الوسم: far west

  • Where To Find All Cacti Children & Parents in Far Far West Completing & Solving

    Where To Find All Cacti Children & Parents in Far Far West Completing & Solving

    While playing Far Far West, you’ll come across some very chatty Cactus plants. Depending on which group you find first, you’ll either meet the parent Cacti or their children. The children seem to have lost their parents, and it’s up to you to bring them back together since they can’t find each other alone.

    You’ll notice glowing purple cacti scattered across the desert. You can pick up the children and walk them over to their matching Cactus parents. Here are the locations for every child and parent cactus and where they need to be reunited in Far Far West.

    Every Cactus Parent and Child Location

    Start from the bottom of the desert map and work your way up. The first two are close to where you arrive, so getting started won’t take long. There’s no special quest to accept; simply find each cactus in the environment, pick them up, and carry them.

    Each child cactus will tell you a clue about their parent, helping you locate where they should go. Use these hints to guide the children to their correct parents.

    Note: When carrying a cactus child, you can’t ride your horse or hold anything else. Be cautious—clear the way, run to your destination, drop the child, and then handle any enemies that follow.

    Cactus Family 1

    The first child, closest to the map’s bottom, is just west of the starting point. There’s a circular pond area where the child is at the edge of the water.

    Next, the second child is perched on a pipe above a river, near the shoreline. Follow the pipes northeast from the bottom of the map, and you’ll see the glowing figure. Climb and maneuver until you can grab it.

    The parent is waiting at the pond near the marauder camp. To get there, go north, cross the river, and head to the map’s center. The parent is situated between the pond and the lake, right at the land’s tip.

    Cactus Family 2

    The second child is found just before crossing the river, perched on a pipe overhead. From the bottom, follow the pipes northeast, and look for the glow. Jump and position yourself to grab it.

    The parent is near a silo with pipes by the shore, on the map’s lower left. To reach it, head southwest along the shoreline. The silo is near the water’s edge with smoke billowing from it.

    Cactus Family 3

    This child is located under a large rock arch, to the north of the map. Head north from the child’s spot, climbing with a hanging rope. Continue upward until you see the arch formed by two stone outcroppings, with the parent sitting to the left beneath the arch.

    The parent is near a cave with skulls and bones. Find the cave to the east; the parent stands outside.

    Cactus Family 4

    Find this child on an island in the mid-desert area. To get there, go to the middle of the map where water cuts through, and locate the water’s edge.

    The parent is located west of the child, near a rocky area close to the shoreline, right next to a broken wooden boat on the shore.

    Cactus Family 5

    This child is positioned in the northeast part of the map, near pyramids. To reach the child, go to the water area slightly north of the map center, jump onto a ledge of one of the nearby outcroppings, and look for the glowing purple cactus.

    The parent is near a pyramid marked by two braziers, southeast of the child’s location. Head toward the pyramid, spotting a cluster of black dots, which indicates the area.

    Cactus Family 6

    The last child is at the very top of the map, near a small, abandoned boat beach. Head up to the highest point of the map; the child is near a broken wooden boat by the shore.

    The parent is located west of the child, just outside a cave with skulls and bones. To find it, draw a diagonal line from the child’s position heading south and west. The parent sits near the cave entrance, on the map’s left side.

    Once all the children are reunited with their parents, you’ll be rewarded with the Cactus Day Joker.

  • How to Heal and Solve in Far Far West

    How to Heal and Solve in Far Far West

    In Far Far West, your teammates often turn into glowing little soul orbs at the worst possible moments. One second, you’re fighting robot cowboys together, and the next, you’re playing magical tag with your friend’s ghost while everything is trying to kill you.

    Reviving teammates is helpful here, but it can also mean the difference between making a comeback or ending with a frustrating defeat screen. The system is quite forgiving, but that doesn’t mean you should rush in blindly. A bit of timing and staying calm can make a big difference when your squad starts dropping like loot.

    How to Revive Your Teammate

    When a teammate dies, they don’t vanish completely. Instead, they turn into a floating soul orb that drifts around. This orb isn’t stuck in one place, so your teammate can move toward you or away from danger while waiting to be revived.

