Brain death. Far Harbor - completing the quest "brain death" Plot development options

Vaults in Fallout 4 are special bunkers that were built by Vault-Tec with the noble mission of saving the population in the Great War. At their core, shelters are bunkers in which people could stay for a long time, fleeing the consequences of the use of weapons of mass destruction.

For convenience, use summary:

Description of each Vault in Fallout 4

Vault 111

This shelter is the first one encountered on the main character’s path; it is there that he runs with his family at the very beginning of Fallout 4. Vault 111 provided protection to everyone in the early moments of the Great War. But in addition to protection, an experiment was conducted on the sheltered residents to test the effect of prolonged stay in a state of cryosleep on the human body.

This shelter is located near the settlement of Sanctuary Hills.

Vault 75

Finding shelter 75 is quite simple; in the vastness of the Commonwealth there is a small town called Malden, you need to go there. Once in Malden, you need to find the local high school, get inside and find the entrance to the basement. The rest is even simpler, in the basement there is an entrance to the shelter, we look for it and get inside. In the bunker itself you can find various things, some of which can be very useful, such finds include a Science bobblehead and an issue of the Massachusetts Surgical magazine.

The social experiment that was carried out in Vault 75 can greatly offend impressionable people. The fact is that the Vault-Tec company used this shelter to conduct experiments on small children and teenagers. Researchers worked with their genome, constantly tried to improve it, and destroyed the unsuccessful “instances.” You can read more information in the main article.

Boston Mayor's Hideout

This shelter is located in a southwest direction from Fort Hagen. From the documents that the main character can find in the shelter, he can find out that the mayor of Boston built this structure for his personal purposes with public money. At a moment of general hysteria, he, his guards and his family took refuge in a bunker, but the residents of Boston somehow found out about this shelter and stormed it. They broke open the gates with an excavator and began to storm the interior of the shelter; as a result, punishment overtook the mayor of Boston, he committed suicide so as not to fall into the hands of a maddened crowd.

If you are planning to visit the Boston Mayor's Vault, then you need to know that the door to the shelter opens from a checkpoint, and at the entrance there are two active machine gun turrets. In addition, in this shelter you can encounter synths and their patrols, as well as the Death Claw, a little more about it. If you find yourself in the gym and destroy the group of synths located there, then pay attention to the tunnel, at the end of this tunnel the Death Claw lives. He will begin to attack the main character if he overcomes half of the tunnel, or, for example, throws a grenade there.

Important: An issue of Amazing Cool Stories can be found in the mayor's hideout.

Vault 81

Vault 81 is still inhabited, where you can meet settlers, complete several quests for them, buy or sell various goods, and find a new partner, Curie. Vault 81 is located near the Diamond City settlement and you can see its exact location on our interactive Fallout 4 map.

Important: in addition to the new partner, there are other useful finds in shelter 81, for example: a “Medicine” bobblehead and two whole magazines: “Grognak the Barbarian Magazine” and “Taboo Tattoos Magazine”.

An experiment was also conducted on the residents of shelter 81, but not as cruel as in other shelters. The researchers of this refuge tried to obtain a unique medicine that could cure any disease. As was customary in other shelters, this vaccine was tested on shelter residents, not always successfully.

More detailed information can be found in the main article: “Vault 81”.

Vault 95

The history of this shelter is sad; the Vault-Tec company recruited 72 people who had a wide variety of addictions, from drugs to alcohol. These people had to undergo rehabilitation without any external stimuli, but among the settlers there was an employee of the Vault-Tec company, who, after several years, was supposed to help the settlers find a secret room that contained everything that these people had previously used . This task was completed and a complete orgy began, in which the settlers killed each other.

This shelter is easy to find; it is located between the border of the glowing sea and the settlement of Somerville Place. A visit to Vault 95 is not necessary, because it does not participate in the plot of the game and the main character can visit this place of his own free will, or by completing some side quest. When the main character visits the shelter, there is a base of Shooters there who are aggressive towards your character, and there are also several aggressive robots there.

Among the finds in shelter 95 there are various stimulants and narcotic drugs, and you can also find some weapons.

Vault 88

This shelter is not in the “pure” game Fallout 4, this location is added by the Vault-Tec Workshop add-on. With the advent of this shelter, you have a unique opportunity to build your own unique settlement. Vault 88 is yours alone, you can do whatever you want with it, build various rooms, decorate them the way you like, accept settlers and, of course, conduct experiments on them.

