This is a wonderful, medium sized, and not too difficult hold from Jacob.
There were some very nice tricks here, my personal favourites were 1W and 1N1W, two rooms, which, at first glance look logically impossible, but after closer inspection you work out the lynchpin.
There were a few puzzles which relied on monster movement knowledge. 2N/2S were both very nice serpent timing puzzles, 2N1E was a nice little Aumtlich room, and 1S1W was a nice Wraithwing room. The West and East secret rooms were excellent, it's amazing how such a small puzzle can still be fairly difficult to solve.
There were a few rooms which contain tricks I've seen in other holds, namely, 2W/1N2W/1S. However, they were put together in a very elegant way, and still were quite fiendish to solve.
The difficulty of the hold varied quite a bit. At first, I thought it was very tough, certainly tougher than 6.5 brains, but looking at the rooms again, I only ever needed help for 3. Overall after finishing the hold I'd give it an average of 6 brains. There were a few rooms which seemed unusually easy compared to the rest - 1E, 1S1E, 1S2E, 1S2W, and especially 1N2E (not too sure what the puzzle was in that last one)
Downsides? Not many. At first I didn't really like the custom style much, and a result of this was that 1N took too long, since I couldn't see the platform. And there was a room I didn't like, 1N1E, because it relied on strange Stalwart behaviour. (contrast this to 2E, a room I found trivial just because I knew about fegundo behaviour). But these are all very minor complaints and don't detract from the overall fun.
To summarise, this is a fantastic hold, and anyone familiar with TCB elements should definitely play this.