Welcome to the Quantum Break collectibles guide for Act 1. This walkthrough focuses on helping you collect every narrative object and Quantum Ripple found in the first act of the game. These collectibles help deepen your understanding of the story and, in the case of Quantum Ripples, affect the live-action episodes at the end of each act. Just a heads-up: minor spoilers are ahead, so it’s best to follow this guide alongside your playthrough to avoid revealing plot points too early.

Understanding Collectibles in Quantum Break

There are four main types of collectibles in Quantum Break, but in Act 1 we’ll focus primarily on two: Narrative Objects and Quantum Ripples. Narrative Objects are environmental storytelling pieces, like emails, posters, and audio logs, that add to the game’s worldbuilding. They don’t unlock any abilities or gear, but they’re key to understanding the deeper lore. Quantum Ripples, on the other hand, subtly influence the live-action sequences shown between acts. Activating these can lead to changes in how events unfold in the show segments.


Act 1-1 Collectibles (University Courtyard)

At the very start of the game, you won’t have access to time vision yet, which usually helps highlight collectibles in the environment. That means you’ll need to pay close attention and explore thoroughly.

  • Narrative Object #1: As you walk into the college area, look to your left. There’s a map on the wall—this is your first narrative object.
  • Narrative Object #2: Just ahead, there’s a “Join the Protest” sign. Interact with the poster board nearby for your second collectible.
  • Narrative Object #3: Continue forward into the courtyard and examine the protest sign standing in the middle of the area.
  • Narrative Object #4: Double back slightly to find another nearby board with more narrative content. These four are clustered closely, so it’s best to sweep the area before moving on.
  • Narrative Object #5: Locate a radio you can interact with. You’ll hear someone ranting—typical university protest chatter.
  • Narrative Object #6: Talk to a woman who will direct you to a display of protest achievements. Trigger the dialogue and check the display.
  • Narrative Object #7: Inside a booth, there’s a television playing a commercial. Don’t miss the dude chilling on a mattress in the background.
  • Narrative Object #8 & #9: After speaking with the security guard (possibly Burke), you’ll find two objects close together—one is a sign, the other another environmental piece. Easy to grab both here.
  • Narrative Object #10: Right before following Paul Serene, open a nearby computer and read an email.
  • Narrative Object #11: Instead of entering the elevator with Paul, run past it to find a corkboard about a job fair.
  • Narrative Object #12 (Marketing Spiel Achievement): When Paul offers to show you a presentation, sit down and let him do it. You’ll unlock a collectible and an achievement.
  • Narrative Object #13 & #14: In the time machine room, grab the photo of a ram/goat and an email from Paul. Keep following Paul, and check the desk nearby for more info.
  • Narrative Object #15: Before proceeding, pick up the corridor schematics—a map of the time machine—on a panel near the exit.

Act 1-2 Collectibles (Time Stutters Begin)

Now that you’ve progressed past the first segment, you’ll begin encountering stutters in time and slightly more complex environments.

  • Narrative Object #1: When you’re hiding with your brother behind some grates, don’t follow him just yet. Instead, turn around and interact with a computer to read an email.
  • Quantum Ripple #1: After moving through the next area with a firefight, find a chalkboard with an equation. Examine it, and Will Joyce will come over and finish the formula. You’ll see a symbol in the corner of the screen indicating the Ripple occurred.
  • Narrative Object #2: Once you reach an elevator, don’t step inside. Check the couch behind it for another narrative piece.
  • Narrative Object #3: As you exit the elevator during a time stutter, interact with a desk where everything is frozen. You can even pull guns out of frozen enemies for fun.

Act 1-3 Collectibles (Construction Zone)

This is a short section with minimal collectibles, which is a nice break after the cluttered earlier acts.

  • Narrative Object #1: Near a construction area outside the library, interact with a radio. This is the only collectible in this part.

Act 1 Junction Point (Playing as Paul Serene)

At the end of Act 1, you take control of Paul Serene and make your first major choice. There are a couple more collectibles here:

  • Quantum Ripple #2: Near the goat from earlier in the time machine room, interact with it to trigger another ripple effect.
  • Narrative Object #1: Examine a document discussing William Joyce’s intelligence and background.
  • Narrative Object #2: On the opposite side of the display, you’ll find a dossier about Jack Joyce—your character.

Final Thoughts for Act 1 Completion

That wraps up every narrative object and Quantum Ripple in Act 1, across all three scenes and the junction point. Some items are out in the open, others tucked just off the main path—but thankfully nothing is hidden in obscure, backtracking-heavy areas at this point in the game. Once you’ve made your decision in the junction—either Hardline or the alternate path—you’re ready to move into Act 2 and continue collecting.


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