**Far Cry 5 Collectibles: The Comics, Vinyl Crates and Baseball Cards**
Hope County’s collection jobs send you into places that are easy to drive straight past. A comic might be beside a television, a baseball display can disappear against a shelf, and Wheaty’s records are sitting in cabins all over the mountains.
This checklist covers **12 comics, 10 vinyl crates and 9 baseball cards**. The comics take you across the county. The records and baseball cards are concentrated in the Whitetail Mountains, so those two jobs combine well once you have the relevant quests.
**Get the collection maps working first**
Talk to **Nadine Abercrombie at the Dodd Residence** for **Golden Age Nostalgia**. Her comic-book map becomes available in shops after accepting the job.
For **Grand Slam**, find **George Wilson at the Oberlin Picnic Area**. Accept his request for the nine baseball cards and buy the corresponding map if you want their exact world-map markers.
**Turn the Tables** comes from **Wheaty at the Wolf’s Den after Gearing Up**. This job has staged hand-ins: one crate, then four more, then the remaining five. Follow the current objective and return when requested rather than assuming a single final conversation will handle every stage.
Each of these collection maps costs **$1,200 in game**. You can still use the named locations below without buying one, but the baseball-card map is especially helpful because several cards sit in unnamed cabins. For those stops, use the marker to identify the building, then the interior description to find the object. No amount of circling an entire lake is better than checking the correct hut.
**All twelve comics**
**Holland Valley**
- **Parker Laboratories:** the Mars comic is on Larry’s desk inside his trailer.
- **Boyd Residence:** find the Vietnam comic on the bedroom bed, near the bow.
- **Bradbury Farm:** climb to the loft of the older barn east of the silo. The Mars comic is on a mattress.
**Around the eastern roads and Henbane River**
- **Vasquez Residence:** the Vietnam comic is on the living-room couch.
- **Chan Residence:** look on the bed for the Vietnam comic.
- **Peaches’ Taxidermy:** the Zombie comic is beside the television in the main building.
- **Camp Cougars:** inspect the ground beside the tent for the Mars comic. Look closely among the surrounding clutter.
- **Boshaw Manor:** the Mars comic is on the bedside surface inside.
- **O’Hara’s Haunted House:** enter the upstairs part of the separate house used for the power-switch puzzle. The Zombie comic is on a mattress.
**Whitetail Mountains**
- **Jefferson Lookout Tower:** the Zombie comic is on the table inside the lookout.
- **McNeill Residence:** break the boards over the rear window to enter. The Vietnam comic is on the bathroom counter.
- **Elliot Residence:** climb through the upstairs window reached from the rear porch roof. The Zombie comic is on stacked footlockers.
The Elliot and O’Hara stops pair with their prepper stashes, but collect the comic itself before leaving. Finishing the local stash does not mean you picked up every separate item in the building.
Once the comic counter reaches twelve, return to Nadine. If you are one short, check the collection counter against the names above rather than trying to remember which house looked familiar.
**All ten vinyl crates**
The records are in yellow crates. They are larger than the baseball displays, but several sit outside rather than in the building you naturally head toward.
A useful way to work through them is to group the cabins and park entrances into short trips:
**Cabins and western stops**
- **Dansky Cabin:** outside by the front door, beneath the table.
- **Osprey Cabin:** inside the cabin north of Langford Lake.
- **Hunter’s Pass Shelter:** on the table inside the shelter near Snowshoe Lake.
- **Red Tail Cabin:** on the counter or sideboard inside.
- **South Park Entrance:** in the small office at the entrance near Widow’s Creek.
**Camps, work sites and the northern road**
- **Breakthrough Camp:** inside the lodge building.
- **North Park Entrance:** inside the roadside office, west of the F.A.N.G. Center across the river.
- **The Grill Streak:** beside the outdoor cooking/camp area, near the tent.
- **Linero Building Supplies:** in the office near the water tower.
- **MCA Mobile Lab:** by the outdoor tables and tent near the lab.
Use Wheaty’s current objective as your reminder to head back. The three hand-ins are part of the job, so a collection that looks finished in your head can still have a conversation waiting at the Wolf’s Den.
For a combined trip, check the records at Dansky Cabin while doing Gone Squatchin’. Search the park entrance offices for other collection items too. These stops reward a quick, systematic look around the room: surfaces first, then shelves, then floor-level containers.
**All nine baseball cards**
Look for small framed displays rather than a loose pack of cards. The map markers are useful here because some locations have no obvious named landmark of their own. For a free external locator, the [Shacknews nine-card map reference](https://t.co/7DHGXQUPFZ) pairs each stop with a location image.
- **F.A.N.G. Center:** search the store’s shelving.
- **Cooper Cabin:** the display sits on a small shelf inside.
- **McNeill Residence:** search the barn or outbuilding shelf, not just the house with the comic.
- **Cabin southeast of the F.A.N.G. Center:** use the collectible marker by the small lake and inspect the shelf inside.
- **Northeast of Baron Lumber Mill:** at the racetrack area, enter the white container/building and check its shelf.
- **Cabin near Cedar Lake:** the display is beside the bunks, on a small bedside surface.
- **Mountain radio site north of PIN-K0 Radar Station:** enter the small building and check beside the radio equipment.
- **South of PIN-K0 Radar Station:** inspect the small open-front shed and its shelf.
- **Petrol station between Clagett Bay and Widow’s Creek, near Dylan’s Master Bait Shop:** check the display shelf inside the building.
Those last few directional locations are easiest with George’s purchased map active. Set a waypoint directly on the card icon before travelling. Nearby outpost names are orientation points, not a promise that the card is inside the outpost compound.
Take a second to line up the interaction prompt. These displays can blend into the background, and walking straight past a shelf is an easy way to turn one missing card into another long circuit of the region.
Return to George after collecting all nine to finish Grand Slam.
**A sensible cleanup pass**
Start by checking your current quest objectives. Finish any hand-in that is already available, then buy only the maps for sets you want to work on. Group the remaining markers around your next trip instead of crossing the entire county for every individual pickup.
At each stop, collect the named object and check that the counter changed. That little habit settles most of the uncertainty later. A cleared building, a completed stash and a collected comic are three different things, even when they happen in the same place.
**Far Cry 5 Collectibles: The Comics, Vinyl Crates and Baseball Cards**
· Games / Far Cry 5