**Far Cry 5 Weapons and Companions: Build a Loadout That Covers the Job**
A good loadout in Far Cry 5 gives you answers at different distances. Carry four weapons that all do roughly the same thing and you can still find yourself staring at a helicopter with nothing convenient to fire at it.
Start with the job. For a quiet outpost, take a weapon you can place accurately, something dependable if the alarm goes off, and a way to handle a vehicle. For a hunting trip, think about the animal, the terrain and whether your chosen weapon will leave useful loot behind. When a mission asks you to defend people or equipment, leave yourself room to deal with several attackers without constantly reloading.
**What the weapon families are good at**
**Rifles** are the comfortable middle ground. The AR-C gives you an early general-purpose option; the MS16 suits more deliberate shooting. A rifle can cover the approach and the messy part of a fight, which makes it a useful anchor while the other slots serve narrower purposes.
**Sniper rifles** reward a clear view and a patient first shot. A suppressor helps keep the shot quiet, but somebody can still see a victim fall or find the body. Before firing, look for another guard watching the same patch of ground. The MBP .50 and SA-50 arrive later in normal Resistance progression, so make use of the rifles you already have rather than postponing every outpost until the shop stocks your dream gun.
**SMGs and shotguns** are useful close-in choices. They fit the moment when somebody gets around your position or a doorway becomes crowded. Watch your ammunition. Fast firing makes it easy to finish a short exchange with a nearly empty magazine just as another enemy appears.
**LMGs** suit sustained fighting and exposed vehicles. Their reloads need planning. Find cover before the magazine is empty, and use your other weapon if an enemy pushes while you are in a bad position to reload.
**Bows** give you a quiet tool with different arrow options. The Compound Bow is available very early through Sunken Funds on Dutch’s Island. Recovering ordinary arrows after a cleared encounter helps keep the trip going. Save explosive and incendiary arrows for a reason; they can spoil a quiet approach very quickly.
**Launchers** answer vehicles and clusters of enemies. The RAT4 can be upgraded with a lock-on attachment. Give yourself a clear firing lane, and remember that a close wall, tree or ally can turn a good idea into a terrible explosion.
**Melee weapons and throwables** keep their own place in the kit. A shovel or bat can finish an isolated close encounter, while bait and explosives offer ways to change a situation before committing to gunfire. Check the surroundings before using fire. Dry vegetation does not care which side you are on.
**Unlocks, attachments and the shop**
Weapon availability comes through several routes: ordinary purchases, Resistance progress, mission rewards and owned add-on content. Resistance-level requirements use your combined progress across the three regions. Read the weapon’s listed condition; a locked gun and an unaffordable gun are different problems.
Useful standard-shop milestones include the RAT4 at four total Resistance levels, MBP .50 at five and SA-50 at six. Check the MS16 variant’s own shop requirement rather than assuming every version unlocks together. These are ordinary variants. Prestige versions, mission weapons and DLC additions can follow different rules.
Set money aside for attachments. Buying a rifle and then discovering that the suppressor or sight costs more than you have left can delay the whole plan. Pick a sight for the distance you expect to fight at. A powerful zoom is helpful across a field and awkward when an enemy is almost touching you.
The Black Market perk expands what shops sell, including special ammunition. Carrying capacity comes from the relevant bag perks. Extra weapon slots come from Additional Holster and Weapons Collector. That combination gives you a reason to plan cash and perk spending together.
DLC weapons can substantially change the base campaign’s balance. If you own Lost on Mars and see futuristic equipment available in Hope County, decide whether you want that experience before equipping it. This loadout advice works with conventional base-game weapons and does not assume any add-on purchase.
**The Magnopulser detour**
For the unusual weapon, head to **Parker Laboratories, west of Fall’s End**. Larry’s sequence runs through Free Larry, The Hero’s Journey, Close Encounters and Out of This World. Finish the chain to unlock the Magnopulser.
Close Encounters is the step that sends you looking for four objects around Bradbury Farm’s crop circle. Check the turkeys, follow the barking dog until it drops its object, climb to the top of the large silo using the smaller structures, and search the cultist camp within the circle.
The Magnopulser is a close-range novelty with a very different effect from a rifle. Keep a conventional weapon beside it so an awkwardly placed target does not leave you trying to solve every problem at the wrong distance.
**Where to recruit all nine specialists**
Holland Valley:
- **Boomer:** Rae-Rae’s Pumpkin Farm; finish Man’s Best Friend. A scouting companion.
- **Grace Armstrong:** Lamb of God Church; finish Grace Under Fire. Long-range rifle support.
- **Nick Rye:** Rye & Sons Aviation; finish Wingman. Air support with his plane.
Whitetail Mountains:
- **Cheeseburger:** start at the liberated F.A.N.G. Center; finish A Right to Bear Arms. A heavy close-range distraction.
- **Jess Black:** Baron Lumber Mill; finish A Dish Served Cold. Quiet bow support.
- **Hurk Drubman Jr.:** Fort Drubman; finish The Prodigal Son. Rocket support.
Henbane River:
- **Peaches:** Peaches Taxidermy; finish Here, Kitty, Kitty. A stealth-focused animal companion.
- **Sharky Boshaw:** Moonflower Trailer Park; finish Burn, Baby, Burn! Fire-heavy support.
- **Adelaide Drubman:** Drubman Marina; finish Friendly Skies. Helicopter support.
The location starts the recruitment job; simply visiting it does not put the character permanently on your roster. Finish the associated objectives and check the roster afterward.
**Put the squad somewhere useful**
With one companion, choose a role your own loadout lacks. With Leadership and two AI slots, choose whether you want matching strengths or broader coverage. Jess and Peaches suit a quiet plan. Bringing Hurk or Sharky means you should expect a much louder fight once they start working.
Position a ground companion where they have a useful view. If you send everybody through your doorway, one burst of enemy fire can threaten the whole group. A separate angle lets you move when the enemy turns toward your ally.
Watch the path to an injured companion before rushing over. Remove the enemy covering them, then revive when you can reach them safely. A failed rescue that puts both of you on the ground makes the situation worse.
Ordinary recruitable fighters are worth checking as well. Their abilities develop through combat, while named specialists arrive with their defining skills. You can build a useful team without treating every unnamed ally as temporary filler.
The best setup is the one you understand well enough to change. If aircraft keep interrupting you, bring a better answer to aircraft. If an outpost keeps falling apart because everyone starts shooting, change the squad or hold them back while you make the opening move. The game offers plenty of tools; give each one a clear purpose.
**Far Cry 5 Weapons and Companions: Build a Loadout That Covers the Job**
· Games / Far Cry 5