Last Stop Weapons Guide β 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 2026-09-13 Β· Beta balance may change stats
All weapons in Last Stop
| Weapon | Type | How you get it | Verdict | Notes |
|---|---|---|---|---|
| Pipe Wrench | Melee | Starter weapon | β Keep | Part of the starting Scavenger loadout. A dependable early melee that costs nothing β keep it until you can craft or buy better. |
| Iron Sword | Melee | Starter weapon / looting | β Keep | The other half of the starting loadout. Solid early-game damage for zombie waves; upgrade away from it once guns become available. |
| Revolver | Ranged | Bought or looted | β Keep | The community's must-keep sidearm. Reliable damage, common ammo, and it stays useful deep into a run β including boss fights when your primary runs dry. |
| RPG | Heavy ranged | Late-game loot (tied to the rpg masterclass badge) | β Situational | Explosive damage added alongside the September 2026 horse/bandit content. Devastating against bosses and hordes, but ammunition is scarce β save it for the big fights, and note the rpg masterclass badge (1,000 entity kills with an RPG on horseback) exists for completionists. |
| Ray GunREPORTED | Ranged | Limited Alien Update event (September 2026) β community reports point to the limited-time reward wheel | β Keep | Event-exclusive energy weapon reported with the Limited Alien Update. Acquisition details are still community-reported rather than in-game confirmed β check the event wheel while the update is live. Event weapons can become unobtainable once the roughly one-week alien window closes, so grab it while you can. |
The keep-or-sell framework
Last Stop has no trading economy β your "value list" is what each item is worth to your run versus its sell price. Four rules cover almost every decision:
| Rule | Detail |
|---|---|
| Always keep | Your Revolver. It is the backbone of every loadout from mid-journey onward β selling it to fund an upgrade almost always ends in regret. |
| Keep until replaced | Starter melee weapons (Pipe Wrench, Iron Sword) until you own at least one gun with enough ammo for a full checkpoint. |
| Sell aggressively | Duplicate low-tier guns and most raw loot. Cash early means better weapons before the hard mid-journey bosses β the Rich Person badge (sell $25,000) is earned by disciplined selling. |
| Inspect first | Press Y to Inspect any item before selling. Condition affects value, and a few 'junk' items are quest or craft materials for the workbench. |
Y (Inspect) before selling anything. Some "junk" is workbench material β 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 loot side of the economy β every category's keep-or-sell verdict β see the items guide; for earning Tickets themselves, the Tickets guide covers every method.