You'll begin your trek controlling Vanille with Sazh in tow. You should have a lot of CP to distribute, so look ahead in the Crystarium to decide what to spend it on. Sazh's second Accessory slot allows you to synthesize the Fire Damage: +20% or Lightning Damage: +20% abilities with a pair of Ember or Spark Rings, if you want. Most of the Monsters in this chapter are vulnerable to one or the other, though Fire is more common. Of course, Sazh is your main Commando in this chapter, so taking advantage of these Abilities can be difficult.
You'll find weak foes in this area, though the Flandragoras are immune to Physical damage. Because battles are so short, it may not be worth setting up paradigms that can chain without a Commando, but they do make those fights a bit easier. The layout of the area is straightforward, with only one side path leading to some Treasure.
You'll find weak foes in this area, though the Flandragoras are immune to Physical damage. Because battles are so short, it may not be worth setting up paradigms that can chain without a Commando, but they do make those fights a bit easier. The layout of the area is straightforward, with only one side path leading to some Treasure.