The Convergence

The Convergence is the game that gives access to the many worlds and events featured within JUMB0_Z’s games. It is known for being an adventurous type of myth where the player must travel worlds and defeat bosses. Most of its popularity was gained in 2020 and 2021. 
== Overview==
The Convergence is the main game created by JUMB0_Z, which holds the teleports to many of the other games of his. They all vary in content from puzzles to boss fights, and to simply talking with NPCs. The gameplay highly utilizes exploration and combat inspired from games like Dark Souls and Rogue Lineage; to achieve tons of popularity and become a favorite among myth hunters. The Convergence is unique in that the mystery behind Jumbo himself isn't the only thing offered, as many other important characters and factions within the many worlds have their own intriguing ties and backgrounds to uncover as well. 
The Convergence is the supposed Center of the Multiverse or Base World. The worlds that Jumbo appears in is because a “world rotation” happens. Essentially these are the phenomena that keep Jumbo in his rebirth cycle. Supposedly, once the multiverse "rotates" to the 5th world, is where Jumbo's "revelation" occurs, where he is reborn, and thus returns to the first world, according to his NPC found in the 4th world. It seems that after this event during each cycle, the state of the worlds he visits supposedly resets back to how they were upon his initial arrival. What’s interesting however is that he is still very much capable of interacting with these worlds and the people in them, it’s just that most of the time he chooses not to. An exception to this is when he sought out Alarik, The Prince of Steel. 
Due to the lack of discovery in the main storyline, it is difficult to tell what is happening throughout The Convergence overall. However, there are many other different forces and groups within the many games, with one good example being the Abyssal Legion. The Abyssal Legion is a group of warriors who want to stop anyone who tries to bring light to the world, all so that mankind can live as they please, free from oppression. They also all serve the God of The Abyss to an extent, which is another thing in itself. There are quite a few known Gods within the worlds of The Convergence, each with different motives and goals, as well as their own loyal Seraphs, who exist to carry out these goals. There also seems to be another high-power, and is the main antagonistic force in the story, known as The Ruined Cathedral, who wants the player dead for an unknown reason, and is also trying to prevent the player from disturbing the "destiny they have created". The Cathedral seems to be the next location after defeating the Twin Wraiths. A spirit (or several spirits) of the Cathedral seem to be consistently stalking or observing the player throughout the worlds, most notably in the Spadone Angelo, Marziale Angelo, Ramesses III, and Twin Wraiths boss fights respectively, with the first physical manifestation of the spirit(s) appearing during the Twin Wraiths fight. Although there are many different factions, deities, and individuals within the Convergence, some do end up crossing paths or interacting with others, during the story which adds a whole other layer of depth to the world(s). 
== Walkthrough==
===The Convergence===
Once the player spawns within The Convergence, they may notice they have a long journey ahead of them. Five different colored portals can be found that take players to their respective games, along with another portal directly behind the spawn point. An NPC stands on the side of this portal named, Informant, who will inform the player that the door is used for events. There may or may not be an event while playing the game. The first portal represents the first world, the second representing the second world, and so on. The first world takes place in a cold and snowy biome, and if the player enters the portal they will be teleported to “Glacier”.
===The First World===
====Glacier====
Glacier is the first place within the story, which takes place in a frozen cave/glacier. It also introduces the main character and creator of The Convergence, that being Jumbo. The player will spawn in a cold tunnel with blindfolded individuals frozen along the walls. These blindfolded individuals are referred to as "followers". This then leads to a more open room with a icy floor with Jumbo, The Condemned in the middle. Upon talking to him he makes a remark stating that the player is not apart of the cycle, as well as stating that his "way back home" is the stone he holds in his hand. Next, the player can travel a bit further into the cave to find a follower frozen into the wall, although his head is thawed, and is able to be talked to. Upon talking to them, the follower states that their saviors travels cannot be undone without his blood. (referring to the "savior")
Beyond this point, there is are 2 paths the player can take, with one leading to an ancient door and the other leading to an small parkour segment with the abyss at the bottom, which will instantly kill the player. If the player turns left, they can reach the aforementioned door, which has a piece of code on the top written in Latin which translates to "Lose your humanity". If the player were to walk towards the path of the door but went right and off the ledge instead, one could find Remus, The Sand Descendant, hidden below. Remus will introduce himself to the player and explain how he has recently discovered himself to be a descendent of Ramesses III, an old Egyptian dictator who could wield the power of sand. He finally states that he has been travelling for a while searching for the Arid Wastes, as that is where his father's tomb is located. 
In the small parkour segment, there is a sword encased in ice that can be interacted with, which when clicked states "It's encased in ice. You won't be getting this any time soon." At the end of the parkour segment, there is a teleporter which when entered teleports the player to the first boss fight, Spadone Angelo.
Upon first entering the server, a cutscene plays which displays him landing onto the snowy cliff before preparing a battle stance. As soon as the cutscene ends, a mysterious voice says "Do not disappoint. I'll be watching very closely." Spadone Angelo uses a longsword and has 3 basic attacks during his phase 1. He performs two wide consecutive slashes before entering a stance, and then following up with a wipe upward slash with extremely large reach. His attacks during phase 1 are fairly easy to read and avoid, with attacking his back being a prime damage factor. During the second phase, Spadone Angelo enters a rage state in which his speed gains an alarming increase, and his attack speed and damage are both increased. His attack chain changes slightly, and now will perform a quick outward slash followed up by not one, but two of the previous wide upward slashes, before finally thrusting his sword into the ground which causes a shadow explosion, which deals an insane amount of damage, as well as applying the Black Flame status effect, which slowly drains the players health for an extended period of time, before finally putting itself out. It is a bit harder to fight this phase since the shadow explosion is an AOE attack, and you are unable to attack his back while he is doing it, though nothing is stopping you from waiting and then returning right onto his back to chip away at his health. When defeated, Spadone Angelo will not die, but instead leaps into the air, retreating, presumably to return for another encounter later in the game, according to his badge, "The Start of a Rivalry". The badge will be rewarded upon defeating the Angelo. 
After proceeding past the snowy cliff, the player enters a long portion of the glacier while a mysterious voice talks to them, which refers to the player as an "anomaly". They suggest that the player be weary amongst the worlds to come. At the end of the cave, there is a small totem that can be found and it can be interacted with, which gives the player the phrase "perpetual wink leadeth thee to solitude".
===The Second World===
Back at The Convergence, the player can enter the second portal where they will be teleported to “Stranded.” This game takes place on a massive shipwreck of a merchant vessel, which is heavily inhabited by many different NPCs, vendors, and others. There is no combat present in this game. 
The player may spawn on either side of the docks on the sides of the shipwreck, which is named the "Serenity Shipwreck". Upon climbing onto the ship itself, the player will be met with a multitude of NPCs that they can interact with. There are even some specific NPCs that wander around the ship itself, but these have no real significant dialog to offer. In the center of the ship lies a sort of merchant square, with many different stands and vendors selling different goods. Some of these vendors will actually provide some interesting information about the world, as well as events that have been happening around the area recently. One such event is the disappearance of other ships that seem to leave the area. We learn this from one of the vendors that has yet to set up their stand, as well as another NPC by the docks standing near his sailboat. By observing the conversation of two NPCs on the ship, one could infer that the reason for these disappearances could be because of some sort of sea monster present within the area, which the previously mentioned talking NPCs seem to be aware of. 
Also present on the ship is the greatsword trainer, Reynir. Talking to him initiates a questline where the player must find and kill King Torvus Cross of Perchwind Castle, which is a later location in the story. He states that he will begin his journey back to the castle soon, and for the player to meet them in a secret room in the castle. 
Near the back end of the ship, Jumbo can be found as well. When talked to, the player can try to ask for additional information regarding the cycle, but Jumbo explains how he would rather not give such information to someone who has nothing to do with the situation. He sends the player off to wander and find answers on their own. On the very edge of the back of the ship, one can see a pool of blood in the water, and upon interacting with that region of the ship, some text appears on the screen that suggests that some or many corpses were thrown overboard. Due to what we can see in the first game, as well as others after this one, one can assume that the bodies thrown overboard were the bodies of the pale followers. Also the scene of the incident is relatively close to Jumbo himself, so it would make sense that he was the cause of it.
