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Throughout The Quarry, Supermassive Games’ latest interactive horror movie, you have the chance to find a series of tarot cards, representing all of the 22 Major Arcana. Between levels, you can turn in one tarot card at a time for a brief, unhelpful vision of the future.
Here’s where to go and what to do to find all 22.
More The Quarry Guides:
Bizarre Yet Bonafide Achievement Guide | Lovers’ Quarrel Achievement Guide | Nobody’s Fool Achievement Guide | How to Find All the Clues | How to Find All 10 Pieces of Evidence |
Where to Find All the Tarot Cards in The Quarry
There’s at least one tarot card in every chapter of the game. In order to discuss where they are, how to get them, and what not to do along the way, this guide will have to contain major spoilers for the entirety of The Quarry. Make your first run blind if at all possible, then come back (maybe try for a new ending?) and use this guide to find the cards you missed.
Tarot cards, unlike other collectibles, are invisible in the environment. Instead, each tarot card is found within a unique, narrow camera angle that you can wander into during various specific exploration sequences.
You’re then given a short window in which to claim the card with a button prompt before you’re taken back out of the camera angle. You can usually walk back into it with a little effort, as long as you don’t leave the area entirely. Tarot cards are a one-time-only deal, and even in the rare event that one is found in an area that you can revisit later (i.e. the lodge’s kitchen in Chapter 1 vs. Chapter 10), it won’t show up again.
That said, you’ll probably find at least half the cards without trying, as quite a few show up right on critical paths. The ones that are hidden, however, are hidden very well.
Finding and collecting all 22 cards over the course of a single run through the game unlocks the Decked Out trophy/achievement.
Any tarot card you find is automatically turned in to Eliza, the fortune teller you meet between chapters, and you can pick one of the cards you’ve found to get a short, maddeningly vague glimpse of future events. The first time you take Eliza up on that offer, you’ll receive the Forewarned is Forearmed trophy/achievement.
Tarot cards show up at specific points within specific scenes, so naturally, you can miss a card if the character you’d use to find it is dead at that point in your run. At time of writing, this primarily seems to be an issue for Jacob (if he dies before Chapter 6) and Abigail (if she dies before Chapter 9).
An additional warning: while there may be a workaround that I just haven’t found yet, it appears that in a single run through The Quarry, you can get all the clues or get all the tarot cards, but not both. There’s a branch point in Chapter 2 where you can choose between two routes, Shady Grove or Rocky Road; one clue (the Ranger Box) is exclusive to the former, and one tarot card (the Hanged Man) is exclusive to the latter.
Pathfinding
In order to have a chance at getting all 22 tarot cards in a single run through The Quarry, here’s a list of choices to make and precautions to take. If something isn’t specifically mentioned here, you can safely assume it’s irrelevant, but only as far as tarot collecting is concerned.
- Chapter 1, Jacob: when you get into the lodge through the window, do not immediately grab the bags off the staircase.
- Chapter 2, Nick: go to Rocky Road over Shady Grove.
- Chapter 3, Ryan: do not fire the shotgun blindly into the bushes. That’s just good life advice, really.
- Chapter 4, Jacob: if you dive into the lake after the rotor arm, choose “Grab,” then “Detangle.”
- Chapter 4, Emma: survive the chase sequence. Ideally, don’t get Emma infected.
- Chapter 6, Abigail: when you get the shotgun, shoot your target. Do not miss.
- Chapter 7, Laura: using the spoon on the loose brick in her jail cell’s wall triggers the end of the first exploration scene. Don’t do that until you’ve found the tarot card in the cell with her.
- Chapter 7, Laura: be sure to explore the police station, rather than going right to sleep after she bandages herself up.
- Chapter 8, Kaitlyn: if Emma got infected, when you reach the van in the lodge’s parking lot, choose “Shoot” over “Run.” Do not miss.
- Chapter 10, Kaitlyn: as with all the other collectibles in Chapter 10, either don’t interact with the painting on the back of the chimney until you’ve found everything in the lodge, or opt to keep exploring once you have.
The tarot cards are organized and numbered in the following list based on the order in which they appear, once collected, in your in-game status menu. This does mean that they aren’t collected in exactly this order; for example, in Chapter 4, The Magician always appears before Strength does.
#1: The Fool
This is virtually impossible to miss. During the first exploration sequence of the game, as Laura, this will appear on a log in the woods as she walks by it.
#2: Temperance
In Chapter 1, as Jacob, don’t pick up the bags from the staircase right away, as that ends the scene. Instead, turn right and go into the lodge’s kitchen. This card will show up in the foreground, hidden on the stove.
#3: The Hanged Man
As Nick, in Chapter 2, when you reach the sign on the Rocky Road that warns about falling rocks, go left and stick to the path. You should stroll into a camera angle where you see the card on a cliff above Nick.
