Getting every achievement in High On Life 2 isn’t really about difficulty — it’s about awareness. The game loves to throw missables at you during story missions, and if you don’t know they exist, you can easily finish the campaign and realize you’ve locked yourself out of a bunch of them.
So before anything else, understand this: most achievements in this game are tied to specific moments. Once a mission ends, you usually can’t go back. The safest approach is to play slowly, explore thoroughly, and always check for optional interactions before progressing objectives.
This guide walks through every achievement in a logical order so you don’t accidentally miss anything.
Important Missable Achievements You Must Know First
Some achievements don’t fit neatly into a single mission category, but they are extremely easy to miss.
Dr. Gurgula Will Return…
This one is tied to finding three hidden clues scattered across the game.
The first clue appears during the Dinner With Mom mission. After defeating the abomination, look for a vent near a parkour section on the right side of the room. Going through the vent leads to the clue.
The second clue is found during the Professor Berkel bounty. Before restoring power to open Bessie’s mouth, explore the opposite side of her head. You’ll find a red wire that leads to a button. Activate it and follow the wire to a building containing the clue.
The third clue becomes available after the story ends. In Circuit Arcadia, go to the City Plaza, head toward a staircase, and solve the puzzle behind a truck to unlock the final clue.
Ankhs For The Memories
As soon as you unlock Travis, head to the Harbor escape rooms.
Completing all three escape rooms and signing up for future ones is required. If you forget to sign up afterward, the achievement won’t trigger later in the game.
The puzzles themselves are straightforward — they mostly involve interacting with items and placing them correctly — but the key requirement is finishing all rooms before progressing too far into the story.
Saving Lizzie Achievements
The Good Ending
During the confrontation when Lizzie is surrounded by bounty hunters, shoot her immediately when she raises her hands.
It’s meant to feel shocking and abrupt, and it instantly ends the mission and rolls credits. Afterward, the game reloads you at the checkpoint.
Broke The Code
This unlocks automatically after escaping the zoo sewers. There’s no special requirement here.
Larry Pinkstock Achievements
Dunston Has Checked In
During the fedora maze sequence, carefully guide the laser through frames without touching them. The difficulty spikes near the end when frames start falling, so move slowly.
Columbo in Space
This is a full detective sequence.
You need to collect evidence around the room, question suspects correctly, then accuse the right culprit. Missing evidence or asking the wrong questions can lock you out.
The key to success is being thorough — examine everything before pressing the accusation button.
Witness the Burning Bush
During the Kreg fight, knock him off his ride using Travis’s trick shot, then burn him using fire turtles.
Smash That Kreg Button
Awarded automatically after defeating Kreg.
Muppy Doo Achievements
Was That A Weiner?
This unlocks halfway through the MurderCon registration sequence. You just need to sign your name — the drawing doesn’t matter.
Invasive Procedure
Unlocked automatically after defeating Muppy Doo.
James Stevenson Achievements
All Your Vase Are Belong To Us
While navigating cave areas with Apples, destroy every vase inside dark cave sections. Only vases in these specific areas count.
Why Do You Know All That Stuff?
You must answer every Blue Wizard quiz question correctly on the first attempt.
This achievement is unforgiving — one mistake means restarting.
That’s A Wrap on Character Actor Fred Melamed
Awarded automatically after defeating the Blue Wizard.
Dinner With Mom Achievements
Dad’s All, Folks
Unlocked automatically after finishing the mission.
Bronkin Bucko Achievements
Starstruck
Instead of fighting Bucko when you find him, hide in an alley and wait. Eventually, Gus gives you prompts that lead to a peaceful resolution.
Professor Berkel Achievements
#1 Scientist
When talking to the Vial Scientist, keep interacting until you drink every vial.
So Long, and Thanks For All The Ghosts
Automatically awarded after defeating Professor Berkel.
Nipulon Achievements
Kobe!
During the courtroom scene, throw paper balls into the hoop until you score five baskets.
Trial of the Century
Unlocked automatically during the Nipulon sequence.
Romanced All 34 Erotic Worm Monsters
This appears automatically during the fight.
Post-Game Achievements
Bountilogical Studies PhD
Visit the museum and interact with every exhibit.
Nice Day With Jeppy
Follow Jeppy through multiple hide-and-seek sequences until he returns to the gift shop.
Where’s Maris?
Collect every crane machine pillow reward.
Tanks For The Memories
Catch all unique fish. Each fishing spot must be fully cleared.
Unwanted
Slash all wanted posters with Knifey.
B.A.L.L. In The Family
Collect three hidden BALL members through taxi missions, dancing challenges, and fishing.
Fare Thee Well
Flush a dead taxi passenger in a downtown porta-potty.
Phony Hawk
Complete three races in each hub.
Pro Skater
Finish all skate challenges.
Throne of Games
Collect all six retro game cards scattered throughout hubs.
8-Bit Warrior
Insert the broken game card from your room into the arcade machine and play the game.
The biggest mistake players make is rushing story missions. Almost every achievement in High On Life 2 depends on optional interactions, hidden areas, or specific dialogue choices.
If you want to minimize replays, treat each mission like a checklist. Explore every corner before moving forward, interact with every NPC until they run out of dialogue, and never ignore strange side activities — because those “random distractions” are usually hiding achievements.
Once you reach the post-game stage, cleanup becomes much easier. At that point, most of what remains is exploration, collectibles, and optional mini-games rather than strict story requirements.