TORCH TORCH 03MAPPED
Dungeon Atlas
Every floor from the first hall to hell. Traps, secrets, shortcuts.

Five regions (recommended order)
The spine. 1-3 teach; 4-6 require a temple relic to not get flattened. Floor 3's spike gallery and floor 6's warden are the two walls.
Trap quick sheet (week-one blood ledger)
| Trap | Where | Tell | Answer |
|---|---|---|---|
| Spike gallery | Dungeon F3 | Floor pattern "waves" not "straight lines" | Hug the LEFT wall, pause every three steps — the right half is all trigger |
| False floor | Dungeon F4-5 | Shadow direction disagrees with the torch | Toss a coin (1 gold) to test — the cheapest survival there is |
| Quicksand vortex | Desert, everywhere | Sand spirals instead of radiating | Detour costs nothing; forcing it costs durability |
| Whisper gallery | Temple outskirts | Sanity drains faster than normal | Not a trap, a signpost — the faster it drains, the closer the relic |
| Ghost dirge | Haunted ruins | The music goes quiet | Stand STILL for three seconds and let it pass — runners all got caught |
| Hellfire ring | Hell, everywhere | No tell — that IS the problem | Under 50% oil, do not advance. The unlit zone offers no second chances |
Confirmed secret rooms (Day-2 snapshot, updating)
| Region | Spot | Contents | Finder |
|---|---|---|---|
| Dungeon F2 | Drowning cell false wall | Home of artifact #1, the Corroded Bell | @first_wall_toucher Day 1 |
| Temple depth | Behind the inscription wall | Shine the lantern 10 seconds to trigger — nobody thought the lamp did THAT | @blinded_by_lamp Day 1 |
| Desert oasis | Bottom of the well | A full treasure room underwater. Appears only at 100% desert map | @thirsty_cat Day 2 |
| Haunted ruins | Bell tower top | Ring three times to open — "decorative rope" was lie number one | @nonbeliever Day 1 |
| Hell gate | ? (unconfirmed) | A player claims to have seen a seventh doorframe. Nobody has reproduced it | UNCLAIMED |