Last Stop Weapons Guide โ€” Keep or Sell

You start with a Pipe Wrench and an Iron Sword, and you end the journey trusting one Revolver. Here's every confirmed weapon, what it's for, and the keep-or-sell rules that fund your arsenal.

Reviewed 2026-09-12 ยท Beta balance may change stats

Confirmed weapons

WeaponTypeHow you get itVerdictNotes
Pipe WrenchMeleeStarter weaponโ— KeepPart of the starting Scavenger loadout. A dependable early melee that costs nothing โ€” keep it until you can craft or buy better.
Iron SwordMeleeStarter weapon / lootingโ— KeepThe other half of the starting loadout. Solid early-game damage for zombie waves; upgrade away from it once guns become available.
RevolverRangedBought or lootedโ— KeepThe community's must-keep sidearm. Reliable damage, common ammo, and it stays useful deep into a run โ€” including boss fights when your primary runs dry.
RPGHeavy rangedLate-game loot (tied to the rpg masterclass badge)โ— SituationalExplosive damage added alongside the September 2026 horse/bandit content. Devastating against bosses and hordes, but ammunition is scarce โ€” save it for the big fights, and note the rpg masterclass badge (1,000 entity kills with an RPG on horseback) exists for completionists.
Starter loadout: Pipe Wrench + Iron Sword โ€” the Scavenger's starting kit. Solid enough for the first checkpoints; replace melee with a gun as soon as your cash allows.

The keep-or-sell framework

Last Stop has no trading economy โ€” your "value list" is what each item is worth to your run versus its sell price. Four rules cover almost every decision:

RuleDetail
Always keepYour Revolver. It is the backbone of every loadout from mid-journey onward โ€” selling it to fund an upgrade almost always ends in regret.
Keep until replacedStarter melee weapons (Pipe Wrench, Iron Sword) until you own at least one gun with enough ammo for a full checkpoint.
Sell aggressivelyDuplicate low-tier guns and most raw loot. Cash early means better weapons before the hard mid-journey bosses โ€” the Rich Person badge (sell $25,000) is earned by disciplined selling.
Inspect firstPress Y to Inspect any item before selling. Condition affects value, and a few 'junk' items are quest or craft materials for the workbench.
Warning: press Y (Inspect) before selling anything. Some "junk" is workbench material โ€” theCrafter badges (25 / 150 / 500 items) are earned by crafting, not buying.

What's worth buying with cash

In-run cash (earned by selling loot) buys weapons and supplies; Tickets are a separate currency for classes. The community consensus on in-run purchases: a ranged weapon with common ammo beats an exotic gun you can't feed, and the Revolver is the backbone sidearm of every mid-game loadout. For the economy side โ€” what sells high and when โ€” see thebeginner guide's looting section.