Tree_CR1
{
  439,327 // tree
  424,366
  429,411 // crossroad1 (bridge)
}

Tree_Dance
{
  439,327 // tree
  420,345 // dance site
}

CR1_Castle
{
  429,411 // crossroad1 (bridge)
  485,421
  512,435
  518,467
  568,505 // castle
}

CR1_CR4StoneBridge
{
  429,411 // crossroad1 (bridge)
  404,422
  375,427
  347,440
  316,462 // crossroad4 (village-bridge)
}

CR1_CR4WoodenBridge
{
  429,411 // crossroad1 (bridge)
  404,422
  380,442
  356,454
  316,462 // crossroad4 (village-bridge)
}

CR4_Well
{
  316,462 // crossroad4 (village-bridge)
  269,497
  235,517
  186,521
  165,509 // well
}

CR1_CR2
{
  429,411 // crossroad1 (bridge)
  376,406
  338,386
  280,377 // crossroad2 (stub)
}

CR2_Lake
{
  280,377 // crossroad2 (stub)
  261,396 // lake
}

CR2_MageTower
{
  280,377 // crossroad2 (stub)
  267,334
  276,271
  299,248 // mage_tower
}

MageTower_CR3
{
  299,248 // mage_tower
  365,229
  422,207
  491,204 // crossroad3 (near tree)
}

Tree_CR3
{
  439,327 // tree
  457,320
  451,256
  491,204 // crossroad3 (near tree)
}

CR3_MineDoor
{
  491,204 // crossroad3 (near tree)
  485,169 // mine_door
}

CR3_CR5
{
  491,204 // crossroad3
  532,220
  560,270 // crossroad5 (near dock)
}

CR5_Dock
{
  560,270 // crossroad5 (near dock)
  574,275
  609,296 // dock
}

Route
{
  Tree_CR1			// from tree to crossroad1 (bridge)
  StartSilence()
  if(StoneBridge)
  {
    CR1_CR4StoneBridge		// from crossroad1 to crossroad4 (village-bridge) through stone bridge
  }
  if(WoodenBridge)
  {
    CR1_CR4WoodenBridge		// from crossroad1 to crossroad4 (village-bridge) through wooden bridge
  }
  EndSilence()
  CR4_Well			// from crossroad4 to well
  Stay(1 0)
  if(LastDance > 180)
  {
    Dance(4)
  }
  Stay(1 1)
  ~CR4_Well			// back to crossroad4
  StartSilence()
  if(StoneBridge)
  {
    ~CR1_CR4StoneBridge		// from crossroad4 to crossroad1 (bridge) through stone bridge
  }
  if(WoodenBridge)
  {
    ~CR1_CR4WoodenBridge	// from crossroad4 to crossroad1 (bridge) through wooden bridge
  }
  EndSilence()
  CR1_Castle			// from crossroad1 to castle
  Stay(1 1)
  Stay(2 2)
  Stay(1 0)
  ~CR1_Castle			// get back to crossroad1
  CR1_CR2			// go to crossroad2 (stub)
  CR2_Lake			// go to lake
  Stay(2 3) // феечка, ау!
  Stay(2 2)
  ~CR2_Lake			// back to crossroad2
  CR2_MageTower			// go to magetower
  Stay(3 1) // о великий маг, хош спою?
  Stay(1 2)
  MageTower_CR3			// go to crossroad3 (near tree)
  if(Door)
  {
    CR3_MineDoor		// go to door
    Stay(2 2) // кузне-е-ец, сделай колечко, а?
    Stay(1 3)
    ~CR3_MineDoor		// go back to crossroad3
  }
  CR3_CR5			// go to crossroad5 (near dock)
  Stay(1 0) // кораблик!!!
  CR5_Dock			// go to dock
  Stay(3 0) // to dance, or not to dance?
  ~CR5_Dock			// back to crossroad5
  ~CR3_CR5			// back to crossroad3 (near tree)
  Stay(1 2) // хорошо здесь, но пора домой
  Stay(1 1)
  Stay(1 3)
  ~Tree_CR3			// back to tree
  if(LastDance > 180)
  {
    Tree_Dance			// go to dance
    Dance(4)
    ~Tree_Dance			// go back to tree
  }
}

//Silence {
// CR1_CR4StoneBridge
// CR1_CR4WoodenBridge
// MageTower_CR3
// Tree_CR3
// CR5_Dock
//}
