Here is the complete list of the clues inside the Quarry.
The Quarry has all kinds of collectibles to collect inside the game, which can give a side adventure apart from the thrilling storyline. These collectibles were added inside the game for players to enjoy exploring the beautiful game. Moreover, one type of collectible in the game is clues, and if you are looking to obtain them all. Below we have made a complete guide on how to get all the Clues in The Quarry.
Read More: The Quarry: How to Save Jacob
How To Get All The Clues in The Quarry
There are 40 different clues inside the game scattered across each chapter. After you get one, you will get some information on the next Clue so getting them is not that hard if you do your detective work. Moreover, below we have made a complete list of all the Clues in each chapter inside The Quarry and how to obtain them.
Prologue Clues In The Quarry
As the game begins, The Prologue will get you more used to the characters of this game. Moreover, there are around 4 Clues hidden in this chapter that you can find.
Harum Scarum Poster clue

During the Prologue when Luara jumps down while Max is fixing the car. Players will need to go straight on the path and look for a poster on a tree. Pick up the poster, and this will be your first Clue inside The Quarry
Escapology Trunk clue

Just after the first Clue, keep walking till you get to a split and take a left to find a chest with the second Clue inside.
Broken Cage clue

Now from the last Clue, keep exploring until you find another split on the road. Furthermore, take a right and keep walking till you see a broken cage. Inside the cell, you will find the 3rd Freakshow Fire collection and the 3rd Clue of the game.
Bloodied Collar clue

When you’re inside the Hackett’s Quarry, take shelter from the storm underneath the Lodge. Once inside it, walk straight till you find a Bloody Collar. It is part of the Camp History collection and the 4th Clue of the game.
Chapter 1 Clues In The Quarry
In chapter 1, there are a total of five clues for you to obtain. Below we have broken down the location of each Clue.
Hunting Notice clue

In the chapter, when talking to Kaitlyn just outside the Lodge, go in front of the cars. Furthermore, now look for the hunting sign beside the fence. This Clue is your 5th Clue of the game, and it is part of the Camp History clues.
Camp Plaque clue

Just as you are playing with Jacob, you are about to head to the Lodge’s main entrance. You will see it is locked but look through the left door of the gate, and you will see a plaque. Remember to inspect it before you climb through the window, as this is the third addition to your Camp History One collection of clues.
Newspaper Headline Scrap clue

After playing as Jacob, when you control Abigail again, pick the choice where you have to go inside and find bags with Emma. Then, in the room, look for two bunks first, then look left on the floor to find another piece of Freakshow Fire collection clue.
Camp Song Recording clue

Now moving to the next Clue at hand, after you are outside the cabin. Keep walking till you come across cabin number 08. Just beside some stairs leading upstairs to find a tape player. This tape player will be the fourth Camp History Clue.
Information Signpost clue

As you keep exploring this area, get to the middle, beside a cabin tree. You will see an information Signpost beside the tree, where you will get your next Clue. Just interact with it to get the fifth Camp History clue.
Chapter 2 Clues In The Quarry
In chapter 2, you will be able to find around six clues inside the game. Moreover, below we have broken down how to get each.
Damaged Memorabilia clue

In chapter 2, when Emma and Jacob go inside the camp store, they look around for a set of shelves inside the room. After you find them go beside them, and you will find another piece of the Freakshow Fire Collection Clue.
Lodge Renovation Plans Clue

To find the next Clue, you must head to the camp storage room. On a shelf to the right, you will find something you will be able to inspect with the camp’s plans, and this will be the Sixth Clue of the Camp History Collection.
Family Photo clue

When you control Dylan, head to Chris’s office and inspect the front of his desk. Here you will find the first Hackett History Collection clue.
Counselor’s Ledger clue

Again, when you are Dylan and going up the trapdoor, you will be able to see through Chris’s drawers. Here you will come across a ledger. Open this ledger up to find the Seventh Camp History Collection clue.
Trail Camera clue

You would get the next Clue only if you went through the Shady Glade path with Abigail as Nick. Just as you start this path, go right to the edge of the woods, and you will find a camera on a tree. Pick this up as this is your 5th Clue inside Chapter 2.
Ranger Box clue

Now from where you got the last Clue, head back to the path from where you came and go left. Here you will see a split, but keep going straight to find yourself a Ranger Box which is the next Clue of the game.
Chapter 3 Clues In The Quarry
This chapter includes three clues for players to explore and find. Furthermore, you can check out the complete breakdown below:
No Swimming Sign clue

Just as you enter the boathouse, look left and see the No swimming signpost. Just interact with it to obtain the 1st nd Clue of Chapter 3.
North Kill Gazette clue

Playing as Jacob in chapter 3, when you come across the boathouse, head to the lower floor and look around for a wooden table. Here you will find the sixth Clue of the Freakshow Fire Clue.
Old Camp Photo clue

Just as you are inside the lower level, head to the post with a photograph pinned. Head over to collect the photo, which is the third Clue from the Hackett History collection.
Chapter 4 Clues In The Quarry
Chapter 2 only has two of the clues out of 40 in the game. Moreover, check out how and where to find them inside the game below.
Box of Matches clue

After playing as Emma and you choose to stay on the ground, head over to the ditched campfire and pick up the book of matches which are the first Clue of Chapter 4 and the seventh Hackett History Collection Clue.
Police Car Keys Clue

Now, after you get the Box of matches, go up, and after you see a hut, go to the window and look left to get the Police car keys which are the sixth Clue from the Hackett History Clue Collection.
Chapter 5 Clues In The Quarry
In this chapter, there are two clues you can find in the game. However, like in chapter 1, you will have to do certain things correctly to get some hints further down in some chapters. For example, when the chapter begins as Kaitlyn, you will need to perform the QTE in this manner to trigger the Clue.
During the first QTE, you will have to fail. Due to this, the hunter will get to Caitlyn and throw a bottle. From here, fail the next QTE as well, and this will make the hunter pick up a table so that you can finally shoot him and trigger the Clue.
Triggered Bear Trap clue

