Far Far West Guide Combos, Secrets, and Quests

Far Far West Guide: Combos, Secrets, and Quests

This Far Far West guide covers the key movement tricks, spell combos, XP gain basics, and important notes about quests, collectibles, and secrets to help you progress more smoothly.

Combos, Secrets, and Quests

In this Far Far West guide, I’ll go over the movement tricks, spell interactions, useful combos, XP gain details, and a few notes about collectibles, quests, and secrets. I’m keeping this focused on what I have personally noticed and tested, so some parts may still need confirmation.

Movement

Movement in Far Far West is simple at first. I use Shift to dash and Space to jump.

What I noticed is that these two actions can be combined into a double jump. I can either jump first and then dash, or dash first and then jump.

Jumping before dashing gives me a bit more height. Dashing before jumping gives me more horizontal distance.

The most useful movement chain I found is:

Dash with Shift, jump with Space, then as soon as I land, dash again with Shift, jump again with Space, and repeat.

This is basically Far Far West’s version of bunnyhopping.

Once I get more movement bonuses through jokers and hero upgrades, this becomes much stronger. It improves my movement a lot, and because of that, it also improves my survivability. Bosses like the Necromancer can become much easier with good movement. For example, bunnyhopping sideways during the fight can trivialize a lot of the danger.

If you have played Risk of Rain 2, the same survivability idea applies here. I keep moving, and I avoid most of the damage.

Other Movement Tricks:

There is also a useful horse trick.

When I dismount from my horse, it puts me in the air. From there, I can jump and dash out of it, which effectively gives me a triple jump.

This is especially useful when I’m trying to climb mountains or ledges that I normally should not be able to reach, at least without a jump joker.

Spells

Spells are obviously useful for crowd control, buffs, and strong combos, but they also have unique interactions with the environment.

One of the most useful examples is Thrower. I found that Thrower is one of the fastest ways to clear soul camps, which are the buildings where mobs keep respawning.

The skull targets can be damaged by most spells, but Thrower has a unique property that lets it go through walls. Because of that, I can hit every skull in one cast.

Fireball also has a useful environmental interaction. It can instantly break gold pillars, which lets me bypass using the pickaxe.

Combos

I do not know every combo, but these are a few that I found as a starting point. For a full combo list, it is worth checking other guides or resources.

I can also test every spell in the shooting range at the Saloon with no cooldowns.

Thrower Combos

Thrower -> Fireball:

  • Reignites the pool of acid and causes extra explosions.

Thrower -> Strikes:

  • Reignites the pool of acid and causes extra lightning strikes.

Thrower -> Drain:

  • Spawns purple candles that heal me when I walk over them.

Fireball Combos

Fireball -> Thrower:

  • Repeatedly explodes the target for each tick of acid damage.

Fireball -> Strikes:

  • I am not sure what happens here. It may do nothing.

Fireball -> Drain:

  • Spawns purple candles that heal me when I walk over them.

Strikes Combos

Strikes -> Thrower:

  • Repeatedly strikes lightning for each tick of acid damage.

Strikes -> Fireball:

  • I am not sure what happens here. It may do nothing.

Strikes -> Drain:

  • Spawns purple candles that heal me when I walk over them.

Drain Combo Note

Drain only combos when I use it on an enemy standing in a field of elemental damage, such as a pool of acid on the ground.

Using Drain into any other spell does nothing.

Levelling and XP Gain

Levelling in Far Far West seems to depend heavily on damage dealt, especially for weapons and spells.

Weapons

Weapon XP appears to be directly tied to the amount of damage dealt.

This still needs to be re-confirmed, because things may have changed with the full release. However, during the playtest, overkill damage seemed to accumulate into huge XP gains.

For example, the Lone Ranger’s damage let me reach level 40+ in only a few runs during the playtest. This happened because of how much damage the headshots dealt, especially when combined with things like weakpoint jokers.

Spells

Spell XP also seems to be tied to damage.

I have not found the most efficient way to level spells yet. For now, I just spam spells and try to use combos often, because they are strong and useful.

Collectibles, Quests, and Secrets

I will not go into full detail on collectibles, quests, and secrets here, because each one really needs its own guide. However, I do have a few notes based on my experience.

Bells, medallions, and similar secrets need to be completed in one instance. Progress does not carry over between missions. For example, I need to collect all the bells and deliver them in the same instance to complete the secret.

Collectibles and quests do track progress across missions. For example, collecting a certain number of graves or completing one part of Otto’s quest can carry over.

Graves are marked on the minimap once they are found or pinged.

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