The Quarry Wiki
This is what might come to pass.... a possible future, a path yet unchosen....
 
Eliza

The player can find different types of tarot cards throughout the The Quarry. These are cards once used in the late 18th century for divination and fortune-telling, they can be found in seemingly innocuous locations within the game. Upon discovering a tarot card, at the end of that chapter you will later be invited by Eliza to see a possible future you may encounter. Each tarot card suit loosely represents the premonition it reveals. For example, The Hanged Man shows a future wherein Jacob is caught in a trap and hung upside down.

Collecting all the tarot cards will earn the player the Decked Out Trophy/Achievement.

The Quarry[]

There are twenty-two tarot cards (Major Arcana) that can be found in The Quarry.

The Fool[]

The Fool... I wonder who this is? We all know a fool when we see one. Don't we? Innocence and freedom? Or recklessness and risk-taking? Spontaneity... Actions without thought, but the consequences to match. Think. Think and don't get burnt.

Found in The Prologue, it shows Jacob sabotaging the van by uncoupling the fuel line, causing the minivan to go up in flames.

  • In Chapter 1 while playing as Jacob you can choose to break the fuel line instead of stealing the rotor arm. Doing so will make the premonition come true.

Temperance[]

Temperance. To be balanced, to consume in moderation. Or to indulge in excess. Temperance. Take it or leave it... but remember sometimes, with temperance, comes deferred gratification.

Found in Chapter 1, it shows Emma taking the fireworks from a safe, and then using the fireworks to escape from a werewolf.

  • In Chapter 2 while playing as Emma you can find a code in the backroom of the Camp Store that gives you access to shotgun ammunition and fireworks. Taking them will make part of the premonition come true.
  • In Chapter 6, if Emma is still alive, she can find some fireworks at the firepit and later use them against a werewolf that attacks her if she chooses to run from the hunters. Successfully using the fireworks against the werewolf will make the rest of the premonition come true.

The Hanged Man[]

The Hanged Man! To be the hanged man is to surrender... and by doing so gain a new perspective. So look carefully, and consider that sometimes, one needs to be strung up, in order to let go.

Found in Chapter 2, it shows Jacob getting caught in a trap and being hung from a tree, then throwing dirt in the eyes of his captor to escape.

  • In Chapter 3, Jacob can throw dirt in Bobby's eyes to avoid having blood poured on him.

The Star[]

Oh, it's The Star. Stars. In the night sky. Beacons of light. Dreams of hope, purpose... or a reminder of our insignificance, fear of despair. Trust in the light of the star, with it comes clarity, and sometimes proof.

Found in Chapter 3, it shows Emma blinding a creature with her smartphone camera flash.

  • In Chapter 4 while playing as Emma, if you search the bag while in the treehouse then use the taser when the creature comes down, you will be given the option to take a photo of the creature. Doing so will make the premonition come true.

The Tower[]

The Tower. Jump free of your troubles. Fight or flight. That's the question we all ask ourselves... but often when leaping out of danger, we're still faced with certain peril. Watch your step, it could be your last.

Found in Chapter 3, it shows Emma jumping for the zipline, missing, and falling to her death.

  • In Chapter 4 while playing as Emma, if you survive the initial encounter and fail the QTE while jumping, the premonition will come true.

Strength[]

Strength. Strength can be surprising. Knowing one's own raw power. Tapping into a previously unknown energy. I suppose there are forces at work within us all... and with one hand it gives, and with the other it could rip away.

Found in Chapter 4, it shows Nick pinning the hunter against the door by his throat.

  • In Chapter 5, if Nick decides to run, Abi will be attacked by Bobby. Nick can attack the hunter in an attempt to save her- making the premonition come true.

The Magician[]

The Magician! The incredible, the unbelievable, The mystical, sensational! ... Perceptive manipulation - the work of a magician. Now you see it. Now you don't. Blink and you miss it. And you wouldn't want to miss it.

Found in Chapter 4, it shows Ryan cutting off Dylan's arm with a chainsaw.

  • In Chapter 1 while playing as Abi, you will be given the option to let Emma break into the cabin, choosing to will make part of the premonition come true.
  • In Chapter 5 while playing as Ryan, the creature will bite Dylan while in the Radio Hut. If you choose to amputate his hand, you can use the chainsaw or a shotgun. Using the chainsaw will make the premonition come true.

The Devil[]

The Devil. Without restriction, like a shadow torn from one's corporeal form. Pay close attention and act before the demon's unleashed. Each of us have one, even those who are pure of heart and say their prayers by night.

Found in Chapter 5, it shows Nick fully transform into one of the creatures, causing him to decapitate Abigail.

