**Far Cry 3 relics: a complete lookup companion and eight troublesome pickups**
Spoiler scope: collectible access and mission names. The linked index covers the full collection; the written routes below concentrate on eight useful or awkward pickups.
Far Cry 3 hides 120 relics across the Rook Islands. Some sit on obvious shrines. Others send you into a cave whose entrance is nowhere near the spot you marked. The collection gets much easier when you track the entrance and the relic separately.
The useful reward milestones are:
- Ten relics unlock the Bull shotgun for purchase.
- Twenty unlock the AMR for purchase.
- Thirty unlock the Untouchable syringe recipe.
- Forty unlock the Touch of Death recipe.
- Sixty earn Archeology 101.
There are still another 60 relics beyond that achievement requirement. A weapon run, a trophy run and a full collection therefore have different stopping points.
**The full location lookup**
Keep the [GamerGuides relic index](https://t.co/KQal3JdSl0) alongside your collection record. Its four chapters follow the handbook numbering:
- [Relics 1–30](https://t.co/KQal3JdSl0).
- [Relics 31–60](https://t.co/n68v72Blro).
- [Relics 61–90](https://t.co/TfeE7V3p69).
- [Relics 91–120](https://t.co/v2agWEICdY).
Use the chapter heading to check you have landed in the right section. If an old link sends you elsewhere, the site's Collectibles menu has all four chapters. These are coordinate-and-entrance references, not a recommended driving order.
Start by writing down the numbers you still need. Then group nearby targets on your own map rather than following the list from beginning to end. That prevents one awkward pickup from sending you across half an island between two easy ones.
Keep a short note for any location you postpone: the relic number, the nearest useful travel point and what stopped you. “Cave entrance not found” gives you something to solve next time. “Somewhere near that mountain” usually means doing the search twice.
**Collect Spider 1 before Payback**
Inside the cave beneath Earnhardt's house, take the passage opposite Daisy's boat once accessible. **Get Spider 1 before finishing Payback.** It is unmarked, so handle it early instead of leaving it for the final map sweep.
Check the collection record before leaving. Story conversations in the same cave can make the place feel finished even when you have never actually picked up the relic.
**Five northern pickups worth combining with your travels**
Coordinates below are approximate targets. Where a separate entrance is given, mark that first.
- **Spider 23: X452.4, Y755.1.** Enter at **X448, Y752**, behind the shrine and crimson plants. Climb the vines to the altar.
- **Spider 3: X502.6, Y790.2.** Enter the cenote north of Amanaki Outpost. Swim southeast, then follow the vine climbs and ledge jumps to the temple.
- **Spider 4: X496.1, Y700.2.** Approach from the north, crossing the river south of Amanaki Outpost. Search the hilltop cave rather than fighting the southern terrain.
- **Spider 5: X523.5, Y730.6.** Use the cave entrance at **X528, Y728**. Inside, keep left and climb the vine to the shrine.
- **Spider 6: X586, Y816.2.** From Cradle View, head east to the cave at **X583.7, Y814**. The relic is inside the grotto overlooking the bay.
The first four make sensible additions to travel around Amanaki. Save the Cradle View stop for the next time you are already working in that area. There is no need to force them into one uninterrupted road trip.
At the cenote, stop on each landing long enough to identify the next climb. A small correction before a jump is quicker than finding your way back after falling. If an enemy patrol interrupts the approach to a cave, finish that encounter before trying to read coordinates and climb at the same time.
**Spider 22: the prison doorway**
**X362.4, Y688.7:** during Prison Break-In, check the ground on the left just beyond the prison doorway. Before the mission, the cove at **X363, Y679.5** provides another approach into the caverns.
The story objective naturally pulls your attention farther into the complex. Make the pickup a deliberate stop and record it immediately. That small pause saves an unnecessary return through familiar corridors later.
**Spider 25: reach the ledge from across the ravine**
West of Lazy Shore Marina, the cave is in the ravine's southern wall. Launch from the opposite side with the wingsuit, then deploy the parachute early enough to settle onto the entrance ledge.
Locate the cave before jumping. Pick a starting point that leaves room to correct your approach and aim for the open ledge rather than the rock face above it. If the first attempt fails, change the launch position or deployment timing instead of repeating the same drop.
This is a good pickup to leave on a short “awkward approaches” list. Come back prepared to make a careful attempt, with the route to your launch point already understood.
**Finish the collection in manageable sweeps**
For each region, separate simple ground pickups from climbs and underwater searches. Do the easy cluster first, then prepare specifically for the remaining terrain. Before a swim, work out where you can return to air. Before a drop, identify an actual landing surface. Carry healing supplies so a bad approach does not force an immediate retreat.
When a marker seems to point into solid rock, search around the hill at ground level before trying to climb over it. Follow visible paths, openings and built structures. A coordinate describes a position on the map; it cannot tell you which side of a wall to enter from.
At the end of each sweep, reconcile the pickups with your numbered checklist. The linked reference supplies the locations for the whole set. Your notes supply the route that fits the camps and travel points you have actually opened. Together they are far more useful than repeatedly searching the same familiar stretch of coastline.
**Far Cry 3 relics: a complete lookup companion and eight troublesome pickups**
· Games / Far Cry 3