global.entrance = 19; instance_create(0, 0, obj_persistentfader); if (room == room_water12) room_goto(room_water_bird); if (room == room_water_bird) room_goto(room_water_friendlyhub); if (room == room_tundra_sanshouse) room_goto(room_tundra_town); if (room == room_water_blookyard) room_goto(room_water_farm); if (room == room_water_farm) room_goto(room_water_blookyard); if (room == room_water_friendlyhub) room_goto(room_water_bird); if (room == room_water_bird) room_goto(room_water_friendlyhub); if (room == room_water14) room_goto(room_water_statue); if (room == room_water_statue) room_goto(room_water14); if (room == room_fire_elevator_r1) room_goto(room_fire_elevator); if (room == room_fire_elevator_r2) room_goto(room_fire_elevator); if (room == room_fire_elevator_r3) room_goto(room_fire_elevator); if (room == room_fire_elevator_l1) room_goto(room_fire_elevator); if (room == room_fire_elevator_l2) room_goto(room_fire_elevator); if (room == room_fire_elevator_l3) room_goto(room_fire_elevator); if (room == room_fire_elevator) { if (global.flag[398] == 0) room_goto(room_fire_elevator_l1); if (global.flag[398] == 1) room_goto(room_fire_elevator_r1); if (global.flag[398] == 2) room_goto(room_fire_elevator_r2); if (global.flag[398] == 3) room_goto(room_fire_elevator_l2); if (global.flag[398] == 4) room_goto(room_fire_elevator_l3); if (global.flag[398] == 5) room_goto(room_fire_elevator_r3); } if (room == room_fire_core_final) room_goto(room_fire_finalelevator); if (room == room_castle_elevatorout) room_goto(room_fire_finalelevator); if (room == room_fire_finalelevator) { if (global.flag[431] == 0) room_goto(room_fire_core_final); if (global.flag[431] == 1) room_goto(room_castle_elevatorout); } if (room == room_castle_finalshoehorn) room_goto(room_castle_throneroom); if (room == room_castle_throneroom) room_goto(room_castle_finalshoehorn); if (room == room_fire_lab1) room_goto(room_fire_labelevator); if (room == room_fire_labelevator) room_goto(room_fire_lab1); if (room == room_truelab_hub) room_goto(room_truelab_castle_elevator); if (room == room_truelab_castle_elevator) room_goto(room_truelab_hub); if (room == room_ruinsexit) room_goto(room_tundra1); if (room == room_tundra1) room_goto(room_ruinsexit); if (room == room_fire_hotellobby) room_goto(room_shop4); if (room == room_tundra_sansbasement) room_goto(room_tundra_town); if (room == room_tundra_town) room_goto(room_tundra_sansbasement); if (room == room_castle_precastle) room_goto(room_lastruins_corridor); if (room == room_lastruins_corridor) room_goto(room_castle_precastle); if (room == room_mysteryman) room_goto(room_water_fakehallway);