. The party has been healed, and the Calcenon reunion is underway. The next reward unlocks Mega Mewtwo; I’m also checking the final route so we can prepare for the whole gauntlet before entering it.

  6. The final challenge is a three-battle gauntlet with no automatic healing between rounds. I’m checking which route this save has unlocked before settling on its team; for now, we’re finishing the reunion and heading back to the Nightclub.

  7. Both Mewtwonites have been collected. Returning inside the Nightclub will trigger the final level-cap increase, so I’ll close Video 29 at that boundary and begin Video 30 for the level-150 stretch.

  8. Giratina is already in storage, so that story requirement won’t need another capture. I’ll bring it along for the meteor task, then restore the battle team before facing Fern.

  9. The item selector confused Mewtwonite X with Y. I caught the equip message and fixed the name check to distinguish those suffixes; I’m correcting the held item before moving on.

  10. This save has the Anna route unlocked. Its final three battles all use Glitch Field, so I’m planning around that field’s altered typing and stats. The installed encounter data also confirms there’s no scripted healing between rounds.

  11. The final tier is unlocked, and Mewtwo is now holding the correct Y stone. Video 29’s last segment has passed visual review and is being appended while I collect the final quest briefing.

  12. Giratina is in the party, and Heather has delivered Noel’s request. I also found a promising gauntlet plan: Mew can pass defensive boosts to Mega Latias, whose Stored Power benefits from those boosts. I’ll verify and build it before entering the final chain.

  13. Video 29 is now published and verified, with its earlier footage unchanged; the consumed source files have been cleaned up. The game is continuing toward Noel while I check the move-training options for Mew.

  14. We’ve reached Noel via the tree’s unlocked shortcut. The next steps are the meteor task and Fern, with a team-preparation stop before the final gauntlet.

  15. Noel’s briefing is complete and saved. We’re heading to Citae Prisma with Giratina now. I’ve also located the Roost TM, which would give Mew reliable recovery while setting up boosts.

  16. The meteor route is progressing through Beryl Cave. One adjustment to the final plan: Mega Mewtwo Y is the safer recipient for Mew’s boosts against Shade, because a critical Blizzard could bypass Latias’s boosted defenses and hit its quadruple Ice weakness.

  17. The cave path exposed a stale navigation note, and the current party lacks Rock Smash. I’m correcting both: teaching it to Giratina for this trip, and tightening the helper so a failed field move can’t be mistaken for a cleared obstacle.

  18. Giratina now knows Rock Smash, the blocking rocks are cleared, and we’re entering Citae Prisma. I’ve also confirmed that the Nightclub sells the Heart Scales needed for Mew’s setup moves, so we can avoid another fishing detour.

  19. Giratina has removed the meteor, and that progress is saved. I’m rotating the recording here, then heading for Roost and a Max Elixir before training Mew and returning to Fern.

  20. I’m resuming the meteor scene, then collecting the supplies for Mew’s defensive setup before taking on Fern. I’ll keep the recordings reconciled as we go and reserve the final usage for a proper save and quit.

  21. The meteor scene is complete and saved. The final challenge is three consecutive battles without healing between them, so I’m preparing Mew to pass defensive boosts and adding a way to restore move PP during the chain.

  22. The route scripts are handling the trip to Roost while I review the previous recording. Mew’s build will use Barrier, Amnesia, Roost, and Baton Pass, with HP and Speed training; this should give the team a much stronger starting position against Fern and the final gauntlet.

  23. The previous recording’s cuts are checked: the story scenes, travel, and failed Rock Smash interactions are retained. Only coordinate overlays and verified idle pauses are trimmed. We’ve reached the Scrapyard route for Roost.

  24. Video 30 now contains the reviewed start of the level-150 chapter, and the older raw footage has been cleaned up. There’s about 104 GiB free. Gameplay is still progressing through the Scrapyard, with plenty of usage remaining.

  25. The Scrapyard train is moving into position, opening access to Roost and the Max Elixir. After collecting those, I’ll use the existing training scripts to build Mew and earn the remaining experience candies.

  26. A wrecked-train interaction interrupted the walking route. I’ve corrected the route’s obstacle notes and resumed; no progress was lost. I’m also adding Flamethrower to Mewtwo for Fern’s Steel types and the final gauntlet’s Aegislash.

