Far Far West Beginner Guide: First Hours on the Frontier

Your First Session

You start with the Quad Cylinder, Revolver and Ammo Pack unlocked. That kit clears the early bounties fine — your first decisions are about what to unlock next, not what to buy.

1. Redeem the Free Codes

Find the Code Whisperer hut on the plateau in Town and enter both active codes — free Blueprints and XP Tickets. Codes are once per player, and the Frostburn compensation code won’t live forever.

2. Track One Weapon

At the Equipment Shop, track the weapon you want (only one at a time). Fragments drop from mission bosses, Coyotes, Anvil forging and Wishing Wells — 6 fragments unlocks a primary or sidearm, 3 for a utility. Check the weapons tier list before committing; the Long Ranger and Minigun are the community’s long-standing S picks.

3. Equip Spells at the Spell Hut

Two slots at first, the third unlocks at level 3. Pick one school to learn properly — our tier list rates Frost and Voodoo highest this patch, but Pyro is the simplest teacher.

4. Understand Jokers Before Buying

Hero Jokers at Dr. Spark-Twist’s Lab, Weapon Jokers at the Gunsmith, gambling at the Gamba Machine (250 Souls). At level 1 only one Joker slot is usable — don’t dump Souls into Gamba pulls before your slots exist (jokers guide).

Early Mistakes to Skip

  • Overkill farming: weapon XP counts damage only up to each kill — spraying corpses levels nothing.
  • Ignoring secrets: every map has 10 Hero Graves and 3 Music Discs, and the secret missions reward chests worth the detour.
  • Solo-queueing scared: the game scales to party size; solo is a legitimate way to learn maps before co-op.

What to Aim At

Week-one goals: one tracked weapon unlocked, spell school chosen, first questline done (it gates the next region — see maps), and the Frostburn content sampled once you can hold your own.

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