At the very front of the ship, standing on the edge and peering into the distance, one can find Zurenkhoten, The Equinox. He speaks in a slightly confusing tongue, but upon talking to him, the player can find out that he was brought here due to an awful scent of "perpetual wink". Perpetual wink generally refers to "Death". He specifically states that he senses this across the sea, and that it would be best if the player were to stay at the Serenity, for their safety. 
One one of the sides of the docks, players can find a single NPC standing near their small ship. Upon talking to him, he explains how he is about to venture out into the seas to find his good friend that has disappeared along with many of the other ships attempting to leave the area. The player asks if they can go with them, and the man agrees. The player can then hop on their ship to venture out into the sea.
==== Viridis Shore ====
Shortly after boarding the sailors boat and being teleported, the player will arrive at Viridis Shore, washed ashore, with the sailboat torn apart and the sailor nowhere to be seen. Viridis Shore is a fairly large map of an island that can be accessed from the Second World. In this game, there are 2 minibosses that the player can come across and fight, and each of them guard a piece of an Ancient Medallion which is used to progress to the main objective of the world.
Players will spawn at the shore of the island, and have a few options in terms of what to explore first. On the other end of the shore past a small waterfall, the player can find Gremory, another person who has washed up on the island, living in his own hut whilst cooking a few fish at a campfire. If the player were to talk to him, Gremory will explain how he washed ashore as well, and how dangerous it is to try and venture into the island, mentioning that other castaways who came before the player attempted to venture deeper into the island, but never returned afterward. One of the dangers he seems to emphasize would be located right back at the opposite side of the shore, near the spawn. He tells the player of a group of goblins that attempted to attack him when he tried to venture into their cave, and was just able to escape with his life. The player then bids them farewell as they head onward to investigate.
Heading into the goblin cave, Seadog Cavern, the player can fight their way through the few goblins that are scattered throughout. There is also a part of the cave with an Abyss below, and a sneaky goblin waiting inside a hole in the wall to try and push players into the abyss, so it's advised to be cautious when traversing this area. Towards the end of the cave, players will be met with the Goblin Chief, the first miniboss of this world. He wields a greatclub and has 1000 HP. He has a simple, yet wide-reaching attack chain that does fairly large chunks of damage if you aren't able to dodge in time. Once the chief has been killed, the seal behind him will open up, granting access to a chest. Inside this chest is the left half of an ancient medallion, which requires its other half in order to be used to enter a luminescent sanctuary. 
After obtaining the first medallion piece, the next best place to explore would be the Abberant Jungle, which is what the majority of the map is. There are several entrances to it, one being at spawn, the other at the end of Seadog Cavern, and the last entrance at the Waterfall Basin, which is an area located directly above where the castaway Gremory can be found. The jungle itself is very thick and filled with lush vegetation. If a player where to explorer further into the Jungle, they will find an abandoned boarded up building, with tons of crates and other knocked over assortments of furniture. The door is boarded up, however the player is capable of entering through an open window directly next to it. Heading upstairs, players can find Torren, an envoy for the kingdom of Perchwind. He explains how he was sent he per his orders to check on a small force of Perchwind Knights residing in a fortress deeper in the jungle. However, his encounter with them ended up going horribly wrong, as he was attacked by the Knights who were all covered in strange metallic overgrowths, and not listening to his words. Upon seeing the commander of the fortress however, he describes that he saw his face, which was completely hollowed out, and devoid of any color. This was enough to send him running for his life through the jungle before making it to abandoned building we find him in. The player assures him that they will go take a look, despite his attempts of persuasion not to. 
Nearby after exiting the building, the player can spot a tall wooden structure with a ladder on it, which leads to the upper parts of the jungle. After traversing to the very top and end of the jungle, players will find themselves at the Windswept Outpost, which is the one Torren spoke of. This fortress is decently sized, and Fallen Perchwind Knights can be found scattered about, wielding swords and spears. Towards the main entrance, if the player were to walk off to the right side of the fortress onto the wooden platforms, they will come across a note. which is a page from the Commander's Log. 
The log contains the following:
"𝘊𝘰𝘮𝘮𝘢𝘯𝘥𝘦𝘳'𝘴 𝘓𝘰𝘨
𝘋𝘢𝘺 5,
𝘛𝘩𝘦 𝘭𝘢𝘴𝘵 𝘰𝘧 𝘰𝘶𝘳 𝘰𝘳𝘥𝘦𝘳𝘴 𝘧𝘳𝘰𝘮 𝘒𝘪𝘯𝘨 𝘛𝘰𝘳𝘷𝘶𝘴 𝘩𝘢𝘷𝘦 𝘣𝘦𝘦𝘯 𝘳𝘦𝘤𝘦𝘪𝘷𝘦𝘥. 
𝘞𝘦 𝘢𝘳𝘦 𝘵𝘰 𝘩𝘰𝘭𝘥 𝘵𝘩𝘪𝘴 𝘰𝘶𝘵𝘱𝘰𝘴𝘵 𝘢𝘯𝘥 𝘮𝘢𝘪𝘯𝘵𝘢𝘪𝘯 𝘤𝘰𝘯𝘵𝘳𝘰𝘭 𝘰𝘷𝘦𝘳 𝘵𝘩𝘪𝘴 𝘪𝘴𝘭𝘢𝘯𝘥. 
𝘚𝘵𝘳𝘢𝘯𝘨𝘦𝘭𝘺, 𝘴𝘰𝘮𝘦 𝘰𝘧 𝘵𝘩𝘦 𝘮𝘦𝘯 𝘩𝘢𝘷𝘦 𝘳𝘦𝘱𝘰𝘳𝘵𝘦𝘥 𝘧𝘦𝘦𝘭𝘪𝘯𝘨 𝘪𝘭𝘭, 𝘢𝘯𝘥 𝘰𝘵𝘩𝘦𝘳𝘴 𝘩𝘢𝘷𝘦 𝘢𝘭𝘳𝘦𝘢𝘥𝘺 𝘧𝘢𝘭𝘭𝘦𝘯 𝘧𝘭𝘢𝘵 𝘦𝘯𝘵𝘪𝘳𝘦𝘭𝘺.
𝘐𝘵'𝘴 𝘴𝘵𝘳𝘢𝘯𝘨𝘦. 𝘌𝘷𝘦𝘯 𝘐 𝘮𝘺𝘴𝘦𝘭𝘧 𝘩𝘢𝘷𝘦 𝘯𝘰𝘵 𝘧𝘦𝘭𝘵 𝘵𝘩𝘪𝘴 𝘸𝘢𝘺 𝘣𝘦𝘧𝘰𝘳𝘦.. 𝘵𝘩𝘪𝘴 𝘴𝘦𝘯𝘴𝘢𝘵𝘪𝘰𝘯 𝘰𝘧 𝘥𝘦𝘢𝘵𝘩 𝘭𝘰𝘰𝘮𝘴 𝘰𝘷𝘦𝘳 𝘮𝘦.
𝘛𝘩𝘪𝘴 𝘮𝘪𝘢𝘴𝘮𝘢 𝘰𝘧 𝘥𝘦𝘢𝘵𝘩 𝘩𝘢𝘴 𝘣𝘦𝘨𝘶𝘯 𝘵𝘰 𝘵𝘢𝘬𝘦 𝘢 𝘵𝘰𝘭𝘭 𝘰𝘯 𝘶𝘴 𝘴𝘪𝘯𝘤𝘦 𝘸𝘦'𝘷𝘦 𝘴𝘵𝘢𝘳𝘵𝘦𝘥 𝘵𝘰 𝘧𝘦𝘦𝘭 𝘪𝘵'𝘴 𝘴𝘦𝘯𝘴𝘢𝘵𝘪𝘰𝘯 𝘯𝘰𝘵 𝘭𝘰𝘯𝘨 𝘢𝘨𝘰.
