Castle_Hill
{
  592,513 // castle
  661,507
  711,478 // hill
}

Castle_CR1
{
  592,513 // castle
  559,493
  528,460
  524,428 // crossroad near castle
}

CR1_Seaside
{
  524,428 // crossroad near castle
  536,383
  586,364 // seaside
}

CR1_CR2
{
  524,428 // crossroad near castle
  483,414
  433,417 // crossroad near bridge
}

CR2_WoodenBridge
{
  433,417 // crossroad near bridge
  413,425
  388,441
  360,455
  318,466 // crossroad near village
}

CR2_StoneBridge
{
  433,417 // crossroad near bridge
  413,425
  383,428
  348,445
  318,466 // crossroad near village
}

CR3_Village
{
  318,466 // crossroad near village
  260,495
  247,515 // village
}

CR2_Mine
{
  433,417 // crossroad near bridge
  430,358
  461,314
  459,256
  476,213
  456,189 // mine
}

Route
{
  Castle_Hill
  Stay(2 1) // капитан возит контрабанду
  Stay(1 2)
  ~Castle_Hill
  Castle_CR1
  Stay(2 2) // стой, кто идет?
  Stay(1 1)
  ~Castle_CR1
  Stay(2 0) // ни-ко-го..., скучна!
  Stay(1 3)
  Stay(1 2)
  Stay(1 1)
  Castle_CR1
  CR1_Seaside
  Stay(1 0) // капиташку смыло
  Stay(1 1)
  Stay(1 0)
  ~CR1_Seaside
  CR1_CR2
  if(WoodenBridge, StoneBridge) // is there a bridge?
  {
    StartSilence()
    if(StoneBridge)
    {
      IncomeTrollBridge(600) // деньги брать с меня?!!! 
      CR2_StoneBridge		// cross the stone bridge
    }
    if(WoodenBridge)
    {
      CR2_WoodenBridge		// cross the wooden bridge
    }
    EndSilence()
    CR3_Village
    Stay(2 3) // семушки!!!
    Stay(2 0)
    Stay(1 3)
    Stay(1 2)
    ~CR3_Village
    StartSilence()
    if(StoneBridge)
    {
      ~CR2_StoneBridge		// пройти по деревянному мосту обратно
    }
    if(WoodenBridge)
    {
      ~CR2_WoodenBridge		// пройти по каменному мосту обратно
    }
    EndSilence()
  } // <<< if(WoodenBridge, StoneBridge) {
  Stay(2 1) // о! зайду к гному, он мне 3 камешка должен!
  Stay(1 2)
  CR2_Mine
  Stay(1 1) // рогатый, агов! дань за 10 лет давай!
  Stay(1 2)
  Stay(1 1)
  Stay(1 2)
  ~CR2_Mine
  ~CR1_CR2
  Stay(2 0) // мож капиташка обьявился?
  Stay(1 1)
  CR1_Seaside
  Stay(3 1) // ветер с моря дул, ветер с моря дул...
  Stay(1 0)
  ~CR1_Seaside
  ~Castle_CR1
  Stay(2 1) // о, уже кто-то что-то спёр
  Stay(1 2)
  Stay(1 0)
  Stay(1 3)
}
