The Quarry offers 15 routes; these are the primary decisions with long-term repercussions. Simply, only the choices that appear in the Pause Menu under “Paths” have any significant effect on the tale. Anything else (more than 90% of all conversation options) just change the following line of dialogue.
When you activate one of these pathways, the screen will display “Path Chosen.” You will receive “Path Updated” prompts as you make more selections about a path. In the Paths menu, new ones will receive an exclamation mark; this is how you can keep track of your essential choices.
It’s useful to know where each Path begins. While the great majority will be activated regardless of whether you select Option “A” or Option “B,” some will be missed if you disregard optional items.
Several trophies and achievements are either linked to or may be tracked using Paths. They do not qualify as collectibles. Any particular trophy or achievement does not need unlocking all pathways. The pathways are given below.
Read Next: The Quarry Evasive or Honest Choice Guide – Which to Choose for the Cop
Path 1: Laura and Max
Prologue:
Max will be wounded in the head and begin bleeding while exploring the bunker where you will uncover the Bloodied Collar. The route is activated regardless of your decision. The LEFT option HELP MAX is the superior option.
Path 2: Above the Law
Prologue:
When Laura and Max get back in the car, a police officer will appear at your car window. This will be activated automatically during the conversation. To be honest/compliant with him, always choose the RIGHT SIDE. Be willing to travel to the Harbinger Hotel (Laura will mislead the officer by revealing the location of The Quarry, and they will automatically go there).
Path 3: A Fool’s Errand
Chapter 1:
As Jacob, after snatching the bags, you’ll head outside to the automobile and have the option of uncoupling the gasoline line (left choice) or stealing an engine part (right choice). This route will be triggered by either.
Path 4: Down the Rabbit Hole
Chapter 1:
When Abigail and Emma are discussing collecting their luggage from the locked cabin, you have the option of leaving your bags (left) or breaking in (right). Make the decision to break in. Pick up and “KEEP” the teddy on the left side of the cabin, in front of the first bunk bed. This modifies the route and may be useful later.
Path 5: Playing with the Fire
Chapter 2:
While playing as Emma, you will enter a storage area and come to a closed door; after entering it, Jacob will pick up some beer and you will be able to explore the space. Pick up the SHOTGUN on the right, which also includes a safe code. When you return to the beginning of the storage area, Emma will automatically open the safe. There is some pyrotechnics inside. This journey will be triggered by the decision to take them or leave them behind.
Path 6: Watch your Step
Chapter 2:
When you initially play as Dylan, you’ll have to check around Chris’ workplace. Examine the trap door next to Chris’ desk on the floor. Then select the RIGHT CLIMB DOWN option.
Path 7: Pieces of Silver
Chapter 3:
When Nick is attacked, Abigal must decide whether to RUN TO CAMP or HELP NICK. Choose to assist Nick.
Path 8: Find Keepers
Chapter 3:
After Abi returns to the campfire and Ryan chooses “ASSERTIVE,” you’ll flee into the woods and have the option of taking shortcuts or staying on the trail. Choose TAKE SHORTCUT twice in a row to successfully complete the QTEs without error. Then you’ll be able to observe Nick being taken away by a hunter.
Path 9: Distraction
Chapter 3:
When you’re playing as Jacob, don’t throw dirt at the hunter after he pulls you out of the trap (just wait and do nothing). He will “BLOOD YOU,” which will be useful later.
Path 10: Helping Hand
Chapter 5:
Choose the following while Dylan and Ryan are in Radio Hut:
INTERESTED > CONCERNED > APOLOGETIC > While aiming pistol towards ceiling: don’t shoot, just let time pass > (Dylan’s hand is bitten) > DESPERATE (rapid choice) > CHAINSAW (Ryan hacks off Dylan’s hand) It’s worth mentioning that this scenario only occurs if you broke into the locked cabin in Chapter 1 (see Path #4). If you do not break inside the cabin, Dylan is not attacked by the creature in the radio shack, and his hand is not harmed.
Path 11: The White Whale
Chapter 7:
When you have free reign throughout the police station as Laura, walk upstairs and enter the third office. Examine the locker on the right side for a syringe. Return to your jail cell and interact with the loose stone to the left of your bed to conceal the syringe. Then go to bed. Travis (police) will return later and hand you a poem to read; do not steal his pistol, but instead, remain obedient.
The next morning, Laura will pretend to be in agony, and Travis will enter her cell to check on her. If you successfully complete the QTE to inject him with the syringe, you will be able to leave the cell without shooting Travis.
Path 12: Teambuilding
Chapter 8:
Pick the RIGHT conversation “ENCOURAGING” when playing as Kaitlyn and chatting to Dylan outside the car to make him accompany you to the Scrapyard.
Path 13: Love’s Labour Lost
Chapter 8:
Choose to leave Jacob locked up in the cage in the red-light corridor where you discover him (do not free him).
Path 14: A Pound of Flesh
Chapter 9:
Ryan is stabbed as Laura shoots the old woman. Choose NOT to withdraw the knife from Ryan’s upper torso in the following scene. While drawing the knife would also activate this path, it is preferable to maintain the knife because it may be beneficial later.
Path 15: Keepsakes
Chapter 1:
Turn left as soon as you can move around like Jacob at the beginning of Chapter 1 and you’ll find a BRACELET on the floor (it’s Emma’s). Path #15 is unlocked by picking it up.
So this was all about unlocking the paths in The Quarry. Play the game your way and create your own tale.