Phase 4 section

Pokemon Diamond and Pearl Pastoria Gym and Crasher Wake Walkthrough
Fen Badge Raise and drain water with colored switches, clear every swimmer and sailor, and defeat Wake's Gyarados, Quagsire, and Floatzel. Exact Diamond/Pearl encounters, every sourced trainer, visible and hidden items, puzzle notes, boss teams, and completion checks.
Phase 4 Fen Badge Routes 214 and 213, Valor Lakefront, Pastoria City, Great Marsh, and Crasher Wake. 04 / 11
Raise and drain water with colored switches, clear every swimmer and sailor, and defeat Wake's Gyarados, Quagsire, and Floatzel. This standalone section joins the route plan to the original Diamond/Pearl map, encounter, trainer, item, and script data; Platinum tables are not substituted.
Source maps
Pastoria Gym.
Version discipline
Rows merge only when Diamond and Pearl are identical, and each row carries D/P game markers. Version-exclusive species, mascot encounters, swarms, Radar slots, and GBA insertion slots keep their own labeled rows.
Route Plan
Bring Electric coverage for Gyarados and Grass for Quagsire; press switches in an order that creates each bridge path; battle every trainer; restore the final high-water route to Wake; save and heal before the leader.
- No single weakness covers Wake's team: Quagsire is immune to Electric and Gyarados resists Grass, so bring both types or strong neutral alternatives.
- Floatzel is fast and carries Brine pressure once a target falls below half health.
Exact pret map constants (1)
MAP_PASTORIA_GYM
Wild Pokémon
No random wild encounter archive or curated static/gift row applies to this section. This is expected for some buildings, story rooms, and Gym interiors.
Trainers
Field order follows the map's object-event order. Full teams include explicit held items and moves when trdata defines them; cash rewards use the in-engine final-party-slot level and trainer-class multiplier formula.
| Trainer | Route order / placement | Full team | Reward | Access requirement | Optional / rematch note |
|---|---|---|---|---|---|
Tuber Male JackyTuber Male • source ID 497 | Pastoria Gym • field order 1 at (11, 33) |
| ₽104 | Reach the trainer's named field subarea; line of sight determines whether the battle is avoidable. | Field order 1, tile (11, 33); sightline/path determines whether it can be avoided. No higher-level same-trainer rematch variant is defined in trdata. |
Sailor DamianSailor • source ID 339 | Pastoria Gym • field order 2 at (7, 22) | ₽768 | Reach the trainer's named field subarea; line of sight determines whether the battle is avoidable. | Field order 2, tile (7, 22); sightline/path determines whether it can be avoided. No higher-level same-trainer rematch variant is defined in trdata. | |
Tuber Female CaitlynTuber Female • source ID 498 | Pastoria Gym • field order 3 at (21, 33) | ₽96 | Reach the trainer's named field subarea; line of sight determines whether the battle is avoidable. | Field order 3, tile (21, 33); sightline/path determines whether it can be avoided. No higher-level same-trainer rematch variant is defined in trdata. | |
Sailor SamsonSailor • source ID 483 | Pastoria Gym • field order 4 at (5, 8) | ₽768 | Reach the trainer's named field subarea; line of sight determines whether the battle is avoidable. | Field order 4, tile (5, 8); sightline/path determines whether it can be avoided. No higher-level same-trainer rematch variant is defined in trdata. | |
Fisherman ErickFisherman • source ID 293 | Pastoria Gym • field order 5 at (19, 18) | ₽768 | Reach the trainer's named field subarea; line of sight determines whether the battle is avoidable. | Field order 5, tile (19, 18); sightline/path determines whether it can be avoided. No higher-level same-trainer rematch variant is defined in trdata. | |
Fisherman WalterFisherman • source ID 401 | Pastoria Gym • field order 6 at (9, 11) |
| ₽832 | Reach the trainer's named field subarea; line of sight determines whether the battle is avoidable. | Field order 6, tile (9, 11); sightline/path determines whether it can be avoided. No higher-level same-trainer rematch variant is defined in trdata. |
Leader WakeLeader Wake • source ID 316 | Pastoria Gym • scripted | ₽3,600 | Scripted story trigger; complete the local objective described in the route plan. | Major or story battle; not a VS Seeker rematch row. |
Items
| Item | Version | Type | Area / exact direction | Coordinate / script | Requirement | Source |
|---|---|---|---|---|---|---|
| TM55 | Diamond / Pearl | NPC / scripted gift | Pastoria Gym: Receive this TM from the Gym Leader immediately after the badge victory. | NPC (13, 4); script 5 | Defeat the Gym Leader; this is part of the one-time badge reward. | script bank 120 |
Hidden Items
No type-2 hidden-item event is present in the source maps assigned to this section.
Puzzles, Warps, And Switches
- Yellow switches set low water, green switches set middle water, and blue switches set high water. Follow the newly exposed stairs after each press and avoid resetting a needed bridge until its trainers are cleared.
Boss Strategy And Partners
Leader WakeLeader Wake • source ID 316Full team
GyaradosBrine / Dragon Rage / Bite / Swagger
QuagsireMud Bomb / Slam / Mud Sport / Tail Whip
Floatzelholds Sitrus Berry • Brine / Ice Fang / Pursuit / Swift
Danger notes
Gyarados opens with Intimidate, Quagsire blanks Electric moves, and Floatzel is the fast closer.
Practical counters
Carry both Electric and Grass coverage. Grass deletes Quagsire; Electric pressures Gyarados and Floatzel.
Completion Checklist
- Complete the currently reachable part of this route plan: Bring Electric coverage for Gyarados and Grass for Quagsire; press switches in an order that creates each bridge path; battle every trainer; restore the final high-water route to Wake; save and heal before the leader.
- Review all 0 encounter rows across the per-area tables, including game markers, method band, time-of-day rates, levels, and each conditional requirement; mark conditional rows for their stated revisit.
- Defeat or deliberately skip every currently reachable trainer row; leave HM-, story-, or National-Dex-gated rows checked only after their access requirement is met.
- Collect currently reachable visible/scripted items and berry trees, use the Dowsing Machine for reachable hidden rows, and retain every explicitly gated row for the named cleanup visit.
- Resolve every currently available puzzle note, boss branch, and partner scene before opening the next section.
Sources And Validation
pret/pokediamondat commit038cccaed5de8f013875bc5d734f912d1de08e0f:map_header.c, D/P encounter archives,trdata.json, zone events, script archives, item tables, and trainer graphics.- Encounter slots were decoded from exact 424-byte D/P members and cross-checked against Gen IV slot behavior; the 0x6C pair is day, morning uses base slots, and 0x74 is night.
- Coordinates remain visible as QA anchors, while each hidden row also provides a plain-English map-region instruction.
- Generation-wide systems that are not tied to a normal map archive—Honey Trees, Great Marsh daily rolls, Trophy Garden, fossils, Pal Park, and event items—are explicitly curated in their dedicated system pages.
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