Weapons
Every other weapon guide for this game sorts by how strong a gun is. This one sorts by what the game charges you before it lets you hold it, cheapest gate first, because that is the question that decides what you do with the next hour.
There are only five gates in Yara. A weapon is handed to you, or it costs a Guerrilla Rank at Juan's bench, or it costs a camp facility you have to build, or it costs nothing but a drive to a chest, or it is locked behind a named mission. Sorted that way, something useful falls out immediately: two of the strongest guns in the game, Urushi and Bullseye, sit in the cheapest gate of all.
Two rules to carry into the rest of the page. Every unique weapon shows on your map as a white chest with a gun icon, and it will surface on your mini-map when you get near it or find a clue pointing at it. And a unique weapon's perks are fixed: you cannot re-mod one the way you can a standard gun. That second rule is why gate order matters so much. A locked-perk weapon is a commitment, so it is worth knowing what it will cost before you go and get it.
The five gates at a glance
This table is 27 weapons drawn from four of our pages and joined into one list. It is the only place you can see, in one pass, that a Rank 8 resolver and a bow that costs a garrison upgrade are both more expensive than an end-game rifle sitting in an unguarded chest.
| Weapon | Type | Gate | What it actually costs you |
|---|---|---|---|
| MS16 S | Semi-automatic rifle | Given | Nothing. You are handed it |
| Tostador | Flamethrower | Given | Nothing. Free from Juan as the introductory Resolver |
| Viva Libertad | Assault rifle | Open world | A walk to a lighthouse on the starting island |
| Humidora | Incendiary shotgun | Open world | A walk to the other lighthouse on the starting island |
| El General | Auto-pistol | Open world | A drive to Prado Meadows |
| Urushi | Rifle | Open world | A drive to Esperanza, available in the early game |
| Hi-Fi | Modified SSGP-58 assault rifle | Open world | A drive to El Rancho Bicho and one house to search |
| Bullseye | Unique compound bow | Open world | A drive into El Este and one hill to climb |
| Death Rites | Unique AK47 | Open world | A burning house in Maldito, easier once a story mission unlocks the fast travel point |
| Sharkbite | Modified MS-16s | Open world, plus a fight | Clearing the Roca Pequena Sat Station outpost first |
| El Caballero | Grenade launcher | Open world, plus a key | Finding the storage shed key at the F.I. Escudo Steel Plant |
| La Clavadora | Penetrating crossbow | Guerrilla Rank | Rank 3 at Juan's |
| El Muro | Shotgun | Guerrilla Rank | Rank 3 at Juan's |
| El Besito | Poison weapon | Guerrilla Rank | Rank 3 at Juan's |
| Pyrotechno | Missile launcher | Guerrilla Rank | Rank 4 at Juan's |
| El Susurro | Silent nailgun | Guerrilla Rank | Rank 5 at Juan's |
| Discos Locos | Silent CD launcher | Guerrilla Rank | Rank 6 at Juan's |
| Zeusito | EMP, anti-vehicle | Guerrilla Rank | Rank 7 at Juan's |
| El Pequeno | Wide-spread destroyer | Guerrilla Rank | Rank 8 at Juan's |
| La Sorpresa | Single-shot, sniper-like | Guerrilla Rank | Rank 9 at Juan's |
| Recurve Bow | Standard bow | Camp build | A Guerrilla Garrison at any camp, then buy it |
| Compound Bow | Standard bow | Camp build | That garrison upgraded to level 2, which costs a lot of Gasolina and Metal |
| El Capirote | Unique recurve bow | Camp build | A Hunter's Lodge at any Guerrilla Camp |
| The Autocrat | Unique pistol | Mission | The Do or Die mission at Fort Quito, reachable in your first few hours |
| Supercharger | Long-range shotgun | Mission | The Diesel Daisy mission at the GDP Oil Platform |
| Lethal Dose | Pistol | Treasure hunt | The Mongoose and The Man, in Costa Del Mar |
| La Varita | Wall-piercing Resolver | Mission | The Triada Blessings Yaran Story, all three treasure hunts |
Gate 1: the guns you are simply given
The MS16 S is the strongest thing you own for the opening hours and it is not a unique weapon, which turns out to be its advantage. Because its perks are not locked, you can build it. Fit armour-piercing rounds and a silencer and it becomes a high-damage rifle that behaves like a short-range silenced sniper, which is enough to clear a base by headshots alone.
Tostador is the free Resolver, handed over by Juan as the introduction to the whole category. It is a flamethrower with more range than you expect, and its fire scatters and lingers, so a doorway stays lethal after you stop firing. The same property is its problem: the fire gets away from you, so it is a bad choice in tight interiors you still need to walk through.
