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**Blood Dragon collectibles: all VHS tapes, TVs, Carlyle notes and animal types**

· Games / Far Cry 3: Blood Dragon

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**Blood Dragon collectibles: all VHS tapes, TVs, Carlyle notes and animal types** Blood Dragon sends Rex hunting for old televisions and videotapes while the island tries to kill him. The joke lands better when you can actually find the last damn television. This checklist covers all 54 physical collectibles: 12 VHS tapes, 32 TV sets and ten of Dr. Carlyle's notes. The animal checklist is separate and tracks twelve types. There are no story-ending spoilers below. The notes themselves contain character details, so leave their text unread if you want those discoveries fresh. **Set up the search before crossing the island** Buy the four regional collectible maps from liberated-garrison vendors. Each costs $500 and covers a quadrant: northwest, northeast, southwest or southeast. They reveal collectible markers, which makes them worth buying before a dedicated sweep. That is $2,000 in game currency for the complete map set. Use the coordinates below as map destinations, then inspect the terrain around the marker. A coordinate has no height information. Standing above a cave can put you practically on the dot while leaving the actual item several metres below you. The numbers are lookup IDs, not a mandatory collection order. Cross off items when collected, and work through nearby markers together rather than driving from number one to number two across the entire island. Keep the in-game marker visible during the final approach. Small coordinate differences between guides usually reflect where the writer stood, rather than a different collectible. **All twelve VHS tapes** Coordinates are written **X, Y**. - 1: 510.1, 432.4 - 2: 452.6, 466.0 - 3: 434.5, 505.1 - 4: 478.6, 524.3 - 5: 581.1, 402.3 - 6: 520.5, 362.8 - 7: 555.0, 509.7 - 8: 609.1, 437.9 - 9: 527.3, 437.6 - 10: 510.1, 361.8 - 11: 419.9, 407.8 - 12: 465.8, 334.9 Search crates around the buildings. Tapes seven, eight, nine and eleven are outside their nearby outpost structures; twelve is on a barrel. Tape ten requires looking around an additional interior corner. Clear immediate threats before crouching around furniture. A tape can wait until the gunfire stops. If the marker seems to lead into a wall, circle the building once and check both sides before climbing onto the roof. **All 32 TV sets** - 1: 524.4, 391.5 - 2: 537.1, 403.9 - 3: 566.7, 397.0 - 4: 590.7, 381.2 - 5: 531.9, 341.1 - 6: 457.5, 493.1 - 7: 446.1, 469.9 - 8: 465.8, 447.7 - 9: 488.7, 466.9 - 10: 500.9, 495.0 - 11: 506.8, 460.9 - 12: 474.4, 417.9 - 13: 494.0, 477.6 - 14: 498.4, 435.9 - 15: 436.8, 482.8 - 16: 437.6, 510.6 - 17: 487.3, 401.8 - 18: 446.9, 363.2 - 19: 451.8, 358.9 - 20: 491.7, 359.3 - 21: 476.5, 359.3 - 22: 465.1, 384.8 - 23: 424.4, 394.4 - 24: 496.6, 337.9 - 25: 552.3, 467.3 - 26: 536.7, 428.4 - 27: 563.9, 418.8 - 28: 587.5, 416.6 - 29: 603.6, 448.2 - 30: 580.2, 492.4 - 31: 548.9, 505.0 - 32: 535.2, 453.7 These are the ones where elevation or an entrance can waste your time: - **3:** Climb the waterfront ruins. - **4:** Swim into submerged ruins. - **8:** Third floor, inside a room. - **15:** Cave; crouch through its narrow passage. - **16:** Lower base level, via the cliffside walkway. - **20:** Inside the temple, upstairs to the left. - **21:** Deep inside the temple, near three coffins. - **22:** Second level of a thick ruined wall. - **23:** Underwater, in a shallow ruined crater. - **24:** Underwater, on a raised platform. - **27:** Second floor, among dolls. - **30:** Drop into the ruins' pit. - **32:** Top of the riverside outpost. The [GamesRadar illustrated TV guide](https://t.co/Boquzy3kXK) provides a useful visual companion, with the second half on its next page. Match the numbered TV before comparing pictures; several ruins contain ordinary televisions around the collectible one. **All ten Carlyle notes** These coordinates identify the notes themselves. The entrance directions underneath are particularly useful when the map marker sits over rock. - 1: 507.0, 499.5 - 2: 436.3, 484.8 - 3: 495.2, 447.9 - 4: 532.8, 392.0 - 5: 558.2, 404.7 - 6: 457.8, 404.3 - 7: 449.5, 334.3 - 8: 544.7, 473.9 - 9: 586.6, 418.0 - 10: 522.1, 438.0 Entrance checks: - **1:** Enter at 504.7, 503.9. Pass the skeleton; check behind the left stalagmites. - **2:** Entrance 433.4, 480.7. Crouch through; turn left at the TV. - **3:** Drop behind the hang glider at 496.3, 448.1. First right inside; descend beside the researcher. - **4:** Roadside cave entrance: 535.0, 393.2. - **5:** Mountain-road dig entrance: 558.1, 406.5. Search opposite the skeleton. - **6:** Drop through the hole at 457.5, 404.7. - **7:** From 463.4, 335.0, follow the road west; watch the right-hand side for the cave. - **8:** From 543.9, 470.2, head northeast and descend the small cliff. The body is outside. - **9:** Behind the fort at 587.0, 416.9, descend beside the skeleton; enter the cave below. - **10:** Follow the blue trail at 520.6, 440.1 into the cave; search beside two bodies. For awkward caves, stop using the straight-line waypoint as soon as you reach the surrounding rock face. Walk along the cliff base and look for the opening. Repeatedly jumping against the dot is an excellent way to spend five minutes accomplishing absolutely nothing. **Twelve animals for Murder Nature** You need a kill from each of these types: - Black and White Tiger - Devil Goat - Mutant Boar - Cyber Panther - Cyber Shark - Mutant Buffalo - Mutated Cassowary - Robo Dog - Blood Dragon - Mutated Turtle - Robo Crocodile - Neon Snake Birds, eels and mantas do not count toward this twelve-type requirement. Check the animal entries in the Data Console before searching for your last missing type. Turtle Killer is especially useful: its sewer route includes turtles and a crocodile. The entrance is around **518.6, 361.9**; activate the hunting mission if the entrance is unavailable. Crocodiles also inhabit freshwater elsewhere. Snakes are the easy one to overlook. Watch the ground rather than the horizon, especially around low grass and paths. A reported search spot is beneath the rock bridge around **480.6, 518.9**. Treat that as a place to check, not a guaranteed spawn. If there is no snake, leave the area and return later instead of staring at the same patch of dirt. **A sensible cleanup routine** Start each trip by choosing a small cluster of remaining map markers. Check which ones sit inside garrisons, which are along the coast and which appear to be in cliffs. Do the straightforward roadside pickups while approaching the more awkward cave or ruin, then finish at a shop or fast-travel point. Keep a separate note of any location you have visited but not actually collected. “Went there” and “picked it up” are different entries on a checklist, especially when a dragon interrupts the search. For the final few, compare the relevant category rather than the island's overall completion display. A missed TV, an unread note and an unrecorded animal kill need three different solutions. The coordinate lists handle the physical objects; the animal list tells you which kind of encounter to look for.

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