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Posted (edited)

somehow the quote box has precluded adding my own text, but I wanted to say I found the hint but never found the location mentioned.

Many of my thoughts about the mission (story-light, exploration-heavy) have been posted, but I wanted to acknowledge the reference to 

Spoiler

Assassins! with Farquis' murder and the layout of the shop!

The note on the door made me think I needed a key from the Watch Captain so I trekked over there to find 

Spoiler

nothing, then run back to discover I could have picked the lock the whole time 😆

I found a foul-smelling key once I was inside, can I have a hint where to use it?

Edited by hightide
clarity
Posted

@hightide I'm glad the reference was noticed, I do enjoy dropping easter eggs in here and there.

As for the smelly key, you can find another clue
 

Spoiler

under the bed in the Workhouse supervisor's room, in the form of a note suspecting a secret stash near Farquis' shop

along with another one

Spoiler

in the Crookshank Lane city works office reporting water damage to a sewer tunnel wall

but if you just want the answer, then

Spoiler

look in the alley around behind Farquis' shop and move some junk to find a sewer hatch. You'll have to poke around the tunnel to find the passage leading to the lock you need the key for, though

 

Posted

Okay.  I'm on the top floor of the warehouse, and a guard starts coming up in the elevator.

He comes about 2/3 of the way up, then goes back down again.  I presume the other downstairs guard is pressing the downstairs call button?  This repeats many times.

I look over the edge of the lift shaft to see what is going on.  The guard in the elevator sees me, and tries to throw something at me.  this rebounds off the side of the lift shaft, and hits him instead.  This repeats many times.

At which point,
a) He DIES, and
b) I lose the game because he died(!)

  • Haha 1
Posted
12 hours ago, Jnon said:

@hightide I'm glad the reference was noticed, I do enjoy dropping easter eggs in here and there.

As for the smelly key... if you just want the answer, then

  Reveal hidden contents

look in the alley around behind Farquis' shop and move some junk to find a sewer hatch. You'll have to poke around the tunnel to find the passage leading to the lock you need the key for, though

I had already checked there and picked open that lock. I think both of them should have required a key, but maybe that would have been annoying to try to find.

This mission is done a disservice by Dark Mod not having a map that supports note-taking.

 

Thank you for making us a City section to play in, and helping us here!

  • Like 1
Posted
18 hours ago, High John said:

Okay.  I'm on the top floor of the warehouse, and a guard starts coming up in the elevator.

He comes about 2/3 of the way up, then goes back down again.  I presume the other downstairs guard is pressing the downstairs call button?  This repeats many times.

I look over the edge of the lift shaft to see what is going on.  The guard in the elevator sees me, and tries to throw something at me.  this rebounds off the side of the lift shaft, and hits him instead.  This repeats many times.

At which point,
a) He DIES, and
b) I lose the game because he died(!)

Guards shouldn't be going up the elevator at all... did you do anything to draw them up there or was this regular patrolling?

Posted
17 hours ago, High John said:

I think I got into the elevator downstairs without them noticing, and went upstairs.

I was upstairs a while before he tried to come up.  Maybe I was making too much noise?

I playtested that area a dozen times and I never experienced anything like this, but I admit I never went too loud when I did that. I'm surprised that an AI guard killing himself with rocks counted against the No Kill objective, I could have sworn I set "Player Responsible" as a condition properly...

Posted

@Jnon
Thank you very much for this wonderful mission!
I made it difficult for myself by just going around quite randomly and only near the end discovering some things that made some situations make much more sense .. and more easy.
It's is certainly one to play again one day and take a different approach.

  • Like 1
Posted

Very good FM, I much enjoyed it! Large city hub with an unique design, countless areas to explore each with its own little story. I found over 10.000 loot but not all, not something I can say in most FM's. I also encountered a few problems, such as a noclip brush you can climb on using some planks that let you walk on air and into the void... that and the no kill objective doesn't work, I can kill anyone including the categories it mentions and the objective doesn't fail.

Spoiler

Something a little absurd you can have fun with is the jail downstairs in the Watch station: The incarcerated thug is hostile toward the player. If you unlock his door and he sees you briefly, he'll come out of his cell to investigate then go back inside when he calms down. Such a nice criminal, investigating a potential rescuer then locking himself back in his cell once he's confident no one trespassed into the prison holding him :D

  • 3 weeks later...
Posted

Congratulations on the release. Especially such a complex and large map. Still playing and
really enjoying it. :) Thanks.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

Posted

Just finished this. This is an excellent mission. I really liked the design, and the gameplay was good,

but bit tough with all the lights. Was a good long play, and I really enjoyed it. My only criticism

was it doesn't seem you changed the AI accuity settings, as even on the lowest Difficulty, they were super

sensitive to sight and sound. Other than that, the design was great, difficult and really well made, with

lots of cool detail. 

