The Quarry: Chapter 1 - walkthrough The Quarry guide, walkthrough
This page of the guide to The Quarry contains a walkthrough of Chapter 1. You will learn how to complete tasks from this part and get the Chapter 1 achievement.
Last update: 28 June 2022
On this page of The Quarry guide, you will find the walkthrough for chapter 1. You will learn what you need to do to complete this part of the game and unlock the Chapter 1 achievement.
Jacob
In chapter 1, you will begin your adventure by playing as Jacob. Your task will be to bring your luggage to the car.
When you go to get your luggage, you can find some interesting things, such as Hunting Notice, Camp Plaque and Emma's bracelet.
Picking up a potato chip pack exposes a large spider - not recommended for people with arachnophobia.
You must enter the camp building through the window on the left side of the terrace. Your friends will not let Jacob in through the main door.
Inside you must pass through the library, dining room and kitchen. Along the way, you can find the Temperance tarot card.
The luggage is lying on the stairs. After taking them, you will go directly to Kaitlyn. Don't pick them up if you want to explore the area. There is no time limit here.
When you return to Kaitlyn, you must break down the car. This sequence cannot be skipped. You can't just give up and drive away.
- If you choose to destroy the engine cable, the car will catch fire when you try to start it, but no one will get hurt.
- If you take away the part, the car won't start, but Jacob may have more trouble surviving over the course of the story.
Abigail
After the sequence with Jacob, you will move to the vacation homes for children. Abigail sits in front of them, whom you will come to control.
After Emma shows up, you must decide what to do with your luggage. Do you leave it or destroy the door. The option to break down the door will make it easier for you to escape and hide in the later stages of the game.
Once inside, you can find a few important items: the Newspaper Headline Scrap clue and the talking mascot Izzy (you might need it in the last chapter of the game so take it).
When you leave the house, go to Emma. Along the way, you will find clues: Camp Song Recording, Information Singpost, and the Empty Vial evidence.
If you are sure that you have visited/collected everything, go to the small bridge. Emma waits there - she will ask you several times if you want to go now. If you say yes, she will take you to others.
You will talk with her you as you drive. You will talk about Nick which is important for the later parts of the game.
Dylan
As Dylan, you will be in front of the main camp building. You have a moment to talk with your friends. After a moment, Chris will appear and interrupt the conversation. The action will switch to Ryan.
Ryan
Ryan will go with Chris to his office. After a while, however, their conversation will get interrupted by a phone call. You have two options: eavesdrop or listen to the podcast in peace. This decision will not affect the plot, only the characters' relationship. Eavesdropping will make Chris disappointed in Ryan's behavior.
Once outside, they will try to start the car. If you took the part, the car won't start. If you chose the hose, the car will catch on fire.
Chris will drive away asking you not to leave the house after dark and to sit quietly inside.
The rest of the group will come up with the idea of doing one last party. You cannot change their mind. If you tell them to do this, they will think Ryan is boring, but the party will happen anyway.