High on Life 2 Walkthrough: Story Order and Missable-Safe Route

The bounty hunter skateboarding through a battle in High On Life 2

Full story spoilers begin here. The expensive mistake in High On Life 2 is treating every bounty as a sealed episode. Guns, traversal moves, courtroom witnesses, and several missable achievements cross mission boundaries. A clean first run therefore needs one continuous route: clear the museum before leaving the prologue, take the first two targets in an order that unlocks Sheath early, collect the two story-locked Gurgula transmissions, spare Bronkin Bucko, and finish No Escape by Twilly before the last sleep prompt.

The recommended order is Prologue – Get Briefed – Senator Muppy Doo – Larry Pinkstock – Jeppy – Dinner With Mom – James Stevenson – Prison Escape – Professor Berkel – Bronkin Bucko – pre-finale cleanup – Nipulon. Muppy and Larry can be reversed, as can Berkel and Bronkin. The order below is deliberate: Sheath is useful in the Harbor, Berkel’s one-way research site is cleared before the very short Bronkin decision, and the last target becomes an obvious stop sign before the point of no return.

Put these irreversible checks beside the bounty board

This is the short ledger to consult before advancing. It does not turn every collectible into story work; fishing, posters, game cartridges, full B.A.L.L. recruitment, races, and skatepark scores remain better suited to post-game cleanup.

Stage Action that cannot be safely postponed Confirmation
Bounty Hunter Museum Enter the Journey of a Hero, G3 Killer, and Earth Welcomes Gatlians exhibit sections before collecting the crew and going back into the house. Bountilogical Studies PhD unlocks.
Lizzie in the Aviary If you want the joke ending, shoot Lizzie before attacking the surrounding bounty hunters. The game reloads the encounter afterward. The Good Ending unlocks, then the normal rescue can continue.
Pinkline Panacea Finish the laser maze without striking a framed banknote, and solve Larry’s murder correctly before pressing the final evidence button. Dunston Has Checked In and Columbo in Space.
Birch Springs After the big mutant and the following cultists, climb through the newly opened high vent in the room with Ted’s clothes. First Dr. Gurgula transmission collected.
Prismeria forest Break every vase in the star-exit forest loop before entering town; the forest does not reopen from the town side. All Your Vase Are Belong to Us.
Berkel research site Drink every vial before the disguise fails; then find the powered building behind Gessie before entering her mouth. #1 Scientist and the second Gurgula transmission.
Bronkin Bucko Do not fire. Let him finish talking and use the two Gus responses that ask him to help against Rhea Pharma. Starstruck and a favorable courtroom witness.
After the fifth target Do not sleep until No Escape by Twilly is cleared and its newsletter is signed. The post-credit Ankh can appear.
Courtroom Throw paper at the hoop before the hearing asks you to stand. Keep scoring until the achievement itself confirms success. Kobe! unlocks; published sources disagree on the exact basket count.

The prologue teaches three progression languages

The opening television sequence looks chaotic, but its jobs are simple. Use Sweezy on Krogaiger’s mouth, learn the charged shot when prompted, use Gus to pull objects, and complete Knifey’s targets. Dialogue about fame, helping the galaxy, a date, or family changes the scene rather than the campaign route. Once the show ends, the real save begins inside the Bounty Hunter Museum.

Do the museum audit before picking up Sweezy, Gus, and Knifey. Walk far enough into all three named exhibit wings for each voice-over to start. Red display buttons add flavor, but the reliable completion signal is the achievement. After collecting the guns and re-entering the house, use the Bounty 5000 to accept Lizzie’s bounty and portal to Circuit Arcadia Zoo.

The Zoo route establishes the game’s puzzle grammar:

  • Sweezy changes timing. Put a Time Bubble on the entrance guards, then later inflate the Lugblob to turn it into a launch surface.
  • Gus changes position. Pull loose Lugblobs into reach and place them on door pads instead of searching for a conventional key.
  • The scanner is the recovery tool. When combat ends but the marker does not move, scan for the ledge, hook point, panel, or remaining enemy before leaving the room.

At the blocked Aviary, take the hook route on the left. When Lizzie raises her hands, decide whether to claim the joke achievement first. Shooting her rolls credits briefly and restores the encounter; attacking a bounty hunter commits the normal route and closes that opportunity. On the normal route, clear the attackers and prepare for Reptical.

