In the level 1 of Dungeon Doom there are a few puzzles to be solved. The most obvious one is the lever puzzle with teleporter tiles. But there is also the sealed in tiny lever room, the bloody pentagram room and the Bell of the Dead. There might be more but I haven't noticed them yet.
The Lever Puzzle
Te lever puzzle is located at the far East corner of the large room North of the central room. This puzzle is for a thief. Solving the puzzle will teleport you into the sealed off room where some of the most coveted rares can be found. As you can see below, there are 4 teleporters each having it's own lever and in the center, another teleporter without lever. You will need a minimum of five people, including yourself, but preferably 6 people, the sixth person being the healer.

The thief must stand on the green center tile. The 4 other people standing on the lever tiles should be naked and especially not carry any insured items cuz you'll be paying through the nose. Each person, in turn must switch his lever. If the sequence is wrong, 2 huge boulders will fall on each tile where a player is standing. Yuppers, it's a trap. It works a bit like Mastermind except there are no colors. Once you've flipped all 4 switches, the guardian statues will tell you how many switches you got right. So build from there. Be careful though, I was there as an innocent healer, but I'm the one going ouch behind the cursor. As you can read at the bottom of the pic, I was hit in the head by a speeding rock! ouchies. At least, I only got hit for 10 hp, the others all died, lol.

If you chose the right sequence, a lightning bolt will hit the thief on the center tile and he will be teleported to the sealed room. Note that if there are 2 people standing on the tile, only one (chosen randomly) will be teleported to the room. The gauntlets were already stolen, so now the lamp post (rarity: 3) has spawned and the thief (Sticky Fingers - Atlantic) is trying to grab it. Unfortunately, as you can see in the back, the green flares are poison invading the room. As time passes, the potency of the level increases until it eventually reaches level 5. I suspect you could use one of the teleporter tiles on the floor to exit, but I can't guarantee it. Regardless, Sticky didn't make it. He was doing pretty good there for a while chugging greater cure. But eventually, the level 5 poison got the best of him. So if you're the thief entering that room, bring plenty of potions and bandaids, and chew an orange petal, you WILL need it.
(thanks to Khel of 2BE - Sonoma, for the following additional info).
It also appears that you will only be allowed in the room for 5 minutes after which you will begin to sustain systematic damage (regardless of cures and heal) that will kill you in a few seconds. So your total stealing time to grab the rare = 5 minutes

As a side note, you cannot gate anyone in that room, nor can you mark. You can leave either by recalling or stepping on one of the teleporters for a quick escape at any point in time.
All three of the teleporters will take you to the large statue at the top of the pyramid shaped stars surrounded by columns and braziers (north-east of the entrance room).
Even if you've stolen the item, the room will continue to fill with poison, so don't waste any more time than required.
Notice the golden box on the table (behind the poison gas). If you try to open it, a "Wanderer of the Void" spawns and proceeds to attack you. That creature is extremely tough in both melee and magic. It's melee attack inflicted in excess of 80 HP damages to his thief with 28 physical armor. The minute you leave the room, the monster will disappear.
Khel did manage to defeat the Wanderer by returning later with a PS enhanced warrior in full valorite plate with resist items and the Blade of the Righteous. With the aid of potions and an orange petal, he managed to kill the Wanderer. Its loot was rather poor and consisted of two MIB's and about 600 gold. However, considering that his warrior's luck was only around 20, this may have been a major factor.
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