Like Until Dawn and The Dark Pictures anthology before it, The Quarry has a branching narrative that varies based on your decisions. In Until Dawn this was called “the butterfly effect,” and in The Quarry the choices are called “paths.” These are big decisions that change the outcome of the game, but it’s not always so obvious when they’re happening. You’ll get a “path chosen” pop-up after the fact, but you’re still going to want to know when the choice is coming up.
That’s what this guide is for. Read on to learn the starting point of each path and what your options are. We have avoided spoilers as much as possible, but they’re unavoidable in the case of some later chapters. Consider this your spoiler warning.
Related: The Quarry is an ’80s VHS nightmare I want to rewind again and again – Review
Laura & MaxThis comes right at the end of the prologue, after Max is attacked in the bunker. You can choose to save him or run away.
Above the LawThis is actually the first path in the game, despite it being listed second on the menu. When the cop talks to Laura during the prologue, she can choose to be honest with him or lie about we she and Max ran off the road.
A Fool’s ErrandDuring Chapter 1, Jacob wants to force everyone to spend another night at camp, and that means sabotaging the van. You can either break the fuel line or steal the rotor arm to make the motor unable to start.
Down the Rabbit HoleAlso in Chapter 1, when you assume control of Abi. She and Emma’s bags are locked inside the cabin, and you can choose to leave them be or try to force your way through the door.
Playing with FireThis one comes in Chapter 2, when Emma and Jacob are in the camp store. When you open the safe, you can choose to take or leave the
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