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gml_Object_obj_door_t_Alarm_2

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1
global.entrance = 20;
2
instance_create(0, 0, obj_persistentfader);
3
if (room == room_tundra_town)
4
    room_goto(room_tundra_inn Snowdin Town: Inn lobby);
5
if (room == room_tundra_inn)
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    room_goto(room_tundra_town Snowdin - Town [SAVE]);
7
if (room == room_water11)
8
    room_goto(room_water_bird Waterfall - Duck);
9
if (room == room_water12)
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    room_goto(room_water_bird Waterfall - Duck);
11
if (room == room_water_bird)
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    room_goto(room_water11 Waterfall - Sans Telescope);
13
if (room == room_water14)
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    room_goto(room_water_statue Waterfall - Rainy Statue);
15
if (room == room_water_statue)
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    room_goto(room_water14 Waterfall - Artifact hub);
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if (room == room_water_friendlyhub)
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    room_goto(room_water_shop Waterfall - Turtle shop);
19
if (room == room_water_shop)
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    room_goto(room_water_friendlyhub Waterfall - Quiet Area [SAVE]);
21
if (room == room_fire7)
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    room_goto(room_fire_turn Hotland - Arrow bridge);
23
if (room == room_fire10)
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    room_goto(room_fire_walkandbranch Hotland - Art Club Entrance);
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if (room == room_fire_walkandbranch)
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    room_goto(room_fire10 Hotland - Treadmill switch puzzle);
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if (room == room_fire_turn)
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    room_goto(room_fire7 Hotland - Puzzle Gate 1);
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if (room == room_fire_savepoint1)
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    room_goto(room_fire7 Hotland - Puzzle Gate 1);
31
if (room == room_fire_walkandbranch2)
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    room_goto(room_fire_preshootguy4 Hotland - F3 North Puzzle Entrance);
33
if (room == room_fire_preshootguy4)
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    room_goto(room_fire_walkandbranch2 Hotland - F3 Puzzle Gate);
35
if (room == room_truelab_hub)
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    room_goto(room_truelab_prebed True Lab - North Corridor 1);
37
if (room == room_truelab_prebed)
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    room_goto(room_truelab_hub True Laboratory [SAVE]);
39
if (room == room_truelab_bedroom)
40
    room_goto(room_truelab_hall3 True Lab - North Corridor 2);
41
if (room == room_truelab_hall3)
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    room_goto(room_truelab_bedroom True Lab - Bedroom [SAVE]);
43
if (room == room_fire_prelab)
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    room_goto(room_fire_elevator_l1 Hotland - Elevator L1);
45
if (room == room_fire_elevator_l1)
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    room_goto(room_fire_prelab Hotland - Laboratory Entrance [SAVE]);
47
if (room == room_tundra_sansroom)
48
    room_goto(room_tundra_sanshouse Snowdin Town: Papyrus and Sans's house);
49
if (room == room_tundra_sansroom_dark)
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    room_goto(room_tundra_sanshouse Snowdin Town: Papyrus and Sans's house);
51
if (room == room_tundra_sanshouse)
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{
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    if (global.flag[497 got_sans_room_key] <= 1)
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        room_goto(room_tundra_sansroom_dark Snowdin Town: Sans's room (dark) [Dogchecked]);
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    else
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        room_goto(room_tundra_sansroom Snowdin Town: Sans's room [Dogchecked]);
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}