Skip to content

Far Cry 3 Data Cab 10 May 2026

Data Cab 10 is not on the first island (the South Island, home to Amanaki Village). It is located on the North Island (also known as the Hoyat Valley region), specifically inside the Badtown Ruins.

To be hyper-precise:

Let’s assume you have unlocked the North Island (after completing the mission "Kick the Hornet's Nest" or later). Follow these steps precisely.

After you have collected all 12 Data Cabs, you do not have to do anything else. The game automatically rewards you at the next checkpoint or after a quick save/reload.

If you want, I can provide a screenshot-based marker or precise in-game GPS coordinates for your platform — tell me which platform you're playing on (PC, PS4/PS3, Xbox One/Xbox 360).

(Invoking related search suggestions.)

, there is no specific item or mission titled "Data Cab 10." However, based on common player queries, you are likely looking for information regarding Memory Cards (often found in "Data Cabinets" within outposts) or the "A Connection to the Past" side mission which involves finding ancient tablets. Memory Cards (Collectibles)

There are 20 Memory Cards to find in Far Cry 3. They are usually found inside the safe rooms of liberated outposts, sitting on desks or inside small server cabinets.

Location: Look for the Memory Card icon on your map after taking over an outpost.

Reward: Collecting these unlocks new signature weapon recipes and provides lore on the island's drug trade. Related Side Missions

If you are tracking a mission numbered "10" or similar in a guide, you might be looking for:

A Connection to the Past: This mission requires Jason to find three ancient tablets for a character named Hykal.

Cargo Dump: A mission involving scanning barcodes on lost packages (believed by the quest-giver to be alien technology) across the North Island.

South Island Mission 10: In some walkthroughs, mission A-10 refers to a South Island quest where you must collect conflict diamonds to help a woman escape her abusive husband in Gaztown. Completionist Stats For those aiming for 100% completion:

Story Missions: There are 39 total missions in the main campaign.

Collectibles: To fully complete your Tatau, you must collect all 120 relics and find all letters/memory cards.

In the vast and treacherous Rook Islands of Far Cry 3, "Data Cab 10"—better known to players as Memory Card 10—is a vital piece of the puzzle for completionists and those seeking powerful drug recipes. These memory cards contain sensitive information about the drug trade on the island and, more importantly, provide unique formulas for syringes once collected. The Role of Memory Cards in Far Cry 3 far cry 3 data cab 10

Memory cards are one of the primary collectible types in the game, alongside Relics and Letters of the Lost. There are 20 memory cards in total, all located in the North Island's safe houses within enemy-controlled outposts. Rewards: Every memory card you find grants 250 XP.

Unlockables: Collecting 10 memory cards unlocks the "Endorphin Boost" syringe recipe, which provides a massive health boost and regenerates health over time. Finding all 20 is required for the "Memory to Spare" achievement/trophy. Where to Find Memory Card #10 (Heroin Formula)

Memory Card 10 is located in the North Island, specifically at the Northview Gas Outpost. This outpost is a key tactical location in the northern region of the map. Coordinates: X: 457.7, Y: 627.1 Outpost: Northview Gas

Location Detail: After liberating the Northview Gas outpost, head into the Safe House. The memory card is resting on a desk near a computer terminal.

Data Content: This specific card contains the "Heroin Formula," detailing the distribution and logistics of the narcotic under Vaas and Hoyt’s regime. Tips for Securing the Outpost

Since the memory card is inside the safe house, you must first liberate the Northview Gas outpost. This can be done in a few ways:

Stealth Approach: Use a silenced Z93 sniper rifle from the hills overlooking the station. Focus on disabling the alarms first to prevent reinforcements.

Aggressive Approach: Use C4 or the Flamethrower to clear out the pirates quickly, but be prepared for heavy resistance if the alarm is triggered.

XP Bonus: Liberating the outpost undetected will net you 1500 XP, while a loud approach only gives 500 XP. Checklist for Completionists

If you are hunting for Memory Card 10, you are likely on the path to 100% completion. Ensure you have purchased the Items Map for the North Island at any automated store, as this will highlight the locations of all remaining memory cards and relics on your world map.

