Chapter 2 - The Quarry Guide - IGN (2024)

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Callum Williams,Angie Harvey,Axel Bosso,+6 more

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With the gang committed to planning a bombastic final bash on the beach, we'll push into The Quarry's second chapter. The walkthrough below will help you raid Hackett Quarry and create the best campfire soiree possible, with the scene allowing us to take control of each member of the gang as they find booze, firewood and a few things to protect themselves from roaming "bears".

Chapter 2 will begin with Emma and Jacob raiding the Hackett Quarry general store for some beers. There's a problem though: the door to the shack is locked.

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(Emma) Grabbing Beers and a Shotgun

As Emma records a video joking about the shop being locked, Jacob will attempt to open the door using a lockpick. The man clearly hasn't played enough Skyrim and is taking his sweet time picking the lock, leaving Emma a little impatient.

Eventually, we'll get an interruption, giving us the opportunity to kick the door in. Here's what happens if we do or don't take it:

ChoiceOutcome
Kick the DoorEmma will boot the door in, gaining immediate access to the shop
Don't Kick the DoorEmma will wait a few more seconds and Jacob will manage to pick the lock, getting the door open without force

We'll now be inside the general store, with Emma and Jacob looking around for some booze, snacks and other party essentials. After joking with Jacob, Emma will come across a safe behind the counter.

Our job is to try and open it. Listen to Jacob make a crass joke about watermelons and we'll head to the back of the store in search of the code.

Once inside the backroom, we'll regain control and have the ability to walk around. Look behind the shelf directly in front of you and you'll find a damaged Harum Scarum flyer. Take a look at it and we'll officially add the Damage Memorabilia clue to our collection.

With that nabbed, follow the path that weaves through the shelves. It'll take you around to the back of the room. You'll eventually pass a window, with the camera cutting to a view of one of the hunters we met earlier watching Emma from afar. After the short jumpscare, push on to the final portion of the room.

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You'll see a door in the back right-hand corner of the area. This is where we want to go to progress the story, but let's first look for a shelf with an interactive marker directly to the right of the door. If you're struggling to find it, it should be opposite the set of freezers in this area. The shelf will have a set of blueprints Emma can take a peek at. Once she has, we'll add the Lodge Renovation Plans clue to our collection.

Now, head back to the door in the back right-hand corner. Upon approaching it, Emma will discover it's locked, allowing us to choose whether we kick it in or call Jacob to lockpick it. The choice doesn't particularly matter as Emma will hurt her foot trying to kick the door in, meaning Jacob will lockpick the door regardless of your choice. But if you want to humble Emma and her strange affinity for kicking in doors, go ahead and pick the kick.

With that done, the door will be open and you'll access Chris' secret stash. There are two points of interest here. The first is the pair of slashed rucksacks in the back right-hand corner of the room. Investigate these and we'll add the Torn Rucksacks to our list of evidence.

With that added, look to the right of the rucksacks to find a shotgun and a sticky note with a code on it. Emma will arm herself with the shotgun, meaning we now have a weapon to fight all those pesky "bears" we keep hearing so much about. Head back to the door and talk to Jacob to leave the secret stash room.

Now, we need to head back to the general store entrance. Considering we found all the clues here, you can head through the metal mesh cage on the left-hand side of the room to quickly get back to the storefront. Once you reach the entrance, a short cutscene will play, with Emma using the code we found next to the shotgun to access the safe.

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Inside, she'll find shells for the shotgun and a pack of fireworks. Jacob is immediately interested in bringing the fireworks to the party, leaving us with a choice: Take the fireworks or leave them behind? Here are the outcomes of the choice:

ChoiceOutcome
Take the FireworksEmma and Jacob set the fireworks off when arriving at the party later in the chapter.Tap to Reveal
Leave the FireworksEmma leaves the fireworks in the safe for the night

With the firework choice made, we'll have embarked down a new path: "Playing with Fire". Before we leave, we'll get to watch Jacob lose his mind over a snack in the store known as Peanut Butterpops. Emma will be able to respond to his passionate outcry, picking between these options:

ChoiceOutcome
AffectionateEmma will indulge Jacob's love of Peanut Butterpops, asking him about them
JudgementalEmma will tease Jacob for his love of Peanut Butterpops, telling him they're for children

You'll see Jacob perform the most riveting dance anyone's ever dedicated to an out-of-date peanut butter snack found in a dusty summer camp gift shop, and then the scene will conclude.

