Double World Tutorial I figured out how to make a system for 2 worlds, like in The Legend of Zelda - A Link to the Past, so I wanted to share it with everyone. What you need to know Custom Events Fork Options Item Making The Map IDs of the maps you're using The Maps Make a world map however you want, it should be called map 1, and you might as well keep the name for now. Then copy that map EXACTLY(easiest just to copy and paste it) to get map 2. Make whatever changes you want to map 2, just don't change the map size. You can check the ID number of a map by right clicking on it and selecting Map Properties(At the top it says 'The setup of the map - ID:####'). The Common Events First make a common event, let's call it WorldSwitch, I guess. Make the event start condition Parallel Process, and the appearance condition event a new switch called WorldMirror, or whatever goofy RPG thing you want. Now under Events Commands, make a Fork Option(with no else case), and set the conditions to switch World2 On, and while you're at it create a switch called World2, so you'll have a switch to use. After the endcase here, create another fork option(again no else case) with the conditions set to switch World2 Off. Here's what it should look like: Name : World Switch Event Start Condition : Parallel Process Appearance Condition Switch : [0002:WorldMirror] Event Commands: <>Fork Optn:Switch [0001:World2] - OFF <> :END Case <>Fork Optn:Switch [0001:World2] - ON <> :END Case <> We'll come back to this later. Make another common event, let's call it HeroLocator or something, and make the event start condition parallel process. Create 3 variables, one called HeroX, one called HeroY, and one called Map. Under Event Commands insert 2 change variables, change HeroX to set - event - hero - coordinate X,and change HeroY to set - event - hero - coordinate Y. Now that this event is done, it should look like this: Name : HeroLocator (or whatever) Event Start Condition : Parallel Process Event Commands : <>Variable Ch.[0001:HeroX] Set, Hero X pos <>Variable Ch.[0002:HeroY] Set, Hero Y pos <> Now Go back to your other common event, WorldSwitch. Under Event Commands, right on top of the first endcase, Insert Memory Place, set the first variable to your variable Map, the second variable to HeroX, and the third to HeroY. Next insert a change variable, set the variable Map to the map you want to go to's number.(If you're on map one, and you want to go to the exact same place on map two, have it set the variable to 2). Now tell it to go to memorized place with the same variables you told it to memorize. Next make it change the switch World2 to off. Copy from Memory Place to change switch and paste it above the second endcase, and alter the pasted ones so that it changes the variable map to 1, and changes the switch world 2 to off. It should look like this now: Name : World Switch Event Start Condition : Parallel Process Appearance Condition Switch : [0002:WorldMirror] Event Commands: <>Fork Optn:Switch [0001:World2] - OFF <>Memory Place : [0001], [0002], [0003] <>Variable Ch.[0003:Map] Set, 2 <>Goto Memorized Plac: V[0001] (V[0002], V[0003] <>Change Switch : [0001:World2]-ON set <> :END Case <>Fork Optn:Switch [0001:World2] - ON <>Memory Place : [0001], [0002], [0003] <>Variable Ch.[0003:Map] Set, 1 <>Goto Memorized Plac: V[0001] (V[0002], V[0003] <>Change Switch : [0001:World2]-OFF set <> :END Case <> The Item Call it World Mirror, or something stupid and RPGy, classify it as a switch, adjust it however you want, just make sure you set it to use in field, and a limitless amount, and set the switch it changes to WorldMirror. Variations This is really simplified, you'll probably want to add teleport effects, but that's covered in another tutorial. Another idea is to copy Zelda, and make the item go only one way (delete the second fork option) and have panels on the ground that warp you back. Or you could be more creative, I dunno, have fun with it, and good luck. EJKUVT@yahoo.com