Far Far West 4-Player Co-op Chaos — Bosses, Events, and What a Full Squad Run Really Looks Like

A chaotic 4-player Far Far West co-op session: the saloon and train bosses, dynamic event votes (nitro cannon, drill machine, nuke), the pumpkin farmer mission, the multiplayer ammo scramble, and the Weak Spot Refund joker that turns crit hits into free bullets.
Some Far Far West videos are min-maxed build breakdowns. This is not one of them. This is four friends piling into a lobby, honky-tonking their way to the objective, and discovering just how much chaos the game can throw at a full squad. If you've ever wondered what a 4-player co-op run actually feels like — the bosses, the events, the resource scrambles, the pure nonsense — this run is a perfect showcase.
Underneath all the laughing, there's a genuinely good look at Far Far West's multiplayer sandbox. So let's break down what a chaotic full-squad session looks like, and the real mechanics hiding between the jokes.

Four Players, Four Personalities
The first thing you notice in a full lobby is the party HUD — everyone's health bars stacked in the corner, everyone running their own loadout. In this run the squad was rolling with Thrower, Fireball, and Mino spells, mixing AoE and utility rather than everyone copy-pasting the same build.

That's the fun of a casual squad — you're not all forced into the meta. Someone throws fireballs at exploding vomit piles, someone's punching pumpkins, and somehow the objective still gets done.
"Let's honky-tonk our way to the objective."
The Game Everyone Compares It To
Every co-op session eventually has The Conversation: what is this game even like? The squad ran through the full list — Borderlands, Helldivers, Lethal Company, Repo — before landing on the truth that Far Far West borrows the horde-shooter co-op loop but has its own Wild West flavor.

The Helldivers comparison is the closest: run objectives, extract, deal with escalating chaos. But the tone here is pure spaghetti-western fever dream, and that comes through best with a full squad bouncing off each other.
Dynamic Events and Squad Decisions
One of the highlights of multiplayer is the event choices that pop up mid-run. At one point the squad was handed a menu of options and, predictably, chaos ensued:
- Fire the nitro cannon
- Protect the drill machine
- Launch a nuclear missile
- Craft a gas bomb

"We should not have let everybody control that. That's insane."
That's the multiplayer tax and the multiplayer joy in one line — when four people vote on what to do next, things get gloriously messy. Democracy, Wild West style.
The Objectives: More Variety Than You'd Expect
Between the jokes, this run hit a surprising spread of mission types. If you only play single player, multiplayer surfaces a lot of variety fast:
| Objective | What Happens |
|---|---|
| Saloon boss fight | A major set-piece encounter the squad rated one of the coolest fights |
| Pumpkin-smashing | Help the "schizophrenic farmer" clear his crops — walk up and hit F, don't shoot |
| Black box download | Hold an area while a data download ticks up to 100% |
| Payload escort | Overwatch-style — push the cart to the goal |
| Train boss | Each train car has its own separate health pool |

The pumpkin bit is a genuinely useful tip buried in a joke — those pumpkins keep respawning and you clear them with the interact key, not gunfire. Easy to waste ammo if you don't know.
The Train Boss — Per-Segment Health
The standout mechanical moment: the train boss, where the squad realized each piece of the train has its own health bar.

"Each piece of train has different health."
It also cycles between a toxic attack and a fire tornado move, so the squad had to adapt on the fly. Multi-segment bosses like this are where a spread-out loadout (rather than everyone stacking the same spell) actually pays off — you can chunk multiple parts at once.

The Resource Scramble Is Real
Even in a chill run, the multiplayer resource crunch showed up. Someone was hunting for sidearm ammo, another noted it was "the one time I'm using my AR this whole mission" because ammo was tight.

This lines up with the wider truth about Far Far West multiplayer: resources get divided across the squad, so you can't rely on the same overabundance you get solo. A relaxed run papers over it with laughs, but the scramble is still there.
A Genuinely Useful Mechanic: Weak Spot Refund
Buried in the closing minutes was one of the most practical takeaways in the whole run:
"I got weak spot refund. Now when I hit any of them and they're crit spots, I get bullets back."

Weak Spot Refund returns ammo when you land hits on enemy crit spots — a huge deal for weapon loadouts in multiplayer, where ammo is the biggest bottleneck. The squad also clocked that a mini-boss's scythe was its crit spot. Learning enemy weak points isn't just extra damage; with this joker it directly refills your mag.
What This Run Teaches You
Even a goof-off session is a decent crash course in multiplayer:
| Takeaway | Why It Matters |
|---|---|
| Spread your loadouts | A varied squad handles multi-part bosses and events better than four identical builds |
| Learn crit spots | Weak Spot Refund turns them into free ammo |
| Some objectives use interact, not guns | Pumpkins and certain NPCs need F, not bullets |
| Multi-segment bosses | Train-style bosses have per-piece HP — split your focus |
| Ammo is the squad bottleneck | Conserve, share, and consider ammo-generation jokers |

The TL;DR
This wasn't a tryhard run and it never pretended to be. It's four friends discovering how much personality Far Far West's co-op has — the event votes, the boss set-pieces, the dumb little farmer missions, and the ammo scrambles that keep multiplayer spicy. If you've been playing solo, grab a squad and queue up. It's messier, harder, and a whole lot funnier.
And hey — still no fishing in early access. Truly unplayable.
This was a laid-back comedy co-op session, not a serious guide. For the full chaos and commentary, check the original video.