  27. Roost is collected, and the Max Elixir is next. The train-route bug is fixed—the planner had mistaken an enter-and-exit animation for a passage. Once this supply stop is saved, I’m moving straight into team training.

  28. The mint and Heart Scales are purchased, and I’m swapping Mew and Zapdos into the party. Three routine Silva battles should provide enough candies to bring Mew all the way to level 150 before Fern.

  29. Mew’s Timid nature and the four Heart Scales are verified in the save. I’m teaching its setup moves now. For Fern, I’ll also bring Cresselia’s Reflect so Mew can safely build its defenses against Entei’s strong physical attacks.

  30. Mew now has Amnesia and Barrier, and Mewtwo has Flamethrower. The HP and Speed training script is running; it verifies the saved EV totals after each block before moving on to the candy battles.

  31. Mew’s first training block is nearly finished. The plan for Fern is now concrete: Cresselia sets Reflect, Mew builds both defenses and passes them to Mega Mewtwo Y, and Mewtwo uses Psystrike or Flamethrower to finish the team.

  32. Mew’s HP training is finished, and Speed training is underway. I’m preparing the defensive team for Fern and the final gauntlet; usage is at 18%, leaving plenty of room before the cleanup reserve.

  33. The final challenge has three consecutive fights with no automatic healing. Mew’s defensive Baton Pass, Mewtwo’s new Flamethrower coverage, and Cresselia’s Lunar Dance will give the team more ways to handle it. I’ve also secured a Max Elixir for the later rounds.

  34. Speed training has reached five of eight planned knockouts. The script will verify the saved EV totals, teach Roost, and run the candy-reward fights next. I’ll rotate the recording at the preparation checkpoint.

  35. Training is progressing normally, and the recording still shows a clean game-only frame. Disk space is healthy at about 104 GiB free.

  36. Only one knockout remains in the Speed block. After the native-save check confirms both EV targets, Mew will switch from its training attack to Roost for the boss team.

  37. The saved EV check confirms Mew has 252 HP and 252 Speed. It has returned to the Grand Hall for healing and Roost; the remaining preparation is leveling it to 150 and bringing Cresselia into the party.

  38. Roost is being taught now. The next three Silva fights will supply the remaining experience candies; Zapdos is set up to handle those fights with Discharge.

  39. The first candy-reward battle is underway. Mew’s new move set has been saved and verified: Roost, Amnesia, Baton Pass, and Barrier.

  40. Zapdos won the first Silva fight with comfortable HP remaining. The script is collecting the reward and verifying the heal before starting the next round.

  41. The first reward is verified: 22 XL candies are now in the bag, and the second fight is underway. The full journey recording is retaining the training and preparation.

  42. The second Silva fight is won. One reward fight remains, then the script will use the candies and save Mew’s completed level-150 build.

  43. The third and final training fight is underway. Both previous rewards and full-party heals are confirmed.

  44. All three Silva fights are won. Mew also gained a level from shared experience, so the candy script will calculate the remaining amount from the fresh save before spending anything.

  45. The saved experience total calls for 43 XL candies, leaving three in reserve. Mew has reached level 147 from the first batch; the second batch will take it to the cap.

  46. Mew is now level 150 with 560 HP. I’m completing the final save, then rotating the recording and preparing the closed footage while Cresselia’s support setup proceeds.

  47. Mew’s finished build is verified at 560 HP and 490 Speed, with full HP and PP. Recording 391 is active and visually checked; recording 390 is rendering while I swap Cresselia in and transfer Light Clay.

  48. Cresselia is in the party. The item-transfer script stopped safely because OCR read “Meowstic” as “Meoustic”; I’ll verify the selected Pokémon and correct that recognition before continuing. Usage is at 20%.

  49. Light Clay has been taken successfully from Meowstic. Cresselia will use it to extend Reflect and Light Screen, then learn Lunar Dance as an emergency HP-and-PP refill for the final gauntlet.

  50. Cresselia is holding Light Clay, and the team is heading to the move reminder. I’m also reviewing recording 390’s cut boundaries; the samples checked so far preserve the travel, train interactions, and preparation.

  51. Cresselia has learned Lunar Dance and is returning for the final heal and party order. The recording review found nine short stationary pauses to trim; all sixteen wild training battles and all three Silva fights remain intact.

