Far Far WestFar Far West
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.

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

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