(Dylan) Charging Phones and Discovering Trap Doors

We'll now cut to Dylan and Ryan who are heading into Chris' office to charge up their phones. Upon entering, Dylan will try to make some casual small talk with Ryan, asking him about his podcast.

After a slightly awkward initial opener, Dylan can follow up with one of two dialogue options:

ChoiceOutcome
DismissiveDylan will make fun of the podcasts Ryan listens to
FriendlyDylan will sincerely ask Ryan about the podcast he's listening to

Either option will cause Ryan to talk about the podcast, which is called Bizarre Yet Bonafide. Once they're done chatting about it, Dylan will decide he's going to look through Chris' office, with Ryan refusing to join but sticking around to see what he finds.

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Once we gain control, head over to Chris' desk and grab the picture frame next to the stack of documents. Dylan will talk about Chris' kids, Caleb and Kaylee, noting that they're reclusive. This will add the family photo clue to our collection.

After that's done, interact with the phone to the left of the picture frame. Dylan will ask for Ryan's number so he can try out the phone. Ryan will ask him why he wants to mess with it, leading us to give one of two answers:

ChoiceOutcome
FlirtDylan will flirt with Ryan, saying that he wants to ask him out on a date
SarcasticDylan will make a sarcastic joke to Ryan

Once Dylan picks up the phone, he'll get a chilling surprise, putting it down instantly. Once the scene is done, head to the gun mounted on the wall opposite the desk. Ryan will tell Dylan that Chris keeps this to hunt more of those mythical, gun-fearing "bears" we keep hearing about. Dylan can then follow up on the excuse:

ChoiceOutcome
SeriousDylan will claim that it's hunting season and the gang could enter a "Deadliest Game" type scenario, making a gun very neccessary at the party. Ryan will refuse his plea.
PlayfulDylan will joke that bears could attack the gang at the party, so they definitely need to take the gun. Ryan will laugh off his plea.

The two will stop talking about the gun and you'll regain control. Now, head over to the window look and down to find Chris' trap door. Don't worry, accessing this won't end the scene. After interacting with it, Dylan will point it out to Ryan, who's surprised. We can then speculate about the trapdoor by saying one of two things:

ChoiceOutcome
SeriousDylan will summarise it leads to the basem*nt, before speculating it's to make quick getaways from the cops
PlayfulDylan will speculate that it leads to Chris' sex dungeon

Ryan will tell Dylan to open the trapdoor, allowing the pair to look inside. They won't be able to see much, causing Dylan to have to make a choice: Enter the trapdoor or shut it?

Here are the outcomes of both choices.

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ChoiceOutcome
Enter the TrapdoorDylan will head down into the basem*nt below, taking a look around before summarising there's nothing down there and heading back up. On the way back up, he'll loosen a rung of the ladder.
Shut the TrapdoorDylan will shut the basem*nt door without going down there. The rung of the ladder will remain firm.

If you play your cards right, the ladder rung Dylan loosens shouldn't be much of a problem later down the line, meaning you can pick to enter the trap door without worrying too much about the consequences. That being said, little comes of Dylan knowing what's below the trapdoor, so it's definitely not an essential path if you're worried about the ladder rung coming back to haunt you.

Regardless, once this is done, we'll get a little bit of banter between Dylan and Ryan. Spinning around in Chris' chair, Dylan will get another dialogue choice:

ChoiceOutcome
PlayfulDylan will play with Chris' phone, pretending to answer calls as Chris
DismissiveDylan will claim Chris will never find out the two of them were in here

Following the conversation, Dylan will automatically pull a journal out of Chris' desk and skip to a page, finding references to Laura and Max.

