Guides

Farewells clicker Chest Events

Open the box only after you know the storm risk.

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Chests are the swingy part of Farewells Clicker. Patch 0.6.0 added three named chest events for the Next Fest demo, and 1.0 kept the idea while adding Chest Discovery (a chance to find a new chest when you claim a tile) plus chest-choice skill nodes such as Jungle and Windmill range. This page is the how-to-open-chests guide. Pair it with How to Expand Your Island because most new chests appear while you claim land.

There is a Steam achievement named What’s Inside? for a reason. Curiosity is part of the toy. Tempest is also part of the toy, and Tempest deletes buildings. Read the event name before you click.

How chests show up

Without Chest Discovery, chests are rarer and usually tied to exploration or scripted beats. With Chest Discovery, every claim roll can spawn another box. That is exciting on a disposable island and dangerous on a manor cluster you spent an hour aligning. Unlock the node after you can afford to lose the current layout, or after you are willing to skip bad events.

Jungle and Windmill range are described as chest choices in the 1.0 note. Jungle is a SUPER boost to trees. Windmill range increases windmill range. Those are opt-in directions, not random disasters. Take Jungle if your lumbermill line is the plan. Take Windmill range if you are actually using windmills. Do not take a chest choice that boosts a resource you have not built around.

Whack-A-Mole

Moles appear everywhere on the island for 30 seconds. Whack as many as possible for rewards. This is the friendly event. It wants attention, not demolition.

How to play it:

  • Zoom out so you can see the whole claimed area. Ultrawide users should already have a resolution they like; 0.6.0 added a resolution dropdown after the demo shipped without one.
  • Do not start a delicate placement mid-event. You will misclick a building instead of a mole.
  • Guild Hall auto-clicks around itself. It may help, but the event text is about you whacking moles. Do not assume the hall finishes the event.
  • After 30 seconds, go back to whatever you were building. This event should not change your layout plan.

If you hate timed clicking, remember Steam tags the game as playable without timed input for the campaign. Whack-A-Mole is the exception. You can ignore a chest if the event is already showing and you do not want the minigame — losing a reward is better than hurting your hand.

Tempest (Storm)

Tempest destroys all your buildings but you earn their gift a second time. Patch 0.6.2 calls the same family of problems “Storm” and fixed several bugs around it: building cost wrong after the event, placing buildings you could not afford, and a broken end-of-run recap. If you play 1.0 and costs look illegal after a storm, that is a known class of bug. Do not keep spending. Reload or wait for a fix.

When Tempest is worth it:

  • Your island is a sketch and you wanted to rebuild anyway.
  • The “gift” you would earn twice is more valuable than the current geometry.
  • You are in a mood closer to farewell but you want to stay on the same run.

When to skip:

  • You just finished a manor ring or a Castle click-propagation setup.
  • You have a Portal plan that depends on the current tiles.
  • You do not understand the gift. If the UI does not explain the gift, skip. Guessing is how people lose an hour.

Tempest is not a farewell. Farewell ends the run. Tempest blows up buildings and continues.

Cloning

Buildings have a chance of creating a clone of themselves when placed. This is the snowball event. It is strongest when you are about to place expensive or high-synergy buildings: a second quarry next to a rock field, a manor next to manors, a Guild Hall in a dense click zone.

Play Cloning by placing the buildings you most want copied, not the buildings you were going to delete. Do not dump Watch towers unless you truly want two land grabs. Do not dump Cottages on a finished forest unless you want even more fields.

If Cloning and a later Tempest both appear in one session, decide which identity the run has. A clone-rich island is a terrible Tempest target.

A simple open-or-skip rule

  1. Read the event name out loud.
  2. If it is Whack-A-Mole, play or skip based on energy, not fear.
  3. If it is Cloning, place your best synergy building next. Use the synergy planner if you forgot the neighbor rule.
  4. If it is Tempest, compare the island to a blank slate. If you would be sad, skip.
  5. If the name is a chest-choice node (Jungle, Windmill range), take it only when that system is already your plan.

Chest Discovery increases how often this page matters. Jungle and Windmill range change what a chest can offer. Other 1.0 nodes unlock or improve buildings rather than chests. Keep chest nodes and building nodes mentally separate so you do not spend stars on more boxes while your quarry still has no rocks. The Skill Tree Hub and Skill Planner exist for that split.

After the event

Whack-A-Mole: resume the build order from How to Play. Cloning: expand the cluster that just doubled. See Building Synergies. Tempest: treat the island like a new first hour, then check the recap if the run also ends. If the recap looks corrupted, that matches the 0.6.2 bug class.

For the patch text that introduced these events, read the demo patches. For the 1.0 nodes that wrap around them, read Patch 1.0.

Frequently Asked Questions

Quick answers to the most common Farewells Clicker questions.

What chest events exist in Farewells Clicker?

Patch 0.6.0 lists Whack-A-Mole, Tempest, and Cloning. 1.0 adds Chest Discovery and chest-choice nodes such as Jungle and Windmill range.

Should I always open a chest?

No. Skip Tempest if you like the current island. Skip timed Whack-A-Mole if you do not want a 30-second click burst.

Is Storm different from Tempest?

Patch 0.6.2 uses Storm for the same destructive event family. Treat them as the same risk: buildings go away.

Does Chest Discovery spawn chests on every tile?

No. It is a chance when you claim a tile, not a guarantee.