Walkthrough:Pokémon Diamond and Pearl/Part 12

This is the Bulbapedia walkthrough for Pokémon Diamond and Pearl.
These pages follow the original Nintendo DS iteration, not Pokémon Brilliant Diamond and Shining Pearl. The guide for those games can be found here.

Pastoria City

Pastoria City

Pastoria City lies between Route 213 to the east and Route 212 to the west. Originally founded to protect the Great Marsh, the city has naturally grown over the years. The Pastoria Gym serves as an example of the abundant water resources available to the city.


A Scarf for Every Occasion

The northeast house belongs to a young man who is able to evaluate the Contest condition of a Trainer's lead Pokémon. If the Pokémon has maximized any of its five conditions, the man deems it worthy and hands out a corresponding Scarf. If not, he suggests that the Trainer improve its condition with Poffins. When held during a Super Contest, each Scarf grants a bonus to its respective condition, resulting in a higher score.

Item Effect
Red Scarf Red Scarf Boosts the holder's Coolness during a Super Contest
Blue Scarf Blue Scarf Boosts the holder's Beauty during a Super Contest
Pink Scarf Pink Scarf Boosts the holder's Cuteness during a Super Contest
Green Scarf Green Scarf Boosts the holder's Cleverness during a Super Contest
Yellow Scarf Yellow Scarf Boosts the holder's Toughness during a Super Contest


In Search of a Target

A Team Galactic Grunt can be seen loitering outside the entrance to the Great Marsh. If spoken with, he notices that you have only three Gym Badges, and declares that people like you should know to stay out of Team Galactic's way. He goes on to mention a package from Veilstone City, and wonders aloud where he should set it off...

Great Marsh

Great Marsh
Great Marsh, with zones marked

The Great Marsh is a large, swampy area on the north side of the city. A special nature preserve, it contains a selection of Pokémon that cannot be found anywhere else in Sinnoh. Once covered by the sea, the area is filled with muddy patches left behind when the waters receded, and where Pokémon now hide. The site uses a small train called a Quick Tram for an easier time reaching the preserve's deepest areas.


Safari Game

The cost to participate in the Safari Game is $500. Participants are loaned 30 Safari Balls and encouraged to catch any Pokémon they may find, but there is a catch. Rather than weaken wild Pokémon in battle, Trainers must use unconventional tactics in order to attempt capture. Selecting Bait throws a bit of food, making the Pokémon easier to catch but more likely to run. Selecting Mud throws a clump of dirt; the angered Pokémon becomes less likely to run but harder to catch. Selecting Ball throws a Safari Ball to attempt capture. The game ends when all 30 Safari Balls have been used or 500 steps have been taken.

Rotating availability

Some Pokémon will not always appear in the Great Marsh. Every day, one species is randomly determined to appear in each area of the marsh, in addition to the Pokémon that can always be found there. The only way to tell which variable Pokémon is available in each area for the day is to use the lookout on the second floor of the main building. For $100, Trainers can get a brief glimpse of the Great Marsh, showing certain Pokémon in certain areas of the marsh. In each slide, a part of the park will appear with a Pokémon in the center of the slide that can be found in that area. However, the Pokémon that are shown are completely random, meaning that it is possible for Trainers to only see Pokémon that can always be found in each area anyway.

For a full list of Pokémon, see the main article.

Pokémon Move Maniac

The house at the water's edge belongs to a man known by his nickname, the Pokémon Move Maniac, though he prefers Move Tutor. The man knows every move that each Pokémon species learns as it levels up. In exchange for a Heart Scale, he offers to teach a Pokémon any move that was unlocked as it leveled up. Heart Scales are most easily found in the Underground.

The Many Faces of Burmy

The house to the north of the Poké Mart belongs to a Bug Catcher. Speak to him, and he asks if you know about Burmy, and how it has different forms. The Pokémon camouflages itself with debris from the site where it last battled. Show each of Burmy's three forms to the boy, and he rewards you with a Macho Brace.

Pastoria Gym

Pastoria Gym
Pastoria City Pokémon Gym
Leader: Crasher Wake

The Torrential Masked Master!


The Pastoria Gym specializes in Water-type Pokémon. Water-type moves are super effective against Fire-, Ground-, and Rock-type Pokémon, while Water-type Pokémon are weak to Electric- and Grass-type moves.

The Gym is designed like a large, indoor swimming pool filled with floating platforms. Floor switches fill and drain the pool between three different water levels, and must be pressed in the correct order to open a path to the Gym Leader. Begin by moving north and west, then step on the yellow floor switch to drain the water to the lowest level. Walk down the stairway near Tuber Jacky, then move northward across the bottom of the pool. Climb up the two central stairways near Fisherman Walter, then step on the green switch to the east; this fills the pool to mid-level. Move southwestward to climb up another stairway and battle Sailor Damian. Step on the blue switch nearby to fill the pool to the top level, then move south. Pass by Tuber Jacky for a second time and continue eastward. Battle Tuber Caitlyn, then move north and step on the green switch near Fisherman Erick. Walk south down the nearby stairway, then step on the yellow switch to the south. Turn around and move north over the three stairways to reach the Gym's northeast corner, then turn west. Follow the path up the stairs to Sailor Samson, then step on the blue switch nearby. Move east past Fisherman Walter again, then turn north to reach the Gym Leader.

