Galbadia Garden
Encounters: In Galbadia Garden – 5 shown
The specific area within this location where this encounter takes place
Area
The monsters that may be encountered in this area during random battles
Encounters
Athletic Track (during Garden battle) Death Claw
Elite Soldier, G-Soldier
Jelleye
SAM08G
Ice Rink (during Garden battle) Slapper ×3
Slapper ×4
Main Hall (during Garden battle) Death Claw
Tri-Face
Outer Hallways (during Garden battle) Creeps
GIM52A ×2
Jelleye ×2
Jelleye ×2, Creeps
Stairwells (during Garden battle) Creeps ×2
Creeps ×2, Blitz
G-Soldier
Tri-Face
Items of Interest: In Galbadia Garden – 19 shown
What this point of interest is
Found
The specific area within this location where this point of interest is located
Area
Details on where this point of interest specifically can be found
Details
Save Point Hall Near main entrance
Haste draw point Hall Hidden in the light in the central area
Shell draw point Athletic Track Partially hidden behind the fence
Save Point Hallway Beyond the athletic track
Life draw point Clubroom In the corner of the room off of the ice skating rink
Save Point (hidden) Hall Near the entrance to the second floor auditorium, on the circular hall
Double draw point (hidden) Auditorium At the base of the stage, in the second floor auditorium
Aura draw point (hidden) Back Entrance Outside the entrance during Garden battle
Save Point Hallway Just inside the back entrance during Garden battle
Card Key [1] Dormitory Given by a student in a dorm room on the second floor during Garden battle
Protect draw point Gymnasium In the goal in the ice rink (accessible during Garden battle)
Card Key [2] Classroom Given by a student in the classroom across from the ice rink during Garden battle
Battle: Cerberus Hall Center of main hall during Garden battle
Cerberus GF Hall Defeat Cerberus
Cerberus Hall Defeat Cerberus
Card Key [3] Classroom Given by student in classroom off of main hall during Garden battle
Save Point Master Room In the room with Seifer and Edea
Battle: Seifer Master Room At the top of the elevator locked with card key [3]
Battle: Edea, Seifer Master Room In the auditorium after the fight with Seifer
Guardian Forces: Found in Galbadia Garden – 1 shown
Drawn GFs must be acquired from certain bosses using the Draw ability
Name
The name of the Guardian Force's combat skill, used with the GF command
Skill
The element of the Guardian Force's combat skill, if any, used with the GF command; the damage dealt by the skill is affected by the target's vulnerability to that element (damaging skills with no element are non-elemental and always deal normal damage)
Element
The status effect created by the Guardian Force's combat skill; hover over a "Multiple" status row to see the specific status list
Status
The unique abilities that this Guardian Force is able to learn; these abilities cannot be learned by other Guardian Forces or through items
Unique Abilities
Cerberus Counter Rockets - Double, Triple Alert
Monsters: Encountered in Galbadia Garden – 14 shown
Special monsters are particularly powerful or otherwise noteworthy; bosses are only encountered in special plot encounters; super bosses are optional special battles of extreme difficulty; the final bosses must be defeated to complete the game
Name
The amount of experience yielded by defeating this monster, expressed as a base amount plus a modifier based on the monster's relative level; experience is split evenly among all surviving party members, and a separate split of the total is made for all equipped Guardian Forces; if the party runs from a battle, they still earn experience proportional to how much damage they dealt to the enemies; the character who registers the final blow on an enemy receives a bonus to experience
Exp
The amount of ability points yielded by defeating this monster; ability points beyond those needed to learn a GF's next ability are not carried over
AP
Whether this monster is flying and/or undead; flying monsters are immune to earth damage; undead monsters are damaged by curing spells and healed by drain effects (the caster is harmed instead)
Type
The range of levels which this monster may appear at; the monster's level is determined by the average level of the members of your party, within this range
Level
The range of hit points which this monster may have; the exact number is based on the monster's level
HP
The range of strength which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's strength is significantly above average, while numbers shown in red are significantly below average
Str
The range of vitality which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's vitality is significantly above average, while numbers shown in red are significantly below average
Vit
The range of magic which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's magic is significantly above average, while numbers shown in red are significantly below average
Mag
The range of spirit which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's spirit is significantly above average, while numbers shown in red are significantly below average
Spr
The range of speed which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's speed is significantly above average, while numbers shown in red are significantly below average
