Fortune Telling Collection - Free divination - Guide to collecting all the clues in the summary of the location of quarry panic clues

Guide to collecting all the clues in the summary of the location of quarry panic clues

There are many clues in "Quarry Scare", which some players may not have found yet. Let's share with you a summary of the location of the quarry panic clues, hoping to help you.

Summary of the location of quarry panic clues

Weird show firewire # 1: poster of Harun Scalam

Laura: After picking up the tarot card, it is in a tree on the right. You will see the left mouse button prompt when you walk by.

# 3_ Weird Show Fire Clue #2: Escape Path

Laura: Follow the clue ahead and turn left at the next intersection. It will end up in a box.

# 4_ Weird Show FireWire #3: Breaking the Cage

Laura: According to the clue ahead, turn right at the next intersection and find this at the end of the road.

# 5_ Camp Historical Clue # 1: Blood Collar

Laura: When we arrive at the quarry summer camp, no one will be there. The gate is locked. Go downstairs, then move to the left of the screen and move to the yellow door (bunker). Break into the bunker. Once in, go ahead and you will automatically pick up the bloody collar.

# 6_ Camp History Clue #2: Hunting Notice

Jacob: After the first chapter begins, you walk around dressed as Jacob (the guy in the green sweater), turn right, walk between two parked cars, and find a hunter's sign on the edge of the area. Check it.

# 7_ Camp History Clue #3: Camp plaque

Jacob: Go upstairs from the old collection, and then on the left side of the camp gate, you will find this plaque on the wall.

# 9_ Weird Show FireWire #4: Newspaper headline fragments

Abigail: When Abigail and Emma talk about taking the bag from the locked cabin, you can choose to leave the bag (left) or break into the house (right). You must choose the right option to run. In the engine room, you can find this between the first row and the second row of bunk beds on the left side of the screen. When you are here, pick up the teddy bear on the left in front of the first bunk bed and choose to "keep" it. It's not a collection, but you need it as a trophy of the last girl.

# 10_ camp history clue #4: camp song recording

Abigail: From the last collectable head outside the cabin. Face the swing in the middle and look to the right. This is sitting in front of the hut. The door says "Room 08". On the ground, it looks like a radio

# 12_ Camp History Clue #5: Information signpost

Abigail: Same place. Behind the tree is a road sign with which you can interact.

# 13_ Weird show line #5: Broken souvenir

Emma: The first time I played Emma, it was in the storage area, behind the first shelf on the left.

# 14 _ 6 Camp Historical Clue: Renovation Scheme of Cabin

Emma: The same place as before, at the end of the storage room, on the shelf on the right (to the right of a big wooden table).

# 16_ Hackett Historical Clues # 1: Family photos

Dylan: The first time you play Dylan, you must see Chris's office. From here, check the family photos on the table on the left.

# 17_ camp history clue #7: counselor's account book

Dylan: In the same room, after Dylan and Ryan find the trap door in Chris' office, Dylan will sit at Chris' desk (I chose the right option to "climb down" the ladder). Select the "Fun" option on the left. Dylan will pick up the phone, and then he will automatically pick up the counselor's ledger from the drawer.

# 19_ Hackett Historical Clue #3: Trail Camera

Nick: In your next game, choose the shady clearing on the left. From where you started playing Nick, walk to the right of the forest (along the path in the grass), and you can find a camera on a tree and interact with it. It's on the far right in this area. Sometimes its buttons can't be prompted, so it keeps pressing and walking around until it can be used. Note: this collection and the next collection need to choose a cool open space, but the "Tarot Card #3" has been cancelled, so it is necessary to choose a rock road. Remember, when replaying the game and going to the shadows, you must recall all other clues in all other chapters to win the trophy! If you use chapter selection, it will also reset your collection and ask you to recall everything since then. At the beginning of chapter 3, when Abi walks around in the dark forest, you have another chance to collect trace cameras (but the next collection "Ranger Box" won't be there, so you have to go to the dark glade in chapter 2 to get all the clues in 1 game).

#20_ Hackett Historical Clue #2: The Ranger Box

Nick: The same place as before (shady clearing). Follow the path of the tree to the left with the tracking camera. Go straight along this road until you see a metal box in front of you. Interact with this metal box. Note: if you see the cut scene, Abi is scared by the bird and lies on Nick's shoulder to protect him. Immediately after this cutscene, turn left and stay at the beginning of Shady Glade (don't go to the next part that will trigger the cutscene and make you miss the collection). If in doubt, please save the backup manually here to ensure safety. This article will not appear in chapter 3 again. When Abby roamed the Woods, going to the shade was the only time in Chapter 2 to collect it.

# 23_ Hackett Historical Clue #4: No swimming sign

Jacob: It's in the same place as the tarot card above. After picking up the tarot cards, walk left to the railing facing the lake. You can interact with it and find the sign in the lake.

# 24_ Weird Performance Fire Clue #6: North Kiel Announcement

Jacob: Same place as before, just opposite the last clue, only a few steps away. Read the newspaper on the desk.

# 25_ Hackett's Historical Clue #5: Photo of the Old Camp

Jacob: It's the same place as before. Turn left from the front clue until you reach the finish line. Behind some wooden desks and chairs, you can find a photo on a wooden beam.

# 28_ Hackett's Historical Clue #7: A Box of Matches

Emma: Play Emma on the island. When you reach the stairs leading upstairs, you can choose whether to take those stairs or continue to take the ground path. Stay on the ground road (to the right). Don't go upstairs yet, walk along the ground path. When you see a ladder, turn left to check the campfire. Don't climb the ladder, you will miss the next assembly!