𝘏𝘰𝘱𝘦𝘧𝘶𝘭𝘭𝘺, 𝘸𝘦 𝘳𝘦𝘤𝘰𝘷𝘦𝘳 𝘧𝘳𝘰𝘮 𝘵𝘩𝘪𝘴. 𝘒𝘪𝘯𝘨 𝘛𝘰𝘳𝘷𝘶𝘴 𝘸𝘰𝘶𝘭𝘥 𝘣𝘭𝘰𝘸 𝘶𝘴 𝘰𝘧𝘧 𝘵𝘩𝘦 𝘮𝘢𝘱 𝘪𝘧 𝘸𝘦 𝘧𝘢𝘭𝘵𝘦𝘳 𝘰𝘯 𝘰𝘶𝘳 𝘰𝘳𝘥𝘦𝘳𝘴."
Once the player enters the fort, they will have to fight their way through a few more knights as they ascend towards the top and end of the outpost. There, they will meet Commander Orias, The False Sun. He wields a lightning-infused zweihander and has 1500 HP. His attack combo consists of a long ranged thrust attack, followed by a wide horizontal swing of his weapon. After those two attacks, he then raises his left hand before striking the ground below him, unleashing a sizeable lightning explosion attack that deals moderate to high damage. After defeating the commander, players can then climb up the tower at the end of the fortress. Once they reach the top, they will be met with yet another chest, and inside, the right and final halve of the ancient medallion. 
With the full medallion in their inventory, the player can head towards the Waterfall Basin, which is located near the shore. Travelling up the water current, players can pass thru the waterfall where they will be met with a large, mysterious gate, with light blue torches lit on both sides. You are only able to enter if you have both of the old medallion pieces in your inventory. Past the gate, the player will find themselves in a small, yet beautiful Magic Grove, with a large glowing tree surrounded by a small body of water in the center. Scattered around the cave are these spectral creatures, which appear to be wolves of some sort. At the back of the grove, facing the radiant tree, players will find Raelana, The Daughter of Magic, who is floating next to one of her spectral creatures. Initiating the conversation, Raelana will question how the player was able to find their way into the grove, and the player can then ask who she is, or alternatively, attempt to give her a flattering compliment. Choosing the latter causes her to simply shrug it off before stating that the player clearly has no clue how to approach a woman, but afterwards the player can continue to ask about who she is. She goes on to explain how she serves the will of her mother, Avena, and after mistaking her for a child due to her smaller stature, she adds that she is the Seraph of Magic, more specifically. Seraphs are beings that are duty-bound to serve their respective Gods, and in Raelana's case, she serves her Goddess, Avena, who is the giver of all magic throughout the known world. From this we can infer that Avena is the Goddess of Magic. The player can also ask Raelana about her abilities, and she describes how she is capable of using almost every type of magic known to man, such as pyromancies, aeromancies, and more, however states that she is typically fond of just using sorcery. Afterwards, the player can attempt to ask Raelana to teach them sorcery, however she says that she is incapable of doing so due to the players soul incapable of bearing a magical gift, let alone one given by herself. Instead, she comes up with an alternative solution, and instead offers the player a magical boon. She directs the player to the radiant tree in the center of the grove, where the player can then embrace it, and receive the badge "And She Lent A Hand". Before leaving, the player can also ask Raelana several questions. The first being about the scent of death on the island. She states that she indeed does sense the malicious aura on the island, and that something mimicking the aura of a Seraph is present on the island with them, however states that whatever is there clearly isn't a Seraph, yet somehow is something that she is incapable of comprehending. The player can also ask her about the creatures around the grove, and she states that they are her spectral companions who are made entirely out of her own magic. She says that they typically attack any visitors, however they sensed no malicious intent from the player to begin with. Finally, the player can ask her about other Seraphs, specifically if she's the only one of her kind. She responds by saying that she is not the only Seraph, and that the only one that she is familiar with is the Seraph of the Abyss, who is left unnamed. The player can ask if the two have met, however Raelana states that they never met formally, and how she doesn't intend to do so. She goes on to explain how she witnessed him in battle, stating that he is fierce, unrelenting, and dark. She closes off by saying that she has no idea what his purpose is, and hopes that fate doesn't have them encounter again in the future. After learning all this information, the player can then leave the Magical Grove with their new ability, the Boon of Luminescence. The boon is capable of healing the player for a small amount once per life, which could potentially save the player from a near death situation. Whats also nice is that this boon will now stick with you for the rest of your play-through, so it’s quite a valuable thing that’s worth picking up. 
For the final objective of Viridis Shore, players will need to have the phrase that they uncovered after defeating the boss "Spadone Angelo" in the previous first world. In the Waterfall Basin on the opposite side of the jungle opening, players can find a small area which seemingly has nothing at first glance, however upon closer inspection there is a small door that blends into the side of the wall, with the same symbol that can be found on the totem that Spadone Angelo was guarding after his initial boss encounter. Saying the previously obtained phrase will open the small doorway and lead the player to the Marziale Angelo boss fight.
Upon entering the boss server, a short cutscene will play which shows The Angelo, now slightly more battered up from the previous encounter, get into a fighting stance. The player may notice that he does not have his sword anymore, and instead uses his fists for this encounter with the player, however he is not to be underestimated in this form. His attacks have less range to them, but are much quicker and require more precise timing to avoid. He starts his combo with a swift punch, followed by a spin kick and then a powerful ground-rupturing chop before finally delivering a back kick which is able to hit you if you intend on standing directly behind him. He is not too difficult in this first phase however, and players can take him down without too much trouble. 
During the second phase, things amp up. Now, his fists are burning with black flames as he enters his rage state. His movement speed isn't increased too much like last time, however, now while he is moving he is capable of sending out a black flame projectile that is quite fast and requires accurate timing to dodge. Getting hit by this attack, as well as any other attacks by his fist will apply the Black Flame status effect. His new combo consists of the same initial punch and spin kick, followed by a swift uppercut, and then an axe kick that is aimed directly behind him, which can catch the player off guard if they happen to be standing behind him during his attack. Finally, he turns back around before swiftly punching the ground which unleashes a large shadow explosion, similar to the one he previously did in his first encounter. In this phase, its much harder handling his attacks as now getting hit even once will punish the player severely and could potentially set them up for even more damage if they are incapable of getting away. The player will have to time their dodges and properly get the right amount of attacks in before backing out, and using the Boon of Luminescence if they happen get low. If the player manages to defeat this new form of The Angelo, again, he will not die, but be knocked down for a short time. They will also receive the badge, "In Death I Am Reborn..?". After teleporting out of the game, a short post-fight cutscene will play, which shows The Angelo bloodied, but still somehow standing, with him exclaiming that the fight is over. Shortly after, he looks to the side and spots someone, and asks them what they intend on doing, and right after, that same someone, who turns out to be Zurenkhoten, The Equinox, bursts in to save the player and delivers a powerful thrust with his blade directly into The Angelo's face, which causes him to bleed profusely and also sends him flying off of the island.
Following this intense cutscene, the player can thank Zurenkhoten for saving them, before they scold the player for not remaining on the Serenity Shipwreck as they instructed them to. Afterwards, they explain that the scent of "perpetual wink", or death, that they sensed from the shipwreck came from The Angelo. Zurenkhoten then asks the player their reason for being on the island before again scolding the player, and saying that they nearly died from the encounter, however also states that The Angelo probably won't return for some time. The player adds on by saying that this is the second time they have been attacked by the creature, and asks about who he is. The Equinox states what Raelana speculated earlier, that The Angelo is an imitation of something far greater, a False Seraph, which was brought into the world by means they are unfamiliar with. They also state that although the creature is strong, it is still impure; an incomplete vessel. They also state that whoever created The Angelo must have powers beyond what the Gods have. Zurenkhoten will then end the conversation by informing the player about who they really are. They state how they came into existence as "The Equinox" after a conflict the two polar opposites gods, the God of the Abyss, and the God of Light, and how they now wander the realm seeking to bring balance, which included finishing off The Angelo, at least for the time being. This seems to be it for the second world. 