When you find Ryan and Dylan going to the ratio tower, get to the camp cabins. After you get to the camp cabins, leave until you get to the big building with a pool. Next to the pool, you will find a gate and a bear trap. Just inspect it, and it is the eighth Hackett History collection clue.
Letter To Camp Nurse clue

When you are in the camp cabins, look between the 3rd and 4th cabin to find a note, the eighth Camp History collection clue.
Chapter 6 CLues In The Quarry
In this chapter, three clues will not require any decision to trigger them. Moreover, you can check out how to get each of them below:
Campers Photo clue location

Just as you are Abigail and in the pool house, go to the lockers opposite the room. Here check for a pinboard to find a photo. Pick this photo up as this is the Eleventh Camp History Collection clue.
Spooky Drawing clue location

In the Pool house, you will find a locker that will give you a drawing if you interact with it. Just interact with it to get it, as this will be the 10th Camp History Collection clue.
Kid’s Letter Home clue location

As you control Emma, you will go back to the firepit in Chapter 6. Now when you are back here, look for a yellow tent with a note from a child inside it. Just pick it up to add it as your ninth Camp History Collection clue.
Chapter 7 Clues In The Quarry
There are three clues players can explore and find inside Chapter 7, and below, we have broken down how to get each of them.
Scrawled Limerick clue

Just as you control Emma in the cell after Travis takes Max, this is where you will get the next Clue. Just look at the wall of her cell and read it to get the Ninth Hackett History collection clue.
Charred Sheriff’s Badge clue

Continue into the chapter till you get to the part where you are inside a police station. After you are inside a police station, head upstairs to an office and look for a box against the wall on the right, which will contain your next Clue. Lastly, interact with it to obtain the seventh Freakshow Fire Collection clue.
Bizzare Yet Bonafide Podcast clue

Just after you get the Charred Sheriff’s Badge, go downstairs, go to the corner and interact with the computer. To access it, you will first need Travis’s password, which is his birthday so go to the third room upstairs. Look at the calendar to spot his birthday and insert the numbers on the computer. Next, after you unlock the computer, listen to the podcast, which will be the tenth Hackett History Clue
Chapter 8 Clues
Chapter 8 has a total of three clues in the game, and below, you can check out how to get each one:
Miner’s Lunchbox clue

As you are inside the old tunnels with Luara and Ryan, remember to go around the rock rather than going up the stairs. Just behind the stone is waiting for a lunchbox, the twelfth Hackett Collection Clue.
Old Quarry Tools clue

After getting the lunchbox, look left of the stairs to go up and look straight. Now interact with the tools left to obtain the Elevent Clue of the Hackett History Collection Clue.
Rum Still clue

When you are playing as Ryan, and you are inside the Hackett house, go left inside the door and look left to see the Rum Still. When you find the Rum still, just inspect it to get your Thirteen Hackett History Clue.
Chapter 9 Clue In The Quarry
Four clues out of the nine remaining in the game in Chapter 9. You can check out how to get each below:
Hunting Trophy Wall clue

You will find a trophy on the wall as you run when you reach the staircase. Inspect this trophy to get the Fifteen Hackett History Collection Clue. You will only be able to get this one if you decide to run rather than hide when playing Luara.
Hackett Family Tree

As you go upstairs using Luara when you are running, go inside the office and leave. Here you will find a family tree beside a small chair, the sixteenth Hackett History Clue.
Scrapyard Note clue

Again with Dylan, when you enter the scrapyard, go to the end to find a small building on the right. You will see a green button on a table that will let you explore more of the scrapyard and use this to go upstairs. You will find a scrapyard Note on the end of the chamber on a table. Interact with it to obtain the fourteenth Hackett History Clue.
Discarded Signage clue

Moreover, further down the storyline, in the scrapyard again, you are in control of Dylan. You will see some containers and have to get on top of these containers to reach the Clue. So you can use the containers as tunnels or the stairs to get to the top of the containers. Once you are on the top, go to the corner and look for a Discarded Signage post. Interact with it to find the eight Freakshow Fire Collection Clue.
Chapter 10 Clues In The Quarry
The remaining five clues are inside Chapter 10. There are no clues inside the epilogue so make sure you get all of these to complete your journey of collecting all the clues. Furthermore, you can check out how to get all of the remaining clues below:
Camp Letter clue

Just as you find Kaitlyn or Dylan going through the Lodge, take the stairs and leave. Go upstairs till you find a room with bunk beds. Moreover, inside it, you will see a letter lying on the ground. It will be your Twelfth Camp History Clue.
Ancestral Portrait clue

Just as you are on the Lodge’s first floor, go to the balcony to find a portrait. Inspect it to get the Nineteenth Clue of the Hacket History Collection.
Ticket Stub Clue

Remember we told you to complete a QTE inside chapter 5. That QTE will trigger this Clue in Chapter 10. In fact, you will get this Clue beside some stairs at the corner of the room just as you start playing as Kaitlyn in chapter 10.
Chalkboard Doodle Clue

Remember the first Clue you got in this chapter of the Ancestral Portrait? Just go beyond it to find a classroom. Furthermore, now go to the second classroom and interact with the board to find the Seventeenth Hackett History Clue.
Inscribed Jewelry

From the classroom, use the stairs to the third floor of the Lodge. Here you will find a ring beside a sofa, the Eighteenth Hackett History Collection clue.
Read More: The Quarry: How To Save Max