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stilldawn ([info]stilldawn) wrote,
@ 2010-07-25 10:09:00

Previous Entry  Add to memories!  Tell a Friend!  Next Entry
LAYOUT/BESTIARY

Under the cut you will find pictures and descriptions relating to the building structure as well as what enemies you will encounter. Credit to the Final Fantasy Wiki, FFOnline and the Resident Evil Wiki for being great sources of information.



*Layout combines elements from both Balamb and Galbadia in order to give players more room to work with.

GALBADIA GARDEN Galbadia Garden's layout is a basic circular design surrounding a central lobby. Main sections are reached by enclosed hallways running around the perimeter. It has three main floors plus a large basement sub-level. The first and second floors are accessible to the entire Garden population, while the third floor and basement level requires key card access to the elevator.


FIRST FLOOR


FRONT GATE The Front Gate is the main entrance to the Garden. Upon entering the outer part of the gate, visitors travel up a set of stairs and through a landscaped area before proceeding to a security checkpoint at the inner gate. SeeD, students, and visitors must present their IDs for inspection in order to pass and enter the inside of the Garden.

GARDEN LOBBY The Front Gate entrance leads directly to the Lobby. The Lobby itself forms a perfect circle in which four corridors branch off in the cardinal directions, with the Main Gate at the southern point.

LIBRARY Following the Lobby to the right, the southeastern corridor branching off from the ring leads to the Galbadia Garden Library. Open from 9am until curfew, all of its materials are available to students.

CLASSROOMS The classrooms are located off various corridors on the first floor, arranged lecture-hall style with desks leading down a slope to a teacher's podium at the bottom. Students are obliged to be present in classes five minutes before the bell rings.

FIELDHOUSE The Fieldhouse is located off the northern corridor, and is home to a large indoor track as well as tennis and basketball courts, reflecting Galbadia Garden's love of sports.

SKATING RINK/LOCKER ROOMS The Skating Rink is located off the eastern corridor, and sports a large ice arena for the Garden's hockey and skating teams to practice and compete. A locker room is attached for cadets to change and store their equipment.

PARKING LOT The northeastern corridor leads to The Parking Lot. The Parking Lot is an underground complex that houses most of the 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 Galbadia Garden Front Gate.

CAFETERIA 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 Cafeteria is a popular hang-out spot for cadets to meet and exchange gossip.

INFIRMARY The southwest corridor leads to The Infirmary. No items can be taken from the infirmary without the doctor's permission.

TRAINING CENTER Continuing up the Lobby ring counter-clockwise, the eastern corridor leads to the Training Center. Known by students as the "Monster's Lair," it is open 24 hours a day, even after curfew. There are real monsters there, mainly Grats and T-Rexaurs, to challenge students' fighting skills. The Training Center also contains a hidden section called the "Secret Area," where students go to socialize or otherwise meet in private after curfew under the noses of the Garden Faculty.

BALLROOM The Ballroom is only used for special occasions, such as Garden Festival celebrations and other formal events. It is a large, two-story room with a glass dome ceiling and a stone balcony.


SECOND FLOOR


DORMITORIES Dormitories are located off of various corridors on the second floor. The dorms are split in half; one side for women, the other for men. Galbadian Cadets share dorms with each other, with two single bedrooms connected to a shared living space. SeeD members, however, are given their own dormitory rooms. During curfew, students can only leave their dorms for the Training Center.

AUDITORIUM The Auditorium is a large arena located off the southern corridor on the second floor. Stadium seats surround a large elevated podium at the front, and large video screens hang on either side. The Auditorium is generally used for Garden assemblies and as a forum for guest speakers, although the location may also cater to entertainment-related events.

RECEPTION ROOM The Reception room is a parlor located off the northern corridor on the second floor. Here, visiting dignitaries and other guests wait prior to meeting with the Garden Headmaster.


THIRD FLOOR


HEADMASTER'S OFFICE The Headmaster's Office is located on the third floor, only accessible by those with the clearance to activate a special elevator on the second floor near the Reception Room. Students may only visit the Headmaster's Office when summoned by Headmaster Martine.

BRIDGE The Bridge replaces the Headmaster's Office once the Garden transforms to become mobile. Navigation and piloting controls are accessible from the Bridge.