Reptical circles the Aviary while firing, lobs small-area grenades, whips at close range, and uses a direct leap. Stay on the move, step sideways when he leaves the ground, and only chase damage after the landing or tail animation finishes. At low health he floods parts of the arena with poison, so use the newly acquired skateboard to leave the shrinking unsafe patch rather than trying to finish a stationary damage race.

The Human Exhibit uses two more Lugblobs: free the first from its case for one panel, then pull the high one down with Gus for the next locked door. At the secret lab, the rear passage and the old guard’s keycard bypass the front entrance. After the second Reptical interruption, the self-destruct gives three minutes. Follow the one-way skate route and strike the mechanisms that remove each barrier; an uncleared barrier, not enemy kills, is the usual reason the timer wins.

Buy Double Jump, then use Muppy Doo to unlock Sheath

In Circuit Arcadia, take the tourist map, visit Spencer’s on the mall’s upper floor, survive security, and return to Quarters. Jorb opens a shop downstairs and sells the required Double Jump Unit for 100 Pesos. Talk to Lizzie after buying it. The board now offers Larry Pinkstock and Senator Muppy Doo in either order; choosing Muppy first gets Sheath into the loadout before the cruise and also preserves the route-order cutscene noted by an achievement-aware walkthrough.

ConCon is a chain of movement tests, not a boss rush

Steal the catalytic converter from the yellow car east of the Circuit Arcadia landing point, clear the responding mechanics, and take the RV to ConCon. ParkingCon deliberately wastes three attempts: clear each marked space, let Gene approach, and move when another vehicle steals it. After the third failure, climb the newly parked vehicle and continue on foot.

PoliCon is full, so use the maintenance elevator. Whether you humor the attendant or break the controls, the lift reaches the lower maintenance level. Put two Lugblobs on the Hall H pads, then cross the security room without touching the one-hit ceiling laser. Slow the fan with Sweezy, recover the upper Lugblob, inflate the lower one to reach its partner, and seat both on the security pads.

A firefight inside PoliCon during the Muppy Doo route
PoliCon turns traversal into combat space. Preserve the hook and wall-ride routes for the assassin’s electrified-floor phase.

The yellow assassin mixes shots, a forward sword dash, an impaling spike that must be removed, and an electrified floor at low health. Sweezy buys a punish window, pillars break the gun line, and the hook or wall ride keeps you off the charged floor. Winning recruits his head as Sheath. Use Sheath’s Spike to link power junctions, rotate connectors when necessary, and create the zipline that continues the senator chase.

MurderCon ends with Brutus. His helmet makes early body fire poor value. Parry the incoming ball-and-chain attack or work around to the rear of the helmet, then punish the exposed head. Keep ordinary contestants out of your back while Brutus is stunned. HumanCon follows after another rail-and-platform run.

Muppy’s first bar represents the supply in his Fanny Pack. Track the coffee trail when he shrinks, remove the guards, and keep pressure on him until the pack drops. The second phase moves into the suit interface: free Suit-O, chase Muppy through Inventory and Weapons, then through the system/settings pages. When he pushes the sliders, first move with him to make him lose balance, then drive the control back into him. Accept the factory reset when he hides behind it. After the Bible game interruption, stab the on-screen position of Muppy before he reaches self-destruct; missed stabs hurt you, so aim for his current rung rather than mashing.

Larry’s cruise contains two one-attempt puzzles

Take the monorail to Pinkline Harbor, visit Reptical’s skate shop, and continue to Pinkbellies. The locked approach needs two Lugblobs: charge Sweezy’s shot into the yellow seal to release one, then use it as a bounce point to reach the other. Travis has the spare ticket. His dancing, darts, drawing, and drinking sequence is comic staging; a poor score does not block the VIP ticket.

Travis and Jan in the colorful Pinkline Harbor hub
Pinkline Harbor remains available for side activities, but the cruise’s museum and murder room contain checks worth finishing on the first visit.

Security stores the regular Gatlians when you board the Pinkline Panacea, making Travis the working weapon. In the museum, move the circumcision laser through the gaps between the framed notes. A yelling display head means the beam hit a frame; reload immediately rather than breaking the fedora case and locking in the bad attempt. Once the path is clean, open the case and continue through the suit, Lido Deck, and VIP sequence.

