global.entrance = 20; instance_create(0, 0, obj_persistentfader); if (room == room_tundra_town) room_goto(room_tundra_inn); if (room == room_tundra_inn) room_goto(room_tundra_town); if (room == room_water11) room_goto(room_water_bird); if (room == room_water12) room_goto(room_water_bird); if (room == room_water_bird) room_goto(room_water11); if (room == room_water14) room_goto(room_water_statue); if (room == room_water_statue) room_goto(room_water14); if (room == room_water_friendlyhub) room_goto(room_water_shop); if (room == room_water_shop) room_goto(room_water_friendlyhub); if (room == room_fire7) room_goto(room_fire_turn); if (room == room_fire10) room_goto(room_fire_walkandbranch); if (room == room_fire_walkandbranch) room_goto(room_fire10); if (room == room_fire_turn) room_goto(room_fire7); if (room == room_fire_savepoint1) room_goto(room_fire7); if (room == room_fire_walkandbranch2) room_goto(room_fire_preshootguy4); if (room == room_fire_preshootguy4) room_goto(room_fire_walkandbranch2); if (room == room_truelab_hub) room_goto(room_truelab_prebed); if (room == room_truelab_prebed) room_goto(room_truelab_hub); if (room == room_truelab_bedroom) room_goto(room_truelab_hall3); if (room == room_truelab_hall3) room_goto(room_truelab_bedroom); if (room == room_fire_prelab) room_goto(room_fire_elevator_l1); if (room == room_fire_elevator_l1) room_goto(room_fire_prelab); if (room == room_tundra_sansroom) room_goto(room_tundra_sanshouse); if (room == room_tundra_sansroom_dark) room_goto(room_tundra_sanshouse); if (room == room_tundra_sanshouse) { if (global.flag[497] <= 1) room_goto(room_tundra_sansroom_dark); else room_goto(room_tundra_sansroom); }