/
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("North end of Watchmakers Lane");
   set_long("You are at the north end of Watchmakers Lane, a narrow "
      +"street which houses many of the best of "+CITYNAME+"'s "
      +"artisans shops. It continues to the south of "
      +"here. To the east you can see the marketplace, "
      +"and to the in the distance to the west lies the "
      +"traders guildhouse. \n");

   add_exit("south", HOMECITY+"watchmakers3", "road");
   add_exit("east", MARKET+"marketplace17", "road");
   add_exit("west", HOMECITY+"tradersguild1", "road");
/*
** Entrance to Bass's shop
*/



  add_exit("north", "watchmakershop", "door");
   add_item( ({"marketplace", "market"}),
      "The marketplace is the trading centre of "+CITYNAME
      +". It is just east if here.\n");
   add_item( ({"guildhouse", "building"}),
      "The traders guildhouse is an opulent looking "
      +"building, painted with pure gold. Those traders "+
      "don't half like to show off you know!\n");
  add_item( ({"shop", "store", "north" }),
     "This is the shop that Bass built it is to the north");
   add_monster(MONSTERS+"trader", 2);
   add_monster(MONSTERS+"merchant", 1);
   add_monster(MONSTERS+"man", 1);
   set_zone("trader");
   set_light(60);
}