=== The Third World===
The player can return to The Convergence and then travel to the third world, Nurture. Nurture takes place in Druid Grove, an ancient system of caves with the ancient ruins previously belonging to an extinct race of powerful druids. The bodies of these druids can be seen strewn across the map, seemingly turned to steel. Upon first entering, the player can encounter an NPC who expresses his thoughts about discovering the grove. The player can ask this person about small information about the druids. As the player continues down into the grove, they will encounter a Lightning Golem. This golem has only one attack, and it is summoning a bolt of lightning in its hand before striking it down into the ground, releasing an AOE lightning blast which deals high damage. Past that the player can see a large waterfall and a pathway leading up to it. When the player climbs above the waterfall and continues on, they will find a section of the cave which houses an enormous dark pit with the Abyss below. As with any other abyss, falling in will instantly kill you. After the large pit, the player will encounter some more ruins with yet another golem, this time, a Fire Golem. This golem punches the ground to release a large explosion of fire. Getting hit by this attack applies the Fire status effect for a short duration, dealing damage over time. It is worth noting that the normal Fire status is much shorter than the Black Flame status. When the player beats this golem, they can move on to the last section of this area, which is a hallway filled with the steel-covered bodies of the druids, with Jumbo being found at the end. If the player were to talk to him, the player can ask him if he killed the druids, with him responding with a bold "No". He explicitly states how he "never had to lift a finger" implying this was someone else's work. He also states how the blood of the druids should serve as a substitute for something. He doesn't really explain what, as he cuts himself off before saying. He bids the player farewell by saying that he's about to move on from this place and "not in the way you expect". If the player were to continue through the doorway, they will be teleported to a boss fight that stands between the player and the next sub-game, Fume Knight Rudorvyn, The Smouldering Champion. 
Upon entering the boss server, a short cutscene displays Fume Knight Rudorvyn slumped over, with visible smoke secreting from his body. Shortly after, the fight begins and the player can engage the boss. Rudorvyn uses a sword and shield in a multitude of different attacks. During phase 1, his standard attack combo consists of 2 consecutive slashes, followed up by 2 consecutive shield bashes, which deal moderate damage, but it can add up if the player suffers the entire combo. While he is moving, Rudorvyn can perform a wide outward slash, followed up by a fast thrust attack. The best strategy for his first phase is to attempt to trigger a combo, and then attack his back with your M1s and special attacks. 
During phase 2, the entire arena appears to be set ablaze, and that is because Fume Knight Rudorvyn has began to channel fire into his attacks. His initial combo remains the same, except for the final shield bash, which has been replaced by Rudorvyn smashing his shield into the ground, creating an AOE attack that deals high damage. All of his sword attacks now apply the basic Fire status effect, making managing this fight much more difficult, as getting punished even once will leave you in a bad state due to the damage over time. As if it wasn't enough, while he is moving Fume Knight Rudorvyn can now breath out fire in a wide sweeping angle, that deals damage as well as applies Fire to the player, which can easily melt your HP if you happen to be in the way of his breath. The strategy here remains largely the same, just making sure to avoid Rudorvyn's fire breath as well as his AOE slam attack. Once the player has defeated Fume Knight Rudorvyn, they can advance out of Druid Grove and into the next sub-game, The Deep Forest. 
====The Deep Forest ====
The Deep Forest is a large map of a forest that can be accessed from the Third World. Inside the Deep Forest, there are multiple objectives, and there are many mini-bosses that roam the world in particular. The player spawns in an area known as "The Heights" and can travel forward to explore the rest of the map. The Heights have nothing of note other than an NPC in a grove of trees. This NPC informs the player about some basic information concerning the Deep Forest, including the fact that there are many bandits roaming the area.
One of the notable objectives is the method of obtaining the Twin Kamas. The Twin Kamas are found in "The Deep Forest" area of the map after coming from the Heights. In particular, a person can walk forward until they find a cliff with three large rocks. After using Q to dash forward to one rock, the player can ascend these rocks and up a cliff. There is another set of rocks to ascend and a large tree branch to walk forward, until a person reaches a treehouse known as the Hidden Bureau. The Bureau is a place for assassins to review killing contracts. The leader, Shadow, explains that the player can only get the Twin Kamas (from the door behind Shadow) after two mini-bosses are dead in the server: Romulus, a sword-wielding fanatic of justice; and Tychon, a lunatic wielding a great hammer who enjoys killing innocents. 
After travelling deeper into the Forest, a player may pass by a town. In this town, Romulus's brother explains that Romulus can be found investigating an obelisk. The town's defender hints at Tychon being the killer of the defender's brother, who passed away a few days ago. In reality, a player may leave the town and approach the fork on the road before travelling left in the fork. By doing so, a person can encounter both Tychon and Romulus to be killed, so long as they have taken their contract pages from the Hidden Bureau beforehand.
There is a cave area at the end of the right path (travelling from the fork in the road). This cavern has bandits, and a boss room for the Abyss Walkers. Defeating the Abyss Walkers gives players the "The War Still Rages Within" badge and allows a player to access the Inner Sanctum, an old sanctum previously used to worship the God of the Abyss. There is also a chance for players to obtain the Abyss Greatsword from defeating the Abyss Walkers, with it being a rare drop from the fight. 
The Abyss Walkers boss fight occurs in an underground temple with statues and pots. Once the player enters, a short cutscene will play displaying a singular Abyss Walker with its back turned, before it turns around to notice the player. The first phase of the Abyss Walkers involves the fighting of 3 Abyss Walkers, one at a time. Each Abyss Walker has 1500 health and wields an Abyss Greatsword. Each Abyss Walker has their own set of attacks that the player must adjust to as they defeat each one. The first Abyss Walker attacks by delivering a long-ranged thrust attack, followed by a wide outward slash, then finally a downward slash. The second Abyss Walker attacks by delivering a wide outward slash, followed by a left elbow, and then finally a dragged upward cut that deals high damage. The third and final Abyss Walker attacks by delivering a downward slash, followed by a wide outward slash, then finally a powerful downward slam, that deals high damage. All of the Abyss Walkers have very extreme range so players must be very careful whilst fighting each one. It's also worth noting that each Abyss Walker has an individual rare chance of dropping an Abyss Greatsword.
The second phase of the boss fight involves a battle against Ezrah, The Legion's Chosen. Ezrah is a muscular warrior who wields a curiously-shaped dagger in one hand and an Abyss Greatsword in the other. Ezrah's greatsword is enchanted with Black Flames, so all of his greatsword attacks thus inflict the Black Flame status effect. When the player maintains a mid-range distance from Ezrah, Ezrah leaps a short distance in the air before plunging his dagger into the ground to make two sweeping strikes with his greatsword. These strikes can be dodged with proper timing, so long as the player expects them. Ezrah's main attack combo consists of a quick dagger slash, followed by a downward slash with his greatsword, and then two more outward slashes. Shortly after Ezrah leaps into the air before plunging his greatsword into the ground, which deals decently high damage. Finally, Ezrah shakes before unleashing a massive roar of dark energy, dealing massive damage and inflicting the Black Flame status on the player. To be able to overcome Ezrah, the best strategy is to trigger his combo, then go for some attacks on his back whilst making sure to not get hit by his sword slashes. Right after he leaps up into the air, its possible to get one more strong attack in before having to dodge out of his range, as to not get hit by his shadow roar attack. It's also worth noting that Ezrah can also drop an Abyss Greatsword upon death, and at a slightly higher chance compared to the regular Abyss Walkers beforehand.
After the defeat of Ezrah, a player can access the Inner Sanctum by a door in the map of the boss room. The Inner Sanctum has a statue of a venerated individual named Father Phados, who turns out to be the God of the Abyss. There is also a door with an engraved skull on it, which can only be entered if you have beaten the boss (obtained the boss badge). Here, the player can find Ezrah, who is alive, and he will reveal several things to the player here. Most notably that he cannot die due to him in fact being the Seraph to the God of The Abyss. One can tie up loose ands and realize that the Seraph of the Abyss that the previous Seraph, Raelana, spoke of, is indeed this same man. The player can ask Ezrah for the reason behind attacking them, and he will go on to explain how they were coerced into attempting to kill the player by a “white and blue orb”, most likely one of the spirits of the Ruined Cathedral, after it ended up slaughtering tons of his Legionaries, which left them no choice but to follow through. If asked about Seraphs, Ezrah can go on to speak about The Godess of Magic, Avena. It is revealed through Ezrah that both Avena and Phados had a bit of a strange relationship before man came to be. It largely unknown what kind of relationship he is referring to, however at the end of it all, Phados was able to take what he had "borrowed" from Avena to be able to manifest and create The Black Flame. Ezrah states his final thoughts by explaining his limited knowledge on other Seraphs, including Avena's own, confirming that both the Seraphs of the Abyss and of Magic. have little to no knowledge about one another, and that Avena herself most likely despises the use of The Black Flame. However, Ezrah also briefly mentions the God of Light, though refuses to speak his name, and closes out by coming to to the assumption that the God of Light most definitely has a Seraph of his own as well. Who exactly the God of Light and his Seraph are is currently a mystery. 
