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Far Far West Souls Farming Guide (PC)

Far Far West Souls Farming Guide (PC)

Souls are the secondary currency in Far Far West, used to gamble for Joker cards at the Saloon and to fund permanent perks that compound across every run. Unlike Gold, which you mostly mine and loot, Souls drop from kills and from a small set of map features that exist specifically to feed soul-focused runs. Farming them efficiently is less about raw enemy count and more about routing through those features before the boss flips the map into endless waves.

Quick answer: Pick a soul-focused contract, sweep every haunted hut, soul camp, and grave set on the map, equip Soul Siphon for pickup range, and only then engage the boss so the post-boss infinite spawns become a kill-farming bonus rather than an obstacle.

Image credit: Fireshine Games

How Souls work in Far Far West

Souls appear as small orbs that drop from defeated enemies and from destroyed structures like ghost houses. They float briefly and despawn, so pickup range matters as much as the drop rate itself. Souls are paid out at extraction along with mission rewards, which means a failed run forfeits most of what you gathered. Clean extracts on a stable difficulty produce more Souls per hour than ambitious runs that collapse before the bell.

The two main sinks for Souls are the Soul Gambler, which charges 250 Souls for a random Joker roll, and various permanent character upgrades at the Saloon. The Gambler pulls from the full rarity pool with these confirmed odds, which is why a steady Soul income matters more than a single big payout.

RarityRoll chance
Normal25%
Fine35%
Prime20%
Mythic16%
Legendary4%

Set the run goal before you drop

A soul run is a routing decision. The map has gold-themed objectives, blueprint paths, and soul-themed objectives, and trying to clear all three at once stretches your time too thin to reliably extract. Lock the goal at the Saloon, fit the loadout to it, and ignore markers that do not pay Souls.

Step 1: Choose a contract on a map you can clear cleanly. Normal difficulty is the most consistent Soul earner because failed Hard or Nightmare runs return very little, and Soul payouts scale with extraction, not with how dangerous the map felt.

Step 2: Equip Soul Siphon in your permanent Joker slots. This Fine-rarity card increases soul pickup range and heals 2 HP per soul collected. Two copies stack to 4 HP per pickup, which makes Soul-dense areas double as healing zones.

Step 3: Save 250 Souls minimum after each extraction so you can keep feeding the Gambler between runs. Spending below that threshold on small upgrades stalls the Joker pipeline that powers the next farming session.

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

Side objectives that pay Souls

Three map features deliver the bulk of Soul income beyond enemy kills. They appear on most contracts and should be cleared before the boss because the post-boss infinite wave makes leisurely exploration impractical.

FeatureWhat it doesPriority
Haunted huts (ghost houses)Destroying the structure yields a chunk of Souls and often a Joker drop.Highest on soul runs
Soul campsClusters of enemies dedicated to dropping Souls when cleared.High
Grave setsEach map has 10 graves. Finding all 10 (across one or more runs) awards 1,000 Souls as a one-time challenge reward.Medium, completion-based
White question-mark markersMixed bonus rewards that frequently include Souls and temporary perks.Take en route
Note: Grave progress carries across runs, so do not stall a productive route just to chase the last grave on a map. Pick them up on the way past.

Joker setup for soul farming

The right Joker stack changes a soul run from a slow grind into a reliable income loop. Two cards anchor every soul-focused build, and a few more amplify the Joker drops that the run produces along the way.

JokerTierEffect on soul runs
Soul SiphonFine, 2 ptsLarger pickup radius and 2 HP per soul. Stack two copies for 4 HP per soul.
STONKSPrime, 3 pts+15% chance for chests to contain a Joker, increasing the value of every map sweep.
HOARDERMythic, 4 pts+15% chance that picking up a Joker spawns another, snowballing soul-camp clears.
CHADFine, 2 ptsReveals the Wandering Trader and applies a 20% discount on his stock.
Bell ShotFine, 2 pts5% chance on precision hits to spawn a healing bell. Pairs with Soul Siphon for self-sustain on long sweeps.

Soul Siphon is the non-negotiable piece. The pickup range matters more than the healing because Souls despawn, and missed orbs are missed currency.

Image credit: Fireshine Games (via YouTube/@MinMax Gaming)

The route: clean the map, then farm the boss spawn

Step 1: Drop near the contract objective and immediately open the map. Mark every haunted hut and soul camp before moving. Plan the route so it ends at the boss spawn, not back at landing.

Step 2: Use Roach (the horse) for traversal between Soul nodes. Walking between camps wastes more time than the extra kills along the way recover, especially on larger maps like Canyon and Far West.

Step 3: Destroy ghost houses on contact. The structure itself drops Souls and frequently a Joker, and ignoring it leaves enemies spawning behind you for the rest of the run.

Step 4: Clear soul camps fully before moving on. Partial clears leave Souls on the ground that will despawn before you double back.

Step 5: Trigger the boss only after the soul-themed cleanup is finished. The moment the boss dies, the map shifts to infinite enemy waves, which becomes a high-density kill farm if your build is healthy enough to hold position.

Step 6: Farm the post-boss waves until your health pool or ammo can no longer sustain it, then call the extraction bell. Souls are only banked at extraction, so leaving early with a full pouch beats dying with a fuller one.

Image credit: Fireshine Games (via YouTube/@MinMax Gaming)

Storms as a supplemental Soul source

Storms spawn regular and elite enemies that drop Gold, Souls, and Jokers. They trigger from objectives, the final boss, environmental traps, and the spotlights cast by the floating soul-eye creatures in the sky. On a soul-focused run, deliberately walking into a spotlight or trap to spawn a storm in a safe area is a valid way to add a dense kill window without burning extra map time. Keep ammo and health potions stocked before triggering one on Hard or higher.

Tip: Skip the small ghostly creatures that wander between structures. They do not drop Souls, Gold, or XP, and engaging them costs more time than they return. The houses they emerge from are the actual reward.

Difficulty and consistency

Higher difficulty raises Soul drops per kill, but only when extracts stay clean. A failed Hard+ run pays less than a completed Normal run because most Souls are awarded at the bell, not in the field. Treat difficulty as a dial that follows your build, not a flex. Move up only after meeting all of these conditions.

  • You can complete Hard or Hard+ extracts consistently on the chosen map.
  • You have at least one copy of Soul Siphon equipped, ideally two.
  • Your character has a survivability Joker, such as Second Wind or Hit Me to absorb the heavier hits that higher difficulties throw out.
  • Your weapon is leveled enough to clear soul camps and ghost houses without burning a full ammo reserve.
Image credit: Fireshine Games (via YouTube/@MinMax Gaming)

How you know it worked

Soul totals appear on the post-extraction summary screen alongside Gold and XP. A productive solo soul run on Normal typically completes the map sweep with a four- to five-figure Soul gain depending on grave progress and Joker drops. If a run finishes with fewer Souls than the cost of a single Gambler roll, the route skipped haunted huts, or the boss was triggered before the map was clean. Adjust the route, not the difficulty.

The Saloon updates instantly after extraction, so you can roll the Gambler, equip any new Joker, and queue the next run without leaving the hub. Keeping a small Soul reserve between runs is what turns the system from a one-off grind into a feedback loop where each session funds a slightly stronger build for the next.