The Quarry - How to Find Every Piece of Evidence
In every one of The Quarry’s 10 chapters after the prologue, there lies a single piece of Evidence to find. Some are more obviously important at first, but all of them are integral to getting home safely with proof of what’s happened. Plus, you get an achievement or a trophy for doing so on a single save file! Here’s how to get all of them on a single run.
A few basic tips to get out of the way first though. For one thing, please be aware that I’ll be spoiling some major events here out of necessity. If you’d rather go in blind, feel free to come back later! After completing a single run, you’ll unlock a Chapter Select feature, so you can just go back to any given chapter if you missed some Evidence.
Secondly, you’ll be able to find these objects no matter what at their respective points in the story for the most part, but as a general rule, you should be trying to keep people alive. This isn’t always strictly necessary, but you should be particularly careful that Emma, Kaitlyn, and Jacob survive for as long as possible, as their relevant pieces of Evidence can pop up later into the game or even during moments where they could shuffle off of this mortal coil. After all, who’ll show the world the Evidence you’ve found if no one’s there to share it?
#1: Empty Vial (Chapter 1, Summer Camp)
This is gonna be in the area with all of the cabins where you play as Abi. Look around for a large tree in the center of the area and investigate it. Abi will notice the carving in the tree first but will then note the odd, tiny bottle. It smells rather bad, apparently.
If you miss this, you just might have a chance to get it again if your characters ever return to the Cabin area, like in Chapter 5, for instance… However, I haven’t tested this yet, so it might not work out.
(Additionally, you might want to, when given the choice of how to break the van’s engine, take the rotor arm. I have yet to break the fuel line myself, so I cannot guarantee anything, but the rotor arm comes up in an important way later down the line. There’s a good chance you might miss some crucial Evidence!)
#2: Torn Bags (Chapter 2, Summer Store)
This one is hard to miss! As you move along in the store as Emma, you'll eventually find yourself in a previously locked room. There's not much to look at in there, except for a shotgun, a code, and the bags themselves. The bags are in the corner furthest from the door, if you need to make a beeline.
#3: Bloated Corpse (Chapter 3, Lake Septimus)
This one can be a bit of a doozy if you're not careful! It requires you to dive into the lake as Jacob for something a bit more significant than skinny dipping. It may be possible for another character to do this, but I have yet to see anyone in a reasonable position to do so and I’ve not heard of anyone else finding this in any other way.
My method for finding the Bloated Corpse starts all the way back at Jacob's portion in Chapter 1. When messing with the car, he has two options: break the fuel line or steal the rotor arm. Go ahead and take the rotor arm! You can always put it back later.
Jacob will carry this little car part for as long as he can, but after going for a swim, he'll lose it and has to choose between diving back in to search for it or running off after one of his friends. But if you want to see a drowned body, you'll have to take the plunge. Jacob will look around for the rotor arm, finding it while also getting his hand stuck. After a bit of finagling, he'll come across the corpse chained to the bottom of the lake. You'll lose the rotor arm, but isn't finding a body more important? Don't forget to surface before Jacob meets the same fate!
#4: Attack Photo (Chapter 4, Treehouse)
Here's another one from Emma. And this time, the opportunity to get this piece of Evidence is somewhat unavoidable if you do well enough to survive the attack. However, this time getting the Evidence is based on using interrupts. These quick time events are essentially a timed choice to either do something or avoid doing something. Action or inaction. If you feel like you don’t usually have enough time to make these decisions, feel free to go to the Accessibility settings and give yourself more time to complete these interrupts. Once back in game, try to shock the strange being attacking you in the Treehouse and don't miss your chance to snap a pic with an interrupt! And remember: careful planning beats reckless endangerment.
#5: Claw Marks (Chapter 5, Camp Cabins)
If you're looking for collectibles, this one shouldn't be too hard. When controlling Dylan, but before entering the radio hut, don't forget to look over to the left of the entrance, which has been mysteriously scratched up. Dylan will snap a picture and get even more frightened. It’s not the most exciting Evidence in the world, but the refurbishing costs are going to be annoying.
#6: Memory Card (Chapter 6, Hackett Woods)
The location description provided by the game is a bit generic here, so I'll try to be more specific. When controlling Jacob at the start, you'll pass over some wooden structures. There’s a fork in the road not long after you get on, with both paths being short and leading to the same end. Even so, take the right path, where it goes off and makes a little triangle. There should be a broken camera sitting on the wood. If you can't seem to find it, retrace your steps and cover every inch of the place. Pick it up and the Memory Card inside is yours!
#7: Cease and Desist Letter (Chapter 7, Sheriff's Office)
After surviving a rather eye-opening attack, you'll have free rein to look over the area, beyond a handful of locked rooms on the first floor. There's a lot you might want to see, but don't forget to head towards the room up the steps at the far left corner from where you enter the main station. Look around this area and the office right nearby for this Letter and a recording of the podcast episode that the Sheriff seems to want to stay.
If you’re curious, the podcast in question is called Bizarre Yet Bonafide and it follows two friends, Grace and Anton, who discuss the veracity of the supernatural in the small town of North Kill where The Quarry takes place. Six episodes of the show are available now to listen to on Spotify, YouTube, and other places where podcasts can be listened to.
#8: Scarred Flesh (Chapter 8, Quarry Mines)
Once you've fallen, there's only one way to go, and that's up. When rising up the Quarry Mines, you'll be following a linear path, so don't worry; you'll pass this soon. About halfway up, you'll pass a square, stone pillar you can walk all the way around. There'll be a little bloody patch to the right of the walkway you'd leave by. It's a bit gross, but head right on over and pick it up!
#9: Kaylee's Letter (Chapter 9, Hackett House)
If you can make it to this old house in the woods and have survived up until now as Ryan, good news! This is just off in a box in the near right corner of the room where he starts exploring. It might even be the first thing he can pick up in this chapter. Just don't look at any doors until you've found the letter. And don’t worry about not being able to read it yet. Just wait and all will be revealed.
#10: Trail Cam Footage (Chapter 10, Lodge Attic)
This is actually the only one I've missed in the past! I got it as Kaitlyn when looking for a vantage point in the Lodge, but presumably anyone trying to protect themselves inside the general area at this point could look for it.
You'll come across a picture of an old man on the chimney as you walk across an upstairs pathway. All you have to do is ignore it and keep going! Checking it out will net you another collectible, but it’s also the trigger to move on with the finale. Of course, you’ll have the option to keep exploring, but ignore it just in case. Then, just keep going up whatever stairs you can find until you can't get any higher. You’re looking for an attic. The Footage should be available as a set of tapes in a box nearby.
If you’ve found everything — and even if you haven’t — you’ll find yourself with a special treat during the game’s ending credits. Right in front of a newspaper clipping of the events surrounding whatever event you got will be a podcast. The one, the only, Bizarre Yet Bonafide. Grace and Anton will discuss the Evidence you’ve collected and will be the final arbiters of your fate… or at least, that’s what Grace thinks. Anton is far more skeptical. But if, like Grace, you’re willing to believe that the bizarre can yet be bonafide — and if you’ve collected enough important Evidence — these humble podcasters may be the key to your fate.
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