Spd
The range of evade which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's evade is significantly above average, while numbers shown in red are significantly below average
Eva
The elements that this monster takes extra damage from
Elemental Weakness
Blitz 20+10 2 - 1–100 611–7,200 9–103 35–39 57–78 25–31 2–19 0–5% -
Creeps 35+8 2 - 1–100 210–6,200 6–74 38 7–101 171220 2538 3040% Holy
Death Claw 40+15 3 - 1–100 4,231–22,200 11–135 45–57 11–103 8–24 4–29 0–5% -
Elite Soldier 30+5 2 - 1–100 148–4,940 3–127 36–48 6–123 38–41 6–14 2–10% Poison
GIM52A 30+8 3 - 1–100 1,431–19,400 13–140 3–104 5–104 120–132 5–18 0–5% Thunder, Earth, Water
G-Soldier 20+3 1 - 1–100 45–3,040 373 113 1–75 214 4–11 0–8% Poison
Jelleye 30+5 1 Flying 1–100 510–6,500 5–56 6–39 21208 80–130 10–16 0–5% Wind, Holy
SAM08G 30+5 4 - 1–100 747–27,700 9–133 25–50 8–61 15–19 8–13 0–7% Thunder, Poison
Slapper 40+10 3 - 1–100 44–8,430 8–133 36–48 7–137 40–43 2040 2031% -
Tri-Face 130+40 8 - 1–100 6,027–21,600 16165 41–94 10–253 20–25 5–30 0–5% Fire, Holy
Cerberus - 30 - 1–30 7,100–10,000 2799 11–40 55202 101–138 1138 5–7% -
Edea - 50 - 1–32 500–16,000 5–13 41–66 64118 151174 2024 0–8% -
Seifer - 20 - 1–31 1,300–10,300 3185 14–74 2790 136165 3158 2–4% Poison
Seifer - - - 1–32 1,200–7,400 1673 81113 2794 131159 9–39 4–8% Poison
Spells: Found in draw points in Galbadia Garden – 6 shown
Mid-level spells can only be drawn from normal enemies of level 20 and above; high-tier spells can only be drawn from normal enemies of level 30 and above; ultimate spells can only be drawn from draw points and bosses
Name
Whether this is an Attack, Healing, or Indirect spell
Type
The element of the spell; the damage dealt by the spell is affected by the target's vulnerability to that element (damage spells with no element are non-elemental and always deal normal damage)
Element
The status effect inflicted or removed by this spell; hover over a "Multiple" status row to see the specific status list
Status
The relative damaging or curing power of this spell
Power
The number of hit points gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
HP
The amount of strength gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Str
The amount of vitality gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Vit
The amount of magic gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Mag
The amount of spirit gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Spr
The amount of speed gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Spd
The amount of evade gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Eva
The amount of hit gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Hit
The amount of luck gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst
Luck
The percentage of status attack gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple status row to see the specific status list
Status Attack
The percentage of status defense gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple status row to see the specific status list
Status Defense
The percentage of elemental attack gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple element row to see the specific element list
Elemental Attack
The percentage of elemental defense gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple element row to see the specific element list
Elemental Defense
A modifier to the difficulty of drawing this spell; spells with a higher draw difficulty will generally yield less stock per draw, and are more likely to have a draw fail altogether
Draw Difficulty
Life Restore - KO - 1,200 8 50 10 50 4 1% 3% 4 - KO 20% - - +20
Double Indirect - Double - 200 15 6 18 6 10 4% 40% 2 - - - - +16
Protect Indirect - Protect - 400 6 40 10 18 3 1% 3% 14 - - - 3 elements 20% +17
Shell Indirect - Shell - 400 6 18 10 40 3 1% 3% 14 - - - 8 elements 20% +17
Haste Indirect - Haste - 500 12 16 20 20 50 8% 10% 10 - - - - +18
Aura Indirect - Aura - 3,400 70 22 24 24 10 2% 50% 10 - Curse 100% - - +40
Cards: Found in Galbadia Garden – 1 shown
Boss cards are found rarely when using Card on normal monsters; GF cards are unique and only found in certain ways; player cards are unique and exceptionally powerful
Name
The level of this card
LV
The type of this card
Type
The value of the top of this card
T
The value of the left side of this card
L
The value of the right side of this card
R
The value of the bottom of this card
B
The element of this card; when the Elemental rule is in play, placing a card on a space with its elemental property will increase all numeric values on the card by 1, while placing a card on the wrong element decreases these values by 1
Element
The number of this card that is used when refining it with Card Mod
Mod
The number of this item is created when refining this card with Card Mod
×
The item that is created when refining this card with Card Mod
Yield
The monsters who, when defeated with the Card ability, may yield this card; this does not include monsters that drop a card when defeated normally or for plot reasons; boss cards are only found as rare Card rewards
Monsters
Cerberus 9 GF 7 A 4 6 - ×1 100× Lightweight -