                  ", updates=" + updates + "].");
 
         // apply the updates to our cached scene
-        var model :SceneModel = loadSceneModel(_pendingSceneId);
+        var model :SceneModel = loadSceneModel(_pendingData.sceneId);
         var failure :Boolean = false;
         for each (var update :SceneUpdate in updates) {
             try {

    /** The id of the scene we currently occupy. */
    protected var _sceneId :int = -1;

    /** Our most recent copy of the scene model for the scene we're about to enter. */
    protected var _pendingModel :SceneModel;

    /** The id of the scene for which we have an outstanding moveTo
     * request, or -1 if we have no outstanding request. */
    protected var _pendingSceneId :int = -1;

    /** The id of the scene we previously occupied. */
    protected var _previousSceneId :int = -1;

    {
        // our move request was successful, deal with subscribing to our new place object
        _locdir.didMoveTo(placeId, config);

        // keep track of our previous scene info
        _previousSceneId = _sceneId;

        // clear out the old info
        clearScene();

        // make the pending scene the active scene
        _sceneId = _pendingData.sceneId;
        _pendingData = null;

        // since we're committed to moving to the new scene, we'll parallelize and go ahead and
        // load up the new scene now rather than wait until subscription to our place object
        // succeeds
        _model = loadSceneModel(_sceneId);

        // complain if we didn't find a scene
