gml_Object_obj_door_t_Alarm_2.gmlglobal.entrance = 20;
instance_create(0, 0, obj_persistentfader);
if (room == room_tundra_town)
room_goto(
room_tundra_inn Snowdin Town: Inn lobby);
if (room == room_tundra_inn)
room_goto(
room_tundra_town Snowdin - Town [SAVE]);
if (room == room_water11)
room_goto(
room_water_bird Waterfall - Duck);
if (room == room_water12)
room_goto(
room_water_bird Waterfall - Duck);
if (room == room_water_bird)
room_goto(
room_water11 Waterfall - Sans Telescope);
if (room == room_water14)
room_goto(
room_water_statue Waterfall - Rainy Statue);
if (room == room_water_statue)
room_goto(
room_water14 Waterfall - Artifact hub);
if (room == room_water_friendlyhub)
room_goto(
room_water_shop Waterfall - Turtle shop);
if (room == room_water_shop)
room_goto(
room_water_friendlyhub Waterfall - Quiet Area [SAVE]);
if (room == room_fire7)
room_goto(
room_fire_turn Hotland - Arrow bridge);
if (room == room_fire10)
room_goto(
room_fire_walkandbranch Hotland - Art Club Entrance);
if (room == room_fire_walkandbranch)
room_goto(
room_fire10 Hotland - Treadmill switch puzzle);
if (room == room_fire_turn)
room_goto(
room_fire7 Hotland - Puzzle Gate 1);
if (room == room_fire_savepoint1)
room_goto(
room_fire7 Hotland - Puzzle Gate 1);
if (room == room_fire_walkandbranch2)
room_goto(
room_fire_preshootguy4 Hotland - F3 North Puzzle Entrance);
if (room == room_fire_preshootguy4)
room_goto(
room_fire_walkandbranch2 Hotland - F3 Puzzle Gate);
if (room == room_truelab_hub)
room_goto(
room_truelab_prebed True Lab - North Corridor 1);
if (room == room_truelab_prebed)
room_goto(
room_truelab_hub True Laboratory [SAVE]);
if (room == room_truelab_bedroom)
room_goto(
room_truelab_hall3 True Lab - North Corridor 2);
if (room == room_truelab_hall3)
room_goto(
room_truelab_bedroom True Lab - Bedroom [SAVE]);
if (room == room_fire_prelab)
room_goto(
room_fire_elevator_l1 Hotland - Elevator L1);
if (room == room_fire_elevator_l1)
room_goto(
room_fire_prelab Hotland - Laboratory Entrance [SAVE]);
if (room == room_tundra_sansroom)
room_goto(
room_tundra_sanshouse Snowdin Town: Papyrus and Sans's house);
if (room == room_tundra_sansroom_dark)
room_goto(
room_tundra_sanshouse Snowdin Town: Papyrus and Sans's house);
if (room == room_tundra_sanshouse)
{
if (
global.flag[497 got_sans_room_key] <= 1)
room_goto(
room_tundra_sansroom_dark Snowdin Town: Sans's room (dark) [Dogchecked]);
else
room_goto(
room_tundra_sansroom Snowdin Town: Sans's room [Dogchecked]);
}