You're standing on a cliffside in the middle of nowhere, squinting at a piece of crumpled paper, wondering why on earth Rockstar Games made these sketches so vague. It's frustrating. If you’ve been hunting for the Jack Hall treasure map 3 location in Red Dead Redemption 2, you already know the drill. You found the first map at Caliban’s Seat. You scrambled across the narrow ledges of Cotorra Springs for the second. Now, you’re looking at a drawing of a lake with a tiny island, and honestly, it looks like a dozen different spots on the map if you aren't paying close attention.
Most players wander around O'Creagh's Run for way too long. They see the water, they see the trees, and they think they've nailed it. But the "X" isn't just anywhere. It is specific.
Where is the Jack Hall Treasure Map 3 actually pointing?
The location you are looking for is O'Creagh's Run. It's a high-altitude lake tucked away in the Grizzlies East, north of Emerald Ranch and just west of Annesburg. If you’ve met the veteran Hamish Sinclair, you know exactly where this is because his cabin sits right on the shore.
The sketch on the third map depicts a very specific silhouette of the central island in that lake. When you arrive, don't just jump into the water. Approach from the western bank. Look at the island from a distance and compare it to the drawing. You’ll see the rocky outcrop matches perfectly.
Swim or ride your horse out to that island. It’s small. Rocky. A bit slippery if the weather in the Grizzlies is doing its usual rainy thing. Once you’re on the island, don't look for a chest. You are looking for a loose rock on the ground. Specifically, on the grassier, flatter part of the island's southern side, there’s a small stone you can interact with. Arthur (or John) will reach down, move the rock, and pull out the prize.
The reward is bigger than you think
Why do people obsess over this? Two gold bars. That's it. That's the reason.
In the early game of Red Dead Redemption 2, money is tight. You're scraping by on a few cents from looting O'Driscolls or selling poor-quality deer pelts to Pearson. Two gold bars translate to $1,000 at any Fence. In 1899, that is a massive fortune. It’s enough to fully upgrade your camp, buy the best horse available at the Saint Denis stable, and still have enough left over for a custom volcanic pistol.
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The Jack Hall treasure map 3 is the culmination of the first real "treasure hunt" most players encounter. It teaches you how the game wants you to think. It isn't about GPS markers. It’s about landmarks. The "eye" of the needle, the "seat" of the mountain—these are visual puzzles.
Why O'Creagh's Run matters for the story
O'Creagh's Run isn't just a random pond. It’s named after a developer at Rockstar, but in the game world, it serves as a place of peace. This is where you eventually do some of the best fishing in the game. If you’re doing this hunt early as Arthur, take a moment to look at the scenery. The reflection of the trees on the water is one of the most technically impressive things the RAGE engine has ever produced.
Some people claim you can find the treasure without the maps. You can’t. The prompt to "search" or "inspect" the rock on the island won't appear unless you have the third map in your inventory. You have to do the work. You have to talk to Maximo (or rob him) near Bard's Crossing to kick the whole thing off.
Common mistakes during the final hunt
I’ve seen people try to use a boat. There usually isn't one conveniently spawned right when you need it. Just use your horse. Just make sure your horse has enough stamina because if it hits that deep water and runs out of energy, you’re both going under.
Another mistake? Going at night. The Grizzlies are full of wolves and the occasional bear. O'Creagh's Run is a hotspot for grizzly bear spawns on the northern shore. If you're hyper-focused on the island, you might get jumped before you even hit the water.
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- Check the map orientation: The sketch is drawn from the shore looking toward the island.
- Weather matters: Fog in the Grizzlies can make the island invisible. Sleep until morning if you can't see.
- The "Search" prompt: It’s finicky. You might need to crouch or walk in small circles around the rock to get the prompt to pop up.
Is it worth the effort in 2026?
Honestly, yeah. Even years after release, the Jack Hall quest remains the gold standard for how open-world collectibles should work. It doesn't hold your hand. It expects you to actually look at the world.
If you’ve finished the Jack Hall treasure map 3, you’ve officially closed the book on the Jack Hall gang. They were a real bunch of outlaws in the game's lore, and finding their stash feels like a rite of passage.
What to do with your gold bars
Once you have those bars in your satchel, don't just ride around with them. If you get killed by a bounty hunter or a random ambush, you don't lose the gold, but it's better to have the cash. Head to the Fence at Emerald Ranch. It’s the closest one to O'Creagh's Run.
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Sell them. Get your $1,000.
Spend it on the camp upgrades first. Specifically, the leather working tools for Pearson and the fast travel map for Arthur's lodging. It makes the rest of the game significantly less tedious. Or, if you’re a "low honor" player, just blow it all on premium cigarettes and high-end clothes in Saint Denis.
Step-by-step path to the finish line
- Travel to the Grizzlies East, specifically the lake called O'Creagh's Run.
- Locate the small island in the center of the lake.
- Swim or ride your horse to the western/southern side of that island.
- Look for a small, interactable rock on a ledge.
- Collect the two gold bars.
- Ride south to the Emerald Ranch Fence to cash out.
The beauty of this hunt is its simplicity. It’s the perfect introduction to the deeper secrets of the map, like the Poisonous Trail or the High Stakes treasure. Once you've mastered the visual cues of the Jack Hall maps, the rest of the game's puzzles start to make a lot more sense. You stop looking for icons and start looking at the horizon.
That is how the game is meant to be played.