For those tracking their progress through the campaign, this collection is often done around Mission 10: "Keeping Busy", where Jason Brody begins exploring deeper into the island's secrets and upgrading his equipment. Guide :: Far Cry 3 Strategies and Tips - Steam Community


In the pantheon of open-world gaming, Far Cry 3 is often remembered for its charismatic villain, Vaas Montenegro, and its protagonist Jason Brody’s harrowing transformation from a spoiled tourist into a tribal warrior. However, buried beneath the chaos of liberating outposts and hunting komodo dragons lies a quieter, more tragic narrative layer: the Data Cabs. Specifically, the tenth data cab (and the series as a whole) serves not as a gameplay necessity, but as a digital graveyard of forgotten stories. These encrypted laptops are the game’s moral conscience, reminding the player that the Rook Islands are not a playground for Jason’s empowerment, but a real place where ordinary people suffered and died long before he ever picked up a knife.

The Data Cabs are the diaries of the damned. Scattered across the two main islands, these laptops belong to the local population—Rakyat villagers, foreign tourists, and unlucky mercenaries. Unlike the main narrative, which glorifies Jason’s violent prowess, the emails and journal entries found in these cabs document fear, resignation, and the mundane horror of living under Vaas and Hoyt’s regime. Reading entry after entry, the player discovers stories of families separated by the slave trade, doctors trying to cure malaria with dwindling supplies, and tourists who arrived for a scuba diving vacation only to be thrown into a bamboo cage. The tenth cab, typically found in a high-security area, often contains a final, cut-off message—a scream that never reached its recipient. These are not heroic last stands; they are whimpers fading into the jungle static.

The act of decrypting these cabs is a deliberate subversion of the game’s core power fantasy. To find all forty-one laptops, Jason must become the very apex predator the game encourages. He must slaughter dozens of pirates, sneak into heavily fortified camps, and scale cliffs to reach a rusted shipping container. The reward, however, is not a better gun or more powerful syringe, but a text file detailing a child’s lost birthday or a cook’s slow descent into madness. This creates a profound dissonance: the gameplay rewards violence, but the narrative artifact rewards empathy. The tenth cab often sits in the aftermath of a firefight, its screen flickering as the player stands over the cooling bodies of the men who were guarding it. It forces the question: Am I any better than them? Jason kills to escape; the pirates killed to survive. The laptops blur that line.

Furthermore, these data cabs serve as a vital piece of environmental storytelling that critiques the "White Savior" trope central to the main plot. While Jason is celebrated by the Rakyat as the warrior "Snow White," the laptops tell the stories of the actual Rakyat—people who have been fighting and dying for years without a foreign protagonist. Entry ten might reference a local rebellion that was crushed before Jason even jumped out of his plane. In this light, Jason is not a hero but a chaotic variable, a bullet with a passport. The true heroes are the nameless authors of the cabs who continued to resist even when no one was coming to save them. By collecting these memories, the player becomes an archaeologist of tragedy, acknowledging that Jason’s story is merely the final, bloody chapter of a much longer book.

In conclusion, the Data Cabs of Far Cry 3, and the tenth in particular as a symbol of the final, desperate plea, are not mere filler content. They are the silent backbone of the game’s thematic argument about violence and meaning. While the main quest pushes the player toward a binary choice of saving friends or embracing the jungle, the laptops whisper a third truth: that all paths through the Rook Islands are paved with the bones of the forgotten. To decrypt a data cab is to pause the mayhem and listen to the static. It is to realize that for every Vaas monologue, there are a hundred unheard cries for help. In a game famous for its insanity, the data cabs are the most sobering voice of all: the voice of the victim. Data Cab 10 is not on the first

If you’re trying to install and getting hit with the infamous "Please insert the disc that contains data10.cab"

error, you aren't alone. This specific error usually pops up for players using multi-disc ISO files or certain repackaged versions of the game.

