Croup Manor

Croup Manor is a location and settlement in the Commonwealth, situated on the northern tip of Nahant in 2287.

Background
This coastal mansion once belonged to the distinguished Croup family of Nahant. Although far enough from the blast zones to avoid annihilation, this property took the full force of the nuclear fallout and quickly became dilapidated, and the historic family underwent ghoulification.

Unable to bring himself to end their suffering, the only survivor, Theodore Croup, gathered the shuffling remains of his family together and locked them in the basement in January and February of 2078 before going out to look for other survivors. Meeting both ghouls and humans, all shared with him their experiences ending those who turned into monsters and tried to kill the non-feral survivors.

Unable to let go, Theodore came to the conclusion that the old world was dead, and his ghoulified family could start over again. He then went about trying to rehabilitate his family to allow them to talk, function and act like normal people again. The property became a hot spot for ferals, its remoteness proving to be its greatest asset. Far enough away from the main paths, it was avoided by the majority of wastelanders, leaving Theodore to rehabilitate in peace.

For the next two hundred years, he would do his best, but around 2287, his frustration boiled over. After spending the past two centuries trying to teach the creatures how to act as humans, he had nothing to show for it, except for the possibility that his cousin James could spot the difference between a salad fork and a regular fork. As for his aunt, Belinda Croup, he could not reach her at all, threatening to "bust her head" if she did not start listening to him. Ultimately, he did, and the remainder of his family would finally slaughter him.

Layout
The manor home consists of three stories and a basement. The first floor hosts the living room, dining room and a staircase to the basement. The settlement workshop is outside the house against the western wall. Another staircase leads to the second story, which hosts a study, and the third story, which holds the master bedroom. The manor's basement is behind a Master-locked door and is partially flooded. The west side of the basement contains Theodore Croup's terminal, a weapons workbench, an Advanced-locked safe and a steamer chest.

Settlement
Once the locale is cleared of feral ghouls, this settlement centers around the manor, extending a short way down the driveway and to the cliff surrounding the house. The area is littered with dead trees and a couple junked vehicles, such as an Atomic V-8 and a motorcycle, for wood and steel, but lacks other junk materials.

If trees are removed, there is an ample amount of land to build new structures. There is adequate land around the house (particularly in the back) that can be used for crops.

Notable loot

 * A mini nuke in the basement, on the couch.
 * A Jangles the Moon Monkey in the basement, behind the bookshelf.
 * The Croup basement key and Croup bedroom key inside the manor. The bedroom key is in a Novice-locked desk on the second floor. This key opens the third-level bedroom, which contains a leveled glowing one and the basement key.

Related quests

 * Taking Point: Minutemen scouts have found a promising site for a new settlement, but it's overrun with hostiles. Preston Garvey asks the Sole Survivor to clear it out so a beacon can be set up to attract new settlers in need of a home.
 * Clearing the Way: A settler tells the Sole Survivor that they are concerned about dangerous enemies in a nearby area, and asks them for help in clearing it out.
 * Pest Control: Dr. Binet of the Institute's Robotics division asks the Sole Survivor to eliminate some feral ghouls that are causing problems for a synth scavenger team.

Companion comments
When at this location, companions make comments, which are activated in the basement.

Appearances
Croup Manor appears only in Fallout 4.

Bugs

 * Settlers at the Croup Manor may get stuck by falling off the cliff outside of the buildable area. The settlers can be returned to the area by fast traveling and then returning to the settlement.
 * The bodies of the ghouls present in the settlement, even if initially moved, will return to their original positions as if the player character first discovered the settlement. Additionally, live ghouls may continue to spawn here, even after it has become a settlement. This includes a ghoul that is not aggressive toward those within the settlement until attacked, which spawns just behind the garage area, as well as the glowing one on the top floor, which has the ability to revive ghoul corpses close to it.
 * If a lancer-initiate is in front of the house, one cannot interact with them. Any shots fired at them will have no effect, nor will they display a physical reaction on impact.