Far West
Large open starter region with quests and side activities.
Field notes
Plan runs like you mean it: set a clear goal, pick a clean route, and only take fights that move you toward extraction. Below is a quick directory of the regions, plus practical routing habits.
Extraction is often a train or grav-train style exit after ringing a station bell (preview coverage describes this as a “final standoff” while you wait to leave), so it helps to end runs with a little reserve—HP, mobility, and control options.
Large open starter region with quests and side activities.
Open sightlines; plan cover and extraction routes early.
Tighter spaces; area control and safe resets matter more.
Denser terrain; good for methodical routing and add management.
Higher pressure; treat it as “go in prepared, extract on time.”
Chill visuals, not always chill fights—bring a consistent plan.
Sources: Miraheze community wiki · GameGrin preview