Hmmm, converting going down into entering a door that’s down from the location seems like it’s going to be unnecessarily complicated.
The way it ordinarily works is that entering a door gets converting into going with the door as the noun (by the “convert enter door into go” rule). Then going through a door does some stuff with the “standard set going action variables rule” that turns the “door gone through” into that door and the “room gone to” into the other side of the door. The “door gone through” and “room gone to” are action variables for going–those are variables that are set throughout the entire processing of the going variable.
In the meantime, if you go in a direction when a door is in the way, the standard set going action variables rule will do exactly the same thing to the door gone through and the room gone to. So converting going down into entering the twisted pine tree will lead you back pretty much to where you would’ve been if you didn’t intercept the going down action. (It doesn’t go into an infinite loop, I think, because the second time around the action is “going the twisted pine tree” instead of “going down,” so the “instead of going down from Top of Ravine” rule doesn’t fire.)
If you want to check for hands-free stuff whenever the player climbs a ladder, I’d suggest this:
Check going through a ladder:
This is essentially short for “Check going when the door gone through is a ladder.” That should capture entering a ladder and going down when a ladder is below you, since those both get turned into going actions where the door gone through is the ladder. And with your “Instead of climbing a staircase, try entering” rule, it will also catch climbing the ladder (or staircase, now I’ve confused myself about the terminology). And you get to use the usual going logic.