  52. The team is healed, saved, and traveling to Fern. Recording 390 has passed visual review and full decoding; I’m appending it to Video 30 while the route script runs.

  53. A wild Sandshrew interrupted the Tanzan route, and the script stopped at the battle menu. I’ll flee, apply a Repel, and continue from the current position.

  54. Cresselia escaped without taking damage. Video 30 now includes recording 390 and has passed the archive checks; I’m finishing the Repel action before resuming the cave route.

  55. The cave route is progressing again under Repel. I’ve also confirmed the later supply point: once Fern and Noel open the way, Fern offers a full heal and 100 XL candies, enough to finish leveling the rest of the team before entry.

  56. We’re through the main cave transfers and approaching the New World entrance. The route will stop at a saved checkpoint immediately before Fern, so a loss won’t require repeating this travel.

  57. We’ve reached Neoteric Isle. The opening plan is Cresselia’s extended Reflect, then Mew’s defensive boosts passed to Mewtwo. I’ll adjust from the visible damage and moves once the fight starts.

  58. The approach script missed an internal portal on Neoteric Isle. I found it in the earlier route notes and am taking that transfer before the final checkpoint.

  59. The pre-Fern save is verified at the encounter. I’ve registered attempt 1 with the exact entry team, and the introduction is running.

  60. Florinia’s scene is still playing before the battle. The team is fully healed, and the encounter remains on attempt 1; no combat has started yet.

  61. The dialogue helper paused on an ellipsis-only text box that OCR couldn’t read. I’ve verified the box on screen and am resuming the same introduction, without registering another attempt.

  62. The scene is advancing normally again. I’m preserving the full story sequence and holding the battle inputs until the first command menu appears.

  63. Fern opened with Entei. Cresselia is setting Reflect now; the next step is to bring Mew in behind it.

  64. Entei’s Sacred Fire hit Cresselia hard, but Reflect is up. Mew came in at 329/560 HP and is using Barrier and Roost to stabilize before passing boosts.

  65. Mew was burned, so the HP guard paused the initial sequence after one Barrier. I adjusted the next moves to alternate Roost and Barrier; Mew is recovering while Entei loses HP to Life Orb.

  66. Entei landed a critical Extreme Speed that bypassed the defenses and knocked Mew out. Entei is nearly down from Life Orb recoil, so I’m continuing with Mewtwo and the remaining team.

  67. Mega Mewtwo finished Entei, though Extreme Speed left it low on HP. Fern is sending Mawile next; I’m taking the free switch to Kyogre for a full-strength Water Spout.

  68. I’m using Muddy Water instead: Mawile can act first, and damage to Kyogre would weaken Water Spout. Muddy Water keeps its power after a hit.

  69. Kyogre survived Play Rough and knocked out Mega Mawile with Muddy Water. Kartana is next, so Mega Mewtwo is coming back in to use Flamethrower.

  70. Flamethrower knocked Kartana out in one hit. Diancie is coming in next. I’m using Cresselia’s Lunar Dance to restore Kyogre, which has the stronger matchup but is low after Mawile.

  71. Lunar Dance worked: Kyogre is back at 561/561 HP. It’s using Muddy Water against Diancie now.

  72. Kyogre knocked Diancie out in one hit. Only Roserade and Serperior remain; Mewtwo is taking Roserade, with Latias available for Serperior.

  73. Roserade is down. Latias is in at full health for the last Pokémon, Serperior, and will build Calm Mind boosts while watching its Dragon Pulse damage.

  74. Latias survived Serperior’s Z-Move, which changed the field to Grassy Terrain. It has one Calm Mind boost; I’m recovering first, then adding enough boosts for Stored Power to finish safely.

  75. Serperior gained Contrary boosts, then the field reverted to Holy Field. Its boosted Judgment knocked Latias out before setup finished. Mewtwo is faster and is coming back in for Psystrike.

  76. Psystrike badly weakened Serperior, but Mewtwo fainted to Leaf Storm. I’m bringing Kyogre in and checking whether reviving Mewtwo will let it land the finishing hit.

  77. Mewtwo is revived. It loses its Mega form on fainting, but its normal Speed still exceeds Serperior’s. Kyogre went down during the revive turn; Mewtwo is returning for Psystrike.

  78. Umbral Fern is defeated on attempt 1. The finishing Psystrike landed before Serperior could move. We used one Revive; I’ll verify that total from the completed battle log and record the victory for the major-fights collection.

