Phase 5 section

Pokemon Diamond and Pearl Hearthome Gym and Fantina Walkthrough
Relic Badge Answer arithmetic doors, optionally fight every wrong-answer trainer, and defeat Fantina's Ghost team for Surf access. Exact Diamond/Pearl encounters, every sourced trainer, visible and hidden items, puzzle notes, boss teams, and completion checks.
Phase 5 Relic Badge Galactic grunt chase, Celestic Town, Route 210, Hearthome City, and Fantina. 05 / 11
Answer arithmetic doors, optionally fight every wrong-answer trainer, and defeat Fantina's Ghost team for Surf access. 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
Hearthome Gym First Question Room, Hearthome Gym First Question Trainer Room 1, Hearthome Gym First Question Trainer Room 2, Hearthome Gym Second Question Room, Hearthome Gym Second Question Trainer Room 1, Hearthome Gym Third Question Room, Hearthome Gym Second Question Trainer Room 2, Hearthome Gym Fourth Question Room, Hearthome Gym Third Question Trainer Room 1, Hearthome Gym Third Question Trainer Room 2, Hearthome Gym Fourth Question Trainer Room 1, Hearthome Gym Fourth Question Trainer Room 2, and Hearthome Gym Leader Room.
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 Dark or Ghost coverage and status healing; deliberately take wrong doors first to battle every trainer; return to each question room; choose the correct door to advance; save before Fantina; keep a healthy answer for Mismagius.
- Normal- and Fighting-type attacks fail against Fantina's Ghosts unless an ability or special effect changes immunities.
- Mismagius is fast and has broad special coverage; a Dark type is useful, but do not assume it is immune to every move.
Exact pret map constants (13)
MAP_HEARTHOME_GYM_FIRST_QUESTION_ROOM MAP_HEARTHOME_GYM_FIRST_QUESTION_TRAINER_ROOM_1 MAP_HEARTHOME_GYM_FIRST_QUESTION_TRAINER_ROOM_2 MAP_HEARTHOME_GYM_SECOND_QUESTION_ROOM MAP_HEARTHOME_GYM_SECOND_QUESTION_TRAINER_ROOM_1 MAP_HEARTHOME_GYM_THIRD_QUESTION_ROOM MAP_HEARTHOME_GYM_SECOND_QUESTION_TRAINER_ROOM_2 MAP_HEARTHOME_GYM_FOURTH_QUESTION_ROOM MAP_HEARTHOME_GYM_THIRD_QUESTION_TRAINER_ROOM_1 MAP_HEARTHOME_GYM_THIRD_QUESTION_TRAINER_ROOM_2 MAP_HEARTHOME_GYM_FOURTH_QUESTION_TRAINER_ROOM_1 MAP_HEARTHOME_GYM_FOURTH_QUESTION_TRAINER_ROOM_2 MAP_HEARTHOME_GYM_LEADER_ROOM
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 |
|---|---|---|---|---|---|
Youngster DonnyYoungster • source ID 357 | Hearthome Gym First Question Trainer Room 1 • field order 1 at (7, 6) | ₽464 | Reach the trainer's named field subarea; line of sight determines whether the battle is avoidable. | Field order 1, tile (7, 6); sightline/path determines whether it can be avoided. No higher-level same-trainer rematch variant is defined in trdata. | |
Lass MollyLass • source ID 325 | Hearthome Gym First Question Trainer Room 2 • field order 1 at (7, 6) |
| ₽480 | Reach the trainer's named field subarea; line of sight determines whether the battle is avoidable. | Field order 1, tile (7, 6); sightline/path determines whether it can be avoided. No higher-level same-trainer rematch variant is defined in trdata. |
Camper DrewCamper • source ID 266 | Hearthome Gym Second Question Trainer Room 1 • field order 1 at (7, 6) | ₽432 | Reach the trainer's named field subarea; line of sight determines whether the battle is avoidable. | Field order 1, tile (7, 6); sightline/path determines whether it can be avoided. No higher-level same-trainer rematch variant is defined in trdata. | |
Picnicker CheyennePicnicker • source ID 330 | Hearthome Gym Second Question Trainer Room 2 • field order 1 at (7, 6) |
| ₽448 | Reach the trainer's named field subarea; line of sight determines whether the battle is avoidable. | Field order 1, tile (7, 6); sightline/path determines whether it can be avoided. No higher-level same-trainer rematch variant is defined in trdata. |
School Kid Male ChanceSchool Kid Male • source ID 340 | Hearthome Gym Third Question Trainer Room 1 • field order 1 at (7, 6) |
| ₽600 | Reach the trainer's named field subarea; line of sight determines whether the battle is avoidable. | Field order 1, tile (7, 6); sightline/path determines whether it can be avoided. No higher-level same-trainer rematch variant is defined in trdata. |
School Kid Female MackenzieSchool Kid Female • source ID 343 | Hearthome Gym Third Question Trainer Room 2 • field order 1 at (7, 6) | ₽560 | Reach the trainer's named field subarea; line of sight determines whether the battle is avoidable. | Field order 1, tile (7, 6); sightline/path determines whether it can be avoided. No higher-level same-trainer rematch variant is defined in trdata. | |
Ace Trainer Male AllenAce Trainer Male • source ID 280 | Hearthome Gym Fourth Question Trainer Room 1 • field order 1 at (7, 6) | ₽1,800 | Reach the trainer's named field subarea; line of sight determines whether the battle is avoidable. | Field order 1, tile (7, 6); sightline/path determines whether it can be avoided. No higher-level same-trainer rematch variant is defined in trdata. | |
Ace Trainer Female CatherineAce Trainer Female • source ID 284 | Hearthome Gym Fourth Question Trainer Room 2 • field order 1 at (7, 6) |
| ₽1,800 | Reach the trainer's named field subarea; line of sight determines whether the battle is avoidable. | Field order 1, tile (7, 6); sightline/path determines whether it can be avoided. No higher-level same-trainer rematch variant is defined in trdata. |
Leader FantinaLeader Fantina • source ID 318 | Hearthome Gym Leader Room • scripted | ₽4,320 | 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 |
|---|---|---|---|---|---|---|
| TM65 | Diamond / Pearl | NPC / scripted gift | Hearthome Gym Leader Room: Receive this TM from the Gym Leader immediately after the badge victory. | script 2 | Defeat the Gym Leader; this is part of the one-time badge reward. | script bank 96 |
Hidden Items
No type-2 hidden-item event is present in the source maps assigned to this section.
Puzzles, Warps, And Switches
- Each floor displays a simple arithmetic question and several numbered doors. Wrong doors lead to optional trainers; correct doors lead upward. Clear wrong rooms before the correct door for full completion.
Boss Strategy And Partners
Leader FantinaLeader Fantina • source ID 318Full team
DrifblimOminous Wind / Gust / Astonish / Minimize
GengarShadow Claw / Poison Jab / Spite / Confuse Ray
Mismagiusholds Sitrus Berry • Shadow Ball / Psybeam / Magical Leaf / Confuse Ray
Danger notes
Mismagius is fast, hits hard, and has no Ground weakness because of Levitate; Drifblim can absorb several hits.
Practical counters
Dark and Ghost moves are best. Normal Pokémon with Dark coverage can wall Ghost STAB, but avoid Fighting moves.
Completion Checklist
- Complete the currently reachable part of this route plan: Bring Dark or Ghost coverage and status healing; deliberately take wrong doors first to battle every trainer; return to each question room; choose the correct door to advance; save before Fantina; keep a healthy answer for Mismagius.
- 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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