Larry’s staged murder still has a correct solution. Before touching the central button, examine at least the body, medical card, military service record, inhaler inside the cake, shooting trophy, spilled milk, and newspaper clipping. The divorce papers, military order, hidden photograph, and class photo provide the remaining context. Exhaust the four suspects’ new questions after collecting the evidence. The button creates the next checkpoint, so do not use it early.

Accuse O.B. Oberon, then select the responses about Pinkstock causing her brother’s death, her rosy perfume, her shooting trophy, and nobody else being able to fire the shot. This completes the achievement path even though the story continues if the case is mishandled.

During the escape, clear Tiffany and reach Kreg on the upper deck. Read the gaps in his chain sweep, dodge the charge after he commits, and keep skating through his gunfire. For Witness the Burning Bush, knock him from the mount, pick up a Flint Turtle, and burn him while he is grounded. The fight and the sinking ship close the second bounty.

Jeppy and Birch Springs expand the puzzle toolkit

After both opening bounties are crossed off, sleep and talk to Lizzie. Before leaving Quarters, buy Jorb’s Air Dash Unit for 800 Pesos. Meet Creature and Jeppy in the Circuit Arcadia monorail station. Creature’s critters can enter yellow electrical boxes; when a box is behind a tube, fire a critter into the tube and steer it with the laser pointer. Jeppy’s meter supplies a combat stun. Use both abilities to lift the lockdown and return home.

Dinner With Mom begins at the Circuit Arcadia Riverwalk. The sewer route expects air dashes near walls and skateboard boosts. After the cafe reunion and Tiffany’s interruption, the family travels to Birch Springs. Travis gets the group through the human-only entrance, Jan joins when her pod seals are shot, and the combined Travis/Jan trick opens the route toward the triangular Ego Chamber where Dad is held.

The missable transmission sits after the chapel’s large mutant. Use Creature to keep damage ticking while Knifey works at close range, then clear the cultists that burst into the room. Their entrance removes a vent cover high in the corner. Climb the bookshelves, enter that vent, and take the first Dr. Gurgula transmission before following Ted’s trail.

Gwendolyn Birch exposes a pink weak point after committing to an attack. In the barn, Travis is mandatory while Jan is held; damage the glow rather than the armored body and cut or shoot incoming leeches. In the cornfield, clear sight lines by shooting corn, air-dash away from scythe and roll attacks, and use Travis and Jan to expose the same weak point. The repeated health-bar resets are phases, not a failed checkpoint.

Once Birch Springs is complete, the Zoo can trigger Nice Day With Jeppy. Start the playdate at the Gift Shop and stay inside the zone until the objective finishes. A warning from the active Gatlian means you are moving too far away; leaving the region ends the only playdate opportunity on that save.

James Stevenson hides the real route behind scenery

James’s Circuit Arcadia penthouse cannot be entered through the hotel desk. Outside, use Travis to launch the nearby truck and bounce from the mattress into the rooftop gardens. Each garden uses the same parts in a different order: shoot a plant bulb, slow a fan, recover or inflate a Lugblob, turn on a sprinkler, then use the water as a skate line. In the last room, rotate and link the Sheath junctions to expose both sprinkler controls.

The penthouse scanner highlights two portal paintings. Take one book from the room behind each painting, place both in the incomplete bookshelf, and enter the newly revealed portal to Prismeria.

Do the vase sweep before town. After rescuing Apples, follow every star-marked forest exit and destroy each cluster, including the large pot room and the final dead-end pair. The route into town closes the forest loop. At the river, slow moving logs with Sweezy, use a Lugblob to gain height, and repeat the timing on the vertical section.

The town’s scheduled Gatlian execution can be disrupted through dialogue, the animal leash, the rope, or the lever. Regardless of the chaos used, cut Bowie free and pick him up. His Soul Hole reveals sigils and provides the only reliable damage windows in the castle.

For the six tax screens, the correct target positions are Top, Bottom, Bottom, Middle, Top, Middle. A wrong shot can be retried from the checkpoint. The gate also has a Creature-assisted bypass, but taking it forfeits Why do you know all that stuff?.