  79. Fern is defeated, and I’m finishing the aftermath before collecting the final training supplies. Usage is at 31% used, so there’s plenty of room to prepare the team and continue.

  80. The next step is the final Asylum sequence: collect Fern’s healing and training supplies, bring all six Pokémon to level 150, then prepare for the three consecutive battles. I’m also closing Fern’s recording segment so its victory can be added to the major-fights collection.

  81. I found a risk in the final-battle plan: Lugia’s Assault Vest also strengthens its offense on the Glitch Field, so a critical Blizzard can knock out Mew despite its defensive boosts. I’m adjusting the opening around Cresselia’s bulk and tracking Blizzard uses before committing Mew.

  82. Fern’s completed battle log confirms exactly one Revive used. The recording review so far preserves the battle and removes only idle pauses and navigation overlays; the team is traveling back to Noel while the remaining checks run.

  83. Noel has opened the Asylum, and Fern has healed the team and given us 100 XL candies. I’m using those now to finish everyone’s training to level 150 before entering.

  84. Cresselia, Mewtwo, Latias, and Rayquaza are now level 150; Kyogre is finishing its training. Fern’s edited fight is ready, including the original entry teams, one attempt, and the exact Revive count.

  85. The team is fully trained and healed. I’m working through the Asylum’s keys and memory scenes now; I also added support for its chain slides and ladders to the navigation script so we can traverse it efficiently.

  86. The first Gold Key is collected. Fern’s footage is now verified in both video 30 and the postgame major-fights collection, and its consumed recording files have been cleaned up.

  87. Both Gold Keys are in use, and the first memory gate is next. I also confirmed that the “level 999” warning is a visual effect; these opponents’ actual builds are level 150. Their moves do have maximum PP, which I’ve accounted for in the opening plan.

  88. The first gate is cleared, and the route script is now opening the side cells needed to reach the Ivory Keys. For Anna’s battle, I’m planning to knock out Xurkitree quickly, then set up Latias against a safer opponent—Tail Glow makes a prolonged setup against Xurkitree too risky.

  89. The team is now fully trained to level 150, and the recording is running. I’m finishing the Asylum’s remaining keys and memory gates before the final three-battle gauntlet; usage is at 38%, so there is still room to prepare carefully and make attempts.

  90. The final team’s defensive setup is ready. I found one remaining risk in the last round: PULSE Arceus can outspeed Latias, which makes a critical Blizzard dangerous even after defensive boosts. I’m checking the return route for a small supply stop before committing to the uninterrupted gauntlet.

  91. Both Ivory Keys are collected, and the memory scenes are progressing normally. I’ll add a few X Speeds and full-heal potions before entry: the speed boost will let our prepared sweepers act first against the final team. About 104 GiB of disk space remains.

  92. The Noel and Lin memory scenes are complete. The remaining gate sequence is running under the guarded input script; it will stop before the final battle trigger so I can save the finished preparation and preserve the whole-chain retry point.

  93. The second central gate is open. The route guard stopped at an inaccessible side door before sending input, so I’m resolving the last connecting cell from the map data and then continuing.

  94. The final key’s route includes jump pads that the general pathfinder does not fully understand. I’m checking those against the visible map before extending the script, so it can traverse this section reliably on any retry.

  95. I’ve reached the jump platforms and am verifying their actual landing positions. The game is safely outside battle; the completed gate progress is already saved, and the recording continues.

  96. I found the route: two memory figures block a narrow western passage, and speaking to them clears it. That passage reaches the upper bridge and the last key room. I’m adding those normal interactions to the queue now.

  97. The western passage is opening as expected. Usage is at 40%; I’m still well within the play budget. Once the last key is secured, I’ll finish the supply run and start the final challenge.

  98. The upper bridge is crossed and the last connecting door is open. The route fix worked through normal play; I’m now approaching Nostra for the Ebony Key.

  99. Samson’s memory was the last obstruction, and the route into Nostra’s cell is now working. After the key and final gate scene, I’m moving straight through the prepared shopping route.

  100. The Ebony Key is collected and saved. Only the final memory gate remains before the supply stop; no final-gauntlet battle has begun yet.

  101. Shade’s memory scene is complete. I’m preserving the finished puzzle state next, then making the short supply trip with the same level-150 team.

