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Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

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.



Spoiler warning: Plot and/or ending details follow. (Skip section)

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.



The Garden Code

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.)


No T-Boards

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.

Facility Rules

-Student's should be in their seats and waiting for the instructor 5 minutes before class.
-When class is over, proceed quietly to your next class.
-Food, weapons and magic are prohibited.
-Study panels are shared. Handle with care.

Training Center:
-Proceed with caution. There are real monsters in the training center.
-It is open 24 hours. Entering the ground for reasons other than training is prohibited.
-Do not engage in battles beyond your abilities.

-Visit the infirmary if you have any health concerns or problems.
-No items may be taken from the infirmary without permission.
-Follow the doctors instructions.

-Open Hours: 9.00 am-lights out.
-Library usage: All materials are open to public. You may check-out materials at the desk.
-Remain quiet at all times.

-Everybody is welcome to apply.
-SeeDs have priority for single rooms.
-Going out after-hours for reasons other than training is prohibited.
-Do not leave personal possessions in common areas.

-Open Hours: 9.00 am-9.00 pm.
-Keep the area clean.
-If late-night meals are required, order them before hand.

Student Rules

Garden Precepts: Work hard. Study hard. Play hard.

In general, there is no dress-code in Balamb Garden. However, dress accordingly if instructed to do so by your superiors.

Reward and Punishment:
-The Headmaster presents official commendations to outstanding students.
-Students who engage in violent acts, sexual promiscuity, or who fall behind in their curriculum, etc. may be expelled from Garden.

-The skills acquired in Garden must never be used for personal gain.
-Refrain from committing acts that may damage the Garden's reputation.
-Take time to think things through before starting a relationship.

Procedures in case of an emergency:
-If you are on 2f, use the emergency exit next to the classroom. If you are on 1F, exit through front gate. All students must take care of junior classmen during emergencies.
-Do not use the elevator during an emergency.

Evening Outings:
All students should be in their dorm rooms before after-hours unless at the training center.

Admission and Graduation Info

-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.

-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.


Garden uniform concept

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.


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.

  • Attack Magic Operative: Students who specialize in attack magic, such as elemental spells. They're usually MG level 1.
  • Indirect Magic Operative: Students who specialize in indirect/support magic (i.e.: Esuna, Haste, Slow, etc) They're usually MG level 1.
  • Fire Platoon: Students who are part of an emergency "fire brigade", acting as emergency personnel.
  • Sabers: Students who specialize in bladed weapons such as swords, spears or knives.
  • Restore Magic Operative or Medics: Students specialized in healing techniques and spells. Organized into rescue teams.

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.


Main article: Garden Faculty

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:

  • Headmaster:
  • Faculty/Instructor: Instructors and Faculty must first be SeeD members to obtain a job in a Garden.
  • Doctor:
  • Funder/Garden Master: The position held by the major income source and contributor to a Garden.


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.


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.

Balamb Garden
Galbadia Garden
Trabia Garden

This article uses material from the "Garden" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010

From Lostpedia

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.

Garden may refer to:

This article uses material from the "Garden" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

Players may build an imp statue in the "centrepiece" hotspot.

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.

Gardens have 8 different Hotspots available



Centerpiece Image Level Materials Experience
Exit Portal File:Exit portal.png 1 10 Iron bars 100
Decorative Rock File:Decorative rock.png 5 5 Limestone bricks 100
Pond File:Pond.png 10 10 Pieces of soft clay 100
Imp Statue File:Imp statue.png 15 5 Limestone bricks, 5 pieces of soft clay 150
Dungeon Entrance File:Dungeon entrance.png 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.

A Magic and Yew tree in a POH garden.
Tree Image Level Materials Experience
Tree File:Tree.png 5 1 Bagged dead tree, watering can 31
Nice tree File:Nice tree.png 10 1 Bagged nice tree, watering can 44
Oak tree File:Oak tree.png 15 1 Bagged oak tree, watering can 70
Willow tree File:Willow tree.png 30 1 Bagged willow tree, watering can 100
Maple tree File:Maple tree.png 45 1 Bagged maple tree, watering can 122
Yew tree File:Yew tree.png 60 1 Bagged yew tree, watering can 141
Magic tree File:Magic tree.png 75 1 Bagged magic tree, watering can 223
  • Note: None of these trees may be chopped down for wood. They are purely decorative. Also, the Crystal saw's +3 invisible Construction modifier does not apply to planting trees.

Small plants

Small Plant 1 Image Level Materials Experience
Plant File:Plant.png 1 Bagged plant 1, watering can 31
Small fern File:Small fern.png 6 Bagged plant 2, watering can 70
Fern File:Fern.png 12 Bagged plant 3, watering can 100
Small Plant 2 Image Level Materials Experience
Dock leaf File:Dock leaf.png 1 Bagged plant 1, watering can 31
Thistle File:Thistle.png 6 Bagged plant 2, watering can 70
Reeds File:Reeds.png 12 Bagged plant 3, watering can 100

Big plants

Big Plant 1 Image Level Materials Experience
Fern File:Fern.png 1 Bagged plant 1, watering can 31
Bush File:Bush.png 6 Bagged plant 2, watering can 70
Tall plant File:Tall plant.png 12 Bagged plant 3, watering can 100
Big Plant 2 Image Level Materials Experience
Short plant File:Short plant.png 1 Bagged plant 1, watering can 31
Large leaf bush File:Large leaf bush.png 6 Bagged plant 2, watering can 70
Huge plant File:Huge plant.png 12 Bagged plant 3, watering can 100

This article uses material from the "Garden" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

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]

This article is a stub about a general location. You can help Wookieepedia by expanding it.



Notes and references

  1. Marvel Star Wars 48: The Third Law
  2. Heart of Fire
  3. Shadows of the Empire
  4. Destiny's Way
  5. In the Empire's Service

This article uses material from the "Garden" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 06, 2010

From Yu-Gi-Oh Card Maker Wiki

English: Garden
Attribute: Spell Cards Image:Spell.png
Property: Field Image:Field.png
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
Tips - Errata - Trivia
Lores - Artworks - Names

This article uses material from the "Garden" article on the YCM wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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