- Speak with Maxwell
- Search the crime scene for clues
- Discuss findings with Maxwell
- Find and accuse the killer
- Investigate Keith McKinney
- Investigate Santiago Avida
- Investigate the Riggs
- Search the Overseer’s Office
- Investigate Julianna Riggs
- Confront Julianna
- Report your success to Maxwell
Locations to Explore
- Cliff’s Edge Hotel
- Vault 118
Trouble at the Cliff’s Edge
The quest begins only after you’ve spoken to Maxwell in Vault 118–a a surprisingly complicated task, due to the Vault’s hard-to-find entrance. While determined explorers can head directly to the Cliff’s Edge Hotel (located northwest of Far Harbor), it’s generally simpler to await an invitation.
A Guided Tour
As word of your arrival spreads across the Island, a Miss Nanny unit named Pearl will attempt to secure your help. In general, you can expect to find Pearl in or near the village of Far Harbor once you’ve completed Main Quest: A Walk in the Park.
Listen to Pearl’s proposition, ask any questions you like, and accept the job. Depending on your preference, Pearl will lead you to the Cliff’s Edge Hotel or agree to meet you near the building’s main entrance.
When you’re ready, follow Pearl into the hotel and exterminate the ghouls you encounter on your way to the basement. This area contains two functioning elevators: one that leads back up to the lobby (unlocking a more direct route through the hotel), and one that leads to Vault 118.
Ride down to the Vault 118 entrance hatch and use the door controls to begin your conversation with Maxwell.
Speak to Maxwell until you’ve gained entry to Vault 118, then head inside and complete the conversation by accepting the job. The quest begins shortly after you follow Maxwell to the nearby crime scene.
The Investigation Begins
Speak to Maxwell and listen to his instructions, then search the crime scene for clues. You can:
- Examine the victim’s shattered brain containment module.
- Examine the blood on the floor near the body.
- Examine the can of red paint beside the stage (near the end of the “blood” trail).
- Collect the bat beside the couch (near the end of the “blood” trail).
Armed with some solid leads (and a unique baseball bat), you’re ready to give a progress report. Return to Maxwell and tell him you’ve secured the murder weapon. He identifies the bat as belonging to Keith McKinney, making this Vault 118 resident your first official suspect.
Getting the Runaround
The information shared by the residents of Vault 118 varies depending on what you’ve already learned and how persuasive you manage to be. While this quest can be completed in a variety of ways, the most logical path to uncovering the truth involves six basic steps.
Step 1: Talk to Keith McKinney
Speak with Keith McKinney and ask him about the baseball bat. He claims he’s being framed, most likely by Santiago Avida.
Step 2: Talk to Santiago Avida
An artist by trade, Santiago Avida insists on discussing his work before he’ll answer any of your questions. You can play along in an attempt to win his respect, but the tour will continue regardless.
Once Santiago’s ready to talk about the murder, ask him for his thoughts on the case. He mentions that Julianna Riggs had been arguing with Ezra shortly before his death.
Step 3: Talk to Julianna and Bert Riggs
Julianna has little to say about the case, but Bert Riggs has some valuable information. When you ask him about the argument between Julianna and Ezra, he indicates something relevant may be stashed in the Overseer’s office.
Step 4: Search the Overseer’s Office
The Overseer’s office is located above the crime scene. Use the stairs near the kitchen to reach the upper walkway, approach the office, and attempt to open the door. You can use a bobby pin to pick the lock (Master), or you can speak to Maxwell to learn of a nearby key.
Unlock the door and access the Overseer’s terminal. Play the inserted holotape to learn about Ezra’s history of embezzlement.
Step 5: Revisit Bert Riggs
Before you discuss Ezra’s embezzlement with Julianna, resume your conversation with Bert Riggs. At this point, he should be occupying himself in the nearby classroom. Ask Bert about Julianna’s behavior for a chance to learn about Julianna’s recent behavior.
Step 6: Accuse Julianna Riggs
Accuse Julianna of murder, listen to her response, and tell her you know her secret.
The Robobrain claiming to be Julianna is actually Ezra Parker–the supposed murder victim. Finally exposed, Ezra drops the charade asks that you let him go. You can:
- Agree to let Ezra go free and allow him time to escape.
- Agree to let Ezra go free and immediately report him to Maxwell.
- Agree to let Ezra go free and attack him. Ezra becomes hostile and must be destroyed.
- Refuse to let Ezra go free. Ezra becomes hostile and must be destroyed.
Whether you promise or refuse to let Ezra go free, your choice triggers the Side Quest: Brain Dead, Part 2. Deal with Ezra Parker however you like, then speak to Maxwell and claim your reward.