  102. All three Asylum gates are complete and saved. I’m syncing that milestone and starting the supply run now; the final challenge remains untouched.

  103. The saved puzzle state revealed that the Asylum’s environmental damage has reduced the party to 1 HP. The supply trip already includes a full Pokémon Center heal; I’ll also verify HP again at the final doorway before starting the gauntlet.

  104. We’re out of the Asylum and heading to the shops. The final checkpoint will explicitly verify the party’s HP and move PP, as well as Mewtwo’s lead position, before I start the three consecutive fights.

Thursday, October 15

  1. The checkpoint and completed archives are committed, and the backup push is underway. I also tightened the opening battle plan: Cresselia needs to heal while it can still survive a critical hit before Moonlight acts, with a priority-use potion reserved for lower HP.

  2. We’ve reached the department store. I’m also checking the Asylum’s scripted music changes so the edited video keeps its intended silence before the finale.

  3. The X Speeds are purchased. Next are the Max Potions and a full heal, followed by the return to the cleared Asylum route.

  4. The damage source is confirmed: the Asylum targets the party while standing still during the puzzle. Opening the final gate disables it, and the save confirms it is off. The return trip should therefore preserve the Pokémon Center heal.

  5. The Max Potions are purchased, and the team is at the healing counter. I’m checking one final detail for the three-round plan: preserving Latias’s Mega Evolution in round two and accounting for Glitch Field’s unusual critical-hit damage in round three.

  6. The party is fully healed, Mewtwo is in front, and we have six X Speeds plus ten Max Potions. We’re on the return route now. I’ll adapt the setup to the opponents’ visible moves rather than let their own boosts build unchecked.

  7. Back in the Asylum, all six Pokémon are confirmed at full HP. I’m approaching the final doorway, saving the retry checkpoint, and rotating the recording before the first attempt.

  8. We’re at the final doorway. The retry save is being verified, and the archive guard has passed its checks: a failed run must restart the whole chain, and only a complete winning chain can enter the major-fights compilation.

  9. Attempt 1 of the final gauntlet has begun. The full-health retry save is preserved, recording 393 is active, and the preceding puzzle/preparation footage is rendering in the background.

  10. Shade’s battle is underway. I’m using Cresselia to absorb Lugia’s opening attacks, then setting up Mew’s Baton Pass once the dangerous Ice attacks are spent.

  11. Cresselia has Light Screen up. Lugia has used its first Blizzard; I’m healing before the next hit and tracking the remaining uses from the recorded battle text.

  12. Lugia froze Cresselia with its second Blizzard. I’m clearing that status before continuing the stall; the screen is keeping ordinary damage manageable, and I’m preserving enough HP for a critical hit.

  13. Four Blizzard uses are accounted for, and Cresselia is back at full HP. A short guarded sequence is handling the next turns; it stops automatically if HP or status becomes unsafe.

  14. Seven Blizzard uses are accounted for. Cresselia has survived two critical hits; one more use will exhaust Blizzard, then I can move to Mew’s setup.

  15. Blizzard is exhausted, and Light Screen is renewed. Mew is coming in now to build and pass the defensive boosts.

  16. Mew has its first Defense boost and is recovering between setup turns. Lugia is now using Surf and Psyshock, so I’m building both defenses before passing to Mewtwo.

  17. Mew has completed the three Amnesia boosts. I’m finishing its physical Defense boosts and healing before Baton Pass; the attacking phase should move much faster once Mewtwo is in.

  18. Mew is now at maximum Defense and Special Defense, with 499 HP remaining. I’m passing those boosts to Mewtwo and starting the sweep.

  19. The Baton Pass succeeded, and Mega Mewtwo has begun attacking. Lugia’s Multiscale and Psychic resistance make it the slowest target to remove; the passed boosts are keeping its normal damage low.

  20. Lugia is down. Shade sent out Aegislash next; I’m restoring Mewtwo’s HP before dealing with its shield and setup moves.

  21. Aegislash is down to a critical Psystrike. Giratina is next; Mewtwo still has both passed defensive boosts, and all six of our Pokémon remain alive.

  22. I’m continuing the final gauntlet from the current battle. I’ll keep recording throughout and reserve the last 5% of usage for a proper save, quit, and archive reconciliation.

  23. Giratina is down, and Mewtwo has enough Psystrike PP left for the remaining threats. I’m also reviewing the previous recording’s edit points during battle animations.

