Talk:Isles of the Mad Mage

Phoenix Dungeon
According to the original documents there was a different way to get out of the Dungeon. Somewhere among the trees there is a lever hidden, which opens a secret door in the mountainside. At the end is a teleport back to the south island, to a spot just outside the house. Skyrise will help to find the lever if the Avatar asks for help. Also it seems that originally the nest was at the end of the woods-like open area, right? http://home.insightbb.com/~chilliedog/Htm/MadMage2.htm --Arthgon (talk) 13:37, 23 January 2016 (UTC)

Erstam's Storeroom
Originally, the storeroom was actually a dungeon; "He will give the player a key to his “storeroom” and will say that the artifacts he needs are there. This key unlocks the steel door outside, which leads into a different dungeon than before. This dungeon, after a series of poison caltrops and flame eggs, teleports the player back to the northern island, into the range of mountains around the circumference of the island. This dungeon contains a few of Erstam’s failed experiments: animating body parts (hands, arms, legs) which attack. Once the player is past these creatures, the end of the dungeon teleports the player once again back to the south island, into yet another small section of the dungeon, which finally empties out into the storage room which the player could see into from Erstam’s house. (It is actually part of his house, on a different level, so the path to get there is quite maddening!). Luckily, there will be crates and tables with which to stack items so the party can climb out of the room to the balcony above." --Arthgon (talk) 16:43, 23 January 2016 (UTC)