#4: The Star
When you gain control of Jacob in Chapter 3, at the boathouse, walk slightly forward and this card will appear, nailed to the back of a nearby support beam. It seems like you’re almost guaranteed to see it, but it can be tricky to find the camera angle again if you miss it the first time.
#5: The Tower
At the start of Chapter 3, as Abigail, follow the path in the woods ahead of you until you see a short scene where she starts hearing voices.
After that scene, if you walk directly away from the camera, she should stray into an angle where you can see the Tower card on a nearby tree. This is tricky to get, and may take a couple of tries.
#6: Strength
Unusually, this tarot card isn’t found during an exploration scene. Instead, you get a short window in which to grab it during Dylan’s sequence in Chapter 4, as soon as everyone enters the lodge. That does mean that unlike other tarot cards, you only have one shot at Strength, so maybe put your drink down beforehand.
#7: The Magician
On the island in Chapter 4, while playing as Emma, double back as soon as you get control of her and go down to the end of the closest dock. If you see a short scene where she notices somebody back at the boathouse, you’re in the right area. Keep going forward and the Magician card should appear when you reach the end of the dock, attached to a nearby piling.
#8: The Devil
As Dylan, in Chapter 5, wander around near the picnic benches at the base of the big tree in the camp cabins area. It may take some time to find the exact area you’re looking for, but this tarot card will appear on the underside of one of the benches.
#9: The Hermit
As Dylan, in Chapter 5, circle the concrete base of the big antenna next to the radio hut until you see the tarot card appear on its side.
#10: Justice
At the start of Chapter 6, as Jacob, cross the wooden bridge to its opposite side and go back down to ground level, then double back towards the small alcove next to the stairs. You should blunder into a camera angle that’ll let you take this tarot card.
#11: The Moon
In Chapter 6, when you’re given the chance to poke around the pool house as Abigail, enter the third shower stall from the left and walk towards its back wall. The card should appear on the back of the door.
#12: The Chariot
When you’re able to leave Laura’s prison cell in Chapter 7, go into the main office and cut straight down the middle between the desks. This card should show up when she hits roughly the center of the room.
#13: The World
The first time you take control of Laura in Chapter 7, when you’re still stuck inside her jail cell, walk towards its door, towards the left side of the screen, until the camera angle changes. You should spot this tarot card hidden under her bed.
You can only do this in this particular scene. If you try again a bit later once the door’s open, the tarot card isn’t here.
#14: The Empress
When you gain control of Ryan in the rumrunners’ tunnels in Chapter 8, go into the doorway to his left, towards the folding chair. You should see the tarot card up on the side of the rum stills after you’ve gone a short distance into the room.
#15: The Lovers
In the excavation site as Laura in Chapter 8, climb to the top of the catwalk and check the short alcove on the other side of the cavern entrance. The Lovers immediately appears above you. It’s not a gimme, but it’s one of the easier cards to find.
#16: Wheel of Fortune
This is hard to miss. It pops up right at the start of the “nightmare tunnel” in the excavation site in Chapter 8.
#17: The Emperor
When you gain control of Ryan in the rumrunners’ tunnels in Chapter 8, go straight down the passageway in front of you until you see the tarot card appear on the left side of the screen.
#18: Death
In Chapter 9, as Ryan, once you emerge from the dumbwaiter in the Hackett House, cross the room to the other side and hang a left, staying close to the empty birdcage. The camera angle should shift to show you the Death card on top of one of the wardrobes.
#19: The Sun
In Chapter 9, as Laura, this appears in the empty room above the old piano in the Hacketts’ house. Since you have to pass through this door to this room in order to continue the story, this tarot card’s almost unmissable, and I’m only saying “almost” here in order to cover my bases.
#20: Judgment
As Dylan, in Chapter 9, hit the switch in the scrapyard to open the inner gate. Go through it and stick to the left, going through the two passageways made out of buses, until you see a staircase that takes you up to the top of a stack of old shipping containers. Turn left at the top of those stairs and go all the way across the platform. As you pass the crane, you should run into a camera angle where you can see the Judgment card.
#21: The Hierophant
As Abigail, in Chapter 9, walk back towards the storm shelter’s stairs until this card appears. You probably don’t want to read this card’s description right away, as it’s basically an exposition dump.
If you have this card at the end of Chapter 9, it triggers a new flashback sequence where you briefly control Eliza herself. This explains a couple of (fairly crucial) things about The Quarry‘s storyline.
#22: The High Priestess
In Chapter 10, when you’re playing as Kaitlyn, head to the second floor of the lodge. If you’re facing the big portrait of Septimus Hackett on the chimney, turn right, go towards the classroom, and climb the easy-to-miss staircase in the corner.
The final tarot card, the High Priestess, can be found in just about the center of the lounge area in the lodge’s attic. If there’s a way to trigger a premonition from Eliza based on the High Priestess, it’s unclear at time of writing how to get it.