**Far Cry 3 memory cards: all 20 outposts to check**
Spoiler scope: outpost names and an unlockable weapon. No campaign ending spoilers.
Memory cards are one of Far Cry 3's tidier collectible hunts. Every one is inside the safe house of a particular outpost. The hard part is often the fight outside; the mistake afterward is leaving before checking the laptop.
There are 20 cards. Ten unlock the Shredder signature SMG for purchase, and the full set completes Memory to Spare. Unlocking the weapon and paying for it are separate steps, so keep some money available if the Shredder is the reason for the trip.
**What to do at each stop**
Liberate the outpost first. The safe-house door remains locked while the enemy controls it, so sneaking through the camp and trying the door does not skip the capture.
Once the victory sequence is over, enter the safe house and look for the laptop. Interact with it, wait for the collection notification and check the total before leaving. Clearing the outpost alone does not count as taking its card.
Make that a habit during the campaign and the later cleanup becomes much shorter. An already liberated outpost with an uncollected card is usually a quick return rather than another combat job.
**The complete checklist**
These numbers follow the collectible list rather than an optimized driving route. Use the outpost name to resolve differences between older maps or videos that number their stops differently.
- **1. Orphan Point**
- **2. Welshore Wrecker's House**
- **3. Amanaki Outpost**
- **4. Northview Gas**
- **5. Rust Yard**
- **6. Cliffside Overlook**
- **7. Old Mines**
- **8. AM 12**
- **9. Hubert Shore Power**
- **10. Broken Neck Home**
- **11. Camp Murder**
- **12. Kell's Boat Repairs**
- **13. Nat's Repairs**
- **14. Lazy Shore Marina**
- **15. Bridge Control**
- **16. Spine Ridge Site**
- **17. Longshore View**
- **18. North Krige Crest**
- **19. Maw Docks & Repairs**
- **20. Satellite Communication Hub**
Some references shorten a name or vary an apostrophe. Welshore Wrecker's House, for example, can appear with slightly different spelling. Match the actual location rather than assuming the spelling difference represents an extra card.
**A useful collection route**
During a fresh campaign, work from the places you have already opened. Start with Amanaki and the western settlements, checking the laptop every time a listed camp changes hands. Then follow your story travel through the central and eastern areas. The southern-island stops become a second sweep when that part of the campaign opens.
For a late-game cleanup, make the route from your missing cards instead. Write down only the outposts that still need checking. Start with the closest unlocked fast-travel point, clear that stop from the list, and choose the next reachable point. There is little benefit in driving past six completed locations just to reproduce somebody else's numbered tour.
If the Shredder is your immediate goal, count the cards you already own and select enough remaining outposts to reach ten. Picking a small set of accessible camps is more useful than trying to force the entire collection into one session. The weapon becomes available at the halfway point, so it can help with work that remains.
**When the count is stuck at 19**
Check the difference between an outpost capture and a card pickup first. The map can show friendly territory while the laptop inside still has its collectible.
Next, compare all 20 names rather than only the camps you remember attacking. Story travel makes some places memorable and others easy to blur together. A written checklist is more reliable than a vague memory of having been somewhere along that road.
Finally, make sure the collection notification has actually appeared before fast-traveling away. If you suspect a save problem, confirm the current count after returning to the game instead of immediately repeating a long route. That gives you a clear starting point for troubleshooting.
The cards also add background to the island's criminal economy. Read the recovered entries when you want that context; keep the route itself simple. Capture the named outpost, enter its safe house, use the laptop and record the pickup. Repeat that at the 20 locations above and the hunt has a definite finish.
**Far Cry 3 memory cards: all 20 outposts to check**
· Games / Far Cry 3