Skip to main content

Extraction and Loot

Tactical Quick Answer

Far Far West has no traditional weapon loot drops. Weapons are permanent unlocks earned through Weapon Fragments at the Gunsmith, and in-mission loot revolves around 94 Joker cards across six rarity tiers. Killing the bounty boss commits you to the extraction fight, and dying costs you the Gold and Souls you failed to extract.

Far Far West does not use traditional weapon loot drops. You will not find a "Legendary Shotgun" on the ground. Weapons are permanent unlocks earned through Weapon Fragments at the Gunsmith. The in-mission loot system revolves entirely around Joker cards, perk modifiers that stack between rounds to alter your loadout performance.

Understanding this distinction is the first step to not feeling lost when you open a chest and find a card instead of a gun.

The Joker Card Systemโ€‹

Jokers are perk cards that modify your weapons, spells, and character stats. You collect them during missions and stack them between combat rounds to build increasingly powerful loadouts for that run.

There are exactly 94 distinct Joker cards distributed across six rarity tiers:

TierCard CountExample
Normal12Basic stat boosts
Fine18Moderate enhancements
Prime17Specialized build-defining perks
Mythic17Second Wind (cheat-death on 180s cooldown)
Legendary10Major game-changing effects
Unique20One-of-a-kind perks from secrets and challenges

Duplicate Jokers sell back to vendors for exactly 50% of their base purchase cost. You cannot sell weapons, only excess Joker cards.

For a full card database and build combos, read our Joker Cards guide.

In-Mission Economyโ€‹

Three currencies drive the economy. Each one serves a different purpose and you collect them in different ways.

CurrencyEarned FromSpent On
GoldMining gold veins (around 36 via pickaxe on Easy against roughly 20 via explosives)Mid-mission NPC purchases, weapon unlocks at the Gunsmith (300 Gold plus fragments)
SoulsCompleting objectives, killing enemiesPermanent upgrades, Gamba Machine Joker rolls (250 Souls per roll)
Weapon FragmentsCompleting objectives while tracking a specific weaponUnlocking that weapon permanently (6 for main weapons, 3 for utilities)
warning

Mine gold veins with the pickaxe. Blowing them up costs you roughly 55% of the yield. Gold also carries a difficulty multiplier, running from 1x on Easy up to 1.5x on Nightmare, so the same vein pays more on a harder run.

The Wandering Traderโ€‹

The Wandering Trader patrols the mission maps instead of the Town, and she never appears on Easy difficulty. Her prices escalate as you buy: 45 Gold for the first card, then 90, 135, 180, and 240.

Equip the Chad Joker to reveal her position on the map and take a 20% discount on her stock. Late-game builds lean heavily on buying specific cards mid-run, which makes Chad close to mandatory at higher difficulties.

The Gamba Machineโ€‹

The Gamba Machine rolls a random Joker for 250 Souls, with odds of Normal 25%, Fine 35%, Prime 20%, Mythic 16%, and Legendary 4%. Uniques are never in the pool.

Treat it as a way to broaden your collection and never a money-making scheme. A pull's expected face value is often quoted as 394 Souls, but selling refunds only half of face value, so an average pull liquidates around 197 Souls against the 250 you spent.

The Extraction Phaseโ€‹

Extraction is something you call in after the bounty boss dies, not an automatic countdown that begins the moment it falls.

info

You will see a specific "90 seconds" figure quoted widely for the extraction window, and a 30-second variant for the tutorial. Neither number is documented by the game or its wiki, so treat them as community folklore. What is reliable is the shape of the phase: once the boss is down, the run turns into a fight to reach the ship, and stragglers get left behind.

Before You Fight the Bossโ€‹

The run turns hostile the moment the boss dies, so finish all exploration before engaging the bounty target. This means:

  • Mine every gold vein on the map
  • Complete all side objectives and "?" map tasks
  • Locate any secrets or hidden collectibles
  • Buy what you need from the Wandering Trader

Once the boss fight begins, an infinite wave of escalating enemies spawns. You cannot go back to leisurely exploration.

Defending the Extractionโ€‹

After the boss dies, enemies flood the extraction zone in increasingly dangerous waves. The final waves on higher difficulties include Elite enemy variants (introduced in Patch 0.1.1.3) that add serious unpredictability to the defense.

Use area-denial spells to lock down choke points. Fire Tornado (acid puddle plus Firebeam) and Acid Storm (Rain first, then Strikes) are exceptionally effective at controlling the extraction zone. Read our Elemental Combos guide for the full combo index.

What You Keep After Extractionโ€‹

A successful extraction converts all collected Gold and Souls into permanent progression currency. A failed extraction (death) forfeits only Gold and Souls. You always keep Hero XP, Weapon XP, and Weapon Fragments regardless of outcome. For more on how this changes based on your squad size, read our Co-op vs Solo guide.

Frequently Asked Questionsโ€‹

How long is the extraction timer in Far Far West?

The widely quoted 90 seconds, and the 30-second tutorial variant, are not documented by the game or its wiki, so treat them as folklore. What is reliable is that extraction is called in after the bounty boss dies and turns the run into a fight to reach the ship.

How much Gold does a gold vein give?

Around 36 Gold mined by hand on Easy against roughly 20 if you blow it up, a penalty near 55%. Gold also carries a difficulty multiplier running from 1x on Easy to 1.5x on Nightmare.

What do you lose if you fail to extract?

Un-extracted Gold and Souls. Character progression is widely reported to survive, but the exact breakdown is undocumented by both the game and its wiki, so treat detailed keep-and-lose lists elsewhere with caution.

Is the Gamba Machine worth 250 Souls per roll?

For collection breadth, not profit. The quoted 394 Souls is a pull's expected face value, not an average card price, and since selling refunds half, an average pull liquidates near 197 Souls against your 250.

Where do you find the Wandering Trader in Far Far West?

She patrols the mission maps instead of the Town, and never appears on Easy. Her prices escalate from 45 Gold to 90, 135, 180, and 240. The Chad Joker reveals her on the map and gives a 20% discount.