OK, here's the bug list. Some of these may have been mentioned and even fixed, but I didn't include everything I know has been mentioned, except for jogging Banjooie's memory. I did check all this by playtesting (mostly in the editor). Please just ask if you want a demo.
"
Can be conquered"
means you can conquer the room and still complete the hold (there are other rooms where conquering means you're stuck). In a lot of rooms you can kill something while standing on a door that's supposed to prevent it (i.e. the basic scripting method: the door closes when something is killed). Not a big deal if you first have to solve the room as intended, but I include them in case the authors want to fix it.
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Banjooie
3N1E: Unintended solution - hit the orb with the mimic.
2N1E: Slayer kill, and tar baby kill while standing on the door.
BeefRow
Ahimsa:Empathy:Ent: Still possible to kill a snake.
Chaco
2N2W: You can get away with killing a couple of snakes.
2N1E: Take a tar baby with you, wait for the door to open, then kill it.
Dali
2S, 2S1W, 1S1W, 1S2W and 1N4W: Monster kills while standing on doors.
2W can be cleared.
1N3W: The snake can be killed.
Doom
1N: Very minor, but you can blow up the mimic when you're done.
jbluestein
2S: Enter from the E, and you can kill two eyes and the brain.
2S:1E: You can kill a lot of roaches.
Muiff
1N: You can kill a seep and have a move to spare. Or you can kill all the seeps and exit S.
2N1W, 2N1E, 2N2E, 1N2E, 1N3E and 2N3E can be cleared.
NiroZ
2S, 2S1E, 1E, 1N2E and 1N1E can be cleared. All can be fixed by trapdoors in the entrances. In 1E and 2S1E it would still be possible to kill a monster and get away with it unless the doors
blocking the exits are moved.
In 2S2E, 1S2E and 1S1E you can get away with monster kills.
Ostegolectr1c
Entrance, 1N, 2N2E, 1N1E, 1E, 2E: Monsters kills while standing on doors.
Skell
4N: When finished, you can kill a goblin before going to the exit.
4N1W: No reason not to kill some monsters if you time it so you can still stab the mud.
3N3W: Can be conquered.
Someone Else
1E: You only need to keep one goblin alive. (Put the mimic on the square above the long door.)
1S1E: It's not possible to get past the arrows to drop the trapdoor near the red door.
2S1E: Can be cleared.
3S: You can kill everything but the NW queen and a roach that spawns there.
techant
1E through 9E can all be conquered. Easy to fix though: Add doors in the entrances as well.
There's also the monster kill while standing on door flaw in these rooms, which isn't a big deal, except 1E, where it means you can clear the room.
8E: Killing the seeps doesn't close the door.
10E and 11E: Nothing stops you from killing some monsters and exiting.
2E has an unintended solution - you don't have to put the mimic in the area with the monsters. You could fix this by adding a door that must be opened, and putting the orb that opens it in that area.
The Spitemaster
2S: No reason not to kill the roach.
Tooth and Nail
2N, 4N, 5N and 13N can be cleared.
6N: All the spiders can be killed.
12N: The seeps can all be killed.
14N: You can stab the tar and kill the babies.
Tuttle
1N: You don't have to step on the fuse by the orb. Easily fixed by replacing the checkpoint with a wall. More serious problem, you only have to use one golem - don't put it in an alcove, let it block the snake's path, then move it out of the way once you've left the bottom area.
1N1W: This room can actually be cleared. (Quite a tough challenge. You can kill the guards while standing on closed doors.)
Tyrion
1E: You can kill the snake and the roach.
1N1E: You can kill the red snake, the eye, and the seep (and exit E).
2N1E: You can kill a few mud babies.