Sorry about this but we need it. I'm a fking liar! There is a check in the code for the quest status which uses it.

You also need to remove:         
```code
        void JustDied(Unit* /*killer*/) OVERRIDE
        {
            if (PlayerGUID && !Completed)
                if (Player* player = ObjectAccessor::GetPlayer(*me, PlayerGUID))
                    player->FailQuest(QUEST_POWERING_OUR_DEFENSES);
        }
```
It will complete the quest because of no specialflags.