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It does everything By The Book, and } does it fast! (And will keep a hardcopy of monsters fought, treasure found, and experience on your printer!) Here's how to } do it: Download "DUBLEMKR" from your BBS, and use DISKCOM3 to un-pack! (Hey, if you're reading this, you've probobly d }one that!) After Booting Dungeon-Maker with BASIC in/on, you'll get the "title-scroll," and have to wait for loading. }When you get to the program, hit any key and then enter the number of members in your party (up to eight), and enter stats at } the prompts. Enter a starting time (in game-time) and then tell the DMaker if you are using a module. (If you are not, the } program will create random creatures for Wanderers and laired monsters.) You now get the Main Display screen, and are on yo }ur way! Main Display Most of the time, this is the data you need. The MD will show you numbers for figh }ting, saves, and other useful things. The bottom 4 lines of the screen come and go with special messages...treasure, spe }cial information about monsters you will encounter, and so on. If you want to save a hard-copy of Treasure you find (or docu }ment any information in this window) hit the <=> key to send a "snapshot" of it to the printer. The Commands: } First, you can hit the key at any time for a printer-listing of all commands. Add a Monster: Allows you t }o enter dice & experience stats on any monster to be fought...useful for fighting Module Wanderers or laired creature. } Bounce a Holy Water: Gives you stats on a H.W. throw, and where it goes if the PC misses. Detect Concealed Doo }r: Will make a roll for each PC (indexed by race) to see if a Concealed door is found, and displays results on Main Display. } Ask who is detecting, and hit , using what you need. Detect Secret Door: Same as . Enter a Room: }The Map shows the party is entering a room. Hit , and it rolls for contents, and produces Treasure and Monsters if needed }. Food: A random Food item for "Dungeon Dressing." Gem: Rolls a Gem. Enter a Hall: Gives you } details for empty, abandoned corridors. Investigate Container: What's IN that box, bag, vase? (Useful for MU's q }uarters.) Jewelry: Random rolls jewelry. Kill/Klear Screen: Dumps Experience and stuff to printer, and }makes way for another monster. Light: If a PC lights a torch or lamp, hit with the Display's "character number }." An "L" will appear in the Status Window for as long as the thing burns. Magic Spell: Same as ...Program ask }s for Spell duration in Turns. (If you hit , the duration is 2d4.) Listen for Noise: Similar to and ; } shows if a non-thief character hears a noise when listening at a door. (Hand-roll Theives...I can't do EVERYTHING!) < }O> Throw Oil: Same as .

Drink Potion: Same as . Querie Alingnment: Random rolls Alignments of Adv }enturers, Swords, Chapels...whatever. Battle Report: To fight a number of monsters at once, hit and the stats }on the first group hits the printer... Now use to enter the next monster! Surprise Toggle: When the party en }couters a monster, the MD will show fighting data, and two d6 are rolled to generate Surprise. (These are shown in the lower } right of the screen.) The bottom window will display info on the monster...favorite treasure, attacks or weaknesses... that } sort of thing. What if Surprises on a 1-5? Handroll Surprise, and hit the key to toggle to the right state. (Surprise }d PC's are hit against their Rear AC.) Random Trap Undead: Sometimes you want an Encounter with Undead o }nly...a tomb or such. Random rolls, indexed by Dungen Level. Very Carefully Press a Button: useful for "button roo }ms"...some good, some bad. Wanna' Press? Wanderer Check: Checks for Wanderers ("Arguing AGAIN? Hummm...Wonder } if this noise calls something...") Xamine a Magical Substance: more details. Y Not a Trick: rolls a roo }m item and a description (may require some DM interpretation.) Sleep: Advances time three hours and makes a Wander }er Check. hit three times to simulate a "night in the Dungeon" (and remember, eight hours of UNINTERUPTED sleep/meditati }on to regain Spells.) Advances time one turn and makes a Wanderer Check. Lets you adjust the chance t }o hit a Wanderer at each Dungeon Level. <1-8> A number of items of Dungeon Dressing...changes depending on room you are } in. <*> PC Saving Throws: Returns party saves, but only actual saves...you must include modifiers. <+> Shrieker } Check: Every round a Shrieker shrieks, hit this to check for new monsters. If found, dumps old monster to printer, and rol }ls new one. <=> Shapshot Item Saves: Hit by a Fireball...Humm...what's left? <#> Roll Magic Treasure: } Checks ALL the magic item lists for a Treasure! (A "*" indicates one from the "Unearthed Arcana.") <$> Roll Treasure: } Random treasure check for All types. <%> Idendify Spell: Shows results. <@> Monster Data: If the fighting dat }a rolls off the screen during battle, this recalls it. < Down a Stairway: Changes Encounter tables & probabilities. } > Up a Stairway: See above. At any time but DURING battle, you can create a random treasure with the