Back in the Deep Forest, across from the town, a player can find the Forgotten Prince's Sanctuary. There is a door that leads to a boss fight with Alarik, Prince of Steel; however, for this door to be opened, the player must kill the three Fume Knights throughout the map. These Fume Knights are identical to the previous boss, Fume Knight Rudorvyn, specifically his phase 1 form. One knight guards the chasm between the Deep Forest area and the Predator's Bowel area. Another knight is at the Sanctuary. The last knight is deep within the glowing mushroom cave, at the far end of the right path. Each knight has around 1000 health and uses a sword and shield in a combo of slashes and shield bashes, same as Rudorvyn once did. Thankfully, they do not have access to any fire abilities that Rudorvyn had, which makes them relatively fair foes to fight at this stage in the game.
After killing the Fume Knights and going past the door in the Sanctuary, the player gets teleported to a circular tower in a chasm. There, the player may talk with Alarik, who makes a few remarks before the boss fight. Alarik says that he has noticed the player killing his Fume Knights but notes that the player is the second person to see his sanctuary. It is implied that Jumbo visited Alarik first, and that Jumbo made a deal with Alarik so that they could kill the druids (who both had reasons for killing). The conversation ends with the player stating that they will defeat Alarik to avenge the druids, and with Alarik remarking that the player needed to die since they figured out the layout of his sanctuary.
The Alarik boss fight has two stages. In the first stage, the muscle-bounded Alarik has a metal arm and about 3000 health. When the player is at a mid-range distance to him, Alarik does a strong kick attack that has some range to it. When the player is close to Alarik, he switches to a combo with his fists and legs, before finishing the combo with a powerful stomp that ruptures the ground below him, acting as an AOE attack. Alarik is slow-moving, so it is easy for the player to retreat and run around for the recovery of health. Furthermore, a reasonable strategy to defeat Alarik is to get close to him, get him to play his combo attack, dodge the combo attack, and attack Alarik after he performs the AOE attack.
In the second stage of the boss fight, Alarik starts off with around 3000 health again; however, he has changed his entire body into steel. Fighting styles like the Dragon Fist or small bladed weapons such as the Steel Sword will do very little damage to him because of this steel skin. A steel-penetrating weapon like the Greatsword can pierce his defence. In this stage, Alarik will send out a beam of light when the player is of a mid-range distance from him. Alarik pivots so that the beam is always pointed in the player's direction; so, if the player needs to dodge this attack, they can either run in a small circle around Alarik or hug the edge of the stage so that the light beam does not hit them. When a player gets close to Alarik, Alarik can perform his combo, which is a sweep kick with a wide range, followed by a powerful punch and kick. He then finally raises his arm before punching the ground at an extreme force, rupturing the ground below, which acts as another AOE attack. Alarik still moves slowly. So, a good strategy to defeat him would be similar to the strategy for the first stage; nonetheless, when moving away from Alarik, the player should not run in a straight line in case Alarik uses the beam of light.
When Alarik is defeated, the player gets the "The Needs of the Many" badge. Alarik collapses and claims that Jumbo will use the player too before Alarik dies. The door in the tower will open and allow the player to return to the Deep Forest map.
Near the end of the Deep Forest map, the player can encounter an obelisk, fairly close to where the bounty target Romulus spawns. If interacted with, the player will be teleported to the sky. The sky, in reality, is a chain of sky islands, with the main attraction of this place being the Dragoncaller Dojo. The player goes here to further progress their dragon fist style, after unlocking it through Tagash. There are many NPCs to interact with here, most notably Thorax, who helps the player unlock their full potential if they are able to defeat him in a duel. The duel with Thorax is quite difficult, as the player can only use Dragon fist and Dragon kick. While moving, Thorax can perform two uppercuts which deal fairly high damage each. His main attacks consists of him getting into a handstand positon and unleashing a flurry of spinning kicks, which deal rapid damage. After this, he follows up with an axe kick, which deals extreme damage. Once defeated, the player receives the badge "True Potential", which unlocks the last dragon fist move, Twin Dragon Uppercuts. To leave the sky islands, the player simply must jump down, and they will drop back down into the Deepforest.
===The Fourth World===
After completing the third world, the player can proceed to explore the fourth world next. “Fractures” is the name of this place with an old nuclear bunker and a vast desert exterior. When joining the game, the player will spawn inside a bunker, and can either go to the tavern or lounge. Jumbo can be found sitting at the tavern. He mentions how he sent a small group of his followers to investigate a large flash of light and rumbling from the Great Pyramid found beyond the Desert, which he directs the player to afterwards. He states that his followers have since not returned, presumably being killed. Then, the lounge can be passed through and small details about Jumbo can be seen. There are also two mirrors here that give different messages when interacted with. In one of the walls, there is a playset-like place with a Jumbo figurine. The right of the back wall can be walked through and will show a different version. When a player exits the bunker, the arrive in the desert, The Arid Wastes. 
Upon progressing a bit further, a large tower can be seen in the distance. It resides in a large and vast piece of land with many bones and remains. If a player were to successfully complete the parkour and climb the tower, they will meet Tagash, the trainer of Dragon Fist. The player confronts Tagash with the Latin phrase they had previously discovered at the sealed door in the first game, Glacier. He then directs the player to his satchel, which is leaning against the wall, and tells the player to grab the parchment within, which contains the final piece of the phrase that they seek. To continue the quest, the player must head back to the Glacier and return to the ancient door and combine both pieces of the translated Latin codes to open the door and obtain the first half of dragon fist. 
On the left when approaching the tower, there is a pathway that leads up, with an NPC named Khann leaning on the rocks. He explains how beyond that place, a monster resides, more specifically a dragon. He tells the player to come back when they are stronger as it is most surely a suicide mission to attempt to kill it. On the right side within the ravine, a pathway resides and it takes the player to a small village located on the shore of the desert island. This small village is called Sepretennu Village. There are a wide variety of NPCs than can be interacted with, and some give interesting details about the land and historical figures. One such individual lectures the player about Nekuhmn, The Unbreakable, who was once the right-hand of Ramesses III, an old monarch. If the player were to talk to the NPCs they can learn about the main event that supposedly transpired just before they arrived. A massive roman ship had arrived at the docks, and roman soldiers had entered the town, harassing and injuring the locals, demanding to know the location of the Great Pyramid. In the process of this scuffle, the town's blacksmith was left with an eye injury, and another individual was left completely beaten, and can be seen wrapped in bandages and covered in bruises once the player arrives. 
After exploring Sepretennu Village, the player can then move onwards to find the Great Pyramids in order to stop the Roman Legion, as well as delve deeper within the Pyramid by Jumbo's request. To reach the upper half of the desert, the player must backtrack to the first desert area right after exiting the bunker. The player can then climb up the walls to cross the long bridge hanging above. Once the player reaches higher ground, they can either go right to continue on towards the Great Pyramid, or take a left to reach The Spear Trainer, who resides in a small building built into the side of the mountain. 
If the player were to take a left, they will be met with Ren, The Old Dragonslayer. Upon asking for training, Ren will direct the player to the dragon who has been causing havoc to the desert, and in order to recieve training for the spear, the player must slay the dragon. Returning back to the entrance of the dragon's lair, the player must traverse the Abyssal Pass, which is a long bridge with a massive abyss below. There is a singular jump that the player must make to cross the severed bridge, and the player must jump and dash at the same time to be able to cross it. Upon dropping down into the massive wasteland, the dragon can be found, and the player must then slay it. The Sand Dragon has a few sets of attacks, that beings it's 2 bites, it's tail whip, and while moving it can perform a devastating body slam. The dragon is considered as a Fearsome Foe, and as such has an extremely large health pool. It is recommended to have a few friends to help you slay the dragon. Just note that only the person who delivers the final blow can get the badge, which is required to open the door to the Spear. If the player manages to slay the dragon successfully, they can return to Ren, and he will grant the player Spear training. 