Worth knowing early, because nobody joins these two up: Sharkbite is a modified MS-16s, and it ships pre-built as almost exactly the silenced mid-range build described above. It carries an American Suppressor, a Keep it Cool mod so the suppressor does not overheat, an extended magazine, Soft-Target Rounds and a 2x scope. If you like how the free rifle plays, Sharkbite is the named upgrade to go and take, and it costs one outpost.
Both of these and five more early standouts are covered on our best weapons page.
Gate 2: guns that cost a Guerrilla Rank
Resolver weapons are homemade guns with strange but genuinely useful buffs, and there are 11 of them. Juan sells them, and his stock is gated by your Guerrilla Rank rather than by money, which makes this the one gate you cannot rush. The ladder below is the whole category in unlock order.
| Rank | Weapon | What it does | Worth spending the rank on? |
|---|---|---|---|
| Free | Tostador | Flamethrower with lingering fire | You get it anyway. Keep it for choke points |
| 3 | La Clavadora | Crossbow that kills in one shot and penetrates through to whoever is behind | Yes. The best Rank 3 pick if you fight from a vantage point |
| 3 | El Muro | Shotgun, unbeatable at close range and inflexible everywhere else | Yes, if you play aggressively and close distance on purpose |
| 3 | El Besito | Poison that turns enemies against each other | Situational. Hard to land reliably until you have practice with it |
| 4 | Pyrotechno | Sprays missiles; the ones that miss still stun for a few seconds | Only if you want crowd control more than accuracy |
| 5 | El Susurro | Silent nailgun, instant kill on a headshot | Yes for stealth builds, but never as your only weapon |
| 6 | Discos Locos | Fires CDs silently, better range and precision than El Susurro | Yes if the slow fire rate suits you. It is the longer-ranged silent option |
| 7 | Zeusito | EMP that disables vehicles | Rarely, but bring it to the missions with tanks and helicopters |
| 8 | El Pequeno | Terrible accuracy, annihilates everything in front of you | Only for fights against a lot of opponents at once |
| 9 | La Sorpresa | Heavy single shots, works like a sniper rifle | Yes for removing the biggest threat first, then swap off it |
| Mission | La Varita | Medium range, shoots through walls | Yes. See Gate 5 |
The three Rank 3 unlocks arrive together, so that rank is where the category actually opens up. After Rank 5 the returns get thinner and more specialised: Zeusito, El Pequeno and La Sorpresa each answer exactly one problem and are dead weight the rest of the time. Our Resolver weapons guide has the full write-up on each.
Gate 3: guns you have to build a camp for
This gate is bows, and it is the only one that charges you in resources rather than time. There are four bows: two standard, the Recurve and the Compound, and two unique ones with added perks. All of them are quiet, which is the whole reason to bother.
The Recurve Bow needs a Guerrilla Garrison built at any Guerrilla Camp, using the construction table there. Once it stands, the bow is one of several basic weapons you can buy. The Compound Bow is the upgraded version and it needs that garrison taken to level 2, which is a real bill in Gasolina and Metal. Looting military camps is the fastest way to cover it. El Capirote is a unique recurve that arrives with a scope and mods already fitted and does extra damage to animals, and it needs a Hunter's Lodge instead of a garrison.
Here is the join worth making before you spend anything. Bullseye is the unique compound bow, it is the best silent long-range option in the game, and it sits in a chest in El Este behind no build cost whatsoever. If what you want is silent reach, walk to Bullseye first and decide about the garrison upgrade afterwards. Our bows guide covers all four and the build chain behind them, and if you are short on the resources, keeping Chorizo with you turns up more loot while you play.
Gate 4: guns that cost nothing but a drive
This is the cheapest gate and it holds some of the best weapons in the game. The table below is sorted by region rather than by weapon, so you can clear a map area in one trip instead of making nine separate journeys.