 

Thanks. :D

  • Like 1

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

Posted
On 7/6/2025 at 5:53 PM, High John said:

The guard in the elevator sees me, and tries to throw something at me.  this rebounds off the side of the lift shaft, and hits him instead.

It's werd this is even possible.

  • 4 weeks later...
Posted
On 8/19/2025 at 5:39 AM, snatcher said:

While having good fun in Crookshank Lane I noticed this stove seems to be a little off:

 (9839.29 -5492.23 -67.75)

crookshank-2025-08-18-22-33-36-9839-29-5

Oof.. can't believe I missed that. I'll consider an updated version at some point, I'm elbows deep in a new map right now.

Posted

That stove model has been troublesome for a while now. You place it where it looks nice in DR, and on some playthroughs it moves a foot leftwards on its own. No idea why.

My missions:      Stand-alone                                                  Duncan Lynch series           Collabs                             

                                 Down and Out on Newford Road          the Factory Heist                  A Collector's Errand (with Bikerdude)

                           The Wizard's Treasure                          A House Call

                                                                                           The House of deLisle                                                                                                  

                              

Posted

@Jnon
I was playing the mission again and in the warehouse I had strange things happen with the elevator and the candle from the second floor; when you put the candle on the elevator floor, the elevator only wants to go down.
For a test, when you hold the candle, and with the candle bump the second floor button, the elevator goes up, but as soon as you put the candle down, the elevator immediately goes down.
Maybe all elevators do this, but I thought is was rather strange.

Posted (edited)
17 hours ago, STRUNK said:

Maybe all elevators do this, but I thought is was rather strange.

Hah indeed, just tested and this also happens with the kitchen elevator in fm A new job. So must be universal. But it only happens with that specific candle. Maybe something to do with that it consists of two parts.

Edit: Probably yes. If you put two movable objects on top of each other (for example 2 boxes), the elevator can't move up. I think I heard of this bug before. Because the candle consists of 2 parts: a holder and the candle itself, it probably has the same issue.

Edit2: If you climb on top of a box in an elevator, the elevator will go down.

 

Edited by datiswous
Posted

@datiswous
An universal elevator bug it seems.
If you put something under the elevator, put a book or a crate or something flat on the elevator floor, go up or down and while moving put the candle on the book, the elevator will go down, or kep going down and tha candle will stay in place in mid air!! 
Because there is something under the elevator, the elevator will hit that and go up again until the book touches the candle again and will go down again (candle stays in place).
But, when you grab the book, the candle will fall down : D
It's all rather strange indeed but not a real problem I guess.

Posted
1 hour ago, STRUNK said:

Because there is something under the elevator, the elevator will hit that and go up again

I guess it's cheating, but I used this to my advantage to a guardpatrol in HH3 using the elevator, practically locking him up in the elevator (because he kept pressing the button for going down, but then it went up again).

  • 2 months later...
Posted

Finished this up the other day and enjoyed all the exploring.  After misplacing myself on the map, (could of used a spyglass here lol), I explored the west side of the map before realizing where I wasn't headed - my apartment. So once I got my bearings I continued on my way over to my apartment and exploring the rest of the city. 

Thanks for all your hard work, I look forward to more. :)

  • Like 1
Posted

I absolutely LOVED this mission. In my opinion, this one was soooo much better than the author's previous mission Threepenny Revue. I thoroughly enjoyed exploring this mission and went way past the loot requirement on normal difficulty just because I wanted to keep exploring. I hope the developer keeps designing fan missions because Last Night On Crookshank shows some real talent. This was one of the best missions I have ever played and I have been playing Dark Mod for many years. 

  • Like 2
  • 3 months later...
Posted

I really should have remembered to subscribe to this thread, didn't realize there were comments here.

I'm glad people are enjoying the map. It was a learning experience, and rough around the edges I'll happily admit. I've been at work on a new FM for several months now, I figure it's about 50% to 60% complete. A little less open-ended and a little more narrative-focused than this one, but I hope it's still enjoyable once its done.

  • 3 months later...
Posted

Very entertaining and satisfying mission.

I really liked the freedom to just explore and ransack random locations while discovering little hints towards more difficult locations 

Spoiler

the two keys for bank, the letter about the bank window...

completely ignored the pumping/electric works line and went on my own dodging city watch. Very challenging in some areas (manor...) to hide without toggling lights.

 

 

  • Like 1
  • 1 month later...
Posted

It's a lovely Mission. I played it again yesterday in which I found a little bug near the church in a little alley closed with a wooden wall. Its easy to jump it and leave the map.

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