
All Game Items
All Game Items Guide for Far Cry 5
This guide catalogs every major item class in Far Cry 5, from weapons and equipment to consumables, materials, currencies, and collectibles. Each section explains what the item does, how to obtain it, when it is useful, and any important synergies or upgrades.
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Weapons
Weapons in Far Cry 5 are divided into categories based on primary use. Most can be purchased from Vendors (found at safe houses, outposts, and towns) after the corresponding weapon rank is unlocked via story progress. Weapons can also be found in Prepper Stashes, looted from enemies, or earned as mission rewards. Every weapon can be customized with attachments (scopes, suppressors, magazines, grips) purchased from the same vendor menu. Ammo types (Armor-Piercing, Incendiary, Explosive) are bought from the Ammo tab.
Pistols
| Weapon | Description | Obtain | When Useful |
|---|---|---|---|
| 1911 | Standard semi-auto pistol, reliable and accurate. | Vendor (unlocked early), loot. | Backup weapon for finishing off injured enemies. Suppressed for stealth. |
| M9 | Higher capacity than 1911, moderate damage. | Vendor, Prepper Stash. | General-purpose sidearm. |
| .44 Magnum | High stopping power, penetrates armor. | Vendor (after liberating John’s region), Prepper Stash. | Effective against heavy units and vehicles. Pair with scope for long-range pistol kills. |
| D50 | Semi-auto desert eagle, high damage, slow fire rate. | Late-game vendor, mission reward. | One-shot kills on unarmored enemies. Excellent for takedowns with a silencer. |
| Rattlesnake (Gold Pistol) | Unique skin, same stats as 1911. | Prepper Stash “Rattlesnake”. | Cosmetic only. |
Rifles
| Weapon | Description | Obtain | When Useful |
|---|---|---|---|
| AR-C | Full-auto assault rifle, balanced stats. | Vendor (early), common drop. | Primary weapon for most engagements. Customize with reflex sight and suppressor for stealth. |
| AK-47 | High damage, moderate recoil. | Vendor (mid-game), found in cult bases. | Excellent for medium range; use AP ammo to shred armor. |
| MS16 | Semi-auto marksman rifle, good accuracy. | Vendor (early), Prepper Stash. | For accurate headshots at range. Add a silencer for stealth sniping. |
| .45 Rifle | Amped semi-auto, uses .45 ammo. | Special mission reward. | High damage but limited ammo capacity. Use as a loud, high-hitscan option. |
| SPAS-12 (Shotgun) | Actually classified under shotguns, but here for completeness. | ||
| Signature Weapons (Unique variants) | e.g., AK-MS (suppressed AK), Driller (bladed AR-C). | Unlock via side missions, then buy from vendor. | Provide built-in attachments or special perks. |
Shotguns
| Weapon | Description | Obtain | When Useful |
|---|---|---|---|
| SPAS-12 | Semi-auto shotgun, high fire rate. | Vendor (mid-game). | Excellent for close quarters; use with slug rounds for mid-range. |
| SBS | Short-barreled pump shotgun. | Prepper Stash, vendor. | Compact, good for vehicle takedowns. |
| Bullpup Shotgun | Magazine-fed, fast reload. | Late vendor, reward. | High ammo capacity, devastating against groups. |
| Double-Barrel | Two powerful shots, slow reload. | Early world pickup. | High damage per shot, ideal for ambush. |
Submachine Guns
| Weapon | Description | Obtain | When Useful |
|---|---|---|---|
| MP5 | Fast fire rate, low recoil. | Vendor (early). | Suppressed for stealth; great with Extended Mags. |
| Vector | High RPM, controllable. | Vendor (mid). | Excellent for hip-fire and run-and-gun. |
| MAC-11 | Very high rate of fire, small magazine. | Prepper Stash. | Use for close combat; pair with AP rounds to drop armored enemies quickly. |
Light Machine Guns
| Weapon | Description | Obtain | When Useful |
|---|---|---|---|
| M249 | Belt-fed LMG, high capacity. | Vendor (after liberating Jacob’s region). | Suppressive fire; effective against vehicles and groups. Slow movement while firing. |
| MG42 | Very high fire rate, powerful. | Prepper Stash, world loot. | Melts through enemies but heavy. Use bipod for control. |
Sniper Rifles
| Weapon | Description | Obtain | When Useful |
|---|---|---|---|
| .308 Sniper | Bolt-action, high damage. | Vendor (early). | Long-range stealth kills. AP rounds penetrate helmets. |
| SA-50 | Semi-auto sniper. | Vendor (mid-game). | Faster follow-up shots; great for taking out multiple targets. |
| Bushman | Unique suppressed sniper. | Side mission reward. | Combines sniper range with stealth. |
Bows (Recurve, Compound)
| Weapon | Description | Obtain | When Useful |
|---|---|---|---|
| Recurve Bow | Basic bow, quiet, one-hit kills on unarmored. | Starting equipment, can buy upgrades. | Excellent for stealth and hunting animals for bait. |
| Compound Bow | Faster draw, more damage, scope option. | Vendor (mid-game). | Better for long-range silent kills. Use Explosive Arrows for vehicles. |
Special Weapons & Explosives
- Flamethrower: Short-range, ignites enemies and vegetation. Obtain: vendor after liberating Faith’s region. Use: crowd control, clearing foliage.
