Well I downloaded the file, installed my texture pack of choice, and started figuring out what all the levers do.
Excerpt for the journal of stand in overseer, Bleak Ugoshkeskal
It is the 22nd of opal in the year 130, the season is winter.
What a time to be in charge, the past three overseers have abandoned us upon arrival and the mayor is decidedly useless. Being the chief medical dwarf I had the brains and the status to take control of the fortress until the replacement overseer arrives in a year's time to clean up this mess.
The first order of business once I was in control was to put an end to the dreadful siege lock-down which has kept us trapped for these long leaderless weeks. The last overseer to make any real progress solved the problem of the siege itself but was ousted from office before the last part of the plan was completed and he was unable to leave instructions for the pits of drowning. After much thought I selected some of the levers scattered about at random and ordered them pulled to see what would happen. The first of my choices opened the pits of drowning into the fortress without draining them off first and was immediately reset nothing of value lost, the second drained all the water and enemy possessions into the underground filter chamber, and the third opened the gate to the filter chamber so the fallen could be retrieve and disposed of.
That nasty business is being attended to as I write this which brought to my attention some very serious issues. The work order system is a complete mess and the ratio of doctors to peasants is way off so I had the most useless and unproductive dwarves transferred to the medical profession, they may need some practice before they stop slipping in blood and using the bone knives for cooking but in the long run it will benefit the fort.
Only three other happenings of note since my accent to power have occurred the first of which was an incident involving a war dog, a lever, and a drawbridge. It turns out the lever in the upper dinning room opens the interior drawbridge at the gates of the fortress which we discovered after accidentally launching a dog about 20 feet into the air, the stupid beast fell on its stomach and bruised itself pretty bad but it should live assuming it doesn't vomit to death in a corner somewhere.
The second thing that caught my attention was a bone carver who pushed past me in the halls, he seemed in a trance and kept mumbling about bones and other such things, later I come to find out he took over the craftsdwarf's workshop and started stealing supplies from all over the fortress. As of know he's locked himself inside and won't let anyone in but everyone can hear him working on something when they go past, so long as he doesn't break anything I've decided not to interfere who knows maybe he'll show some hidden talent and create something interesting from all the stuff he's taken.
The last and most pressing issue is the situation with the booze, some idiot stopped production and we have literal 17 drinks left for a fortress of over ninety dwarves. On top of the existing lack everyone able to brew is busy with the mass hauling of the dead invaders to the refuse piles so we'll have to go sober for a few days until they finish up.
Oh and we're still trapped inside because I can't find the lever for the outer gates. That might be important to.