After installing this DLC, a shelter will appear in the Quincy Quarry location.

Vault 114

The main character will visit this shelter without fail during the “Valentine’s Day” quest, in which he must find the missing detective Nick Valentine in order to ask the latter for help in finding his son. You can only get to Vault 114 through the Park Street metro station, but this is not easy, because you will have to break through crowds of bandits.

Vault 114 is quite large and spacious, but at the same time no more than 120 people should have lived in it. In this shelter they were going to conduct an experiment on officials, oligarchs and their families. They wanted to place people who were accustomed to luxury in fairly spartan conditions and see what would come of it. In addition to the lack of basic resources, during the experiment, Vault-Tec was going to put a person from the “lower” class in charge of the shelter, someone who would despise and hate these people. But fortunately, or unfortunately, the shelter did not have time to be built by the beginning of the Great War, so this rather “interesting” experiment was not carried out.

Getting the current quest is not so easy; you must first complete a number of tasks from the “Miscellaneous” section.

In Far Harbor, you can accidentally meet a robot named Pearl. She heard that a detective has arrived on the island and she needs your help. There has been a murder at the hotel where she works, and Pearl's employers want someone to find out exactly what happened.

Charisma

You can ask where the murder took place (level of belief - easy).

You can also find out who the deceased was (medium level of belief).

And finally, ask who Pearl's employers are (the level of persuasion is difficult).

Don’t forget about the monetary reward (level of persuasion - easy, medium, difficult).

If you agree to investigate, then she can accompany you to the hotel or meet you already on the spot. You will have a task in the “Miscellaneous” section - “Meet Pearl at the Cliffs Edge Hotel.”

Meet Pearl at the Cliff's Edge Hotel

The Cliffs Edge Hotel is located north of Far Harbor. It can be reached along the road along the coast. Pearl will be waiting for you at the entrance. Some guests show aggression, but the guests are in a more protected place. You need to get to them. You will receive the next task from the Miscellaneous section - “Follow Pearl through the Cliffs Edge Hotel.”

Follow Pearl through the Cliffs Edge Hotel

Follow Pearl through the hotel and deal with rowdy visitors along the way - feral ghouls. The hotel is completely destroyed and there is nothing much to profit from in it. In the toilet on the second floor (lock level is easy) you will find a first aid kit. In the kitchen on the third floor you can refresh yourself with food and drinks, Yader-Cola for example.

Eventually, Pearl will lead you to the elevator. Having gone down on it, you will find yourself in a closed part of the hotel, or rather to the entrance to Vault 118. Click on the button on the control panel of the shelter and talk to Maxwell. Introduce yourself as a detective and he will open the door for you.

Maxwell will meet you at the entrance. Mr. Parker, the hotel's principal owner and financier, has died. You will have another quest from the “Miscellaneous” section - “Follow Maxwell to the crime scene.”

Follow Maxwell to the crime scene

Follow Maxwell. He will lead you to a restaurant hall, where in the middle lies a corpse, whose death you need to investigate. Surprise... all the guests of the refuge hotel are robotic brains. Suddenly.

From this moment the full-fledged quest “Brain Death” begins.

Talk to Maxwell

Maxwell offers to examine the crime scene, and at the end tell about everything that can be found. You can also question guests, but he warns that you should only make accusations if you are absolutely sure of it.

Examine the crime scene for clues

Get closer to Mr. Parker's corpse. By pressing the [E] key, you can examine the robotic brain. It seems the brain container was broken by something. You will find blood stains nearby, follow the trail of blood. In the corner to the left of the stage you will find a Fensbuster baseball bat - the murder weapon.

Help: Fensbuster

Damage: 35

Speed: Slow

Weight: 3

Price: 125

Peculiarity: Ignores 30% of target's damage and energy resistance.

Discuss information with Maxwell

Ask Maxwell questions about the guests, the murder weapon and the victim. Many years ago, hotel guests decided that the best way to survive a nuclear war was to put their brains in a robotic enclosure. The murder weapon is a prop from a movie Mr. McKinney starred in. As for the victim, it was Ezra Parker who invited the hotel guests to invest in the construction of Vault 118.

