Torog's Shrine is the climax of the Chamber of Eyes.
If players are happy just to kick down the Shrine's main doors, they're in for a treat. The central chamber of the Shrine is dominated by a massive Dire Wolf, who'll immediately occupy players while Hobgoblin Archers snipe from a surrounding balcony. As the encounter goes on, reinforcements arrive from the bedrooms to the north, including one of those Hobgoblin Warcasters I like so much, and eventually the dungeon's chief villain, Chief Krand.
It's a tough fight, but an exciting one. The raised balcony is not just physically higher but symbolically higher, and players making their way to Krand on the upper level will be fighting a literally uphill battle. It's tremendously satisfying to storm the balcony and wrestle with the dungeon boss beneath the intimidating gaze of the huge Idol of Torog.
However, if your players are either smart or stealthy, they're much more likely to avoid the main doors and clear the bedrooms first. It's a strategy that turns an exciting set-piece battle into a staid tank-and-spank in a dull, narrow corridor. The Dire Wolf is made irrelevant (due to its size it can't fit into the living quarter corridors), the utility of the archers is greatly diminished, and surplus melee characters will have nothing to do while the party tank single-handedly takes on all seven of the humanoid opponents.
It's safer, to be sure. Competent parties who use this back route will find it fairly easy to lock down their enemies and murder the hobgoblins at a laid-back pace. But it's not much fun. There's nothing thrilling about kicking down a line of tactically-neutered enemies one at a time. It almost feels as though players are being punished for their competence.
In D&D, survival isn't the greatest reward a player can gain; in fact, it's a distant outrunner. Excitement and adventure are the reason players come to the table in the first place and there can be no higher encouragement of players than giving them an extra helping of awesome. When players perform well, the game should get less predictable, not more.
The wolf-and-balcony fight should have been presented to every group. It's potentially one of the module's best fights and Thunderspire does itself a disservice by allowing players to miss it. The module's mistake is that it lets the better players dodge it; instead, it should have let the better players own it.
Let's see rules for mounting the wolf's back and riding it back towards the hobgoblins. Let's see an option to use the wolf as a stepping stone for vaulting straight to the balcony. Let's have the damage that the big stone idol does if you knock it free from its base and roll it down the stairs. The two-level terrain is a classic swashbuckling cliche and the developers really missed an opportunity here by not taking it to its ultimate extreme. It's hard not to imagine a chandelier in the room, so strong is the urge to swing on it.
The lesson is: don't be afraid of your climactic fights. Don't think that avoiding or minimising them is something your players should aspire to. When you've got a big bad guy and an interesting map to fight him on, revel in it.
It's a mistake, unfortunately, that Thunderspire will make twice more, before finally overcompensating in its eventual conclusion.