Ryan will reveal that the gang had to pick up extra shifts because they "never turned up". Once they're done talking, you'll get the Counsellors Ledger clue.

Once you regain control, head to the door opposite the desk and interact with it. Dylan will ask Ryan for the keys, who will begrudgingly accept. He'll throw the keys to you, so be ready for a QTE Up. You'll now enter Chris Hackett's private quarters.

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The rooms on the left and the right don't have much to see, although the medicine cabinet in the bathroom does hint towards something shady happening in Hackett's quarters. What we really wanna check out is the wardrobe between the bedroom and the bathroom. Interact with it and you'll stumble upon a secret surveillance room.

The surveillance room will be kitted out with monitors linked to various trail cams around Hackett's Quarry. Ryan will suggest Chris is making sure kids don't wander off into the woods or perhaps tracking unnatural phenomenons, particularly citing Bigfoot. Dylan can respond with a dialogue choice:

ChoiceOutcome
MischievousDylan will tease Ryan's suggestion, making fun of the idea of Chris obsessing over Bigfoot
InterestedDylan will suggest that Chris potentially listens to the Bizarre Yet Bonafide podcast like Ryan

After the conversation ends, Ryan will leave and Dylan will be alone in the surveillance room. Before we leave, take a look at the monitors for a second time. Dylan will get a good look at one of the hunters before he leaves, who will knock out one of the trail cameras.

Once you're ready, head out of the secret room and grab your phone from the table next to Ryan. You'll have the option to head to the party. When you're ready, head out.

(Nick) Heading to the Party

The scene will then cut to Nick, who's heading through the woods with Abi. The pair will make awkward small talk before reaching a fork in the road. They can either head through the Shady Grove or around the Rocky Road.

The choice here mostly boils down to whether you want an extra clue or an additional tarot card. Shady Grove will house one exclusive clue (there are two in total here but we can snag one in a later chapter). Meanwhile, Rocky Road has an exclusive tarot card.

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Rocky Road

If we opt for Rocky Road, we'll take the high path through the woods. Follow the road ahead of you and don't veer off down the "falling rocks" path to your right.

As you continue down the standard route, the camera will cut to the Hanged Man tarot card perched on the rocks above. Add it to your collection.

Keep following the route and, eventually, we'll cut to a conversation between Abi and Nick. The two will discuss the nature of fate, allowing Nick to describe his philosophy in one to two ways:

ChoiceOutcome
UncertainNick claims that fate isn't something we're supposed to understand
PedanticNick speculates that fate is complex and that you can alter your fate but it's always somewhat predetermined

You'll then continue down a flight of steps to reach the next section.

Shady Grove

If you descended into Shady Grove, wait to regain control and head northeast. You should find a secluded metal box amongst the grass. Open it and you'll find some ranger clothes.

The Ranger Box clue will then be added to your collection. This is the Shady Grove exclusive clue.

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From the box, head right and you should find a trail cam attached to a wooden pole on the opposite side of the grove. The pair will analyse the camera and we'll officially add the trail cam clue to our collection.

Now, return to the main path. You should get a short interaction where a bird scares Abi, causing her to cling onto Nick. She then explains she's been on edge recently, leading Nick to provide one of two answers:

ChoiceOutcome
CuriousNick asks Abi why she's felt anxious recently
ReassuringNick reminds Abi there's nothing to be afraid of

When you're ready to leave Shady Grove, follow the main path to the back of the clearing.

Sketching and Pig Slime

The two paths will converge at a scenic lookout point, with Abi immediately pulling out her sketchbook and drawing the view in front of her.

Nick will be impressed by the drawing, able to compliment her in one of two ways:

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ChoiceOutcome
SincereNick compliments Abi's ability and her picture, telling her she has a knack for art
PlayfulNick will tell Abi to draw her him, although she won't play into the joke. She'll claim she's concentrating, leaving an awkward silence

Abi will continue to draw for a while before she hears noises from the bushes. Without warning, a baby boar comes running out of the shrubbery. Abi will fawn over the tiny animal, however, it's not long before its mother arrives.

