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Students usually orphans attend school in hopes of becoming SeeDs. The Garden works both as a location, and as a method of transportation around the world map. Using the Garden is made redundant by the game's end as the player obtains an airship that can be used to move around the map more efficiently.

The Garden rules are listed on the Study Panel. Occupants may not use weapons or magic in the Garden, apart from the training center. One may not bring animals into the Garden. Loitering, eating in classes and the library, violence and sexual abuse is prohibited. T-Boards a floating type of skateboard and similar forms of transportation are also not allowed. Cadets must 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 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 oversees cadet behavior.

SeeDs who break Garden rules will be referred to their superior officer, and may face demotion or court martial. Gardens 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 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: Balamb Garden's consists of a navy blue base with yellow accent. Upon graduation, SeeD members receive their own formal uniforms. Founded 12 years ago by Cid and Edea Kramer , and funded by NORG , Balamb Garden was remodeled from an old Centra shelter by Estharian technicians allowing it to transform into a mobile form with the power of limited flight.

Cid was instructed to build the Garden to train SeeDs, an anti- sorceress army, as per a premonition of the future his wife, Edea, had foreseen. Shortly after its construction, Galbadia Garden and Trabia Garden were created on the Galbadian and Trabian continents, respectively. Cadets attending other Gardens must transfer to Balamb to complete this final requirement. When Seifer, a Balamb Garden cadet, threatens the life of the Galbadian president Vinzer Deling , Garden attempts to distance itself from the incident.

Galbadia Garden is threatened by both Deling and the rise of his ally, Sorceress Edea. When the assassination plot fails the sorceress vows revenge. NORG believes the Garden is doomed if they don't appease the sorceress, and plans to hand over the SeeDs involved in the assassination attempt to Galbadia.

NORG summons the party to his chambers to explain his plan to them and he battles them. He is defeated and transforms into a cocoon form. Trabia Garden is destroyed, but Squall and his friends save Balamb Garden by restarting the ancient Centra machinery, morphing Balamb Garden to its mobile form. Barely evading the missile attack, the Garden speeds out of control past Balamb town and heads out to sea. With its navigation and piloting systems malfunctioning due to lack of maintenance, the Garden crashes stern-first into Fishermans Horizon whose mechanics are familiar with the Centra technology, being the ones who originally built the Garden, and renovate it.

Once the mobile machinery is repaired, the SeeD Xu takes on the role of Garden navigator, while Nida fills the position of pilot. With both NORG and Cid out of the picture, Squall gains sovereign control over Garden, and embarks on a mission to defeat the sorceress. The Battle of the Gardens ensues. The newly retrofitted Garden engages the mobile Galbadia Garden now under the sorceress's control near Edea's House.

While Balamb Garden cadets prepare for an assault, the flying Gardens butt heads as their pilots ram the hulls together, tangling the structures. Balamb Garden takes heavy damage, and part of its quad is destroyed. Galbadian paratroopers and motorcyclists board Balamb Garden, breaking classroom windows and wreaking havoc on the Garden's interior as SeeDs and cadets defend their home. The conflict is resolved when Squall and his friends board Galbadia Garden and defeat Sorceress Edea, who is released from the clutches of the evil sorceress Ultimecia who has been possessing her.

Balamb Garden students can focus on repairing damage to both the Garden and each other. Some time after the incident Squall leaves the Garden to head to Esthar, and the Garden stays docked at Fishermans Horizon. It is never revealed who takes over when Squall and his friends have left. The party returns to the Garden after defeating Ultimecia to engage in celebration.

Balamb Garden flies all around the world and Cid and Edea appear to have returned to the Garden. Balamb Garden is initially located on Balamb continent to the east of the Alcauld Plains, nestled at the foot of the Gaulg Mountains.

After becoming mobile, the Garden's location is no longer fixed, although it can dock at Fishermans Horizon. Balamb Garden is an immense, futuristic-looking cone-shaped building, with a chrome and blue finish.