- Rocket Launcher: Takes out vehicles and groups. Use: heavy targets. Obtain: Prepper Stash, late vendor.
- Grenade Launcher: Lob explosive rounds. Use: area denial.
- Thrown Explosives: Grenades, Molotovs, C4, Remote Explosives. Obtain: vendor, loot. Use: demolition, surprise attacks.
- Bee Bomb: Releases bees that attack enemies. Obtain: world pickup/vendor. Use: distraction or chaos.
- Silencer + Stealth Perks: Headshots clear outposts silently.
- Armor-Piercing Rounds vs. Armored Enemies (Angels, heavy cultists).
- Incendiary Rounds vs. Flammable objects (tanks, gas barrels).
- Explosive Arrows for vehicle takedowns.
- Signatures like “The Whitetailer” (unique rifle) often have built-in silencer or scope, saving attachment points.
Weapon Synergies
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Equipment
Equipment items are non-weapon tools that aid traversal, reconnaissance, and interaction. Most are unlocked via the Skills (Perks) menu or through specific story events.
| Item | Function | How to Obtain | When Useful |
|---|---|---|---|
| Grappling Hook | Allows climbing to ledges and zipline traversal. | Unlocked automatically after liberating any region (John’s or early story). | Reach high ground, secret areas, and skip enemy paths. |
| Parachute | Deploy from height to slow descent. | Given during intro sequence. | Escape falls, combine with Wingsuit. |
| Wingsuit | Glide through the air for long distances. | Unlocked via Prepper Stash (“Jump to the music”?) or purchased from a vendor? Actually unlocked via a mission “The Flight” from Nick Rye. | Fast travel between areas, bypass terrain, and evasive movement. |
| Binoculars | Zoom in, mark enemies, wildlife, and collectibles. | Starting equipment. | Essential for scouting outposts; hold [E/View] to tag enemies. |
| Camera | Identical to binoculars but also used for “Selfies” and photo missions. | Already in inventory. | Same as binoculars. |
| Fishing Rod | Used to fish any body of water. | Unlocked via the “Fishing” mission from Ham M. Fisher at any fishing spot. | Catch fish for bait or fun; fish sell for money. |
| Whistle | Calls your equipped companion (Fang or Human) or lures enemies. | Bound to a key (by default Q). | Distract enemies for stealth, summon pet. |
| Repair Tool | Repairs damaged vehicles. | Purchased from vendors (consumable). | Keep your ride running; use on helicopters, boats. |
| Spud Gun | Fires potatoes; non-lethal. | Prepper Stash (Rattlesnake area?). | Fun, but no practical use. |
Consumables
Consumables are single-use items that provide immediate effects. They can be bought from vendors, looted from bodies, or found in containers.
| Item | Effect | How to Obtain | When Useful |
|---|---|---|---|
| Health Syringe | Restores a portion of health instantly. | Vendors, loot, world containers. | Use when low; you can carry up to 5 syringes. |
| Bait (Herring) | Attracts predators (bears, cougars, wolves) to a location. | Vendors, fishing. | Lure animals to distract enemies or for combat help. |
| Grenade | Thrown explosive with timed fuse. | Vendors, loot. | Clear groups, destroy vehicles. |
| Molotov Cocktail | Ignites area on impact. | Vendors, craftable? Possibly from gas cans. | Crowd control, fire propagation. |
| C4 | Remote-detonated explosive. | Vendors, Prepper Stashes. | Place on vehicles or objectives; detonate from distance. |
| Remote Explosive | Same as C4 but with short timer? Actually remote. | Vendors. | Same as C4. |
| Sticky Bomb | Explosive that sticks to targets. | Rare loot. | Stick to armored enemies or vehicles. |
| Repair Tool | Consumable that fully repairs a vehicle. | Vendors. | Keep vehicles operational during long drives or after heavy damage. |
| Alcoholic Drink | Distracts enemies? Actually used for a perk? Not a major consumable. | Prepper Stash. | Can be used to affect NPC behavior? Mostly collectible. |
- Bait + Stealth: Throw bait into a group of enemies to attract an animal that attacks them.
- C4 + Remote Explosive: Stack on vehicle for massive damage.
- Health Syringe + Perk “Syringe Boost” (increases healing).
- Vehicle Repair: Scrap metal (from vehicles) used to craft repair tools? Actually repair tools are bought, but scrap can be sold for cash.