For the final area of the desert, if the player were to take a right instead, and not go towards the Spear Trainer, they can walk through a long path before finally witnessing the Great Pyramid of Sepretennu ahead. Once the player makes their way towards the entrance of the Pyramid's outer stronghold, they will be met with members of the Roman Legion, who are aggressive towards the player. There are the standard Footsoldiers who wield spears, the Signifiers who wield greatswords, and finally at the top of the stronghold, their General, Arsenius, awaits. General Arsenius is a decently tough miniboss that can perform several attacks. His combo consists of 2 consecutive spear thrusts followed up by 2 shield bashes, which deal moderate damage. After defeating General Arsenius and the rest of the Roman Legion, the door to the Great Pyramid will open, and the player can enter. Before entering, there is also a note that can be found on the right side of the outer stronghold behind one of the pillars, which appears to be a page from General Arsenius's log. 
The log contains the following:
"𝘛𝘩𝘦 𝘓𝘰𝘨 𝘰𝘧 𝘎𝘦𝘯𝘦𝘳𝘢𝘭 𝘈𝘳𝘴𝘦𝘯𝘪𝘶𝘴 
𝘋𝘢𝘺 12,
𝘞𝘦'𝘷𝘦 𝘢𝘳𝘳𝘪𝘷𝘦𝘥 𝘢𝘵 𝘵𝘩𝘦 𝘎𝘳𝘦𝘢𝘵 𝘗𝘺𝘳𝘢𝘮𝘪𝘥. 𝘛𝘩𝘦𝘴𝘦 𝘢𝘯𝘤𝘪𝘦𝘯𝘵 𝘥𝘰𝘰𝘳𝘴 𝘢𝘳𝘦 𝘯𝘰𝘵 𝘴𝘰𝘮𝘦𝘵𝘩𝘪𝘯𝘨 𝘐'𝘮 𝘲𝘶𝘪𝘵𝘦 𝘧𝘢𝘮𝘪𝘭𝘪𝘢𝘳 𝘸𝘪𝘵𝘩.
𝘐'𝘮 𝘶𝘯𝘴𝘶𝘳𝘦 𝘸𝘩𝘦𝘵𝘩𝘦𝘳 𝘰𝘳 𝘯𝘰𝘵 𝘐'𝘮 𝘢𝘣𝘭𝘦 𝘵𝘰 𝘨𝘢𝘪𝘯 𝘢𝘤𝘤𝘦𝘴𝘴 𝘵𝘰 𝘵𝘩𝘦 𝘱𝘺𝘳𝘢𝘮𝘪𝘥. 𝘚𝘰𝘮𝘦𝘵𝘩𝘪𝘯𝘨 𝘪𝘴 𝘰𝘧𝘧 𝘢𝘣𝘰𝘶𝘵 𝘵𝘩𝘪𝘴 𝘱𝘭𝘢𝘤𝘦.
𝘐'𝘭𝘭 𝘩𝘢𝘷𝘦 𝘮𝘺 𝘵𝘳𝘰𝘰𝘱𝘴 𝘴𝘦𝘵 𝘶𝘱 𝘥𝘦𝘧𝘦𝘯𝘴𝘦𝘴 𝘢𝘳𝘰𝘶𝘯𝘥 𝘵𝘩𝘦 𝘰𝘶𝘵𝘦𝘳 𝘴𝘵𝘳𝘰𝘯𝘨𝘩𝘰𝘭𝘥 𝘶𝘯𝘵𝘪𝘭 𝘐 𝘤𝘢𝘯 𝘧𝘪𝘯𝘥 𝘰𝘶𝘵 𝘢 𝘸𝘢𝘺.
𝘐 𝘤𝘢𝘯𝘯𝘰𝘵 𝘭𝘦𝘢𝘷𝘦 𝘵𝘩𝘪𝘴 𝘱𝘭𝘢𝘤𝘦 𝘸𝘪𝘵𝘩𝘰𝘶𝘵 𝘵𝘩𝘦 𝘵𝘳𝘦𝘢𝘴𝘶𝘳𝘦𝘴 𝘵𝘩𝘢𝘵 𝘐 𝘴𝘦𝘦𝘬...
𝘈𝘯𝘥 𝘱𝘰𝘴𝘴𝘪𝘣𝘭𝘺 𝘮𝘰𝘳𝘦..."
====The Great Tomb of Sepretennu====
When the player spawns into the tomb, they will immediately be attacked by some enemies that must be cleared out. This room has great architecture, as well as the rest of the crypt. In front should be a locked door that needs a code to be opened. It can be found quite literally above said door in Latin, and it must be translated into: “Egypt remains powerful, untouched, and divine”. Beyond this door is a small hallway with stone engravings across the walls depicting the areas two bosses, with one of them summoning a dust devil. After this small gallery is another medium sized room with more enemies to be cleared out. After this the player will find themselves in a large maze. There are 3 points of interests in this maze. The first is the door leading to the next area, which is identical to the code door found at the start of the tomb. To open this door, the player must find a code in the maze, which is the second point of interest. It is a skeleton leaning against the wall with a small scroll beside it with more Latin text which translates to "a life of virtue is the key to Aaru". This is the code for the 2nd door. The final point of interest is a doorway which will bring the player to a battle arena for ‘Nekuhmn, The Unbreakable’, which is the first boss of the Tomb. 
Nekuhmn is fought in a much larger area of the tomb compared to the places already explored. Once entering the server, a small cutscene will play, which will display him slowly getting up from his small throne, preparing for the fight. During his first phase, his attacks consist of a quick side slash and blunt strike with the handle of his axe, followed by a downward slam. When he is moving, he can occasionally perform a spin attack which can easily catch one off guard, however the attack is slow and easy to read. 
During his second phase, Nekuhmn will enter a rage state, and get a new set of moves. During this phase he will perform 2 quick slashes, followed by a spinning slash which transitions into an extremely powerful downward slam, which ruptures the ground below him. This is an AOE attack which must be avoided at all costs, as it deals extreme damage. He replaces his spin attack with a regular swift slash, which is faster and harder to read. His damage also increases during this phase. The best strategy to defeating this boss is to wait for the boss to finish his combo, and attack his back. It should also be noted that its required to defeat him in order to unlock the Ramesses III boss fight, which is also found within the tomb. Defeating him gives a badge called, "Shattered". There is also a small chance that Nekuhmn can drop his weapon, Titan's Bane, after defeating him during phase 2. 
Back to The Tomb, the player can progress past the 2nd locked door, which contains a miniboss by the name of Amenhotep IX, who uses dual swords with poison on them. Not only are his attacks themselves pretty strong, but he is also the first enemy to apply the Poison status effect, which can be compared to the Fire status effect. After killing Amenhotep, a door will be waiting to be opened. The player must defeat the boss mentioned earlier in The Tomb to enter. 
Ramesses III is the final boss that can be fought in The Tomb. The player receives a badge, named "Warbound", once they defeat him for the first time. Defeating him also grants the player one half of the holy passphrase, "Every age of humanity". His cutscene pans down to him perching his spear into the ground, preparing to fight. Before the fight starts, the mysterious voice returns once more, and orders Ramesses to destroy the crypt, and that nobody can leave there alive. During phase one, his attacks consist of a downward slash, followed up by 2 thrusts which have very long range, as well as a two consecutive spinning slices that he can perform while he is moving. 
During phase two, Ramesses will enter his respective rage state and gain an increase in speed in both his attacks and walkspeed. While moving, he performs the same 2 spinning slices, but they are much faster and are followed by an additional thrust attack. His new attack combo consists of a leaping thrust, followed by a spinning variation which is followed up by a side strike. After this, he retracts his hand and summons a flash of sand which ragdolls and deals damage over time to the player. This phase is extremely difficult, with running to heal being a common tactic within the fight. Once defeated, the player can enter the treasure room and find an injured Remus, the same young man found in the Glacier. He directs him to the first Aethereal Artifact, and claims that he may not be able to exit the Tomb alive. This seems to be the end of the fourth world.
