This is a pretty good example of the kind of RPG holds we could use more of - holds that focus on a few challenging goals, like retrieving a sword from a locked vault, figuring out what order to access needed doors and keys, and deciding when the best time is to take on the boss monster guarding the way to the next level.
The hold is a set of 5 small 9-room levels, each populated with more powerful monsters and trickier layouts than the last. But each level also has a bit of an overall puzzle to be discovered, as well. The hold is relatively non-linear, since there are more blue keys than you need - so figure out when and where to spend them! I would say this hold is about as difficult as Tendry's Tale - the monsters and bosses are pretty tough, and it might take several tries to get a run that you're satisfied with. There's also a hidden super-boss for the RPG optimizers to face.
There are hot tiles and Aumtlich in this hold, but they're included from the beginning and for the most part you won't get surprised or forced to cross them - you can start considering them from the beginning.
So, overall I think this is a great first step into RPG architecture. My only concerns are that the hold's aesthetics and decoration are kind of bare - the hold just has checkerboard floor, and the same room style for all 5 floors. There's also the occasional room that feels cluttered with a ton of pressure plates and doors - after examining them for a while, it's possible to figure out what's going on, but I think some labelling (with floor, lighting or colors) or explanatory scrolls might help out, or in some cases splitting up some choices into several separate rooms.
Good job! I'm looking forward to the sequel.
____________________________
Quick links to my stuff (in case you forgot where it was):
Click here to view the secret text