
High On Life 2 is packed with over-the-top, hilarious scenes and plenty of funny moments. However, one mission really shines – and surprisingly, you don’t need to use any weapons to complete it.
Shortly after the campaign begins, you’re dispatched aboard the Pinkline Panacea to track down Larry Pinkstock, a billionaire believed to be funding Rhea Pharmaceuticals’ disturbing scheme to turn people into pills for profit. It sounds unbelievable, but that’s the situation.
When you arrive, you have to give up most of your weapons, but you can keep Travis, a Gatlian who’s recently divorced and gave you the ticket for this luxury boat. Based on what usually happens in shooter games, you’ll likely get to learn how to use Travis in some major gun battles.
Instead of a relaxing vacation, you find yourself at a murder mystery party with important figures from all over the universe. The victim? None other than Pinkstock himself! Travis is the prime suspect, and it’s up to you to investigate, uncover the truth, and prove his innocence by finding the real killer among the wealthy guests.
I figured this would be just another one of High On Life’s quirky side quests. Since the game features talking guns, it’s always throwing in random jokes and tangents, even if it interrupts the main story.
However, the story that emerges is a truly captivating mystery, and it requires careful thought and patience to solve.

The best mission in High On Life 2 is not what I expected
Okay, so I’ve talked to all four suspects, firing off a bunch of questions at each of them. Honestly, a couple of them are way more suspicious than the others, but I haven’t found any solid proof yet. This is like my chance to be a detective like in an Agatha Christie novel, and I only get one shot! I can’t just randomly accuse someone, or it’s game over.
The game then focuses on carefully searching the environment for hidden clues – often in surprisingly subtle spots. Every clue you find leads to new questions, helping you learn more about the characters, how they knew the victim, and what reasons they might have had to harm them.
Each clue seemed like definitive proof, but my questioning always revealed it wasn’t. I kept thinking I’d found the killer, until a surprising discovery proved they couldn’t have committed the crime – they simply couldn’t have held the weapon.
I was much more confused than I thought I’d be, especially considering I’d just spent the last twenty minutes virtually getting drunk with an alien that looked like a gun. After looking closely at everything, walking around the area repeatedly, and feeling completely stuck, I finally discovered the clue that solved the mystery.
I brought everyone together and shared my conclusion, successfully identifying the correct suspect and establishing both how and why they committed the crime.

Honestly, the whole side quest probably took me under an hour, but it really stuck with me as I kept playing. The game definitely leans into silliness by the end, with over-the-top characters, but I was seriously impressed with how much detail they put into this mission. It could have been a simple throwaway thing, but it was surprisingly deep and well-done.
Most people wouldn’t be surprised if the mystery was solved quickly and the game moved on to something silly – that’s just what this game does. But the dedication to that silliness actually made this mission surprisingly memorable, and it stuck with players long after they finished it.
This is just one highlight from an excellent follow-up game – you can find our complete High On Life 2 review here.
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2026-02-14 02:49