This is a largish and pretty decent hold that, to me at least, echoes the general feel of TCB in its room design, and is generally quite forgiving in difficulty, usually intentionally. Most rooms are based on an interesting twist on a standard idea: one of the better ones features pulling a mass of guards off a central pressure plate while using them to keep a travelling citizen from causing problems, and there is good use made of speed potions in several others. Occasional rooms cross the line into tedium and keep going (manipulate a guard into killing 22 waterskippers for me while I'm swordless? No thanks.), but they're in the minority. Plus there's a neat minor metapuzzle slipped in.
All in all, a hold worth a look, if a little loosely constructed.
EDIT: Also, there's author commentary. Generally it's the author complaining about how the room isn't so great in some aspect or another. But it's easily skipped.
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[Last edited by Dischorran at 04-21-2014 01:13 AM]