    To bring them back, get close enough to the orb and hold the ‘F’ button when prompted. There’s no strict time limit on revives, so you don’t have to rush. As long as at least one teammate is alive, you can bring someone back into the fight.

    Tip: Avoid rushing straight into a revive. Trying to revive the moment a teammate goes down often results in two players being eliminated instead of one. It’s smarter to clear nearby enemies or move to a safer area before starting the revive process.

    As you progress, you can unlock a special Voodoo spell that completely changes how revives work. This ability lets you instantly revive a teammate without standing still or performing the usual action. Save this spell for critical moments—like late in a fight or when multiple teammates are down—to turn the game in your favor.

    How to Heal

    Healing is directly connected to your ability to revive safely. Going into a revive with low health puts both you and your teammate at greater risk.

    Healing items are green bottles scattered around the map, often found at points of interest or inside chests. When you pick one up, you’ll see a prompt to press ‘F’ to drink it, which restores your health.

    There are also healing spells that expand your options beyond mere consumables. These can be especially useful in extended fights when resources are running low. Using healing abilities right before or immediately after a revive can keep your team stable and prevent a chain of knockdowns.

  • Top Weapons in Far Far West for Completing and Solving Challenges

    Top Weapons in Far Far West for Completing and Solving Challenges

    Far Far West is what happens when robot cowboys decide subtlety is unnecessary and use bigger guns and louder explosions to solve every problem. Amidst spell-casting and escaping waves of enemies, your weapon choices shift from fun to essential for staying alive.

    Some guns feel like cheating, while others need skill and finesse, and a few are more about style. The key is knowing which is which before you’re overwhelmed and have no options left. This list ranks every weapon based on how well they perform, so you can spend less time guessing and more time causing chaos intentionally.

    This game is in early access at the moment, so details might change over time.

    Complete Weapon Tier List


    How Our Tiers Work

    Here’s a quick guide to how each tier is ranked so you can see which weapons are worth focusing on:

    • S-Tier: The best weapons in the game. These outperform most enemies with little drawbacks and work well whether you’re playing alone or with others.
    • A-Tier: Strong and dependable, these tools do well most of the time but might need some skill, positioning, or synergy to reach their full potential.
    • B-Tier: Good all-around weapons. Reliable but usually outdone by higher-tier options or needing specific builds.
    • C-Tier: Early or niche weapons that struggle against tougher enemies. Still useful sometimes but generally less effective.

    S Tier Weapons

    Weapon Name Type Description
    Elephant Gun Primary A massive rifle that can sometimes take down tough bosses in one shot. Very high damage.
    Minigun Primary Fires nonstop bullets to quickly clear large groups of enemies. Excellent for crowd control.
    Dynamite Utility A simple but powerful explosive that wipes out packed enemy groups.

    A Tier Weapons

    Weapon Name Type Description
    Spitfire Revolving Sniper Primary Acts like an automatic sniper, letting you quickly pick off enemies from afar.
    Quad Cylinder Primary Combines rifle and shotgun traits for powerful bursts at medium range.
    Shotgun Primary Devastating at close range, perfect for clearing groups in tight spaces.
    Paterson Navy Revolver Sidearm High headshot damage and fast firing make it ideal for quick kills.
    Energite Bottle Utility Creates an energy field that can slow or block enemies in an area.

    B Tier Weapons

    Weapon Name Type Description
    Winchester (Repeater) Primary Balanced rifle with decent damage and good range for most situations.
    Horse Bow Primary Mobile weapon suitable for riding and supports elemental arrows.
    Lightning Revolver Sidearm Deals electric damage, great with lightning-based builds.
    Golden Colt Sidearm A dependable handgun with consistent damage, good for finishing enemies.
    Tomahawk Utility Heavy axe that hits hard and can be retrieved after throwing.

    C Tier Weapons

    Weapon Name Type Description
    Revolver (Starter) Sidearm Basic pistol, reliable early on but quickly outclassed.
    Boomerang Sidearm Returns after being thrown, offering a unique but limited ranged option.
    Throwing Stars Sidearm Fast, quiet projectiles better for quick hits than heavy damage.