/
lib/banish/
lib/d/
lib/doc/
lib/doc/domains/
lib/doc/efun/
lib/doc/examples/
lib/doc/examples/armour/
lib/doc/examples/contain/
lib/doc/examples/food/
lib/doc/examples/magic/
lib/doc/examples/monster/
lib/doc/examples/room/
lib/doc/examples/weapons/
lib/function/
lib/include/
lib/include/fn_specs/
lib/include/skills/
lib/info/
lib/inherit/base/
lib/log/
lib/manuals/312/
lib/news/
lib/obj/party/
lib/objects/components/
lib/open/
lib/open/library/
lib/open/party/
lib/players/
lib/players/zilanthius/
lib/room/
lib/room/city/arena/
lib/room/city/creator/
lib/room/city/garden/monst/
lib/room/city/obj/
lib/room/city/shop/
lib/room/death/
lib/room/registry/
lib/secure/
lib/secure/UDP_CMD_DIR/
lib/skills/
lib/skills/fighter/
lib/skills/thief/
lib/usr/
lib/usr/creators/
lib/usr/players/
/* Thief tunnel1 */

#include <mudlib.h>
inherit ROOM;

void reset(status arg) {
  reset_doors(arg);
  load_door(({
    "direction", "trap door",
    "file", "room/city/pub/pub",
    "long",
      "A trap door in the ceiling.\n",
    "key id", "city key",
  }));
  if(arg) return;

  set_short("A dark damp tunnel beneath the city");
  set_long(
     "Water drips down the walls in this small round tunnel \n"+
     "that meanders it ways around underneath the city above.\n");

  set_exits(({ "room/city/pub/pub", "up",
               "room/city/thief/tunnel2", "east"
  }));

  set_weather(0, 1, 0);
  set_listen("You hear the dripping of water off the walls...");
  set_smell("The air about you smells damp and musty...");
}