Find and accuse the killer

Your investigation does not necessarily have to develop according to the scenario proposed below; how to conduct the case is up to you. Let's agree in advance that there are two wings in the shelter - right and left, relative to the hall where the murder took place, if you stand facing the stage.

Collect a file on Keith McKinney

Keith McKinney, whose bat you found at the crime scene, you will find in the right wing in the studio shooting or recording room. You will witness an interesting conversation between Keith and Gilda. It looks like he was jealous of her for someone. But to whom? Shouldn't it be to Mr. Parker? And where are they going to run?

It's a pity, but it was just a rehearsal. If you ask what Keith McKinney thinks about the murder, he will say without hesitation that Santiago is the killer, because he is drawn to the crime scene. According to him, he also threw the bat. We need to question Santiago before we charge Keith. It's really stupid to leave your bat at a crime scene.

Collect a dossier on Santiago Avida

Santiago, a local artist, who you will find in his studio in the left wing of the shelter.

Charisma

You can talk to him about art, convincing him that art is life (level of conviction - medium). He will give you a personal tour of his gallery and ask you about each of his three paintings, where charisma can also come in handy (level - easy, medium and difficult). The last picture is especially cute!)

Regarding the murder, Santiago thinks that you should talk to Julianne Riggs, because they recently had a real scandal with the deceased. He didn’t hear what the argument was about, but Gilda probably heard it. And he returns to the scene of the crime for inspiration, no matter how strange it may sound. By the way, he painted more than 1000 paintings of Gilda, isn't this love?

Charisma

Ask Santiago, he still loves Gilda (conviction level - easy). Jealousy may well be the motive.

I think it's worth asking Gilda about what happened that day between Julianne and Ezra Parker. You will find her on the beach, located at the end of the left wing corridor. Gilda Brosco is an actress and a very passionate woman.

Charisma

Who would have thought that there were passionate women in Vault 118? You can flirt with Gilda (persuasion level - easy). Continue flirting until the opportunity to ask her out appears in the dialogue (persuasive level - medium).

Sex with a robotic brain—you’ve definitely never experienced anything like this before! In addition, after this you also get a rest perk - “Lover’s Embrace”. +15% to experience gained for a limited time. You can find out about all the rest perks.

But returning to the investigation, I think it’s still worth asking Gilda about the quarrel between Julianne and Ezra. According to Gilda, Mrs. Riggs was furious because she had discovered something in the caretaker's office that had completely pissed her off. Unfortunately, Mrs. Brosco did not hear what exactly was being said.

You can also ask her what she thinks about murder. She finds it strange that Santiago is so obsessed with the crime scene, but he has always been eccentric, and about the bat, Gilda thinks that Keith would not be able to raise his hand against Ezra. Don't forget about the love triangle between Gilda, Keith and Santiago, ask about that too.

I think now we should inspect the caretaker’s office to see what Julianna Riggs found there that caused a whole scandal to break out. The caretaker's office (Overseer - written above the door) is located on the second floor, to the right of the stage, if you stand facing it. You can get there via the stairs located opposite the kitchen, also to the right of the stage. You can pick the door (the lock level is very difficult) or open it with the key found on the desk in the living room, which can be accessed from the hall with display cases and a pool table. The hall is located next to the Keith and Gilda film studio.

In the Overseer's terminal there is a holotape "Vault 118 Overseer's Log". From the holotape you learn that the caretaker suspected Mr. Parker of theft and called the auditor. The case was that Ezra did not transfer money for the construction of the second wing of the hotel, claiming that Mrs. Riggs had not paid the fee. But Julianna Riggs said the opposite. It looks like Ezra Parker was ripping off investors, but you should ask Mrs. Riggs more about this.

Talk to Julianna Riggs

Well, the time has come to talk with Julianne Riggs herself. She resides in the left wing with her husband Bert. Quite a strange woman, judging by the conversation you hear upon entering their room filled with junk. She has memory loss, and she also claims to be sick. Absurd, if you remember that she is a robotic brain.

Her opinion on the killer is the actors or the artist. As for the quarrel with Ezra Parker, Julianne claims that she simply lost her temper that day because she was not feeling well. This version does not fit in with the rest of what we managed to find out. In addition, he responds with disbelief to the assumption that Mr. Parker was robbing her and other investors. Apparently he is not capable of this. So far everything is very strange, I think we need to talk to her husband. He, as an outsider, may clarify the situation.