BASEMENT LEVEL


BASEMENT The Balamb Garden basement is only accessible by the main elevator with special permission from the Headmaster. It houses the machinery used to transform the Garden from its stationary form to its mobile form. Also located in the cavernous sub-level are a number of secret laboratories and medical examination rooms, where the recent UMBRELLA experiments took place.



GRAT A fairly common enemy, especially within the training center. Created using mutated pitcher plant and venus fly trap DNA, they primarily attack by spitting out corrosive acid.

PLANT 42 Originally a Grat that was part of a botanical experiment. The results caused it to undergo drastic changes, including a dramatic increase in size. With a massive flower-like nucleus protected by distorted petals and extremely powerful vines, PLANT 42 immensely grew to invade the basement labratories, using its securely protected vines to feed on the t-virus altered water of the Training Room above it. It had also acquired further nutrients by using its vines to capture its prey, when given the opportunity, and drain them of their blood.

As noted in a chemistry report lying around in the Residence, the Plant has grown singularly weak to a particular chemical, codenamed V-Jolt or UMB № 20. Exposing the roots of the Plant to the toxin dries them up and weakens it considerably.

T-REXAUR One of the oldiest living species in the world, the fearsome dinosaur possesses incredible Strength and Vitality. Imported from various secluded islands in and effort to test a cadet's abilities, they are only found in the training room.

DEATH CLAW Once a bear, this creature has turned into a powerful BOW after contracting the T-Virus. It is powerful enough to incapacitate an individual with a single blow from its powerful body.

ZOMBIES The researchers at Umbrella Chemical, Inc. called them "Zombies" due to their slow pace, mindless nature, similarity to the modern-day concept of a zombie in 20th century cinema, and the fact that they are walking dead corpses. Like their horror film counterparts, Zombies spread the virus through biting and are walking corpses, due to the fact that individuals die before turning into Zombies.

CRIMSON HEADS When a zombie has been incapacitated for some time, a process occurs in which the t-virus will begin to run rampant through its systems, initiating a system known as V-ACT, more commonly known as a Crimson Head due to the color of its skin when in this state. When V-ACT occurs, the blood begins pumping at an alarming rate, causing noticeable blood seepage in the skin and giving it a crimson shade of red. The subject's fingers and toes also develop sharp claws as well as having an increased muscle mass. The subject's level of aggression has also greatly increased from that of the typical zombie. When it has entered this state, virtually nothing will stop it from pursuing its prey. The Crimson Head even jumps at its victim due to an increase in blood-lust.

LICKER The Licker is a mutation which mutates normal Zombies into a more deadly and agile hunter. Other changes from normal Zombies to Lickers are brain swelling and becoming visible, an increase in muscle development, and the total loss of skin. They can jump incredible heights and distances and move much more rapidly while their warped bone structure makes it more suitable for them to crawl about on all fours. The Licker also uses its talons to scale vertical structures and ceilings with ease. This allows the creature to use predator tactics to surprise their prey. These new hunting strategies also showcase its increased primal intellect. Finally, its elongated tongue was shown to be enormously powerful, capable of piercing human flesh and often being used to decapitate its prey. Although naturally quiet and a master of ambushes, the presence of a Licker can often be hinted at by the sound of their raw flesh and claws scraping against whatever surface they happen to be crawling along, as well as a sibilant hissing sound.

Lickers have lost the use of their eyes entirely and cannot track prey by sight. Their super developed hearing however more than compensates for the loss. Upon detecting potential prey it will attack full force with teeth, tongue and claws, often alerting others of its kind in the vicinity as well. Weapons that emit very little sound are especially useful against these blind B.O.W.'s.

CERBERI Created from a Doberman injected with the experimental tyrant virus. These creatures were introduced to the Garden shortly after the outbreak spread to help "clean up" any survivors. Cerberi roam in packs of two or three and sometimes even four and adopt random attacking patterns. They frequently encircled the prey before charging in with a leaping attack. This can be very damaging and Cerberi in large numbers can easily overwhelm prey, eventually pinning them to the ground and ripping their throat out. Cerberi retain much of their former agility, with a noticeable increase in durability and aggression.

CERBERUS Much like the Crimson Heads, the Cerberus is a rare secondary mutation of the Cerberi. Incredibly large and vicious, the Cerberus' weight is enough to make the ground tremble with each step. The three heads appear to act independently of each other, sometimes resulting in distraction. Such moments should be utilized to flee.


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