  24. Mimikyu is defeated; only Articuno and Gengar remain in Shade’s round. All six teammates are still alive.

  25. Articuno is down after a second freeze forced one Full Heal. Mewtwo is recovering against Gengar before finishing the round, so it can enter Anna’s battle in better condition.

  26. Shade is defeated. Mewtwo finishes at 592/619 HP, and all six Pokémon survived. I’m recording the round’s result before advancing to Anna, with no save or reload between fights.

  27. Anna’s round has started. I’m preserving the Mega Evolution for Latias and opening with Mewtwo against Xurkitree. The previous recording has passed its edit review and is being added to Video 30.

  28. Xurkitree survived the second Psystrike by a sliver and hit Mewtwo hard. Mewtwo is still faster, so I’m finishing it with the last Psystrike, then moving to Latias. Video 30 is now updated and verified through the Asylum preparations.

  29. Anna sent Zygarde next. Latias has Mega Evolved and started setting up; I’m raising its Speed so Recover can go first, then building Stored Power for the rest of the team.

  30. Latias now has the Speed advantage, and the recovery/setup sequence is progressing. I’m using a bounded script that stops if its HP drops too far or the opponent changes, which keeps these repetitive turns moving.

  31. Zygarde is down to one Stored Power. Latias now has maximum Calm Mind boosts and +4 Speed, so the setup is complete and I’m moving straight into attacks.

  32. Jirachi is defeated too. Nihilego is a safer opportunity to heal Mewtwo on the bench and recover Latias before closing out Anna’s remaining Pokémon.

  33. Nihilego is defeated, and Mewtwo and Latias are both back at full HP. Only Naganadel and Gallade remain in Anna’s round.

  34. Naganadel is down after two Protects. I’m restoring Mewtwo’s PP while Gallade is out, so the final round can begin with Mewtwo ready to attack rather than spending its opening turn on an Elixir.

  35. Anna is defeated. All six Pokémon are still alive, and Mewtwo has full HP and PP for the final round. The last team opens with Jirachi, so I’ll build offensive power quickly before it can stack too many Cosmic Powers.

  36. The final round is underway. The first two victories belong to the same uninterrupted attempt, and usage is at 57%—there’s still a good margin for finishing the run and its recordings.

  37. Jirachi has used Cosmic Power twice while Mewtwo reached +4 Special Attack. Mewtwo is now Mega Evolving and attacking; keeping this opening short should avoid the worst of Jirachi’s scaling.

  38. Jirachi is down in two Flamethrowers, and Mewtwo hasn’t taken damage. Groudon is next; the dangerous setup phase is over.

  39. Groudon and Deoxys both fell to a single Psystrike. Mewtwo is still at full health. I’m taking the opportunity against Necrozma to finish boosting before facing PULSE Arceus.

  40. Necrozma landed a critical Outrage, so the script stopped at the HP threshold as intended. I’m recovering Mewtwo before continuing; the offensive boosts are still intact.

  41. Necrozma is defeated, including its Ultra Burst and Z-Move. Mewtwo now has maximum Special Attack; only Kyurem and PULSE Arceus remain.

  42. Kyurem is down. PULSE Arceus is the last opponent and has already lost over half its HP; Mewtwo remains healthy enough to continue.

  43. Arceus is using Moonlight to recover. I’m increasing Mewtwo’s Speed and conserving Psystrike with Flamethrower so the healing loop doesn’t exhaust our finishing move.

  44. PULSE Arceus is defeated. We cleared all three final gauntlet rounds on the first uninterrupted attempt, with all six Pokémon surviving. I’ll secure a normal save after the scene, then handle Arceus’s capture, the ending, and the final video edits.

  45. The final three-battle gauntlet is won, and the save afterward is secure. I’m continuing with Arceus’s capture and the ending while finishing the archive edits. Usage is at 61%, leaving room for the closeout.

  46. The final-gauntlet footage is rendered. I’m checking its cuts and battle entries before adding the three wins to the major-fights collection; the follow-up Arceus capture will stay in the full journey.

  47. Arceus broke out of the first Heavy Ball and knocked out Mewtwo with Hyper Beam. I’m bringing in Mew to build defenses and continue the capture safely.