===The Fifth World===
The fifth world that can be explored through The Convergence is ‘Revelations’, which takes place in an amalgamation of the first, second, and third worlds. They are all on their own connected islands which can be visited individually. The player spawns inside of a small house, seemingly waking up, as hinted by the writing on the walls. When outside, the player can either explore the different islands that have different scenarios of Jumbo dying, or they can enter through a door directly outside the house, which teleports them to Dunfirth, a town that is above all of the islands. There is also a cellar behind the house.
The player will be greeted with a large door that can be opened and can enter Dunfirth. There are two NPCs to interact with and two paths to take. The first is on the left side of town where a closed door can be found. It should teleport the player to “Catacombs.” Here, the player must go into the section on the right of the cave, as the main door is locked. They can use the statue of Jumbo to climb onto a ledge that leads to another tunnel, and gives access to the teleport to “Perchwind Castle”, but first, they must pass through “Gateway” which is known to be a "World Rift". 
Back to Dunfirth, another door is at the top right of the town. Here, the player will need both parts of the ‘’Holy Passphrase’’ that can be collected from completing the Ramesses III boss fight in “The Tomb”, and the one at the “Perchwind Castle”. Entering this portal will bring them to a boss fight against the Divine Wraith, and The Shadow Wraith, The Severed Halves. By defeating them, the player should earn the “Rude Awakening” badge.
Before the fight begins, a cutscene plays, where we can see the first physical manifestation of one of the spirits, who appears to order the Divine Wraith to kill the player. This fight is similar to the Abyss Walkers in that each Wraith is fought individually. The first Wraith fought is the Divine Wraith, who wields a halberd-like weapon. His attacks consist of a spinning slash, followed by 2 consecutive slashes before rising into the air, then finally crashing down to deliver an AOE attack of bright light, that deals extreme damage. While moving, the Divine Wraith can perform 2 quick spin slashes. After the Divine Wraith is killed, the Shadow Wraith then spawns in, who uses dual daggers. All of the Shadow Wraith's attacks inflict the Black Flame status effect. His combo consists of a series of swift dagger slashes, and similar to the Divine Wraith, rises into the air and then crashes down, creating a Black Flame AOE attack, which inflicts the Black Flame status as well. While moving, the Shadow Wraith can perform an X-Slash projectile that travels incredibly fast, so the player must be prepared to dodge out of the way before taking the hit. Beyond this boss is the entrance to The Ruined Cathedral, the home of the spirits, which is currently under development. This is assumed to be the final area in the story.
====Perchwind Castle====
When the player reaches the end of the gateway, they are transported to Perchwind Castle. Knights can be found all around the castle, each with either a sword, a spear, or a greatsword. They can easily kill a player if they are not prepared. Upon first joining, two rooms can be found to the side, and ahead is a small staircase, and is a sort of main-area. Each of the side rooms contain a small shelf of books. The one on the left houses a knight, and a book-switch. They can pull on this book to open the pathway to Reynir if they're doing his questline. The room on the right contains an old scholar named Nicholas, which will prompt them to defeat their king, Torvus Cross. 
Climb up the set of stairs down the hall and either head left up the ladder to the throne room which is guarded by two knights, or to the right which houses a bigger library with many shelves as well as knights. The player can walk down into the small hallway of bookshelves to find another book-switch which opens up the throne room, or continue to the right to find the entrance to Reynir's hideout. Inside of the hideout is a barrier which prevents players from obtaining the Greatsword if they do not meet the given criteria. Reynir can be spoken to here as well, which can either grant them access to the weapon, or send them off, depending on whether they killed Torvus Cross or not. To be clear, the player must land the final hit on Torvus Cross in order to get the badge needed to lift the barrier. 
Once the player enters the door to the outside area of the castle, they are taken to the bossfight with Torvus Cross, The Gale Tyrant. Defeating him gives a badge named, "Kingslayer". He also grants the second half of the holy passphrase, "The greed of men can taint". Before the fight begins, a short cutscene plays that shows Torvus Cross turning his head to face the player, ready for battle. During phase 1, his attacks consist of an outward slash, a downward slash, followed up by a small stomp AOE and then 2 whole spin attacks. When he is moving, he can perform a ranged wind blade attack, which is deceptively fast, and similar to Prince Alarik’s beam of light, pivots towards the players direction, so one must be ready to dodge to the side at the correct time to avoid this attack. The strategy for this boss is solely getting in close and personal, as to not trigger his ranged attack, and then attack his back during or after his combo attack. 
During the second phase however, things amp up a bit. Torvus gains a brand new, and very stunning combo, which is the same 2 previous slashes, and while this is happening a small Tornado AOE will form around Torvus, doing very small, yet rapid chip damage to the player. Afterwards he then summons an Elemental Mallet made out of wind magic, and then uses that along with his sword to perform a double rising strike to rise into the air, before he slams down onto the ground with his mallet with devastating force, causing an AOE wind explosion. Torvus still retains his original ranged wind blade attack, although during phase 2 the damage is buffed slightly. There is also a small chance for Torvus to drop his Crown upon death during phase 2, called the Crown of The Tyrant. It is a cosmetic accessory that players can wear. After defeating Torvus Cross and talking to his nearly lifeless body, the player can obtain the final half of the holy phrase from a note contained within Torvus's gauntlet. This marks the end of Perchwind Castle.
===Fighting-Styles===
Certain games in this myth include combat. Players are granted access to different weapons and abilities that can impact their PvE, as well as PvP experiences drastically. Some weapons are given automatically, while some require the completion of quests to obtain them.
Steel Sword - The base weapon given to players automatically. The M1 combo consists of a side slash, an outward slash, and a thrust. It's special attack is Pommel Strike, in which the player delivers a blunt strike to an enemy with the pommel of their sword. Deals good damage with a small amount of knockback.
Greatsword - Unlocked by completing Reynir's Questline. The M1 combo consists of a powerful side slash, an outward slash, then a strong downward slam. It's special attack, Stomp, is when the player stomps the ground to get into a low stance, before delivering a powerful upward cut that deals big damage and knockback. The M1s on the weapon are noticeably slower than other weapons.
Dragon Fist - Unlocked by completing Tagash's Questline. The M1 combo consists of a punch, an uppercut, and a swift axe kick. It's special attack, Dragon Kick, is a spin kick which deals good damage, but little to none knockback. It also has a second special move, Twin Dragon Uppercuts. The player performs two rising uppercuts, which deals noticeably higher damage, and superior knockback. If you miss the first uppercut, you are able to follow up with the second one to make up for it.
Spear - Unlocked by completing Ren's Questline. The M1 combo consists of a upward slash, a thrust, and another thrust. The special move, Thunder Charge, makes the player rush down the area in front of them and delivering a powerful lightning-imbued thrust, dealing good damage but little to no knockback. The spear is slower than average, but not as slow as the Greatsword.
Twin Kamas - A pair of weapons obtainable by visiting the Hidden Bureau in the Deep Forest, the door to getting the Twin Kamas is only unlocked after the mini-bosses Contracts 1 and 2 are killed in the server. The M1 combo seems to be 2 quick slashes with each hand, then a double pincer slash with both of the Kamas. The special move is named X-Scissor, in which the player swiftly leaps forward to deliver a cross slash with both Kamas, dealing good damage.
Abyss Greatsword - Unlocked as a boss drop from the Abyss Walkers boss fight. The M1 combo consists of a spin attack, a thrust, and a downward slam with the greatsword. The special move is named Leaping Thrust, in which the player leaps off the ground with their arm, and propels themself into the air to thrust into the ground with great force, doing massive damage. It is noticeably faster than the base Greatsword, but still slow overall.