| Region | Weapon | Landmark | Where exactly | Extra step |
|---|---|---|---|---|
| Starting island | Viva Libertad | Punto Norte Lighthouse | The island's north side, just east of Quito Bay | None |
| Starting island | Humidora | Punto Este Lighthouse | South-east coast | None. The last pick you can take before leaving |
| Prado Meadows | El General | The Prado Meadows area | An early-game area, reachable as soon as you land | None |
| Esperanza | Urushi | The warehouse near the canal | Go behind the warehouse to the alligator chest | None, and it is available in the early game |
| El Rancho Bicho | Hi-Fi | A blue graffiti house, south of the botanical gardens | Alligator chest near the bed | None |
| Maldito | Death Rites | A burning house on the shore | Inside the house | The New Revolution mission brings you close enough to unlock the fast travel point |
| El Este, Rahe Plateau | Sharkbite | Roca Pequena Sat Station | Locked in a chest in the electric controller room | Clear the outpost first |
| El Este, Legends Camp | Bullseye | Up the hill past the checkpoint, north of the Verde River | A small restricted area of cages; the one with tape wrapped around it | None |
| Northwest Madrugada | El Caballero | F.I. Escudo Steel Plant | A storage shed round the back of the main building | Find the shed key first |
Four of those are easy to walk straight past, so they are worth calling out. Hi-Fi is in an alligator chest by a bed, inside a house you have no reason to enter. Urushi is behind the warehouse rather than in it. Sharkbite is not in the outpost you clear, it is in the controller room afterwards. And El Caballero cannot be reached at all until you have found the shed key, so arriving without it just wastes the drive.
Urushi deserves one more line, because it is the single best value on this table. It has a silencer, a laser sight and armour-piercing rounds that go through any helmet, and if you miss the headshot the body shots still land hard. It has no scope, so it wants precision and timing, and it is available in the early game. Six of these are written up in full on our unique weapons guide.
Gate 5: guns locked behind a named mission
These four cannot be looted early no matter how well you drive. The Autocrat comes out of Do or Die at Fort Quito and is armour-piercing by default with improved aim and better body-shot damage, which makes it the best sidearm available in the first few hours. Supercharger drops during Diesel Daisy, out on the GDP Oil Platform in Aguas Lindas, and it is the shotgun that still kills at ranges where shotguns normally stop working, thanks to improved damage mods and an extra-large classic silencer.
Lethal Dose is a treasure hunt reward from The Mongoose and The Man in Costa Del Mar. Beat the mongoose, take the stash key off it, and the pistol is in the locked stash in the main house. It looks unremarkable and it is not: Soft-Target Rounds make short work of animals, and its Reload All mod reloads every gun in your inventory at once when you reload the pistol.
La Varita is the exception in the Resolver category, gated by the Triada Blessings Yaran Story instead of by rank. It shoots through walls, and it comes out of the same chest as the Triador Supremo, whose Truesight ability marks enemies through cover. One sees through walls, the other shoots through them, and getting both from one chest is the closest the game comes to handing you a finished build.
The walkthroughs for these live in the neighbouring buckets: the GDP oil rig, the treasure hunts, the Fort Quito key and the Supremo backpacks.
Four guns, four jobs
You carry four weapons. That is the actual constraint, and it is why a ranked list of fifteen guns does not help. Pick one weapon per job, then read its gate to work out what to do next session.
| The job | Best pick | Its gate | Stand-in until you have it |
|---|---|---|---|
| Kill silently at range | Sharkbite | One outpost in El Este | Bullseye, or either standard bow |
| Kill silently up close | El Susurro | Rank 5 | Discos Locos at Rank 6 if you prefer range over fire rate |
| Punch through armour | Urushi | A drive to Esperanza | MS16 S with armour-piercing rounds and a silencer |
| Stop a vehicle or a helicopter | Zeusito | Rank 7 | Hi-Fi's explosive rounds, El General's vehicle blast rounds, or El Caballero |
| Clear a crowd at close range | El Pequeno | Rank 8 | El Muro at Rank 3, or the Humidora |
| Hunt animals | El Capirote | A Hunter's Lodge | Lethal Dose and its Soft-Target Rounds |
| Utility | Lethal Dose | A treasure hunt | El Besito's poison, which turns enemies on each other |
The common mistake is doubling up on silent weapons. A bow and El Susurro cover the same job at different ranges, and carrying both leaves you with two slots for everything else. Pick one, then fill the loud slots.
The other one is leaving the anti-vehicle slot empty until a helicopter turns up. Zeusito is the dedicated answer and it sits at Rank 7, which is a long way off if you have not been building rank. Until then, one of Hi-Fi, El General or El Caballero has to do that job, and all three are open-world pickups you can go and get this evening.
Where to go next
Our best weapons page covers the seven early-to-mid-game standouts in detail, Resolver weapons ranks all 11 of Juan's homemade guns, unique weapons takes the best 6 of the 49 in the game with their full mod lists, and bows handles the build chain for all four.
Alongside them, our weapon skins and Black Market guides cover the cosmetic and trading side, and money farming pays for the mods and ammunition that make any of the above work.