I have had time to beat all of the levels except Infested Swamp. I now have some comments on potential unintended solutions which may be useful for the impending compilation.
For Infested Swamp, I'm pretty close to the solution but it could really use a checkpoint at (20,17), or anywhere you're not stepping on a horn.
Anyway, here are a list of known and potential unintended solutions I've found so far.
I Wish...
Apparently several solutions exist. Mine involved the use of a few different tricks, so I may have had a US, but the architect seems to already be aware of them. I'll just list the tricks themselves in case any are unintended:
Click here to view the secret text
×At 29, blocking one of the eggs from forming, so I can take the NE path first, then the E path. At 123, killing the eggs from the arrow. Most other portions of the solution are straightforward (e.g., moving the queen to produce fewer eggs, timing a release to limit roach population).
Cluttered Confines
Solution details are secreted. I'm not sure if my solution was intentional.
Click here to view the secret text
×I quickly realized that it was impossible to beat the last section of rock giants without an extra decoy or mimic, so it must be possible to beat the tar section with only two mimics. After a long afternoon of trying, and almost surviving with only two mimics, I saw the blindingly-easy way to do it with a single mimic. But since I came very close to beating it with two mimics, I'm not certain whether the easy way is the intended solution or not. The easy way could be prevented by adding a couple of arrows to the NE bomb-and-orb chamber. (I loved it either way.)
Small Room
It's been said before, but you never have to leave the NW region of the room. The architect mentioned that the wrong version was submitted by mistake, so I don't know that it matters. This room would be much harder to plod through without the unintended trick and I haven't had the time to try yet. I think the approach here is obvious enough though, so I won't describe it in detail.
Tight Quarters
I'm certain my solution was unintentional. Secreted for your protection.
Click here to view the secret text
×The three doors in the center need never be used. Kill one stalwart, safely trip the bombs from the arrow (both you and the remaining stalwart are protected), kill the SE seep, drop the traps, open the exit doors, and finally lure the NW seep to (9,22) where the remaining stalwart can kill it while you escape.
Stepping Stones
The reason the "
Stepping Stones With Friends"
version was so much harder for me is that I beat this one in a different way from what was intended (I think), and it is
almost possible to beat the other one the same way. However, I finally resorted to some graph paper and a toposort and decided it could not be done that way, which made life much easier because the actual solution is straightforward. I don't know whether this is an unintended solution for the mimic version, though.
Click here to view the secret text
×You can get a mirror on the pressure plate, so a stuff baby is not required to solve the room. You really don't even need to fuss with the mimics as both of them can be kept from moving anywhere on the grid other than directly off of it, leaving you to handle it yourself.
You can almost do this in the other version, but every permutation I tested required two steps on at least one trap door of the square of nine at SE to order the entry path for five mirrors to pass through. I think I tested the cases exhaustively.
Anyway, that's it. Great fun. I'll be stuck on that oremite mess for a while longer I'd guess.
____________________________
Trickster
Official Hold ProgressClick here to view the secret text
×Beethro and the Secret Society: Postmastered
Beethro's Teacher: In Progress
Complex Complex: In Progress
Devilishly Dangerous Dungeons of Doom: In Progress
Finding the First Truth: Postmastered
Gunthro and the Epic Blunder: In Progress
Halph Has a Bad Day: Mastered (no door)
Journey to Rooted Hold: Postmastered
King Dugan's Dungeon 2.0: Postmastered
Master Locks: Mastered (no door)
Master Locks Expert: Mastered (no door)
Perfect: In Progress (Perfect 8)
Smitemastery 101: Postmastered
Suit Pursuit: In Progress
Tendry's Tale: Mastered (RPG)
The Choice: Postmastered
The City Beneath: Postmastered
Favorite Unofficial Holds (I need to play more!)
Click here to view the secret text
×A Quiet Place: Mastered (no door)
Advanced Concepts: In Progress
Archipelago: In Progress (Island 12)
Break Out Of Jail: Conquered (86%)
Dr. E. Will's Mega Complex: In Progress
Hold Anonymous: In Progress
Paycheck: Conquered (75%)
The Test of Mind: Mastered (RPG)
Unfriendly Islands: In Progress
Val Unrich: In Progress
war10: Mastered (no door)
war15: Mastered (no door)
war: the truth within: Mastered (no door)
Washed Ashore: Mastered (RPG)
My HoldsClick here to view the secret text
×The Plague Within (RPG) (alpha)
Tinytall Tower (Smitemaster) (beta)
Do Not Disturb Compilation (level contributions) (in review)
Riddle of the Bar (compilation)