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Editing 23a:Lever

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Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)
 
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)
  
Advanced players do not trust doors alone to protect their control room, as some fortress invaders are [[building destroyer]]s, and can deconstruct any door or floodgate they come across.
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Advanced players do not trust doors alone to protect their control room, as some fortress invaders are [[building destroyer]]s, and can deconstruct any door or drawbridge they come across.
  
 
Because control rooms often contain levers linked to most every important system in the fortress, it's critical to guard it against troublemakers like [[gremlin]]s and [[tantrum]]ing dwarves.  Having wardogs or other attack animals chained at all entrances is a good start, and military stationed nearby is popular as well.
 
Because control rooms often contain levers linked to most every important system in the fortress, it's critical to guard it against troublemakers like [[gremlin]]s and [[tantrum]]ing dwarves.  Having wardogs or other attack animals chained at all entrances is a good start, and military stationed nearby is popular as well.

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