It’s happened again: Tiz and company awake to find themselves back in Karl’s inn in Caldisla. Like in the previous chapter, time has essentially gone backwards for our heroes and they’ve returned to before they awakened the crystals… again. Before anybody has time to think, Datz arrives on the scene and it’s back on board the Grandship we go.
Note: When you regain control, you’ll be on the deck of Grandship; immediately to your right is a shiny object–a Chest Key when inspected. This is the thing you’ve been looking for since the very beginning of the game: the key item that allows you to open the blue locked chests!
From here, there are a multitude of things you can do. Of course, your foremost priority is to awaken the four crystals again. If you’re feeling bloodthirsty, you can have another rematch with any of the asterisk holders; although you may notice–from the reduced number of blue exclamations–that some of them are currently unavailable.
Finally, with the Chest Key in hand, you can also backtrack to the many dungeons in the game that housed a locked chest. Inside the chests, you can find some pretty nifty gear–not essential, but still very useful and worth looting.