
The Garden refers to the three educational institutions in Final Fantasy VIII. Each Garden trains youths into becoming specialized military forces, and is headed by two individuals, an administrator, referred to as Master, and a Headmaster.
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The idea of Gardens was originally started by Edea Kramer as a haven for orphanages for the future. Cid Kramer, her husband is intrigued with the plan and began seeking beneficiaries for financial support. The Shumi NORG gave major contributions into building the first Garden, Balamb Garden. The facility itself was built by the technological masterminds of Fisherman's Horizon, and was placed on the central continent in the world of Final Fantasy VIII.
Balamb Garden is administrated by NORG, and Cid Kramer becomes its headmaster. Due to the funding needed to run the Garden, NORG suggested dispatching elite mercenary forces called SeeDs around the world. The Garden benefited from the enormous funds flowing in, and the Garden became a training facility since. After some time, two more Gardens were built; Galbadia Garden and Trabia Garden. Galbadia's Master is Martine, who is also the Headmaster - until Edea, under control of Sorceress Ultimecia takes over. The headmaster of Trabia is never revealed.
The Gardens were made to train SeeD, an elite mercenary force completing missions around the world, in wait for their ultimate goal of defeating the Sorceress. Dr. Odine created the system of Guardian Forces, which let the SeeD students junction magic to themselves to increase their strength, as well as use the GFs in battle.
The Garden buildings were initially Centra Shelters before being built into Gardens. Ancient Centra traveled around the world using these Shelters after the Lunar Cry devastated their homeland. The MD Level is where the control system for the Shelter is located, where the oil stratum fuels the system that moved the Garden. At present, the original structure was left intact - the engineers from Fisherman's Horizon had only remodeled the Shelter - and entry is strictly forbidden.
In the final non-CG cutscene in the game after Ultimecia has been defeated for the last time, Squall Leonhart becomes lost in the time compression and returns to where he promises to meet Rinoa Heartilly after the conflict (dialogue immortalized by the game's opening CG sequence). Though he nails the location, he overshoots the time he must return to, and thus confronts Edea as Matron (and his own, young self) in the front courtyard of the orphanage. It is here that Ultimecia reappears, having followed Squall on her last legs, and transfers her sorceress abilities over to Matron. During the discourse Matron has with Squall, he explains who he is and where - or rather when - he is from, and initiates conversation about the origin of SeeD and the founding of Garden, explaining to Matron how they were her ideas. So, in perhaps the story's most ironic twist, the plot becomes cyclical, and Squall is revealed to be truly responsible for the creation of both SeeD and Garden.
Among the articles and text-based lessons drilled into each Garden student is the Garden Code. A series of articles that informs the student on possible actions that could be performed during a given situation. (For example: Article 8, Line 7 dictates: 8:7... In the event that returning to the assigned Garden is not possible, report to the nearest Garden.)
SeeDs may not use weapons or magic in the Garden, apart from the Training Center. The rules also state that one may not bring animals into the Garden (Angelo, Rinoa's dog, however, is seen wandering around in the celebratory ball in the ending, thus either meaning she is an exception or the rule had been dropped in Balamb Garden). Loitering, eating in classes and the library, violence and sexual abuse is strictly prohibited. T-Boards (a floating type of skateboard) and similar forms of transportation are also not allowed. Cadets must also obey these rules, as well as respect a curfew. Students may not leave their dorms post-curfew unless at the training center or with special permission from Garden faculty. Cadets must also abstain from purposefully injuring fellow cadets while training. Cadets who break the rules may be reported to SeeD or Garden Faculty. The student-run Disciplinary Committee also oversees cadet behavior. SeeDs who break Garden rules will be referred to their superior officer, and may face demotion or court martial.
Admission:
-Applicants between ages 5-15 are admitted.
-All hardworking and confident youths are welcome.
-Ambitious overachievers are also welcome.
-Applicants are admitted only after passing a final interview.
Graduation:
-Must be between 15-19 years of age.
-One must have all the required skills and knowledge taught through Garden courses.
-One must have the Headmaster's approval to graduate.
