**Far Cry New Dawn: All Nine Photographs and All Ten Music Players**
Hope County has changed so much that a familiar road can lead to a place you barely recognize. The photographs give those changes a reference point. The music players give the survivors something better to listen to while living among the wreckage.
These are two manageable collectible sets: nine photographic viewpoints for **A Thousand Words**, and ten music players for **Audiophile**. Below are the actual local checks for every stop, including the locked rooms and buried entrances that can make a nearby marker frustrating.
**Location spoilers:** this covers the full map, including a northern area reached through the story. It does not explain the ending.
**Start the photographs before leaving Prosperity**
Go upstairs in Prosperity's main house and collect Tracey's shoebox beside the piano. That starts A Thousand Words and supplies the old pictures. If the blue side-mission marker has not appeared, advance the opening story first.
At each viewpoint, look for the yellow mat and camera. Stand on the mat, face the camera's direction and use the photograph prompt. Adjust your position and aim until the old image lines up with the landscape. The successful alignment flashes and awards a perk point.
If you are close but nothing registers, check your feet before moving farther away. A step onto the mat is often more useful than trying another angle from the roadside. Match a surviving roofline, tower or bridge support rather than the vegetation.
For exact map pins, [PowerPyx's free nine-location photograph reference](https://t.co/YutftgbwsK) covers the whole set. Cartography also sells the in-game photograph map.
**All nine photographic viewpoints**
- **Prosperity:** look just outside the walls for the small circular depression and camera mat facing the main buildings. The old picture shows John Seed's property. Collect this immediately after the shoebox rather than passing it on every later trip home.
- **Rye & Daughter Aviation:** search south of the aviation building, near the road. The camera looks back toward the house rather than straight down the airstrip.
- **The Chop Shop:** take the road east from the outpost and search the clearing beyond the vegetation. Look for the leaning water tower with a plane perched on it. The camera position is west of that tower, facing the remains of Fall's End.
- **The Refinery:** go to the road fork just north of the outpost. The camera faces the industrial structures and three tanks of the old grain-elevator site.
- **Broken railway bridge near Sergey's Place:** follow the riverbank south of the broken bridge, on the western side. Stay beside the water, facing the bridge and derailed containers.
- **The Pantry:** cross the main road beside the outpost and look for the camera opposite the remains of the small green-roofed store with the red apple sign. The photograph records the Gardenview facility; the viewpoint is outside the outpost.
- **Chateau Boshaw:** search across the green pool from the buildings, on a raised ledge overlooking the site. Face the buildings and pool of the former geothermal park.
- **The Old Compound:** locate the half-submerged church across the water from The Island outpost. Search the shore south of the church, facing back toward it. The church's remaining outline is your alignment target.
- **Joseph's Sanctuary:** leave this for the northern story journey. From the sanctuary, follow the river south along its eastern bank to the small camera platform at the water. Face back north toward the old dam site. You can return later if you pass it during the mission.
Clear nearby enemies before spending time on an alignment. Having someone shoot you while you adjust a photograph is a particularly stupid way to waste a medkit.
**Music players: listen, then find the entrance**
The ten players add music to Survivor Radio. Their sound grows easier to hear as you approach, which helps distinguish the correct building from an empty neighbor. Once you hear it, look for the route inside: several are below ground or behind a locked door.
Bring **Grapple**. Lock Picking is convenient, but the three locked-room stops below have nearby keys, so it is not compulsory for this set. [The free complete music-player locator](https://t.co/gl6VeSx5p4) supplies all ten map positions if a landmark remains undiscovered.
**The southwestern stops**
- **Bradbury Woods:** search the small boarded storage space at the cabin. Smash the boards and check the shelf near the safe. Some guides call this Banbury Woods; the location to look for in the game is Bradbury Woods.
- **Big Mike's Dale:** go behind the house and find the bunker hatch. Open it, climb down and search the interior for the player. A sweep of the house above will not finish this stop.
- **Fillmore's Hovel:** find the hatch near the house and descend into another bunker. Check the bunk bed for the player. This location sits south of The Refinery, near the river.
**The lake, cave and railway wreck**
- **Lakeside building north of The Chop Shop:** find the lone building at the lake. The door is locked. Swim around to the water-facing side and use the grapple point to reach the upper window. Climb through and collect the player inside.
- **Frobisher's Memory:** enter the cave and look above you for a grapple point. Use it to reach the upper section, where the player sits in the small living area. You do not need to postpone this for the later double-jump power.
- **Sergey's Place:** search the broken railway compartment among the wreckage beside the river. The player is inside the half-buried section. This pairs well with the nearby bridge photograph, although the camera and the player are separate pickups.
**The eastern and northern stops**
- **Sein's Sanctuary:** search the garden area for boards covering a shallow opening in the ground. Break them and look in the space underneath. The building's unusual appearance is easy to notice; the player is below the garden surface.
- **Rotgut Pass:** enter the partly buried house. A key sits opposite the locked interior door, on the storage surface by the vending machine. Open the room, then break the boards covering the toilet to uncover the player.
- **Forgotten Barracks:** go inside the house between The Watering Hole and Empty Garden. Find the wooden obstruction beneath the table opposite the locked door and break it for the key. Unlock the room and check the chest of drawers.
- **Tombwater:** enter the house near The Watering Hole. Shoot or break open the freezer door to expose the key, then unlock the interior room. The player is by the sink. Picking the lock also works if you already bought the perk.
**A sensible way to collect them**
Start with Prosperity, Rye & Daughter Aviation and the nearby western stops. When your next trip takes you toward The Chop Shop, combine its photograph with Big Mike's Dale and the lakeside player. The cave and river wreck make useful detours on later journeys through the middle of the map.
Save the eastern buildings for the trip when you are already recruiting or exploring there. Check the northern photograph during the sanctuary storyline, then use the map's counters to identify which set still needs work.
The important distinction is between discovering a place and finishing its collectible. A photo requires the successful alignment. A music player requires picking up the device, even if you have already heard its song through the wall. Before leaving each stop, confirm that the interaction completed. That small check prevents a long return trip through a building you thought you had cleared.
**Far Cry New Dawn: All Nine Photographs and All Ten Music Players**
· Games / Far Cry New Dawn