After reading this, I decided to make sure I take some pictures for the next character that would do The Tomb of Ancients level 3...
Since I started playing again, there are two descending hatches on the second floor; a Northern which drops on the West side, and a Southern which drops on the East side. Maybe it's random where you get dropped, but every time I've come down, this has been the pattern. In either case it makes little difference, as you will be in the same general area.
Concerning melee brute characters; I have a method consisting of three phases, with three critical positions. Things can get out of hand and escalate quickly in The Tomb of Ancients, so I have this personal check list to hopefully reduce any chance of "over tabbing" on my part.
Phase 1:
So in the above picture, I chose the Southern shaft on the second floor and I got dropped two squares above where my character is shown.
You can preempt the noise factor by a from of silence before taking the chute (risky if you're not confident in your characters' melee capabilities), and shorten the view range by an evocable ability or spell (darkness).
There will be either two types of monsters, Guardian Mummies, or Death Scarabs (again, since I have restarted playing). As a melee brute, you can quickly dispatch the mummies, but if it's scarabs, what I do is fall back to a corner in the top, where just three can hit me at a time, and I kill them there - away from the mob which is lurking South of the position. A scroll of fog is necessary here against scarabs, cause you will be slowed and it will take some time to kill them. You don't want anything else getting a line of sight on you. If you preempted with a form of silence, then the fog is not possible, so a potion of invisibility is my usual course - but you have to monitor what comes along to check out the commotion - then decide if you're going to make a break for an exit.
To kill these monsters, I will use some type of short blade (even if I'm trained in big weapons), in order to minimize the noise factor. But if silence is out, I use whatever gets the job done most efficiently.
Once I have handled this phase of the descent, I then make a decision as to which door I will go to, either West or East, depending on how much has come up from which direction in the South.
Phase 2:
In the above picture, I have chosen the Eastern door (and subsequent potential path of escape).
At this point, I am preparing for either a quick escape, if things have gone badly during the first phase - or I'm gauging how long I can hold out in a fight of attrition on the other side of the door, pending on what has noticed me or is wandering due to too much noise.
If I'm opting for the quick escape, then I'll also consider what kind of damage I can do in my wake; like lamps of fire, immolation scrolls, variuos spells, etc.. Because this is the location I will be launching these measures from, due to being able to see the most. Also, I have to consider that there will be much noise being done from whatever I choose to use, and that will mean much more stuff will be awake and wandering the next time I come down. This is why I decide it here, before opening the door, as whatever is on the other side, will immediately wake up and notice me if the door is already opened.
If I'll be doing a stand up fight, then I figure when to make my move for the doorway itself, and then the other side of the door. If it's just regular mummies, guardian mummies, and some skeletal warriors, I might hang out here a bit until I attract something like a few priests, or at least one greater mummy.
Phase 3:
Where my character is, in the above picture, is the spot from which I conduct the protracted fight option. The line of sight is cut from the mob that will be swelling from the South. If it's a dumb monster, that is first to the door, then it will stand there and engage me, blocking the entrance. Lamp of Fire has good area to dance flames going out into the corridor, or a wand of clouds is okay. If too many smiters have moved into view, then a scroll of fog can be used, but I haven't found the need to use one at this position (yet).
Greater mummies, mummy priests, and also bennus' will eventually push their way forward to the door. This is even if they are summoning up a storm. I think it is programmed in their behavior. They might let the first couple of summons have some whacks at me, but eventually those will pull back and the greater monsters will step up (even in clouds of fire). Once one of those are next to me, it's time to bring out the big weapon.
If it is a minor monster clogging the doorway, then I will leave it there and turn my attention to whatever is behind me in the room. I'm always mindful of maintaining a clear path to the escape hatch (!). If necessary, a scroll of blinking can get me out in two turns. Just holding a long blade in hand (even with no skill), for the possible ripostes at the door, and chucking some missiles, or using a wand to soften up whatever is coming at me from inside the room. I don't leave that spot, cause in doing so, it will just open the flood gates of the dam, and then I will have lost control of the position.
Now the character depicted in the pictures is obviously not a troll or minotaur. I just took the opportunity to snap the pictures, because he's effectively using the same method if I were playing one.
However, someone else's "melee brute" character might have a more difficult time, because even though I might be playing an axe tabbing maniac, mine still have some other tools, like fog and silence scrolls, at least one potion of invisibility, a quiet weapon, a long blade (preferably of the flaming brand), maybe some god granted abilities, perhaps some utility spells, or evocable items.
I suppose, the usual best advice would be; try and think ahead, and anticipate when things will get dire, and make your move to get out - before that time.