  • In Chapter 6 while playing as Abigail, Nick will throw her across the room and stand up. When Abi picks up the gun, if she misses Nick or doesn't fire, Nick will transform and run over to her and rip her head off. This will make the premonition true.

The Hermit[]

Here we have The Hermit. With the hermit comes isolation, loneliness... but reflection, too. Perhaps, given some thought, the hermit who gives chase can guide you to safety. But that all depends on your actions, not his.
 
— If Jacob is still alive
Strange... this card holds no future. But there's a past that calls out to me.
 
— If Jacob died in previous scenes

Found in Chapter 5, this card can have multiple premonitions. If Jacob is still alive, it will show Jacob getting caught in a bear trap and dying. If Jacob is dead, it will show Bobby disposing of a body in the lake.

  • In Chapter 6 while playing as Jacob, when he finds himself in an open area with a lot of bear traps, his foot will be caught regardless. Choosing to pull free and failing this will make the premonition come true.

Justice[]

Justice... An eye for an eye. Not exactly, in some cases... but cause and effect. Actions and consequences. There's a balance to everything, and we all play a part in making sure the scales aren't tipped.

Found in Chapter 6, it shows Laura taking Travis' gun and shooting him in the stomach.

  • In Chapter 7 while playing as Laura, she has a chance to lunge for Travis’ gun. If you do so and fail the QTEs, the premonition will come true.

The Moon[]

The Moon. How poignant. Tonight of all nights. To harness your fear and anxiety... and turn them into intuition. If you can do this, and plan ahead - your cunning might just save your life.

Found in Chapter 6, it shows Laura stabbing Travis in the neck with a tranquilizer syringe.

  • In Chapter 7 while playing as Laura, if you take one of Travis' tranquilizer syringes and hide it in the brick, Travis will frisk you without discovering it which will automatically make the premonition come true.

The Chariot[]

The Chariot! At the reins of a chariot, we would all feel safer. Taking control, relying on determination to make our choices Valiant... but in some cases foolish. Many seek refuge in chariots, but perhaps, in some cases, they're not as safe as we think they are.

Found in Chapter 7, it shows Dylan and Kaitlyn opening the minivan door.

  • In Chapter 8 while playing as Kaitlyn, this premonition is unavoidable.

The World[]

Ah, The World... Often travelers' paths are direct. But sometimes, it is not so simple. Sometimes they're intertwined with others. Compassion over anger. You'll need friends where you're going. It is not until we fall into the belly of the beast that we realize how perilous things can be.

Found in Chapter 7, it shows Ryan and Laura fall down a hole. This premonition is unavoidable.


The Empress[]

The Empress. Look at her. Those at the top can fall the hardest. Such a shame - to nurture little monsters only to live long enough to watch them kill you. But it's no less than she deserves.

Found in Chapter 8, it shows Constance dying at the hands of a werewolf.

  • In Chapter 9, if Laura doesn't shoot Constance and Ryan stabs Bobby, Constance will be killed by Chris. This will make the premonition true.

The Lovers[]

The Lovers. There's harmony in disagreement, brought to light only by sparks of passion. Blood flows from the heart. You can almost taste it. And tasting it could save someone's life.

Found in Chapter 8, it shows Laura biting Ryan's arm.

  • In Chapter 9 while playing as Ryan, after being stabbed by Bobby, Laura will offer to infect him with a bite. Accepting the offer will make the premonition come true.

Wheel of Fortune[]

The Wheel of Fortune. After all, fortune is nothing but a spinning wheel. Sometimes you have to take a chance. Karma works in mysterious ways, but it favors those who pay attention. Watch closely. Though the wheel spins, the eagle-eyed can tell where it's going to stop.

Found in Chapter 8, it shows Laura turning into a werewolf, Chris mauling Bobby, Ryan getting killed by Chris, and then Travis and Laura killing each other.

  • In Chapter 9 while playing as Ryan you're given the option to pull out the knife and stab Bobby. If you do so, Ryan will start to bleed out and Bobby will be severely weakened, impacting his ability to defend himself later in the game- resulting in his death. After Bobby is killed, Ryan can shoot Chris. If you don't kill Chris, Chris will kill Ryan. Laura and Travis will then kill each other.

The Emperor[]

The Emperor. Authority, paternity... Structures designed to topple, no? How the mighty may fall, and their empires with them. Let them bleed. Let them rip each other apart. Let them rot.

Found in Chapter 8, it shows Jedediah's death at the hands of a werewolf.

  • In Chapter 9 while playing as Laura you're given the option to attack or run when confronted by Jedediah. Choosing to run will keep Jedediah alive for the moment. Later, as Ryan, you can stab Bobby with his own knife. This will prevent Bobby from being able to defend Jedediah from werewolf Chris, making the premonition true.