James appears as a floating head and hands while the damageable wizard hides inside. Create a Soul Hole during a cast and shoot the revealed sigil; later phases require two and then three sigils before the real body opens. Pillars block the large yellow spell that otherwise leaves almost no health. Summoned ghouls can drop shields, so clear them when survival is tight instead of firing continuously at an invulnerable face.

The prison escape has a build order

Sleeping after James begins the party-supply errand. At the mall, Suit-O confronts you and Tiffany delivers the player to Nipulon’s prison. The cell is not a combat puzzle yet: it is a scavenger hunt for Shoot-O’s improvised launcher.

  1. Take the soup and water near the toilet, plus the batteries beside the yellow table.
  2. Pull down the bunk-bed poster, take the hammer, and break the red-and-yellow table for its parts.
  3. Smash the television for wires, then use the hammer on Shoot-O’s hands to recover the gun arms.
  4. Break the grille by the exit fan and take the fan.
  5. Wait until the guard turns away, then steal the chip through the round cell window.

Place everything on the worktable, install Shoot-O, and launch the toilet seat at the cell door. The escape section replaces the normal arsenal with loose scenery: pull an object, fire it into a guard, and keep moving toward the pod. Nipulon interrupts at the end, but Shoot-O returns to finish the rescue. The robotic arms fitted back at Quarters are the story’s transition into the last two targets.

Clear Berkel’s one-way checks before making Bronkin the stop sign

Professor Berkel: finish the beach before entering Gessie

At Pinkline Harbor’s far eastern research area, defeat the Gluttons, connect the Sheath junctions over the water, and use the lone guard’s uniform to enter. The lead scientist sends you to three experiments. Follow their power cables rather than searching the beach at random.

At the vial station, keep talking after the first required drink and consume every offered vial before returning to the lead scientist. Once security exposes the disguise, that interaction is gone. After the ensuing fight, do not enter Gessie’s mouth yet. Walk behind the corpse, find the small building with a power cable leaving it, follow the cable to its button, activate it, and return to the opened building for Gurgula transmission two.

Inside Gessie, choose Creature when the scientist asks for help with the biometer; another gun turns the scene into combat but does not stop the story. Sheath powers the air vents. The piano route combines a Lugblob with Travis’s launch, while the wrecked cruise ship requires Bowie’s sigil removal and a Gus disc before the skate ramp to the ghost ship. In the gut tunnel, prioritize the laser gaps over firing at scenery.

Berkel’s exosuit telegraphs its grab with electrical spikes, sweeps the room with laser blades, and later shares the arena with Tiffany and spectral attackers. Keep enough space to read the grab, pass between the sweeping blades, and use a Cannonworm or Bowie’s charged window for burst damage. In the combined phase, Berkel and Tiffany share the meaningful health objective; Baby Gessie’s intervention changes the alliance, so do not waste ammunition trying to force an earlier scripted turn.

Bronkin Bucko: waiting is the actionable choice

Bronkin’s marker is west of Circuit Arcadia near the tower alley. The target walks into view with two guards, making the bounty prompt look literal. Do not shoot. Stay near him until the conversation becomes available, then choose Gus’s responses “We’re trying to take down Rhea Pharma” and “Would you be willing to help us?”. He survives, the bounty resolves, Starstruck unlocks, and Bronkin becomes useful testimony later.

Killing him also advances the plot because his conjoined brother Peter survives and joins Quarters. It does not, however, preserve the Starstruck path, and the checkpoint cannot be relied upon after a premature shot. This is why Bronkin works best as the final target: his short decision immediately leads into the pre-finale audit.

Do not sleep until Twilly has your newsletter signup

After the fifth Rhea target, Quarters offers sleep as the route to Nipulon. Treat that bed as the point of no return for the alternate Ankh ending. Travel to Pinkline Harbor and visit No Escape by Twilly. Entry costs 120 Pesos, and the three rooms are object-order puzzles:

  1. Pharaoh’s Tomb: use the alarm clock, take the Ankh from the awakened mummy, and place it in the exit.
  2. Alien Wasteland: take meat from the trash, cook it on the barbecue, leave the cooked meat at the doghouse, then use the revealed Ankh.
  3. Scary House: combine the shelf’s chainsaw with the gasoline, use it on the mummy, put the head in the bed, and take the Ankh.