Bert Riggs is a scientist who you can find in his laboratory in the right wing of the refuge hotel. He had not heard anything about Julianne and Mr. Parker's argument, but his wife always criticized Ezra.

Charisma

Ask Bert about Julianne's strange behavior (Persuasion Level: Medium). To which he will say that she has become a completely different person, which makes him feel uneasy. If you clarify what this means (the level of conviction is complex), then he will say bluntly that the one who is walking around their room is not his wife.

Find and accuse the killer

The murder investigation is over, that's all you can find out. There were many suspects, but it was time to draw conclusions. You can first charge Keith McKinney with the murder weapon - his bat. He will deny it in every possible way because he has no motive. He's not the killer.

Charisma

Ask Keith McKinney about his alibi (average level of conviction). It turns out that he had tender feelings for Ezra, that is, he loved him.

When you bring charges against Julianna Riggs, she will certainly think it's stupid. Then ask her about her alibi, which will turn out to be quite dubious, given that robots don’t get sick. Well, the statement about the motive for the murder, that Ezra was robbing her, will reveal the whole truth. It turns out Burt Riggs was right - this is not his wife. This is Ezra Parker. He killed Julianna Riggs and pretended to be her, while framing Keith for her murder.

Ezra Parker will offer you a choice - disperse peacefully, or he will leave in battle. You can let him go or kill him.

Charisma

You have a chance to ask for a share in order to let him go (persuasive level - medium). But keep in mind that you will receive it in pre-war currency.

After making a choice, another quest “Brain Death, Part 2” will begin.(read about it below). If you decide to let Ezra Parker go, then the quest will develop according to Scenario 1. If you decide to punish the murderer and fraudster, then the quest will develop according to Scenario 2.

Scenario 1

If you decide to let the killer go, then wait until Ezra leaves Vault 118 and go to Maxwell with a report. You can lie that:

  • He disappeared and you didn’t have time to detain him.
  • You had to kill him.
  • It's over and there's nothing to worry about anymore.

In any case, you will receive a fee and a bonus from Maxwell for solving such a crime.

Reward: Pre-war money (400)

Scenario 2

Tell Maxwell about Ezra (Optional)

Even if you told Ezra Parker that you were letting him go, you may change your mind and tell Maxwell about his crimes. But this must be done before the criminal has time to escape, leaving Vault 118. Maxwell

Defeat Ezra Parker in Vault 118

If you first agreed to let the criminal go, and then changed your mind and told Maxwell about everything, or immediately refused, then you will have to fight Ezra Parker in Vault 118. Only in the first case you will have a small army of all residents and employees, and in the second, you will most likely fight one on one. Get the key to Vault 118 from Ezra Parker in case you want to return.

Report success to Maxwell

Report to Maxwell that you have dealt with the killer and he is dead. Get a reward from him.

Brain Death, Part 2

“Brain Death, Part 2” is a strange quest that appears when you choose to “release or punish the killer.” This quest, like part 1, has several development scenarios. Also, some tasks of this quest will be completed in parallel with the tasks of the first part of the quest.

Scenario 1

Tell Maxwell about Ezra's death

If you decide to let Ezra Parker go, then wait until he leaves Vault 118 and lie to Maxwell that he is dead. This will allow you to complete this quest. Or maybe you’ll just change your mind about letting the criminal go and kill Ezra Parker before he escapes, then report to Maxwell about Ezra’s real death.

In the Wasteland you can find the remains of attempts to save humanity before a nuclear disaster - shelters. All bunkers were securely hidden deep in the ground. Sometimes - under various buildings. Therefore, without knowing where to look for shelter in Fallout 4, you won’t be able to go far.

Vaults in Fallout 4

In Fallout 4, there are very few shelters available for a Survivor to visit. One of them is 111, where the game begins. They were supposed to not only protect people from radiation. Most of them involved social experiments - sometimes cruel, sometimes funny. Now all known bunkers are open and either extinct or actively developed by residents (or those who took their place).

Where and how to look for shelter in Fallout 4

There are 7 underground locations in the game and its add-ons. Some of them are still inhabited. Where they are located and how to find them - read below.

Vault 75

A special place for experiments on children - it was planned to gradually improve the human genome to create an ideal superbeing. The subjects underwent many modifications, strenuous training and exercises. Adult residents were killed or offered jobs on the secret staff.

