The near orb shouldn't really be tied to anything—that was a mistake left in place from a previous version of the room, I think. So no, it isn't an intended solution.
We'll have to agree to disagree about whether or not strategy can be learned. Upon retrying the room after several years, it didn't take me too long to figure out how to get the fegundo up there, and successive attempts always got me closer until I hit it. I agree it's too much trial and error, though, which is why it's in postmastery rather than a secret in the main hold.
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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)