inherit "/players/josh/room/mage/dungeon/Dtemp.c";
#define NAME "josh"
reset (arg) {
int i;
reset_doors(arg);
if(!present("rat")) {
for(i=0; i<3; i++) {
move_object(clone_object("/players/josh/room/mage/dungeon/obj/rat.c"),this_object());
}
}
load_door(({
"file", "/players/josh/room/mage/dungeon/seh.c",
"direction", "southwest door",
"long",
"This is a strong steel door. There is a huge circle"+
" of protection from water carved in it.\n",
"key id", "silver key",
"lock id", "silver lock",
"lock description", "A shiny silver lock that glows softly\n",
"open", "unlocked"
}));
if (arg) return;
set_short( "Earth cell");
set_long(
"This room is lite by more of those glowing orbs. The cell itself "+
"seems \n"+" to have been carved strait out of solid rock."+
" Strong chains of gleaming\n"+"steel are fastened to the walls,"+
"floor, and ceiling.\n \n \n"
);
set_items(({
"stone#stones#rock",
"The walls have glyphs carved into them.\n",
"glyphs#glyph",
"The writing is so ancient its true meaning is lost on you, but the power "+
"you\nfeel from them leaves you no doubt they are not for decoration.\n"+
"You do reconize the earth symbol repeared in several places.\n",
"walls#wall",
"The walls are made up of solid stone, many of which have glyphs"+
"of \n"+" power carved into them.\n",
}));
set_weather(3,1,0);
set_smell("Sniffing your lungs fill with dusty air.\n");
set_listen("You hear only the earthworms. \n");
set_exits(({
}));
}