The entrance is located under the Malden High School. The building is located east of the Malden Center. It is enough to go down to the basement to find the entrance.

Vault 81

In this shelter, the Vault-Tec corporation was going to develop a cure for all diseases. Residents were selected as experimental subjects. But the Overseer deceived the scientists and locked them in a secret laboratory area so that they could not conduct experiments on the residents. Therefore, the bunker did not die out.

The entrance is located near Diamond City in a northwest direction. Now this subway is open, and its inhabitants actively cooperate with the outside world of Fallout 4. The exact location can be found out during the quest with the appropriate name.

Vault 88

Appears in the Vault-Tec Workshop add-on. It can be found in the Quincy Quarry. Once found, the Career marker will be replaced with the marker of the desired location.

Here an experiment was supposed to replace actions necessary for a person with supposedly socially useful ones - spinning an exercise bike instead of relaxing, playing in a casino, and so on. Now you can mock the settlers, since there are no survivors left.

Vault 95

It was intended for the treatment of drug addicts - only people with addictions lived in it. The social experiment consisted of observing what would happen if, after 5 years of treatment and rehabilitation, access to drugs was given. This led to the death of the population even before the events of Fallout 4.

You can find the location if you go west from Somerville Place. The easiest way to get here is through Kate's quest "Beneficent Intervention".

Vault 111

It became a platform for a cryogenic experiment - all residents were frozen, as expected, for 180 days. Although it turned out to last for more than 200 years. Unfortunately, only the protagonist survived. There is no need to search - the player leaves it at the very beginning of the storyline.

Vault 114

A special protection zone for high-ranking people - businessmen and officials. But at the same time, it was planned to keep them in extreme poverty and lack of resources under the leadership of “an idiot who hates them.” It was not completed.

This location is directly connected to the metro. You can get into it through the Park Street metro station: the entrance is in one of the tunnels.

In Far Harbor we meet a robot assistant - Pearl. She mistook us for a detective, because... I heard a rumor about a newcomer who was investigating a case of a missing person, and decided to introduce the Survivor to the course of one complicated “wet” businessman. Pearl's employers have assigned her to find a good detective to investigate a murder at the Cliffs Edge Hotel, which is located north of the city.

Note
With the help of the high charisma skill, you can only get pre-war money from her - 70 dollars, that's all she has. But Pearl's employers are not experiencing financial difficulties, and she promises to negotiate with them for a greater reward.

We agree and go with our new friend to the ill-fated hotel. You don't have to go far, it's located on the shore near the city.

The hotel turned out to be completely abandoned, and Pearl complains about the missing staff and warns about rowdy guests who, when they meet, loose not only their hands, but also their teeth, and their clothes are clearly not suitable for decent society. In general, it is not difficult to guess that these impudent guests are none other than maddened Ghouls.

We follow Pearl through the corridors and halls of the hotel, simultaneously dealing with unfriendly guests.

We get to the elevator, and take it to the closed part of the building. And here's a surprise, in front of us is the door to a real shelter! We connect the Pip-Boy to the communication terminal and, with the help of a new acquaintance robot assistant named Maxwell, we go inside shelter 118.

Maxwell cordially greets us at the door, counting on help in the investigation. It turns out that Mr. Parker, the main owner and financier of Cliffs Edge, has died.

We follow Maxwell to the crime scene - to the banquet hall. Near the “body” of the deceased, two guests - Santiago and Keith zealously discuss his death, and only after Maxwell’s insistent request do they calm down and go to their rooms, so as not to interfere with our investigation.

Although the hotel guests look like robots, in reality this is not entirely true. Many years ago they were ordinary people who decided that the best way to wait out a nuclear war was to put their brains in a robotic case, now they are robotic brains. From a conversation about the victim with Maxwell, it was possible to find out that Mr. Parker at one time invited hotel clients to invest in the construction of a shelter. He made sure Vault-Tec built the Vault exactly to his specifications. It's time to start detective work, the first step is to examine the “body”. The victim's head compartment is punctured, and nearby there is a stain resembling blood.

Near the sofa we find a possible murder weapon - a Fensbuster baseball bat, and behind the curtain a can of red paint... What does this mean?

From a discussion about the discovered evidence with Maxwell, we learn that the bat we found was used on the set of the film in which Mr. Keith McKinney starred, and Mr. Santiago Avida probably had the red paint on the carpet - he is a local artist. It is necessary to collect dossiers on two suspects. Let's go talk to Santiago.