# 29_ Hackett Historical Clue #6: Police Car Keys

Emma: Go back to the stairs where we assembled last time (don't use ladders near the campfire! ). Now go upstairs. At the end of the stairs, you will find a hut ("tree house"), interact with the window on the left side of the door and find the car keys. Don't interact with the hatch for the time being!

Important: Prepare Hackett's historical clue #9 (let it be generated in 10).

Caitlin: At the beginning of the fifth chapter, Abby and Nick will talk in the cabin. They heard some noise, and then Caitlin checked it in the next scene. Here, as Caitlin, you have to do a series of very specific tests:

(The success of this QTE) The failure of the next QTE.

Hunters will find Caitlin hiding on the stairs, throwing bottles at her and failing to get the next QTE (don't press!

The hunter picks up a table, and you have to shoot the hunter holding the table.

This made him put down his collection. This will result in Chapter 10, the ninth odd cable. If you screw up, you need to play again to complete all the clues.

# 32_ Hackett Historical Clue #8: Triggering bear trap

Dylan: When you play Dylan, you and Ryan arrive at the camp cabin, go to the far left and find a bear trap on the ground.

# 33_ Camp History Clue #8: Letter to Camp Nurses

Dylan: In the same place as before, you can find a piece of paper on the floor in front of the cabinet with "Room 03" on the door. Judging from where you come from, this hut is on the right.

# 39_ Historical clues of camp # 1 1: photos of campers.

Abigail: Play Abigail. When you have to find something to help comfort Nick (in the swimming pool house), check the boards on the wall in the corner of the room.

# 4 1_ Historical clues of the camp # 10: Weird paintings

Abigail: Start with the last tarot card, walk out of the dressing room, interact with the locker at the end of the corridor and find a painting. Important: There is a hidden timer that can trigger the cutscenes in this area, so come and catch everything here!

# 42_ Summer Camp History Clue #9: Children's Letters

Emma: Because of this, Emma must have survived and fled the island. When playing Emma (starting from the campfire), immediately turn to the right of the campfire. There is a letter on the ground in front of the yellow tent.

# 44_ Hackett's Historical Clue #9: Scrawled limerick

Laura: The usual place, in Laura's cell, check the wall.

# 47_ Weird Performance Fire Clue #7: Burning the Sheriff's Badge

Laura: As before, now take the big wooden stairs. Go into the second office on the left and get the burnt badge on the right.

# 48_ Hackett Historical Clue # 10: Weird but Real Podcast

Laura: As before, go upstairs to the first office on the left and find a birthday card on the wall with Travis' birth year written on it. Next, I entered the third office (also upstairs) and found a calendar on the wall, which showed the month and date of birth. Now go back to the downstairs where you found the stop evidence and enter the office there. By interacting with Travis' computer, Laura will be able to automatically obtain Travis' birth date as a password. She will play an audio file to get clues.

# 49_ Hackett Historical Clue # 1 1: Ancient quarrying tools

Laura: Once you start playing Laura in the cave, turn around and find this on the ground on the left side of the stairs.

# 50_ Hackett Historical Clue # 12: Miners' Lunch Box

Laura: In the same area, after getting the clue ahead, don't take the stairs, but turn around and walk to the end of the hole (around the water). You will find a metal box at the end.

# 55_ Hackett Historical Clue # 13: Distilled Liquor

Ryan: The same room as the previous Tarot cards. Check the rusty distiller on the left side of the room. Don't move to the red light tunnel for the time being!

# 59_ Hackett Historical Clue # 15: Hunting trophy wall

Laura: Play Laura and you will end up in a room with blue wallpaper and piano. Check the wall on the right of the stairs.

# 60_ Hackett's Historical Clue # 16: Hackett's Genealogy

Laura: same department. Go upstairs and go straight to an office. Check the left corner. Next to the armchair against the wall is a framed family tree.

# 62_ Hackett's Historical Clue # 14: Notes on the Scrap Yard

Dylan: When playing Dylan/Caitlin in the garbage dump, enter the garage on the right, go upstairs and find a note at the end of the upstairs.

# 64_ Weird Show Fire Clues #8: Abandoned Signboards

Dylan: In the same place, walk down the container stairs from Tarot. Then find a sign with a green ball between two sets of container stairs. Don't go to the stairs under the big yellow crane yet!

# 66_ Camp History Clue # 12: Camp Letter

As Caitlin/Ryan: When you start playing Caitlin in the cabin, walk up the stairs on your right. Then turn left and find the bedroom, where there are some bunk beds. There is a note on the floor.

# 68_ Hackett Historical Clues # 19: Ancestor Portrait

Just like Caitlin/Ryan: in the same area, go down one floor from the last tarot card and walk to the other side of this floor. On the other side of the road, you can see a portrait hanging on the wall. Look carefully. Select "Continue Search" or you will miss other favorites here.

# 69_ Weird Show Fire Clue #9: Ticket stub

There will be a portrait of an ancestor next to it. If Bobby picks up the table on the stairs in Chapter 5, Caitlin will shoot him (see notes in Chapter 5 Collection). In the fifth chapter, when playing Caitlin, Bobby (a muscular hunter) is roaming in the hut. Caitlin must successfully complete the first QTE and fail the second and third exams. Then Bobby found her and picked up a table. Caitlin must kill him. Then he left this collection for you to take behind the 10 chapter. If you miss the steps in Chapter 5, you can use the chapters after the story to choose to replay from Chapter 5.

# 70_ Hackett's Historical Clue # 17: Blackboard Graffiti

Caitlin/Ryan: On the same floor, go into the classroom and check the graffiti on the whiteboard.

# 7 1_ Hackett's Historical Clues # 18: Carving Jewelry

For example, Kaitlyn/Ryan: In the same area, leave the classroom and immediately turn left to find some stairs. Walk up these stairs and interact with the sofa upstairs.