Death[]

Death. Death takes many forms... it could mean change, transition, transformation often interpreted as a beacon for the hopeful. In your case, it just means death.

Found in Chapter 9, this card has multiple premonitions. It can show Kaitlyn falling off a beam and dying, or Laura crawling away from a crashed car and getting killed by Silas.

  • In Chapter 10, Kaitlyn can choose to go on the beam or out the window. If she chooses to go onto the beam and fails the QTE, she will fall off and die.
  • In Chapter 10, when Laura, Ryan, and Travis are searching for Silas, don't grab the wheel for the car to crash. Then, fail the QTEs and Silas will kill Laura.

The Sun[]

The Sun. The vitality of a new day. There's still time to wake up to the warmth of a night survived. Your choices, your actions... Your very life hangs in the balance. It's up to you to find your path in the darkness, and see the sun rise once again.

Found in Chapter 9, this card has multiple premonitions. It can show any one of the nine counselors surviving the night. The premonition shown depends on who is alive. The premonition can be Emma inside Chris' surveillance room, Emma in the woods, Jacob in the woods, Abigail inside Chris' surveillance room, Ryan in the woods, Laura and Max on the island, Dylan in the lodge, and Kaitlyn in the lodge.


Judgement[]

Judgement. The bells of judgement cry bloody murder. Or do they? The fury of a hatred earned. A fate deserved? Likely. But he may have his uses... though he won't forgive. He won't forget.
 
— If Laura, Ryan, and Travis did go to hunt down Silas
Judgement. Judgement day is upon us! That's what you'd expect from this card, isn't it? Though perhaps in this case it's simpler than that. Perhaps one's own judgement, a snap decision to make, can save them from their own personal day of reckoning. Every step matters, every decision tipping the balance one way or the other. Take your time. Think. And maybe survive.
 
— If Laura, Ryan, and Travis didn't go to hunt down Silas

Found in Chapter 9, this card has multiple premonitions. It can show Laura shooting Travis, Kaitlyn distracting Caleb with a toy and trapping him inside the freezer, Max staying on the island, or Jacob evading Chris in the forest.


The Hierophant[]

"What doesn't kill you will make you stronger."
- The following information contains spoilers.

My poor boy. Do you see what they did to us? How they hurt us? He's out there still. All alone. Each full moon they hunt him, armed with silver. Trying to put an end to a curse they inflicted upon themselves when they set my show ablaze six years ago. Stupid children. But my little Silas. My little white wolf. He must be protected. You must not follow this path. Do you understand? Remember how I've helped you all this time.

Found in Chapter 9, it shows a cutscene of the complete story behind the Freakshow Fire.


The High Priestess[]

"What doesn't kill you will make you stronger."
- The following information contains spoilers.

Eliza was killed in the fire that broke out at her travelling show six years ago. Her ghost roams the woods of Hackett's Quarry ever since, and she's been determined to get revenge on the Hackett family for what they did to her. Her tarot cards, once lost in the blaze, have allowed her to guide you through the night... though her motives may not have been as transparent as first thought.

Found in Chapter 10.

Gallery[]

Trivia[]

  • Max is the only playable character whose segments do not contain any tarot cards to be found.
  • 6 tarot cards can be found while playing as Laura, the most out of any character.
  • 4 tarot cards can be found while playing as Dylan.
  • 3 tarot cards each can be found while playing as Abigail, Jacob, and Ryan.
  • 1 tarot card each can be found while playing as Emma(?), Kaitlyn, and Nick.
  • The Hermit, Death, The Sun, and Judgement are the only tarot cards to have multiple premonitions based on the choices the player has made.
  • The Hermit and Judgement are the only cards to have multiple in-game descriptions depending on the choices the player has made.
  • The Hermit and The Hierophant are the only cards that can show events that occur before the game begins.
  • If the player finds The Hierophant, they must see its vision. There is no option to refuse it, and none of the other cards can be selected.
  • The High Priestess is the only tarot card that does not provide a vision.
  • The tarot cards are similar to the totems from Until Dawn and the pictures from The Dark Pictures Anthology since all these collectibles show future premonitions.
  • The player can gain all Tarot cards in one playthrough. This is compatible with gaining all the Evidence, but mutually exclusive with getting all the Clues. Collecting all the Evidence is also compatible with getting all the Clues. The only part of the game that causes this is Chapter 2, when Nick chooses to go down Rocky Road (for a Tarot card) or Shady Glade (for 2 clues).[1]
  • It is not possible to make all the Tarot visions come true or make all the Tarot visions not come true.
  • The Tarot cards originate from Eliza's Tarot deck when she was alive. This leaves it ambiguous as to whether or not they were supernatural before Eliza died.