Complete Far Far West Canyon Grave Guide: All 10 Locations Mapped

The terrain here demands respect. Ziplines aren't optional.
The Canyon map requires vertical thinking and zipline mastery to navigate efficiently.

In the vertical world of Far Far West's Canyon map, ten graves await those willing to abandon familiar paths and learn a new grammar of movement — one written in ziplines and minecart rails rather than open trails. This is a guide not merely to locations, but to a philosophy of traversal: that mastery of a space requires surrendering old habits and reading the terrain on its own terms. Those who complete the hunt across all three maps earn the Gravekeeper skin, a quiet emblem of hard-won spatial understanding.

  • The Canyon's steep, fractured terrain actively resists traditional exploration — horses are nearly useless here, and players who rely on them will find themselves trapped in dead ends and forced retreats.
  • Ten graves are distributed across wildly different elevations, tucked behind rock spires, inside mineshafts, atop wooden platforms, and at the edges of sheer drops — each one a small puzzle of access.
  • Ziplines and minecarts form the true skeleton of the map, and learning to chain them together efficiently is the difference between a frustrating grind and a fluid, rewarding hunt.
  • Each grave collected releases souls — 1,000 in total across the Canyon — and contributes to a cross-map reward that only materializes once all three regions are fully cleared.
  • The Gravekeeper skin sits at the end of the full journey as a cosmetic trophy, visible proof that a player has internalized the vertical logic of some of the game's most demanding geography.

Far Far West's Canyon map holds ten graves scattered across terrain that punishes the unprepared. Unlike more forgiving starter areas, this map climbs and drops in ways that render a horse nearly useless — navigation here is vertical, traced along ziplines and minecart routes the way a climber reads a rock face. Collecting all ten yields a thousand souls and advances progress toward the Gravekeeper skin, an exclusive cosmetic unlocked only by clearing graves across all three maps.

The western side of the map holds two graves: one suspended on a wooden platform midway along a long zipline, another resting at the bottom of a canyon to the northeast, near a zipline that carries you back to safer ground. A third grave crowns a small cliff on the northern side, just east of the region's enormous bridge — and a fourth waits across a ravine on the bridge's far side, visible but requiring deliberate navigation to reach.

The hunt's middle section descends into the mineshaft system. A zipline leads south to a shaft entrance; inside, the fifth grave sits behind a door near the minecart buffer stop. Pushing further south through the shaft, you emerge near a wrecked train — the sixth grave perches at the cliff's edge just beyond it. The seventh lies north, beneath the great bridge, tucked behind rocks beside three cacti along the minecart tracks.

The final three graves demand the most route-planning. The eighth requires a zipline northwest followed by a minecart loop around the map's central cliff, ending at a small rock formation crowned by the grave. The ninth sits behind a rock spire in some bushes where a minecart bridge terminates, reached by a zipline cutting across a massive gulch. The tenth and last is the most hidden — follow the northernmost cliff east, ascend two ziplines, then drop into a small cave marked by wooden beams. Past a chest and a gold rock, at the very back, the final grave waits.

The Canyon rewards those who learn to read its vertical language. Ziplines and minecarts are not optional — they are the map's skeleton. Players who master this terrain, and then carry that understanding into the Desert and Far West maps, will find the Gravekeeper skin waiting for them: a quiet mark of someone who has learned to move through spaces designed to disorient.

Far Far West's Canyon map holds ten graves scattered across terrain that punishes the unprepared. Unlike the game's other starter maps, this one climbs and drops in ways that make a horse nearly useless—you'll need to think vertically, to trace ziplines and minecart routes the way a climber reads a rock face. The graves are there, all ten of them, waiting to be found and their souls released. Collecting them all yields a thousand souls and, more importantly, a piece of the larger puzzle: the Gravekeeper skin, that exclusive cosmetic that only appears once you've hunted down every grave across all three maps.

The first grave sits on a wooden platform suspended halfway along a long zipline on the map's left side, one of only two graves you'll find in that western territory. From there, the hunt moves northeast, where the second grave rests at the bottom of a canyon near a zipline that will carry you back up to safer ground. The third requires you to climb a zipline on the northern side of a small cliff, positioning itself at the top just east of the enormous bridge that dominates this region's geography. Cross that bridge heading east and you'll spot the fourth grave across a ravine, wedged between rocks on the opposite side—close enough to see, far enough to require navigation.

The middle stretch of the hunt takes you into the mineshaft system. Head south on a zipline and enter the shaft on your left; the fifth grave waits behind a door on the right side of the minecart buffer stop. Continue through the mineshaft heading south and you'll emerge near a railroad worker standing beside a train that's seen better days. Jump over the wreckage and move to the cliff's edge—the sixth grave sits there, perched at the boundary between solid ground and empty air. The seventh grave lies north of here, underneath that same massive bridge, tucked behind rocks next to three cacti along the minecart tracks.

Reaching the eighth grave demands patience and route-planning. The fastest path uses a zipline heading northwest, then a minecart that swings around the enormous cliff formation at the map's center. When you dismount at the far end, climb the wooden structures in front of you; the grave crowns the top of that small rock formation. The ninth grave continues the northward push—head slightly northeast, catch the zipline that cuts northwest across the massive gulch, and where the minecart bridge terminates, look behind the rock spire among some bushes. The tenth and final grave requires following the northernmost cliff face as far east as your horse can carry you, using two ziplines to gain elevation. At the end, drop down into a small cave marked by wooden support beams. Push to the very back, past a chest and a gold rock, and there it is—the last one.

The terrain here demands respect. Ziplines and minecarts aren't optional flourishes; they're the skeleton of the map itself. A player who tries to explore purely on horseback will find themselves constantly blocked, constantly forced to backtrack. The graves reward those who learn to read the vertical language of the Canyon, who understand that sometimes the fastest route isn't the most obvious one. Once all ten are collected, once you've done the same on the Desert and Far West maps, the Gravekeeper skin becomes yours—a visible marker that you've mastered not just one map, but three, and that you understand how to move through spaces designed to challenge your sense of direction.

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Inventor

Why does this map feel so different from the other two starter maps?

Model

The Canyon is built vertically. The other maps let you ride your horse almost anywhere. Here, the terrain folds in on itself—cliffs, ravines, mineshafts. You have to think in layers.

Inventor

So the ziplines aren't just shortcuts?

Model

They're the actual map. Without them, half these graves would be unreachable. The game is telling you something about how to move through space.

Inventor

What makes the Gravekeeper skin worth the effort?

Model

It's not just cosmetic. It's proof you've learned three different maps, three different languages. It's the kind of reward that only exists for players willing to be thorough.

Inventor

Is there a wrong order to collect them in?

Model

Not really, but the suggested order matters. It keeps you from backtracking unnecessarily. It's efficient, which matters when you're climbing.

Inventor

How long does the full hunt take?

Model

That depends on whether you know the map. First time through, maybe an hour. Once you've learned the zipline routes, maybe twenty minutes. Speed comes from understanding the terrain.

Inventor

What's the hardest grave to find?

Model

The tenth one, probably. It's in a cave at the far edge of the map, hidden behind other objects. You have to commit to the journey to find it.

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