  48. Mew now has its defenses raised and is back at full health. The capture loop checks HP before each throw and heals when needed. The final-gauntlet journey segment has also passed review and been added to video 30.

  49. The three winning clips are rendered with their entry teams and exact item totals. I caught and corrected a timeline offset caused by recording the next session before the previous edit was published; the clips now point to the correct battles.

  50. Arceus is still breaking out, but Mew is holding up and recovering between throws. The major-fights export is undergoing its full decode check while the capture continues.

  51. Arceus is caught. I’ll finish Anna’s closing scene, secure the ending save, and close out the recordings.

  52. Anna’s closing scene is underway. Afterward I’ll leave the Asylum and check for any final follow-up dialogue before declaring the story complete.

  53. The postgame credits have started—Anna’s ending is reached. I’m letting them finish on the recording, then I’ll make the final save and quit normally.

  54. The ending continues with short scenes showing where the characters ended up. I’m recording those too, including the credits between them. Both major-fights compilations are now verified and published.

  55. Luna’s epilogue brings the family together for dinner. I’ve added a bounded dialogue helper that advances only text matched to the installed ending scenes, so it can keep these scenes moving and stop at credits or anything unfamiliar.

  56. The epilogue has moved on to Arclight visiting his family. The archive now contains 85 postgame victories, ending with Shade, Anna, and PULSE Arceus, all marked as one completed gauntlet attempt.

  57. The closing scenes are now with Radomus and Noel. Gameplay is progressing through the dialogue continuously; no further battles have appeared.

  58. Radomus and Noel’s scene is finishing. I’m keeping the ending sequence intact in video 30, including its automatic transitions.

  59. Another credits section is playing between the epilogue scenes. The dialogue helper has stopped automatically, so it won’t send inputs over the credits.

  60. The next scene is Florinia, Julia, Amaria, and Titania together. I’ve resumed the guarded dialogue queue.

  61. The epilogue is moving through the remaining character scenes without interruption. I’m also preparing the final handoff notes so the next session clearly says the story is complete.

  62. The credits are on their supporter acknowledgments now. The remaining ending sequence includes a farewell and a group photo; I’m letting it play through before saving.

  63. The credits are still scrolling normally, and recording is healthy. There’s about 103 GiB free, so disk space is comfortable for the final render and verification.

  64. The final set of character scenes has begun. The script has resumed and will stop again at the next credits section or an unrecognized prompt.

  65. Those scenes are complete, and the credits have reached “Special Thanks.” The ending is still advancing automatically; no input is being sent during the scroll.

  66. Shelly’s farewell has begun. Next is the group photo, then the game’s final return to normal play and save.

  67. We’ve reached the farewell party in future Agate. I’m saving here, then asking Shelly to take us through the closing photo and back home.

  68. The Agate save is verified, including our level-150 Arceus in storage. I’m proceeding with Shelly’s return sequence and the final photo.

  69. Shelly is leading us to the group photo. The saved ending state confirms Anna’s finale is complete, and Arceus is safely owned.

  70. The group photo is done, and the final developer timeline is playing. I’ll save and quit as soon as normal control returns, then finish the last recording.

  71. The main story and Anna-route postgame are complete. The game is saved back at the Nightclub. I’m quitting now and finishing video 30’s ending footage and archive checks.

  72. The game is complete and saved, and the app has been quit. I’m picking up the remaining recording checks, finalizing video 30, and updating the archive and handoff.

  73. The final Shade → Anna → PULSE Arceus gauntlet was cleared in one uninterrupted attempt, and Arceus was caught afterward. I’ve checked the ending footage and approved cuts to stationary waiting time while preserving the story scenes and credits.

  74. The revised ending edit passed visual review. I’m appending it to video 30 and checking that the existing footage remains unchanged. The final save is at the Nightclub, and the machine has about 103 GiB free.

  75. Video 30 is finalized at 48:13, and both major-fight compilations are verified. The final save and quit are confirmed, and verified source files have been cleaned up. I’m finishing the repository handoff so the next session clearly shows the playthrough as complete.

  76. The main story and Anna-route postgame are complete.

    • Final gauntlet cleared in one uninterrupted attempt; Arceus caught.
    • Saved at the Nightclub and fully quit.
    • Video 30 and both major-fight compilations finalized and verified.
    • Recording cleanup completed; handoff pushed as e17c0854.

    Final video — 48:13