/
LIB3/
LIB3/D/ADMIN/
LIB3/D/ADMIN/OBJ/
LIB3/D/ADMIN/ROOM/W/
LIB3/D/HOME/
LIB3/D/HOME/CITY/ARENA/
LIB3/D/HOME/CITY/ITEMS/
LIB3/D/HOME/CITY/POSTOFFI/
LIB3/DOC/
LIB3/GLOBAL/SPECIAL/
LIB3/GLOBAL/VIRTUAL/
LIB3/NET/
LIB3/NET/CONFIG/
LIB3/NET/DAEMON/CHARS/
LIB3/NET/GOPHER/
LIB3/NET/INHERIT/
LIB3/NET/OBJ/
LIB3/NET/SAVE/
LIB3/NET/VIRTUAL/
LIB3/OBJ/B_DAY/
LIB3/OBJ/HANDLERS/TERM_TYP/
LIB3/PLAYERS/B/
LIB3/PLAYERS/N/
LIB3/ROOM/
LIB3/SAVE/
LIB3/SAVE/BOARDS/
LIB3/SAVE/ENVIRON/
LIB3/SAVE/POST/
LIB3/STD/COMMANDS/SHADOWS/
LIB3/STD/CREATOR/
LIB3/STD/DOM/
LIB3/STD/EFFECTS/
LIB3/STD/EFFECTS/HEALING/
LIB3/STD/EFFECTS/OTHER/
LIB3/STD/EFFECTS/POISONS/
LIB3/STD/ENVIRON/
LIB3/STD/GUILDS/
LIB3/STD/LIQUIDS/
LIB3/STD/ROOM/
LIB3/STD/TRIGGER/SHADOW/
LIB3/W/
LIB3/W/BANNOR/
LIB3/W/NEWSTYLE/
#include "path.h"
inherit "/std/room.c";

setup()
{
   set_short("A dark alley");
   set_long("You are standing in a narrow, dark alleyway, which "
+"stops to the north of you. "
      +" You do not feel safe here. There is a seedy "
      +"looking building to the east of here. \n");
   add_item( ({"alley", "dark alley", "narrow alley", "alleyway"}),
      "The floor of the alley is covered with garbage, and tall "
      +"buildings on either side of it cut out most of the light. "
      +"You are sure that this is a dangerous place to be. \n");
   add_item( ({"building", "guild", "thieves guild"}),
      "The building houses the thieves guild. You can tell "+
      "by the piles of stolen goods sitting outside it.\n");
   add_monster(MONSTERS+"thief", 1);
   add_exit("south", HOMECITY+"darkalley2", "road");
add_exit("east", GUILDS+"thieves/guildhall", "corridor");
   set_zone("alley");
   set_light(40);
}