Titan's Bane - Unlocked as a boss drop from the Nekuhmn boss fight. The M1 combo consists of a side slash, followed by a slightly uptilted side slash, then finally a powerful downward slam with the axe. The special move is named Earth's Judgement, in which the player performs a spinning motion before delivering a devastating downward slam with a large hitbox, which deals insane damage and knockback alike. Like the other heavy weapons, it also has slow M1s.Aether Blade - Obtained by being given as a gift from JUMB0_Z himself. The M1 combo appears to consist of a downward slash, an upward slash, then a spin slash. It's special attack is named " Primadoral Blessing", in which the player enters a stance which then shortly after heals the player for a decent chunk of health. This move can only be used once per lifetime.The Living One - Previously unlocked through the Halloween event given by Karla the Witch, though is now removed. The M1 combo was a slam to the ground, an upward cut, and a stronger slam attack. It had no special ability and it had fast M1s. 
Dancer - A now removed, stronger version of the Abyss Greatsword. It costed 45 Robux. It could be seen on the player's back when unequipped and had a purple aura. Its M1 combo is a low down slide slash to the left, then a slide slash to the right, and it ends with a spin stab, mirroring Ezrah's attacks. It had no special ability and it had fast M1s for a greatsword. 
=== Notable Characters ===
Within Jumbo's group 稻草人, are a small selection of "Lore Characters". These special characters are able to be encountered in certain scenarios by players, and are generally characters that are of a higher importance within the game's world. As of 9/17/2023, these are the currently classified characters.
* Alastor, Survivor of Old Erenia
* Saenthen, Paragon of Radiance
* Ezrah, The Legion's Chosen
* Raelana, Daughter of Magic
Upon first glance, some of these characters are actually NPCs that can be found throughout the games, however have "sentient" counterparts that are quite rare to come across in-game, similar to encountering Jumbo himself. There are also a few (2 as of now) that have no current NPC iterations of them, and are generally a mystery. 
It is stated on the official Trello for the game that a small select of these characters are capable of bestowing powerful abilities unto players, known as Blessings and Curses respectively. Currently, no player has obtained one of these abilities, considering how uncommon it is to run into these characters, and the extensive interactions supposedly needed to even obtain one.
== History==
The Convergence was created on 7/14/2016. Most of the worlds or sub-places were created in July, 2018, and have been receiving updates ever since. The more notable updates were large additions to the first and fifth worlds, adding sub-places where the player can do quests, fight, and explore. These places are The Tundra and Perchwind Castle. Another recent expansion was the addition of the world two subgame, Viridis Shore, which introduces a brand new ability and boss fight.
Two large-scale events have happened within the games of The Convergence, the first occurring on August 8th, 2021. This was known as the Boss Rush event and lasted until September 3rd. The next event happened during the winter of 2021, where skilled combat players could participate in a tournament against each other. Popular myth hunter, nicosela6, was the winner of this event and a statue of them was made. There had also been a limited time weapon known as the “The Living One” for the first Halloween Event. The second Halloween Event after that featured the return of Karla the Witch, in which she gave players an Orange Cowl, as well as a limited time boss fight against Greyoll, The Pumpkin Knight. He had a chance of dropping a Pumpkin Head for players, which was another limited time cosmetic accessory. On April Fools of 2023, players were turned into skeletons exclusively on the arena for roughly a day. 
==Trivia==
*The Stone of Dunfirth's model is actually that of the Summoning Key, from the Call of Duty Zombies games. Although they have the same models, they don't share any similar abilities.
*The ice-encased sword found in glacier is the Devil Sword Dante, which is a reference to Devil May Cry 5. It is still unsure whether or not this will ever become obtainable.
*Spadone Angelo's voice lines are sampled from the Cavaliere Angelo boss from Devil May Cry 5.
*Ramesses III was a real Egyptian Pharaoh during the twentieth dynasty of Ancient Egypt, and was considered the last great monarch of the New Kingdom. Of course, not at all like his in-game counterpart, though the mask he wears in-game bears a small resemblance to the golden mask of Tutankhamun. Perhaps Ramesses III's achievement is called "Warbound" because the real-life pharaoh fought against the Sea Peoples, a group which may have threatened the security of ancient Egypt.
*Nekuhmn's name could possibly be an alteration of the name Khnum, the Ancient Egyptian god of fertility.
*There is no Amenhotep IX in real-life history. However, perhaps the most famous Egyptian king to hold the "Amenhotep" name was Amenhotep IV, also known as Akhenaten. Akhenaten was known for being unlike his predecessors in that he promoted the sole worship of only one deity, the Aten (which was an aspect of the sun god Ra).
*The 2nd code found in the Tomb mentions "Aaru". In Ancient Egyptian mythology, Aaru, or the Field of Reeds, is the heavenly paradise where the Egyptian god Osiris rules.
*In the Hidden Bureau in the Deepforest, there is an NPC known as Ed. This NPC has the same appearance as, and is a reference to Edward Kenway from Assassin's Creed IV Black Flag.
*The Prince of Steel boss fight has voice lines which are deeper pitched samples of Vergil's voice from Devil May Cry 5.
* Thorax's spinning kicks may be a reference to Sanji from One Piece, with his spinning kicks.
*The first weapon obtainable via questline was the Greatsword.
*The Greatsword used to have another special move, shoulder bash, which the player would strike with their shoulder dealing lower damage and high knockback. This move has since been removed, to compensate for the weapon rework.
*The Abysswalker Fighting Style is a reference to Artorias the Abysswalker from Dark Souls.
*The Ezrah boss fight and his respective weaponry is a more direct reference to the Abyss Watchers from Dark Souls 3, and their Farron greatswords and daggers.
*All of the Seraphs have very similar yet unique designs. The current seraphs all share the same skin and hair color, but their most noticeable feature would be their glowing eyes, which are colored based on their alignment, (Raelana’s as light blue for magic, and Ezrah’s as purple for the Abyss.) 
*The skeleton model that players were turned into on April Fools of 2023 was actually a leak for an upcoming enemy type, The Forgotten. It is assumed The Forgotten will retain the same appearance as they did on April Fools.
*As of 7/16/2023, the game's extremely old and iconic name of "Hub" was changed to "The Convergence".
*The Tundra was a former sub-game that was accessible after clearing world 1, but as of 7/10/23, the Tundra has been removed, possibly indefinitely, including all its previous content.
== Theories==
*The Cathedral is afraid that Jumbo and the player will defeat them or take over whatever sort of powers they hold. 
**They appear to be trying to stop the player for interfering with their "destiny". It seems the players involvement with Jumbo seems to upset the spirits, and thus makes them send powerful foes after them, such as the Twin Wraiths, as well as reviving the undead Nekuhmn and Ramesses III. 
* The Angelo will most likely return towards the end of the game for one final battle.
**The Angelo was sent by, and was most likely created by The Ruined Cathedral. 
**His defeat in the second world did not exactly mark the end of his story, as Zurenkhoten states that he wouldn't return for a while, hinting at his likely return.
==Gallery==
File:NewHub.png|Some of the portals that can be found within The Convergence, which lead to the different worlds.
File:Informant.png|The Informant found within The Convergence.
File:JumboGlacier.png|The first room of Glacier.
File:ConvergenceShip.png|The general market area of the Serenity Shipwreck, filled with NPCs wandering about.
File:DruidGrove.png|The Druid Grove found in world 3.
File:JumboNurture.png|Jumbo found at the end of the Grove.
File:HubGallery10.png|The Tavern located in the fourth world inside the bunker that the player spawns inside of.
File:Desert1.png|The first area of the Arid Wastes.
File:Desert2.png|The second area within the Arid Wastes with the Tower in the distance.
File:Desert3.png|The Abyssal Pass leading to the Sand Dragon wilderness.
File:Desert4.png|Sepretennu Village found after going through the ravine.
File:Desert5.png|Beyond the Arid Wastes, the Great Pyramid of Sepretennu.
File:Tomb.png|The first room within The Tomb.
File:Miniboss.png|The small arena in the tomb, where the miniboss is located.
File:HubGallery15.png|The outside of “Revelations”, the first place a part of the fifth and final world.
File:HubGallery16.png|The town of Dunfirth, which has access to the Perchwind Castle and the Divine Wraith bossfight.
==References==
The Convergence
Stalzie's Investigation Videos on JUMB0_Z
RMH Investigation Report: Hub by JUMB0_Z
The Convergence Official Trello 
Category:Myth Games
Category:Popular Myth Games
Category:Large Myth Games