Acquaintance with the robot artist begins with a tour of his gallery, during which a very interesting point is revealed - it turns out that Santiago is the author of a series of funny paintings with kittens that are found throughout the Commonwealth.

Among the author’s paintings there are a lot of portraits of Gilda; according to the interlocutor, at one time he was crazy about her. However, with the proper charisma skills, you can find out that the artist still has tender feelings for her and is terribly jealous of her newly made companion. We ask the suspect about the red paint found at the crime scene. Santiago doesn't know where it came from, because... the last jar was borrowed from him by Ezr... Santiago advises to interrogate Julianne Riggs; recently she and Ezr caused a real scandal, her squealing was heard in the farthest corners of the hotel. We go to Julianne and Bert's room. The first thing that alarms the couple in their conversation is the fact that Julie does not remember the name of her cat and calls him the name of her previously deceased pet. And in response to her husband’s request to correct her matrix, the wife on the spot comes up with incredible excuses about having a cold...

Bert was once one of the leading members of the team that created the first robotic brains - prototypes of the model they now use. And with the help of a voice modulator, original human voices are recreated, which can also imitate absolutely any voice...

Note
With a high Charisma skill, Bert will tell the Survivor that he is concerned about Julianne's strange behavior. It seems to him that this is not his wife at all, but another person, and he does not know who is now walking around their room.

When Julianne asks about any thoughts on the murder, she quickly blames the artist or one of the actors. According to her, creative people tend to be violent.

When asked about the quarrel between Ezra and Julianne, Burt cannot say anything significant, because... at that time he was in his laboratory and did not hear anything. According to him, his wife always criticized Mr. Parker. The only thing he remembers is about a certain thing Julianna found in the caretaker’s office. In the caretaker's office (on the second floor) we find a terminal with a holo-recording, after listening to which, it becomes clear that Ezra was robbing his investors. We go to talk to the next suspects - Gilda and Keith. The couple is just busy rehearsing some performance on stage.

Upon completion, Gilda leaves her partner and heads to the so-called beach. Let's go find out from Keith what he knows about the baseball bat we found at the crime scene. The actor is clearly confused and decides that Santiago wants to set him up, because he saw how the artist tinkered with evidence near the murdered Mr. Parker.

Note
In Pearl's store you can buy a "Sophisticated Gentleman" headdress.

Now it’s worth asking a few questions to Gilda, we meet her on the beach of the refuge. Gilda does not see any connection between the found bat and Keith; according to her, he could not raise a hand against Ezra.

She confesses to having a love affair with Santiago, but at the same time insists that she loves Keith. A warm relationship with the artist arose due to the fact that Keith does not pay enough attention to her, and she can be very lonely... Gilda manages to find out why Ezr and Julianne quarreled. The “girl” was furious because the caretaker’s room was in terrible disrepair and - this is the most interesting thing - she discovered something there that completely pissed her off, but what exactly it was about remained a mystery. Note: With a high charisma skill, Gilda can be invited on a date to “watch the sunset.”

Note
On the ground floor, in one of the rooms, next to the broken terminal, there is a key for the caretaker of Vault 118.

After all the suspects have been interrogated, dossiers have been collected and certain conclusions have been made, we go to Julianna to accuse her of murder. Who would have thought?.. At first she denies everything and does not confess to the murder of Mr. Parker, but as soon as you call her Ezr, mentioning that the secret has been revealed and further masquerade loses its meaning. Parker did not intend to kill Julianna, but she guessed everything, she had to be dealt with immediately. Ezr Parker suggests dispersing without shooting - closing his eyes and telling everyone that he escaped during an attempt to arrest him. You can agree to release the criminal for part of the money he stole - 200 pre-war dollars.

Brain Death, Part 2

Plot development options:

1.Tell Maxwell about Ezra.

If you tell Maxwell about Ezra before he has time to leave the shelter, then Maxwell will inform the staff, and the Survivor will not be alone with the killer.

2. Tell Maxwell about Ezra's death.

It is necessary to wait until Ezr leaves the shelter, then there will be an opportunity to lie about his death or report that the criminal has escaped.

In any case, for the work performed, the Survivor will receive $400 as a fee and a hundred as a bonus for solving such a terrible crime.