As the mother charges out of the bushes, we'll be offered an interruption to save Abi. Regardless of what you pick, the momma boar will go directly after Nick, setting up our first don't breathe QTE.

Don't Breathe QTE

Unlike the simpler directional or mash action button QTEs, the don't breathe QTE is a longer, more cinematic event that's saved for scenarios where characters are hiding. The basic mechanics are simple. Hold the action button to hold a character's breath. Our breath meter is limited, so we'll want to wait for the antagonist to look away and release the action button to run before they spot you.

There's one key trick that makes winning don't breathe QTEs incredibly simple. Watch the red flashing light around the border of the screen. When it disappears, that's our time to run, so release the button ASAP.

Let's try it on this boar. Hold the action button, wait for the red flashing to disappear and release. Nick will get away scot-free, leaving Abi laughing at the entire situation. Depending on whether you escaped the boar or got slimed by it, Nick will be able to react positively or pedantically and the scene will move on.

(Kaitlyn and Nick) Learning to Shoot

We'll begin the next part of chapter 2 as Kaitlyn. Waiting for the group to arrive, she'll get her phone out to take one last photo of the lake. Aim the camera towards the treehouse and snap the shot.

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Kaitlyn will take a quick look before Ryan and Dylan show up, talking to Kaitlyn about the surveillance room they found in the back of Hackett's living quarters. They'll then ask Kaitlyn how she's doing. She can give one of two answers:

ChoiceOutcome
HonestKaitlyn will tell the pair about a light being on in the treehouse.
FrustratedKaitlyn will complain about not getting any signal.

Nick and Abi will eventually join the party, bringing with them kindling for the fire. They'll tell Kaitlyn about the incident with the boar, cueing up the next stint of optional dialogue:

ChoiceOutcome
PlayfulKaitlyn will make a joke about the "Hog" of Hacketts Quarry. It's an unparalleled comedic masterpiece.
SeriousKaitlyn will genuinely ask whether Nick and Abi are alright.

After a short discussion, Jacob and Emma will arrive at the party with a bang. What that bang is will depend on how you ended the general store segment earlier. If you brought the fireworks, the pair will set them off to create a very dramatic entrance. If you left the fireworks, the pair will simply fire the shotgun they found into the air.

After they've properly joined the group, Kaitlyn will warn them about using the gun, reminding them it isn't a toy. Jacob evidently has other ideas though. Speaking to Nick, the two agree to have a shooting content over the bag of dusty, out-of-date Peanut Butterpops Jacob was worshipping in the store earlier. Kaitlyn can wade in on this:

ChoiceOutcome
MockingShe'll mock the idea of the two of them using guns
SternKaitlyn will push back on the idea firmly, telling both of them that the shooting contest is a bad idea.

Regardless of whether you really try to push back on the contest, it'll happen anyway, taking us to the woods for an old-fashioned shoot-out.

We'll take over as Nick from here. After a short discussion about Jacob's long-standing shooting expertise, Kaitlyn will go to set up targets while Jacob and Nick talk about Abi.

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Jacob will ask how the trip in the woods went, allowing Nick to respond in one of two ways:

ChoiceOutcome
EvasiveNick will deflect the question, asking Jacob if he won back Emma.
HopefulNick will be sincere with Jacob, telling him that he had a good time and felt it went well.

Kaitlyn will return and relay the rules of the game. We have to shoot the bottles and water melons on the tree trunk. Whoever hits more targets takes home the mythical bag of Peanut Butterpops. Although this is clearly a heated battle that we're very invested in, this section is mostly about teaching you to shoot, so let's cover the mechanics quickly.

Combat

Throughout The Quarry, there are several moments where you'll be forced to defend yourself using a gun. On the surface, the aim is to point the flashlight to aim and shoot with the action button, although it's worth knowing the limitations of your weapon and what scenarios you'll be put in.