Here is a quick guide to bypass this technical hurdle and get back to Rook Island. The Problem: Why "Data10.cab"? The installer for

is often split into multiple parts to save space. During the installation process, the software reaches a point where it needs the files located in the tenth data cabinet ( data10.cab

). If you are installing from a virtual drive (ISO), the installer is looking for that file on the same drive letter where it started the installation. The Fix: How to Resolve the Error Check Your Files

: Ensure that you actually have all the installation parts downloaded. Typically, data10.cab

is part of "Disc 2" or "Part 2" of the installation package. Use the Same Drive Letter : This is the most common fix. When the prompt appears:

mount the second ISO to a new drive (e.g., if Disc 1 is on drive , don't mount Disc 2 to drive Disc 1 from your virtual drive and Disc 2 to that same drive letter.

Once Disc 2 is mounted, click "OK" or "Browse" in the installer window and point it to the drive. The "One Folder" Method : If mounting doesn't work, try copying all the

files from all discs into a single folder on your hard drive. Run the

from that folder so the installer can see all the files at once without needing a disc swap. Beyond Installation: What’s Waiting for You? Once you get past the data10.cab

hurdle, you’re diving into one of the best open-world experiences in gaming history. Main Story

: You'll start with "Make a Break For It" as Jason Brody, eventually meeting iconic characters like Dennis and the legendary antagonist Vaas Montenegro. The Power of 10 : Collecting 10 Memory Cards (found in liberated outposts) unlocks the Shadow Vector .45 ACP

. This silenced signature weapon is a game-changer for stealth gameplay. Exploration Rewards

: If you're a completionist, finding the first 10 Relics is your first step toward the "Archaeology 101" achievement (which requires 60 relics total) and powerful recipe unlocks like the "Untouchable" syringe. Are you stuck on a specific mission or having trouble finding one of the hidden memory cards in an outpost? Farcry 3. Relic locations 1-10

Title: Far Cry 3: The Lost Expedition

Protagonist: Dr. Sophia Patel, a brilliant archaeologist

Antagonist: Hoyt Volker, a ruthless pirate and mercenary

Setting: The island of Rook Islands, Papua New Guinea

Story:

Dr. Sophia Patel, a renowned archaeologist, has been hired by a wealthy collector to lead an expedition to the Rook Islands in search of a lost treasure. Her team consists of her graduate students, Jake and Alex, and a local guide, Kanaq.

Upon arriving on the island, they are met with hostility by a group of ruthless pirates, led by Hoyt Volker. Volker and his crew have been using the island as a base for their illicit activities, and they will stop at nothing to protect their operation.

As Sophia and her team try to navigate the island and find the treasure, they are ambushed by Volker's men. In the ensuing chaos, Sophia is separated from her team and finds herself alone, with limited supplies and no communication devices.

With the help of a mysterious island inhabitant, Dennis, Sophia learns that Volker is working for a powerful organization known as the "Co-op." This group is secretly funding Volker's operations, and they will do whatever it takes to get their hands on the treasure.

As Sophia explores the island, she must fight against Volker's men, wild animals, and harsh weather conditions. Along the way, she meets other island inhabitants, including a group of rebels fighting against Volker and the Co-op.

Sophia soon discovers that the treasure she is searching for is an ancient artifact with the power to change the course of human history. The Co-op will stop at nothing to get their hands on it, and Sophia must use all her skills and knowledge to outrun them and uncover the secrets of the artifact.

Main Missions:

Side Missions:

Gameplay Mechanics:

Climax:

The final confrontation takes place at the Co-op's heavily fortified base. Sophia must use all her skills and knowledge to infiltrate the base, taking down Volker's men and Co-op agents. She finally faces off against Volker and the leader of the Co-op, a mysterious figure known only as "The Archon."

Ending:

Sophia emerges victorious, having defeated Volker and The Archon. She escapes the island with the ancient artifact, which she vows to use for the betterment of humanity. As she sails away from the island, she reflects on the lessons she has learned and the friends she has made along the way.

The game ends with a cinematic showing Sophia's return to civilization, where she is hailed as a hero for her bravery and ingenuity. The camera pans out to reveal the island, now free from the Co-op's tyranny, with the sound of the rebels celebrating in the background. The final shot is of the artifact, now in Sophia's possession, as she whispers, "The real adventure has just begun."