It has large glowing halo at the top. Its layout is a series of stacked rings surrounding the central elevator. It has three main floors, plus a large basement.

The first and second floors are accessible to the entire Garden population, while the third floor and basement level require special permission. The front gate is the Garden's main entrance. Upon entering the gate's outer part, visitors travel up a set of stairs and through a landscaped area before proceeding to a security checkpoint at the inner gate.

SeeDs, students, and visitors must present their IDs for inspection to enter the Garden. The player's first task in the game is to meet Quistis at the gate. If the player did not pick them up from the classroom study panel, Quistis will give the player their starter GFs at the gate. This location is truncated once the Garden becomes mobile, with only the security station remaining. The front gate leads to the lobby, the Garden's unofficial center and a gathering point for students.

Its main features are a directory and an elevator, which allows access to other floors. The lobby is shaped like a ring and the first-floor sections branch off it like spokes on a wheel. Before the Garden becomes mobile, the directory can be used to fast-travel between different sections in the Garden. A boy in a blue shirt runs laps around the ring of the first floor and plays the rare MiniMog card. The Card Club quest can be started at the lobby after the Garden becomes mobile.

Following the lobby to the right, the southeastern corridor branching off from the ring leads to the Balamb Garden library. Open from 9am until curfew, its materials are available to students. Zell can embark on a sidequest to gain the affections of a student employee: Library Girl with a Pigtail. When Rinoa is not in the party she can be found in the library, and Zell can be found just outside it.

Occult Fan I can be found in the southern edge of the second row of bookshelves closest to the exit. There is also an Esuna draw point that never refills in the area by the bookshelf. Continuing up the lobby ring counter-clockwise, the eastern corridor leads to the training center. Known by students as the "monsters' lair," it is open 24 hours a day, even after curfew.

Monsters inhabit it, mainly Grats and T-Rexaurs , to challenge students' fighting skills. A save point can be found inside, along with a Blizzard draw point. The training center also has a hidden section called the "secret area" where students go to socialize or otherwise meet in private after curfew to avoid being caught by the Garden Faculty.

The enemy encounters in the training center vary based on the path the player takes from the entrance. The encounters on the left path are:. When the player visits the center with Quistis as part of the story, they also fight Granaldo and Raldos here as a boss encounter.

After returning to the Garden following the Battle of the Gardens , the Weapons Monthly July issue can be found on the left-hand path.

In the training center, the player can find the CC Joker, part of the Card Club who also works as a merchant , randomly in the center's easternmost screen. CC Joker also holds the rare Leviathan card. CC Joker will be met in Ragnarok in endgame where he will also let the player model weapons. If the Joker will not show up regardless of how many times the player re-enters the screen, it may be necessary to re-enter the screen from the left side of the map instead of the bottom.

The northeastern corridor leads to the parking lot, an underground complex that houses most of Balamb Garden's road vehicles , including the SeeD Personal Carrier Vehicles for student transportation. The parking lot is accessed via a road that travels past the Balamb Garden front gate.

The northern corridor leads to the dormitories. Cadets share dorms with two single bedrooms connected to a shared living space. SeeDs have individual rooms, and the player can rest in Squall's room to fully recover. During curfew students can only leave their dorms for the training center. A save point can be found here. After the Granaldo boss fight in the training center, the Weapons Monthly April issue can be found in Squall's room.

The jacket hanging over Squall's bed changes depending on which clothes he's wearing. After winning against CC Heart in the Card Club quest, the CC King may challenge the player to a card game when the player sleeps at the dorm, and plays the rare Gilgamesh card. After winning against the King, the player can play them again at the Garden bridge.

The northwest corridor leads to the cafeteria. The cafeteria is open from 9am till 9pm, and students can order meals for the night and pick them up before curfew. The most popular dish is the Balamb Garden hot dogs. The cafeteria is a popular hang-out spot for cadets to meet and exchange gossip. The Garden's disciplinary committee is often found here.


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