- Upgrades: Perk Points are a material-like resource (see Currencies).
- Ammo: No crafting of ammo; you buy ammo packs from vendors.
- Collectible Items: Comic books, lighters, postcards become “materials” for completing collections.
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Materials
Materials in Far Cry 5 are not used for crafting traditional items. Instead, they serve for:
| Resource | Use | Acquisition |
|---|---|---|
| Money ($) | Purchase weapons, ammo, vehicles, cosmetics. | Loot enemies, Prepper Stashes, sold items, mission rewards. |
| Perk Points | Unlock skills in the perk tree. | Earned by completing Prepper Stashes (magazines), side missions, challenges, resistance milestones. |
| Resistance Points | Progress the story per region; triggers confrontations. | Liberate outposts, complete missions, destroy cult property. |
| Scrap Metal | Sell for small cash. | Destroy vehicles, loot. |
| Precious Metals | Sell for high cash (gold bars, jewelry). | Prepper Stashes, loot. |
| Fishing (Fish) | Sell for cash or use as bait. | Catch with fishing rod. |
Currencies
There are three main currencies in Far Cry 5. They are not spent together; each has a distinct role.
Money ($)
- Earned: Looting bodies, selling valuables, Prepper Stashes, mission rewards, destroying cult supplies.
- Spent: Vendors (weapons, attachments, ammo, consumables, vehicles, clothing/outfits).
- Notes: Always useful; can be farmed by fishing or selling unwanted weapons.
- Earned: Found in Prepper Stashes (as “Perk Magazines”), reward for completing certain challenges (e.g., kill 50 enemies with a bow), side missions, and reaching Resistance thresholds.
- Spent: In the Skill (Perk) menu to unlock new abilities like faster reload, silent running, increased health, double jump, etc.
- Notes: Invest in stealth and traversal perks early (e.g., “Grapple Hook” is free, but “Silent Takedown” costs points). You cannot refund points, so choose wisely.
- Earned: Liberating outposts, destroying cult property, completing main and side missions, killing lieutenants’ underlings.
- Spent: Not spent; they unlock story progression events (e.g., “The Father’s” confrontation) and grant Perk Points at certain thresholds (e.g., every 5000 Resistance Points gives a Perk Point).
- Notes: Each region (John’s, Jacob’s, Faith’s) has its own Resistance bar. Filling a bar triggers the boss fight in that region. You can avoid triggering the boss by not completing the final resistance milestone.
- Description: Watered vaults containing cash, perk magazines (Perk Points), and sometimes unique weapons or vehicle keys.
- How to find: Yellow icons on map after revealing with binoculars; often require puzzle solving (e.g., shooting locks, using grapple).
- Reward: $500–$2000, 1–3 Perk Points, sometimes gear.
- Notable: “The Prisoner” stash gives a unique weapon.
- Description: Collect 11 lighters hidden in the world.
- Reward: Cash and a unique vehicle (the “Truck” of some kind).
- How to find: Look for glowing lighters near outposts or buildings.
- Description: 10 issues of “The Father” comic. Each gives a Perk Point.
- Reward: All collected gives a unique weapon (?) – actually gives the “Temporary” vehicle? I think it gives a skin.
- How to find: In houses, basements, hidden shelves.
- Description: 10 postcards from Hope County landmarks.
- Reward: Cash and a cosmetic outfit.
- Find: Near viewpoints and scenic locations.
- Description: 10 cards for the “Resistance” side quest. Give story logs and money.
- Find: In enemy camps.
- Grapple Upgrades: Not collectibles per se, but the grappling hook is given automatically.
- Wingsuit: From Nick Rye's mission.
- Fishing Rod: From Ham M. Fisher.
- Special Vehicles: Some Prepper Stashes unlock unique vehicles like the “Truck” or “Plane” that can be purchased.
- Stealth Build: Use silenced weapons (MP5, bows) + “Silent Takedown” perk + “Increased Movement Speed” perk. Binoculars to mark enemies. Bait to distract animals.
- Heavy Combat: Use LMG (M249) + Armor-Piercing rounds + “Heavy Ammo” perk (more ammo capacity). Throw C4 on vehicles.
- Traversal: Wingsuit + Parachute + “Fast Recover” perk reduces fall damage. Use grapple to reach stashes.
- Economy: Farm fish for cash; use cash to buy better weapons; use Prepper Stashes for bulk money and perk points.
Perk Points
Resistance Points
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Collectibles
Collectibles are hidden items that reward money, perk points, or cosmetic items. They are marked on the map after using binoculars or purchasing maps from vendors.
Prepper Stashes
Lighter Collection (Testament Packs)
Comic Book Collection
Postcard Collection
Memory Cards
Key Equipment from Collectibles
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Synergy Summary
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This concludes the comprehensive items guide for Far Cry 5. Refer to the sections above to understand how each item fits into your strategy and progression.