I do actually want to return because I forgot to mention a little "easter egg" of sorts regarding reviving General Graken in Corrupted Underworld Crypt. If I recall correctly in the original dungeon, the mechanic to revive him did cause quite a bit of controversy, largely due to the fact that gathering General Graken's limbs from the minions was essentially heavily-RNG in nature. That was the first thing that I resolved to fix with that mechanic, by having every single minion drop at least one required item needed for Graken's revival while still spawning in large numbers, the only RNG element being the type of enemy that spawns in (Which is essentially null given how frequent the minions appear on the boat anyway). The addition of General Graken's limbs in my version of Corrupted Charon's fight was mostly just a callback to the old method of reviving General Graken (or to "poke fun at", if you want to call it as such), also because ignoring the mechanic itself game design-wise, resurrecting him with bones didn't really make too much sense and reanimating him by jamming his corpse with a bunch of Styxian Souls seems infinitely more logical otherwise. (The sword was added because it seemed logical that Graken would grab it from somewhere upon revival.) Another thing I would also like the mention that led off from the return of General Graken's revive mechanic is the fact that I tend to lean towards the liking of never getting rid of old content unless it really doesn't fit or is way too low-quality to be suitable to be used anywhere. Things like the old Kander Forest enemies, for example, which while technically aren't based off any actual creatures are still fictional beings created by one or more of the CT, and to that I recognize the creativity used in such a group. This applies to the Underworld Crypt mobs. Even if the names of the enemies like the Dahbasi don't clearly come from any outside source, they are still considered to be original creations, and it would be a waste to get rid of them simply because they "looked unfitting" or they are "too random". My ability to see potential in even the most useless of game content might be a bit too much. Regardless, with said ability, I did easily find a use for the old enemies in my version of the dungeon, even if most of Charon's story is Greek-centric - I simply made them what was once Nemract's old army! Many of the names might be completely original but there's no harm in putting them in a civilization with no solid inspiration from any culture (as far as I can see, anyway) and even if it does, I don't see any of Ancient Nemract nor Nemract's military be based off any set theme, either. So I had managed to preserve their existence while at the same time adding to the atmosphere of the dungeon by having the player be aware that they are technically fighting two different cities of warriors at the same time. That was my philosophy, anyway. I still feel like many of Wynncraft's removed content can be shaped into something new and exciting in the server's modern state. Maybe if I have time in the future I would be doing those things justice. ________________________________ With that being said, I do hope that this thread doesn't die out too quickly. I love discussion among people here, even if it isn't something related to the main attraction itself (the boss battle). I didn't remake the entire lore, quest, and dungeon just for show, after all.