In light of the modifications to the Eighth Level that drew the Committee for Historical Accuracy in Dungeons' attention, I would like to point out some other rooms that can put the hold in an unsolvable state if exited the wrong way, and some solutions to these problems.
Eighth Level: 1S1E
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×If the player enters from the north and the green doors are closed, have special command open the northern green door.
Eighth Level: 3S2E:
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×If the player enters from the south and the green doors are closed, have special command open the green door.
Eighth Level: 3S3E
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×If the player enters from the north and the green doors are closed, have special command open the green doors.
Eighth Level: 4S2E:
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×If the player enters from the east and the green doors are closed, have special command open the green door.
Twelfth Level: 1E.
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×If the player enters the room from any entrance except the western one, have the special command key teleport them to the western entrance. (This solves the problem for both this room and The Entrance.)
Twentieth Level: 1N
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×If the player enters the room from any entrance except the southern one, and the room is not clear have the special command key teleport them to the southern entrance.
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There are two types of sheep in the world. Those who jump off a bridge when told to, and those who jump off a bridge when told not to. Don't be either.