This chapter can be befuddling. For the first five chapters of the game (the Intro plus the four crystals), this game has followed a traditional RPG storyline, but now suddenly everything has changed.
Obviously, your primarily objective is to locate the four crystals, which are apparently not in an awakened state, and awaken them once more.
However, as soon as you step onto the world map, you’ll be met by a dozen blue exclamation marks vying for your attention, which can throw you off. Stare hard at each exclamation mark in turn and–adding together all the previous facts–you may realize what’s going on.
Each of the blue marks indicates one of the 21 asterisk holders that you can fight again–or for the first time, if you didn’t fight them during Chapters 1-4 (and thus offering another chance to obtain their job asterisk). Just don’t expect the asterisk holders to be a pushover with your pumped up stats, as they’ve levelled up while you weren’t looking.
Simply put, you have the option to have a fierce rematch with any previously-defeated asterisk holder (barring the Dark Knight, for now). This is great if you love a good brawl (or missed a job asterisk), but can be tiring for those who just want to get on with the story.
Know that the rematches are completely optional and a lot of the dialogue is the same, although there are differences (like Victor offering more details about Victoria’s past or Einheria being remorseful about the Legion’s actions), so don’t feel obliged to clear out all the bosses if you don’t want to.
Oh and it’s not just the bosses, but all the monsters on the field are tougher now; you may also encounter new types of enemies in old places too. This means you can grab a whole bunch of new Genome Abilities, while at the same time fill in the Bestiary in D’s Journal.