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Longneck Lukowski's Cannery terminals

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This page presents the content of the terminals within the Longneck Lukowski's Cannery as is in game.

Terminal

Note: This wall terminal is located on the northern wall in the upper control and office niche. It is locked xxxxx?

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Welcome to ROBCO Industries (TM) Termlink

The following section is transcluded from Security door control. To modify, please edit the source page.
Creation Kit ID
nativeSwitchDoorTerminal

> Security Door Control

Creation Kit ID
nativeSwitchDoorTerminalSubMenu

Note: This header is displayed if door(s) are locked.

Note: This header is displayed if the door is opening.

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MaxLock Security Door Control Interface
STATUS: Busy

Note: This header is displayed if door(s) are unlocked.

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MaxLock Security Door Control Interface
STATUS: Unlocked

Open Door

Note: This notice is displayed if the command opens a single door.

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Security lock released. Opening doors...

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> Accessing Maglocks...

Note: This notice is displayed if the command opens multiple doors.

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Security locks released. Opening doors...

Close Door

Note: This notice is displayed if the command closes a single door.

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Security lock engaged. Sealing doors...

Note: This notice is displayed if the command closes multiple doors.

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Security locks engaged. Sealing doors...

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> Initializing Maglocks...

Terminal

Note: This desk terminal is located on the desk in the hallway just past the elevator to the basement. It is locked xxxxx?

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== Longneck Lukowski's Cannery ==

=================================================

       <User "Theodore Collins" signed in>
=================================================

Logs

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=============

       Logs
=============

Still works

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Let's see if this old terminal still works.

Seems to be more of less intact. Got the robots working but I'm still reading up on how to use the canning retorts. It looks like they're broken, but aparently this place was built on the ruins of an even older cannery, so I'm going to try to see if there's any parts to scavenge.

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> Loading Log...

Repairs

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Running about a week behind schedule, but I've got the retorts up and running again. Managed to find the parts I needed, though it took longer than expected when some ghouls broke through the wall. One of the traders I've been talking to got here before I had things ready and half the meat he sold me spoiled before I could get it canned. Had to mix in some meat from the molerats I found down here, but who's gonna know the difference?

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> Loading Log...

Explosion

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Dammit. Retort 2 blew a hole in the side and the explosion shook loose some of the bricks down here. Took out part of the damn walkway. That hole in the wall widened and more ghouls keep getting in. I'm going to have to get a fence set up down here to keep them out.

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> Loading Log...

Molerats

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Even running with only one retort, this has been working out way better than I could have hoped!

That book I found on Marketing really seems to be doing the trick. Only problem now is that the traders can't ever seem to bring me enough meat. I've been having to mix in more and more molerat. Shame, since I've always though they were kind of cute. I've got to find some other meat to use if I'm going to keep up this level of production...

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> Loading Log...

Elevator Control

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:::SYSTEM ERROR:::

Elevator controls have been disabled remotely. Please contact system administrator.

The following section is transcluded from remote door control terminal (Fallout 4). To modify, please edit the source page.

> Remote Door Control

Note: This is the default header for the remote door program.

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Remote Door Control Interface
STATUS: Closed

Note: This is the header once the remote door is opened.

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Remote Door Control Interface
STATUS: Open

Open Door

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Opening doors...

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> Accessing Door...

Close Door

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Sealing doors...

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> Initializing Door...