The hold itself is a nice start, although there are a few problems I found.
-First off, going down the stairs in Level 25: Entrance leads to the stairs in 1W. I think those should lead back to the area from which you arrived in 'Rooted Hold'.
-Second, making secret walls mandatory is not a good idea, because they are a pain to find. Try using actual crumbly walls.
-Third, I wouldn't put room exits that lead to nowhere, like you did in Rooted Hold 1E.
-Lastly, why prevent us from seeing the full version? The architecture board is a place to get comments on your hold. I won't go against your decision, but it seems odd to me.
Now, for some comments about your gameplay rooms:
Level 26
1N: You know what they say: "
Why use 500 roaches when you can make your point with only 50?"
In this case, the large number of roaches forces the player to repeat the same moves over and over, which may bore them.
2N1W: I managed to solve the room without using the sword token. If you want to force the player to have the sword token, make a one tile wide pathway with trapdoors. That way, if you don't remove your sword, you will get yourself trapped in the room. Alternatively, you could put the sword token on a force arrow which forces you to remove your sword.
2N1E: The bomb isn't even required in this room. I could simply lure the roaches out by the arrows. Not to mention the mimic can open the yellow door. If you want to enforce the use of the bomb, completely block the roach area with a wall, then move the roach queen closer or remove it completely (because it is outside the bomb's range as it is).
3N: What were the arrows for in the brain section? It is also possible to place a mimic in the brain cage, rendering the orb entirely useless.
4N&5N: These rooms would be the perfect place to put a blue door.
Those were my 2 cents, whether you will take them or not depends on you. I am not bashing your hold, I am trying to help you improve.
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