Back in the lobby, sign up for the future-room newsletter before leaving the building. Twilly is not guaranteed to be at the desk on a return visit. Patch 3 fixed one escape-room exit blocker, while an earlier hotfix addressed the lobby, so update the game before assuming the puzzle state is permanently lost.

This is also a sensible moment to confirm the Jeppy playdate and the two story-locked Gurgula transmissions. The third Gurgula location in Circuit Arcadia and most large collectible sets can be finished after the credits; they do not justify delaying the story if the missable ledger is already clear.

The courtroom is reactive, but the final route is stable

Sleep, make the last Jorb upgrades you actually use, and travel to Rhea Pharma HQ. The elevator stops at floor five because it lacks clearance. Clear that floor, take the high-security keycard from the lab-coated scientist, return to the elevator, and survive the mixed-enemy gauntlet above. Gene’s backup plan crashes the old museum into position so its Bounty 5000 can portal the crew to the Supreme Space Court.

The Supreme Space Court before the final Nipulon confrontation
The hearing remembers earlier conduct. A spared Bronkin, a living or cooperative Zoo guard, and kind treatment of Griffin improve testimony, but no fixed score transcript fits every save.

Before standing, use the papers at the table and shoot for the hoop. Published walkthrough evidence conflicts on how many successful baskets are required, so do not trust a fixed number: keep landing shots until Kobe! appears. Reloading the checkpoint can preserve a recorded basket, but the opportunity closes when the hearing formally calls on the player.

The court draws witnesses and dialogue from earlier choices. Bronkin can speak for the defense if spared; Peter represents the player if Bronkin died. The Zoo guard, Griffin, Tiffany, the family, O.B. Oberon, Apples, Gene, Lizzie, and Creature can all change the score or wording. Answer with the evidence the current witness just established instead of reproducing one guide’s scoreboard. Winning the argument makes the pro-human ruling explicit. Shooting Nipulon or ending the hearing through the basketball gag reaches the confrontation faster, but skips most of that payoff.

Super Nipulon opens in the courtroom. Dodge the dash, deal enough damage to trigger the Humanzapro sequence, and then treat the fight as a long skate course with weapon checks. Each Gatlian gets a traversal or attack segment; use the prompted ability to reach the next stable platform before resuming fire. When Nipulon collapses, ride up and use Knifey on his face. Repeat that finisher three times to end the fight.

After the credits, the party is still part of the route. Talk to guests until the objective changes from mingling to the prompt that says you can leave. Do not exit immediately. Wait beside the departure point; if the three escape rooms and newsletter were recorded, an Ankh appears on the floor. Interact with it, then leave to finish the alternate sequence and unlock Ankhs For The Memories.

When a marker stalls, diagnose the patched blocker first

Patch 3 specifically records fixes for escaping the escape room, skipping parts of ConCon, the Blue Wizard landing on the player, loading after the sewer traversal, cruise-ship combat not ending, dashing inside Gessie’s stomach, and calling the RV during Bronkin. The same patch also adjusted boss combat and improved loading. Earlier official notes repaired Sheath’s pre-Berkel zipline, a post-scientist door inside Gessie, the final boss, HumanCon loading, the escape-room lobby, Muppy’s fight, the murder mystery, James’s bookshelf, Prison respawns, and several Lugblob states.

If progress stops, update first, reload the latest checkpoint once, and re-read the live objective. Then check the mechanism that gates that room: a surviving enemy, unseated Lugblob, unlinked Sheath junction, unshot sigil, or uncollected mission item. Only after those checks should you replay a larger section. A removed Steam guide recommended save editing for old softlocks; it was excluded from this route because current official patches address the named blockers and save modification is not a safe default fix.

Sources & credits

Game identity, Steam AppID 2069250, the February 13, 2026 release, Squanch Games credits, the 31-achievement total, the official gameplay premise, all four untouched 1920×1080 JPGs, and the June 1 Patch 3 boundary were verified through the official High On Life 2 Steam page, Steam appdetails, the official Steam achievement page, and developer-authored Steam announcements. The premise was also cross-checked on the official Squanch Games page. Mission order, puzzle dependencies, choice effects, boss tells, and missable placement were reconciled across saved rendered walkthrough references and achievement-aware community guides. Removed or incompatible Steam guides, competitor images, save-editing instructions, and unverified video were not used.