As Kaitlyn mentions during the set-up of the shoot-off, the only gun you'll wield in The Quarry is a shotgun, meaning you'll be weaker at long range and your ammunition will spread. To make sure you use the weapon to its full capabilities, you'll want to make sure you're aiming centrally when attacking distant enemies and waiting to get the perfect shot instead of firing without purpose. if you're struggling to shoot targets, you can always switch on auto-aim in the accessibility menu to navigate around frustrating scenarios.

Aside from that, combat sections are very similar to interruptions. They'll crop up at random in scenes, giving you the option to take the shot or refuse by waiting for the red timer to expire. It's best not to have an itchy trigger finger, as shooting enemies can often have negative impacts on the story.

Let's try out the combat on the shooting range. Aim your gun and fire at either a bottle or a watermelon. If you hit, Kaitlyn will congratulate you. She'll then move you closer to the targets, allowing you to have another few shots at deadlier range. Next, it'll be Jacob's turn. He'll miss immediately before pointing the gun at Nick and Kaitlyn, getting himself disqualified. Nick can shove the win in Jacob's face, saying one of two options:

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ChoiceOutcome
FriendlyNick congratulates Jacob on a good game.
GloatingNick sings the Peanut Butterpop theme, gloating about the win

Kaitlyn will stop either of them from getting too big for their boots, shooting all the targets on the range and ending the scene.

(Ryan) Truth or Dare

With all the different party supplies rounded up, it's time to throw a party. We'll open on all the gang drinking beers around a fire. As all parties of this calibre go, it won't take long before Dylan throws out the idea of playing Truth or Dare, encouraging everyone to get involved.

Abi will be up first, picking truth. Dylan will ask her whether or not she's a virgin, beginning a long pause where it becomes clear she's uncomfortable talking about the subject. We'll get an interruption opportunity, allowing Ryan to step in and help Abi.

If we act on it, Ryan will tell Dylan he's taking it too far. Dylan will take offence to Ryan interjecting, but change the question to whether Abi has slept with anyone in the camp, which she'll answer. If we don't take it, Dylan will change the subject on his own.

It will then be Abi's turn to truth or dare someone, but she'll take too long deciding, causing Emma to take the opportunity from her. She'll pick Ryan, meaning we're up. You'll be able to pick either truth or dare.

If you pick dare, you'll be dared to kiss either Dylan or Kaitlyn. Choose whichever one you like the most as the other will be upset that they weren't picked.

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if you pick truth, you'll be asked why you went to go and see Chris Hackett earlier. You can pick from two dialogue options:

ChoiceOutcome
MischievousChris will make up a story about the Hag of Hackett Quarry
TruthfulRyan will admit he went to get advice from Hackett about school

We'll then get the chance to pick someone to hit with a truth or dare. We'll have to pick between Kaitlyn or Jacob?. If you pick Jacob, Ryan will dare him to jump over the firepit naked, which gets vetoed because it's too dangerous and the game moves on, so there's a pretty clear choice here: Pick Kaitlyn.

She'll choose truth, allowing you to pick from one of two questions to ask her:

ChoiceOutcome
MischievousRyan will ask her whether she ever hooked up with Jacob.
InterestedRyan will ask her what she wanted to be when she grew up.

Kaitlyn will then dare Emma to make out with Nick or Jacob. She'll opt for Nick, causing Jacob to shout at Nick and leave the party. Abi will also leave, with Emma and Nick not far behind. As Kaitlyn, Ryan and Dylan sit in the circle, the camera will cut to the two hunters watching from nearby...

The Fortune Teller

Before we push on to Chapter 3, it's time to quickly revisit the fortune teller. She'll more vague wisdom and, if you found the Hanged Man tarot card down the Rocky Road route earlier in the chapter, she'll offer you another vision. This one will centre on a half-naked man and one of the hunters.

If you want to see the vision, click see more when offered. If you don't, refuse the request. Regardless, it's time to dig into The Quarry's third chapter...

Up Next: Chapter 3

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Chapter 2 - The Quarry Guide - IGN (1)

The Quarry

Supermassive Games

ESRB: Mature
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