diff --git a/engines/tsage/ringworld2/ringworld2_scenes1.cpp b/engines/tsage/ringworld2/ringworld2_scenes1.cpp index a7a00f66c88..2d957990b97 100644 --- a/engines/tsage/ringworld2/ringworld2_scenes1.cpp +++ b/engines/tsage/ringworld2/ringworld2_scenes1.cpp @@ -14967,11 +14967,12 @@ void Scene1950::enterArea() { switch (R2_GLOBALS._flubMazeEntryDirection) { case 0: _sceneMode = 1950; - if (R2_INVENTORY.getObjectScene(R2_SCRITH_KEY) == 0) { + if (R2_INVENTORY.getObjectScene(R2_SCRITH_KEY) == 0) + // The original uses CURSOR_ARROW. CURSOR_WALK is much more coherent R2_GLOBALS._player.enableControl(CURSOR_WALK); - } else { + else setAction(&_sequenceManager, this, 1950, &R2_GLOBALS._player, NULL); - } + break; case 1: { _sceneMode = R2_GLOBALS._flubMazeEntryDirection;