Galbadia Garden (Disc 2) - FF8 Guide
At the top of every page of my Final Fantasy 8 Walkthrough I will have a list of the most important GF Abilities for you to learn as well as my personal preference for who to junction GFs to for this part of the story. The game's auto order for GFs learning abilities is extremely terrible so it's strongly recommended you interfere and do the abilities in the order I provide here.
Throughout the game you can also refine Cards into Items and then those Items into magic. I've provided a list of the refinements that you can do for the cards that you will most likely have in your possession at this time during the story below as well. This same information will be provided at the top of every page during the full walkthrough, keep checking it as it'll change as the story progresses.
GF Abilities to Learn:
Carbuncle: Vit+20%, Vit+40%, Vit Bonus, Boost, Mag-J, HP-J, Vit-J, ST-Def-J, ST-Atk-J, Counter, Recov Med-RF
Leviathan: Supt Mag-RF, Spr+20%, Spr+40%, Spr Bonus, Mag-J, Spr-J, Elem-Defx2, Boost, GF Recov Med-RF
Pandemona: Spd-J, Elem-Defx2, Boost, Spd+20%, Spd+40%, Str+20%, Str+40%
King Tonberry: Familiar, Haggle, Sell-High, Call Shop, Initiative, Boost
Cerberus: Spd-J, Spr-J, Mag-J, ST-Def-J, ST-Atk-J, Spd+20%, Spd+40%, Auto-Haste, ST-Def-Jx2, ST-Def-Jx4
Acquired during this chapter, defeat Cerberus in the Main Hall.
Alexander: Med Data, Med LV Up, High Mag-RF, Elem-Defx4, Elem-Atk-J, Boost, Revive, Spr+20%
Acquired at the end of this chapter, Draw from Edea.
Squall: Ifrit, Quezacotl, Alexander, Cerberus
Zell: Shiva, Diablos, Pandemona
Quistis: Siren, Brothers, Carbuncle, Leviathan, Tonberry
(Or whomever you choose as your party; junction them as you see above)
The first thing you will be prompted to do when you get to Galbadia Garden is form a party. After you've done this you're going to want to take the hallway on the right, then take another right and go up the stairs. You'll find Raijin and Fujin here (talk to them) then go to the left down the hallway. The doorway on your right just up the hall has a kid inside who you'll want to speak to for Card Key 1 (pictured above).
With this Card Key in hand return to the entrance where the Save Point is and go down the hallway on the left and into the left door to find yourself at the Ice Hockey rink. You can get into random encounters with a rather unique enemy in this area called Slappers. They don't have anything useful, it's just funny to see enemies dressed as Hockey Goalies.
Go across the Hockey Rink and into the door on the right to find yourself in another hallway. Cross the hallway into the class room to find another kid with Card Key 2 (pictured below). Exit the room then go to the south through the hallway and through the door to find yourself back at the entrance of Galbadia Garden.
Return to the area where we saw Raijin and Fujin before and instead of going down the hallway go up the final flight of stairs. Open the door at the top and proceed down the stairs until you jump off the ledge. Turn around and unlock + open the door as this will give you a shortcut to the Save Point... Which you can use if you want to.
Keep following the hallway until you come to the main room where you will find Cerberus. This fight is actually optional but if you skip it you'll miss out on a GF... A really good GF at that. Also in this area (if you're high level) you have a chance of encountering Tri-face enemies which look like Cerberus just with more teeth. You can Draw Flare and Pain from these which are great magic for Junctions.
Cerberus Draw Tip: If you don't have Double magic then you'll want to Draw it from Cerberus before defeating him
Once you're ready to proceed with the story you're going to want to take the left hallway out of the room with Cerberus. The classroom that's on the left in this hallway has the last kid inside with Key Card 3. Return to the main hallway and take the northwestern exit followed by the stairwell to the immediate right. You should be familiar with this area since we were here the first time visiting Galbadia Garden.
Down the hallway on the left is where you will find the elevator, use Key Card 3 to gain access to it and ride it up. Right in front of you Seifer will be standing there as well as the Queen. This is your last chance to Junction yourself before the big battle.
Junction Tips for Seifer Fight: Elem-Atk: Bio; ST-Atk: Drain. Also Mug on whomever has Diablos
The fight with Seifer is a total pushover, as it usually always is. After the fight and the scene are finished go back down the elevator and down the hallway - pass the reception room and continue down the hall until you reach a balcony. Follow it around to a doorway on the other side and prepare yourself to fight both Seifer and the Sorceress coming up.
**Important Draw Tip** Make sure you have Draw Junctioned on at least one character otherwise you'll miss another very important GF coming up.
Important Edea Draw Information: Make sure you Draw Alexander from Edea here otherwise you'll have to wait until Disc 4 to get this GF
As for the fight itself, it's as easy as the other fight with Edea. To make things even easier, you'll be fighting these enemies one at a time. Seifer is only marginally stronger than the previous fight and Edea isn't very powerful either. She's highly vulnerable to Sleep, Darkness and Slow and hitting her with basically any of these makes the fight even more simplistic.
Once the fight is over there will be a long scene after which you'll be back at the bridge of Balamb Garden and on Disc 3.