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As for the second room, there is a switch somewhere that will open that second door (that's the switch in the room with many zombies iirc)
It is a bit too long but it worked better than some others.
From what I already played, I would list from best to less best (the less good is still better than most dungeons of last 10-15 years RPG):
1. Armag's Tomb
2. Old Sycamore Dungeon(s)
3. Vordakai's Tomb
4. Sepulchre of Forgotten Heroes
5. Temple of the Elk dungeon
6. Womb of Lamashtu
7. Troll Lair (somehow broken by the acid bow you find very soon, it breaks too many combats by making them less interesting)
8. Swamp Witch’s Hut
9. Goblin Fort (in my play it suffered of a too low difficulty)
10. Hunting Grounds or Stag Lord’s area.
The last three technically aren't dungeons, but they are enough structured to be like dungeons.
EDIT: Some smaller dungeons was perhaps better but the size difference deserve them.
The devs stated (patch 1.1 notes) that the fallen warrior's flint is on the first level of Vordakai's tomb.
I'm there atm and I can't find it...
I'm under the impression that it may be in that first hidden room, which you can't get to if you didn't select the "perception" option in the previous illustrated book episode. Can someone please confirm if that is right ?
Which leads to the question: Where is that **** flint ? It sure is well hidden.
(on the other hand, there are 2 flasks on level 2)
The many posts there has been about how this particular dungeon was unfair/not fun/too hard maybe ? Search a bit you will see there are quite a bit of these, but that's not the point of this post really...
If it's not the topic then don't say anything about it. It was not your intent to make it a topic, but you choose make it a topic by quoting it.