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Far Far West Jungle Grave Locations (All 10 Souls)

Far Far West Jungle Grave Locations (All 10 Souls)

The Jungle is the most demanding map in Far Far West when it comes to clearing the Release All Souls challenge. Ten graves sit across vine corridors, ziplines, geyser-fed platforms, waterfalls, and a dynamite-locked cave. The locations themselves never move, but several pickups punish weak movement, so the build you bring matters as much as the route.

Quick answer: Find all 10 graves, then extract alive on the train. Souls only count when the run finishes, so dying after grave 10 wipes the progress.

Image credit: Fireshine Games (via YouTube/@Bull's Guidebook)

How graves work on the Jungle map

Each headstone holds a trapped hunter soul. Walking up to it and interacting releases the soul and adds to the run counter. The order is free, and you can split the work across multiple runs because partial counts are saved per map.

Difficulty has no effect on grave positions. Easy keeps enemy pressure low around the cliffs, vine swings, and trap corridor that account for most failed attempts, so it is the cleanest setting for completion.

Note: Remove the Chunky card before queueing. It hurts air control and makes several Jungle pickups significantly harder. A high-jump card, a low-gravity card, the Boing ability, or Thunder Strike will all shorten the trickier routes.
Image credit: Fireshine Games (via YouTube/@Bull's Guidebook)

All 10 Jungle grave locations

The numbering below follows a sweep from the northwest village down through the central jungle and out to the eastern shore, which avoids backtracking. Pick any order that fits your run.

GraveAreaLocation
1Northwest villageInside the outhouse next to the cluster of three wooden huts. Use the middle hut as your visual anchor.
2South of villageClimb the rope by the wooden structure, jump the gap across the rocks, then ride the zipline to the platform holding the grave.
3Bridge and water spoutsRide the water spout up, take the zipline under the arch, walk the bridge, then swing across the orange vines to the platform. Thunder Strike skips most of the route.
4Stone temple ruinsSlightly east of grave 3, inside the catacomb-style ruins behind a stack of boxes near the temple wall.
5Long vine chainRoughly 180 meters of vine swings from the nearest platform. Six vines, then a wooden landing, five more vines, another landing, and three final vines to the grave. Missing a swing forces a long restart.
6Center of the mapTake the zipline up, climb onto the rock face, cross the wooden bridge, and enter the open wooden structure at the end. This is the bridge from the Jungle teaser image.
7North waterfallWalk straight through the waterfall in the north of the map. The grave sits in the alcove behind the water.
8Dynamite caveGrab a stick from the nearby dynamite crate, blow the first glowing red-orange wall, take a second stick inside, push through the trap corridor, and detonate the second wall to reach the grave.
9Crying skull rockFar northeast, beneath the large skull formation with waterfalls pouring through its eye sockets.
10Eastern shoreDrop down the cliff near the willow trees on the east side. The grave glows blue at the water's edge.

Grave 5: The 180-meter vine route

Grave 5 fails more runs than any other pickup on the Jungle map. The swing chain is long, and a single missed jump usually drops you back to the bottom of the canopy with no quick way back up.

Step 1: Start at the wooden platform that anchors the route. Face the first set of orange vines and confirm your camera angle before swinging.

Start at the wooden platform that anchors the route | Image credit: Fireshine Games (via YouTube/@Bull's Guidebook)

Step 2: Swing across the first six vines and land on the small wooden platform. Reset your footing here. Do not chain straight into the next set.

Step 3: Take the next five vines to the second wooden landing, then swing the final three vines onto the platform with the grave. Interact to release the soul.

Tip: a low-gravity card or extra-jump card forgives the spacing on the middle and final segments, where the gaps are slightly wider than they look.
Image credit: Fireshine Games (via YouTube/@Bull's Guidebook)

Grave 8: Dynamite cave and trap corridor

Grave 8 is gated by two destructible walls and a short trap-lined hallway. The traps deal limited damage and stop firing once triggered, so a straight dash through is safe at full health on Easy.

Step 1: Find the dynamite crate near the cave entrance and pick up a stick. Walk to the first glowing wall and throw the dynamite to clear it.

Find the dynamite crate near the cave entrance and pick up a stick | Image credit: Fireshine Games (via YouTube/@Bull's Guidebook)

Step 2: Step inside and grab a second stick of dynamite from the crate just past the rubble. You will need it for the second wall, so leaving without one means a full retrace.

Step 3: Run through the trap corridor, ignore the dart hits, and detonate the final glowing wall at the back. The grave is in the chamber behind it. A small gold cache and extra dynamite sit further down the same passage if you keep going.

Image credit: Fireshine Games (via YouTube/@Bull's Guidebook)

Verifying completion

The run only counts when you board the extraction train and survive the ride out. The post-extraction summary screen shows the soul total for the map. A 10/10 reading there is the confirmation that the Release All Souls challenge has registered.

If the screen shows 9/10 after a thorough sweep, the most common miss is grave 5 (a failed vine swing that you assumed had triggered) or grave 8 (the second wall left intact because you ran out of dynamite mid-corridor). Re-check those two before retracing the whole map.


Why graves do not register

  • You died before reaching the train. Grave progress is locked at extraction, not at pickup.
  • You walked past the headstone without the interact prompt firing. The grave glow is subtle near the skull rock and the eastern shore, especially at night cycles.
  • You blew only the first dynamite wall on grave 8. The grave sits behind the second wall, not the first chamber.
  • You disconnected mid-run. Souls collected during a dropped session do not carry over.

Clearing the Jungle once teaches the layout well enough that future runs for Music Disc Fragments, the locked waterfall door, or any future challenge tied to the map move much faster. Keep the Chunky card off until you have grave 5 and grave 8 confirmed, then swap freely.