-At age 20, regardless of graduation, all students are released from the Garden.
Opportunities for Alumni:
-The Garden supports a program that helps graduates enlist in armies all over the world.
-Instructors and SeeDs are permitted to remain at the Garden. However, SeeDship must be attained before the age of 20.

While dress standards are usually casual in Garden's such as Balamb, Garden does require students to wear cadet uniforms for formal occasions or external operations where the Garden is represented.
The uniforms of each Garden are in similar design to each other with patterned shoulder pieces and silver linings. The Garden logo appears partway down the right sleeve. The main difference between the uniforms is the color scheme; Balamb Garden's consists of a navy blue base with yellow accent, Trabia Garden's a light blue base with purple accent and Galbadia Garden's black base with red accent.
![]() Balamb Garden |
![]() Galbadia Garden |
![]() Trabia Garden |
Children between the ages of five and fifteen years old may apply to become a Garden cadet. To become a student, one must first pass an interview. Students are allowed stay with their family and commute if they do not wish to live in the Garden's dorms. Cadets take classes in general education, athletics, combat, magic, and (in Balamb Garden) Guardian Force use. When Cadets turn 15, they may attempt to become SeeD at an exam given every spring. Students from the other Gardens transfer to Balamb each spring to take part in the SeeD exam. Students have until age 20 to pass the SeeD exam before they are required to leave the Garden.
During schooling each student is assigned to a group that reflect upon what they are studying and/or in accordance to their chosen profession.
The level of competence in their studies is reflected by a level 'ranking' featured after their group title. (eg. Fire Platoon Lvl 3, Indirect Magic Operative Lvl 2). By logic, there are more specializations, but they went unmentioned throughout the game.
The Garden staff responsible for the administration and overseeing conduct and ethics. Each Garden has their own set of faculties with different uniforms; Balamb Garden's is dressed in white and red robes with a yellow, face-covering headgear, Galbadia Garden's in tracksuits while Trabia's in standard military garb.
Faculty classification systems within the Gardens follow that of a standard real-world school. (ie Principal, Instructor, Faculty, Doctor, Psychiatrist ,etc.) but there are one or two extra ranks, as well:
All Gardens support a program which helps graduates enlist in armies all over the world. This program was created by Martine, the Galbadia Garden Headmaster.
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There are three Gardens in the world of Final Fantasy VIII. Balamb Garden, located in the Balamb Island at the center of the map, Galbadia Garden, located to the north of the Galbadian Continent, and Trabia Garden, located in the remote northern mountain regions of the Bika snowfield. ![]() ![]() |
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| This is a disambiguation page. A number of articles are associated with the title Garden. NOTE: If an internal link referred you to this page, you may wish to change the link to point directly to the intended article.
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Garden may refer to:
A Garden in a Player-owned house is one of the only two types of rooms a player can build starting at level 1 Construction skill. Since every house is required to have an exit portal, every player has at least one Garden in their house. Building a Garden costs 1,000 coins.
At level 55 Construction, players have the option to build a Formal Garden. It serves the same purpose as a Garden, but has many more centrepieces, flowers, and hedges to choose from.
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| Centerpiece | Image | Level | Materials | Experience |
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| Exit Portal | 1 | 10 Iron bars | 100 | |
| Decorative Rock | 5 | 5 Limestone bricks | 100 | |
| Pond | 10 | 10 Pieces of soft clay | 100 | |
| Imp Statue | 15 | 5 Limestone bricks, 5 pieces of soft clay | 150 | |
| Dungeon Entrance | 70 | 1 Marble block | 500 |
There are two tree spaces in the garden, a big tree and a regular tree. Both spaces work the same way.
