I agree. This is an amusing hold, but it doesn't have enough obscure Star Trek references.
The demos included with this hold seem to be broken. You probably ought to delete them and record new ones.
The invisible obstacles are kind of annoying. I guess they're predictable enough to be tolerable -- maybe.
Goblin's Town 1N and Unknown Laboratory 1E: These rooms won't play nice with CaravelNet high scores, because a conquer token can be touched near the start of the room. That's okay but it's not ideal.
Golem's Cave 3N4E: It's easy to get here with the blue sister-gate still open, but there's apparently nothing to the north.
The Library 2N & 3N: If you wait for the character to exit north, then exit south, the character will be gone forever, and you'll be stuck.
Jungle 1N2E and 2N2E could use an explanation of how the scripting works.
Unknown Laboratory: After clearing the Entrance, you may be stuck and never be able to get to the required room at 1W.
Tunnels Of Goblin King 1S1W - If you drop the green doors, then create a new mudbaby and leave the room unsolved, you'll be stuck.
Suggestion to testers (
possible spoiler alert):
Click here to view the secret text
×Leave Golem Cave 1N1E uncleared (which I did), but be sure to clear 2N2E and 2N3E (which I didn't). I think that will make it possible to test all paths without playing most of the hold twice.