VS Wake

Wake leads with his Gyarados, a Water/Flying Pokémon. Its Intimidate Ability immediately lowers the foe's physical Attack, so consider using special moves to ignore the penalty, or X Attacks to cancel it out. Brine doubles in power when the user's HP falls to 50% or below, so use Electric attacks to deal massive damage before it can retaliate. His Quagsire's strongest move is Slam, though it can still harass Electric Pokémon with Mud Bomb. As a Ground-type Pokémon, it is immune to Electric attacks, so instead use Grass moves to deal massive damage. Wake's Floatzel is vulnerable to both Electric and Grass moves. Grass Pokémon beware, however, as it can fight back with Ice Fang.

Fen Badge
Trainers  
Trainer Pokémon
Tuber Jacky
Tuber Jacky
Reward: $104
Buizel Buizel Lv.26
No item
Fisherman Walter
Fisherman Walter
Reward: $832
Barboach Barboach Lv.26
No item
Sailor Damian
Sailor Damian
Reward: $768
Wingull Wingull Lv.24
No item
Wingull Wingull Lv.24
No item
Tuber Caitlyn
Tuber Caitlyn
Reward: $96
Azurill Azurill Lv.24
No item
Marill Marill Lv.24
No item
Fisherman Erick
Fisherman Erick
Reward: $768
Goldeen Goldeen Lv.22
No item
Barboach Barboach Lv.23
No item
Gyarados Gyarados Lv.24
No item
Sailor Samson
Sailor Samson
Reward: $768
Shellos Shellos
West Sea
Lv.24
No item
Shellos Shellos
West Sea
Lv.24
No item
Wingull Wingull Lv.24
No item


After the battle, Wake awards you the Fen Badge, which enables the use of Defog in the field. Having four Badges also ensures the obedience of all Pokémon up to level 50. He also gives you TM55 (Brine) as a prize.

Tailing a Troublemaker (1)

Take a moment to rest at the Pokémon Center, then move northeast and speak to the Team Galactic Grunt again. Initally unaware of your presence, he excitedly reveals that the package he had been waiting on was finally delivered from the Veilstone City warehouse, and that it's his job to deliver it to the lake. Once he realizes that you have been eavesdropping, he hurries off to carry out his mission, leaving you with a warning not to follow. The group cannot be allowed to do as they please, so move eastward and speak to him again near the gate to Route 213. He refuses to waste time battling you, and hurries through the gate.

Before you can continue after him, Barry approaches from the west.

Rival Battle 3

Barry has not seen you since Hearthome City, and wonders if you have been toughening up your Pokémon. He offers to test you and your Pokémon to see how much stronger you have become, and draws you into battle.

Turtwig
If the player chose Turtwig:


Chimchar
If the player chose Chimchar:


Piplup
If the player chose Piplup:


Afterward, Barry admits that he lost because he got careless. He then asks what the Team Galactic Grunt was going on about, and encourages you to track him down. He promises not to hold back the next time, and leaves through the eastern gate.

Route 213

Tailing a Troublemaker (2)

Continue your pursuit onto Route 213, where you find the Grunt on the narrow strip of sand midway through the route. Speak to him, and he reveals that the item in his possession was created with the energy taken from the Valley Windworks. He claims that only a scientific genius could make such an item, so the Team Galactic boss, who created it, must be a genius. The Grunt then notices your presence; though tired of running away, he still refuses to waste energy battling you.

Hotel Grand Lake

Tailing a Troublemaker (3)

Follow the Grunt through the grounds of Hotel Grand Lake, where you catch up to him near the stairways leading east to Route 222. Nearly exhausted, he mentions a new universe that the boss intends to create, then hurries off to the north after realizing that he's been spotted.

Valor Lakefront

Tailing a Troublemaker (4)

By the time you catch up to him near the entrance to Lake Valor, the exhausted Grunt cannot run any longer and finally draws you into battle.


After the battle, the weary Grunt slowly makes his escape, intending to deliver the package to his Commander. Move northward to find Cynthia; speak to her, and she asks how your Pokédex progress is going. She explains that she is here to research the folklore involving the lake, but it seems as though the lake is closed to the public right now. She goes on to tell the story of the lake, of how there is an island in the middle, how a mirage of a Pokémon is found inside, and how no one must enter that chamber. Moving on, Cynthia asks if you have seen the group of Psyduck on Route 210. She then gives you the SecretPotion to treat their headaches, and expresses her hope that you get to meet every kind of Pokémon, and leaves to the north.


This article is part of Project Walkthroughs, a Bulbapedia project that aims to write comprehensive step-by-step guides on each Pokémon game.