Tips
25 Far Far West Tips the Game Doesn't Tell You
From slide-cancel reloads to bounty stacking — the hidden tech and small habits that turn a losing run around.
- Slide-cancel resets your reload animation — saves you 1s per reload.
- Snakes always hiss before lunging — turn audio up, look down.
- Self-aim snipers can be broken by line-of-sight — peek and break.
- Frost slows snipers AND their lasers, fully countering them.
- Holy Water revive flasks stack to 2; keep one in reserve.
- Strongboxes have a fixed inventory per run — don't skip them.
- Reroll the first joker shop until you see Iron Heart or Last Bullet.
- Hex Mark stacks with element damage; never skip this spell.
- Hold sprint to auto-mount horse if one is nearby.
- You can interrupt boss casts with stagger weapons (Coach Gun).
- Pets follow whoever fed them last — feed your support.
- Snake DoT can be cleansed even after you go down.
- Bounty contracts overlap — claim all 3 before launching.
- Save Second Wind joker for boss phase 3, not floor 2 elites.
- Mana Regen jokers multiply, not add — two ranks = ~225%.
- Frost + Shock chains do 2x damage in mine biomes.
- The Tin-Tin pistol can be sold for full price on floor 1.
- Coach Gun shells stagger every elite — use on bosses too.
- Dash i-frames work against snake spit, not against sniper bullets.
- Cleanse removes burning AND venom; one button, two cures.
- Push-to-talk is in Options > Audio, not Controls.
- You can drop loot for teammates with G (default).
- Vendor prices drop ~15% after killing each floor boss.
- Holy Pulse self-heals if cast at low HP — emergency tool.
- Final boss's phase 3 has a 5s mercy window after engine exposure.