Note: For the following sections, the player will receive the same amount of Farming experience as Construction experience when these plants are constructed.
| Tree | Image | Level | Materials | Experience |
|---|---|---|---|---|
| Tree | 5 | 1 Bagged dead tree, watering can | 31 | |
| Nice tree | 10 | 1 Bagged nice tree, watering can | 44 | |
| Oak tree | 15 | 1 Bagged oak tree, watering can | 70 | |
| Willow tree | 30 | 1 Bagged willow tree, watering can | 100 | |
| Maple tree | 45 | 1 Bagged maple tree, watering can | 122 | |
| Yew tree | 60 | 1 Bagged yew tree, watering can | 141 | |
| Magic tree | 75 | 1 Bagged magic tree, watering can | 223 |
| Small Plant 1 | Image | Level | Materials | Experience |
|---|---|---|---|---|
| Plant | 1 | Bagged plant 1, watering can | 31 | |
| Small fern | 6 | Bagged plant 2, watering can | 70 | |
| Fern | 12 | Bagged plant 3, watering can | 100 |
| Small Plant 2 | Image | Level | Materials | Experience |
|---|---|---|---|---|
| Dock leaf | 1 | Bagged plant 1, watering can | 31 | |
| Thistle | 6 | Bagged plant 2, watering can | 70 | |
| Reeds | 12 | Bagged plant 3, watering can | 100 |
| Big Plant 1 | Image | Level | Materials | Experience |
|---|---|---|---|---|
| Fern | 1 | Bagged plant 1, watering can | 31 | |
| Bush | 6 | Bagged plant 2, watering can | 70 | |
| Tall plant | 12 | Bagged plant 3, watering can | 100 |
| Big Plant 2 | Image | Level | Materials | Experience |
|---|---|---|---|---|
| Short plant | 1 | Bagged plant 1, watering can | 31 | |
| Large leaf bush | 6 | Bagged plant 2, watering can | 70 | |
| Huge plant | 12 | Bagged plant 3, watering can | 100 |
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| Centrepieces |
Exit portal • Decorative rock • Pond • Imp statue • Dungeon entrance |
| Trees | |
| Small plants (1) |
Plant • Small fern • Fern |
| Small plants (2) | |
| Big plants (1) |
Fern • Bush • Tall plant |
| Big plants (2) | |
A garden was an area in which plants were cultivated for recreational or aesthetic, rather than purely agricultural, reasons. They could range from large public gardens, tended by professional gardeners, to small private plots for the raising of flowers or fresh crops. Gardens could by cultivated outdoors or indoors in greenhouses or open spaces. Some gardens deliberately included wildlife, and most attracted insects. Some gardens, like the Garden of Butterflies on New Escrow, were designed explicitly to support and attract wildlife.[1]
The Jedi found gardens aesthetically appealing and peaceful, and the Jedi Temple on Coruscant included Meditation Gardens on many floors[2].
Gardening—the practice of maintaining a garden—was also popular among higher-ranking segments of the Galactic Empire. Emperor Palpatine was known to maintain lavish private gardens, employing master gardeners to cultivate them and stealing gardeners from any subordinate whose gardeners rivaled his. Prince Xizor, who was not part of the government but played Imperial politics at the highest levels, likewise had opulent gardens on his personal skyhook.[3] Another prominent Imperial to garden was Grand Admiral Gilad Pellaeon, Supreme Commander of the Imperial Fleet, who ruled the Imperial Remnant. He kept a garden to which he tended personally, finding the idea of imposing orderliness and organization on nature and giving each plant equal allotments and opportunity to grow to be a positive metaphor for the Remnant's practices.[4] General Evir Derricote, a botanist at heart, also kept a garden which he tended personally, sometimes putting more attention into it than to running the 181st Imperial Fighter Group. His subordinate, Soontir Fel, also tended to the same garden and seemed to enjoy doing so, perhaps because of his roots growing up on an agro-combine on Corellia.[5]
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| English: | Garden | |
| Attribute: | Spell Cards |
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| Property: | Field |
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| Card Lore: | Plant-Type monsters on the field cannot be destroyed by battle. If a Plant-Type monster is targeted by a card effect other than Plant-Type monsters and "Garden", it is destroyed immediately and you can Special Summon a Plant-Type monster from your Graveyard with a different name. | |
| Sets with this Card: | Portrait of Eternity - PTER-EN041 - Rare | |
| Card Limit: | Unlimited | |
| Other Card Information: | Gallery - Rulings Appearances Tips - Errata - Trivia Lores - Artworks - Names |
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