<--Previous Up Next-->
Player is returned to the world map, either at eye-level in a long shot or in a bird's-eye view, depending on which angle the player had on the world before the battle and whether there are obstructions in the way.
I included this shot to indicate a typical feature of games in which a player has to cover a lot of ground. Notice how large the character is in comparison to Balamb's Garden in an exterior shot. In an interior shot, the Garden takes a lot of walking to get around. On the world map, it appears you could cross it in about six paces. This convention seems to be well-accepted by players-- a friend of mine tells me that a game which had buildings and natural environments to scale, requiring more walking, caused a lot of player frustration and ended up being unpopular.
Fade to black as character crosses the threshhold of the entrance to the Garden.