
Game intel
High on Life 2
An intergalactic conspiracy threatens the fate of humanity! Team up with a wide cast of talking alien guns as you shoot, stab, and skate your way through the e…
After blasting through the first three bounties in High on Life 2, I went into the Movie Star Bronkin Bucko contract expecting a classic infiltration: sneak into a studio, dodge cameras, pull off a flashy assassination. Instead, the game tossed him right in front of me on a sidewalk… and I instantly shot him without thinking.
That knee‑jerk headshot does complete the bounty, unlocks a weird twist with his brother Peter, and gives you a new NPC back at Quarters. But on a second run, I realised there’s a slower, non‑lethal route that:
This guide walks you through both outcomes step by step, including exactly how long to wait, what dialogue to pick, and when you’re about to accidentally lock yourself into the lethal path.
Once you’ve wrapped up the third bounty and had your usual debrief at Quarters, interact with the Bounty Hunter 5000 and select the contract for Movie Star Bronkin Bucko. The mission sends you to Circuit Arcadia, a neon‑heavy area you’ll probably recognise from earlier story beats.
Before you head out, here’s what I recommend bringing based on my runs:
Follow your waypoint into Circuit Arcadia. The game eventually marks an alley near a tall tower where your informant, Damien Coldstone, is waiting. He’s your entry point to this bounty.
Walk into the alley and talk to Damien. No matter what dialogue flavour you pick with him, what really matters is triggering this conversation. Once you back out, the mission’s real setup begins: Bronkin Bucko himself walks past on his way to a commercial shoot, flanked by bodyguards.
This is the point where most players (me included, the first time) see “target in the open” and immediately start blasting. That’s actually Path #1. If you want the non‑lethal Path #2, this is where you need to show some restraint.
As you step back out of Damien’s alley, you’ll see:
The game heavily tempts you to take the clear shot. Your HUD highlights him, your guns crack jokes, and it feels like a rare “easy bounty.” That’s deliberate design: the mission is basically testing whether you’ll grab the low‑effort solution or hang back and see what happens.
From here, you’ve got two main routes:
I’ll break down both so you can pick the one you actually want instead of the one your trigger finger chooses by reflex.
If you decide to go lethal, just aim at Bronkin and fire. A headshot will drop him, but any focused burst will do. As soon as he goes down:

What worked best for me here was:
It’s not the hardest fight in the game, but on higher difficulties it can punish standing in the open. Once you clear all hostile markers, things quiet down and the game points you back to Bronkin’s “corpse.”
Walk up to Bronkin’s body. As soon as you get close, a short scene kicks in: the body stands back up, addresses you, and you realise someone else is in there – Peter.
The game plays this purely for dark comedy. Different players have called Peter a conjoined twin, a second personality, or some creepy sci‑fi passenger. The important bit is that:
You don’t really get a meaningful choice here; the bounty is considered complete, and Peter effectively replaces Bronkin as the person you’ll see later back at Quarters.
With the firefight done and Peter officially introduced, you’re free to head back to Quarters. Interact with the Bounty Hunter 5000 to turn in the bounty and then look around your home base – Peter will be hanging out, usually with quips about contracts, liability, and how “doing things by the book” might keep you out of deeper trouble.
Lethal Route Summary:
I only found this route because I’d heard there was a missable achievement tied to Bronkin and decided to replay the bounty. The trick is simple to describe but easy to fail in practice: don’t shoot, and then don’t get impatient.

When Bronkin walks past after your chat with Damien, do not fire at him or his guards. Instead, walk up close enough to trigger his dialogue. After a bit of banter, he asks you to lead him to 8th & Central.
At this point:
If you accidentally tag a guard, the situation can flip into a firefight and shove you back toward the lethal resolution, so this is where I had to unlearn my usual “shoot anything that looks at me funny” instinct.
Follow the mission marker toward the intersection he mentions. You don’t have to take a specific route, but a few things make this smoother:
Once you reach 8th & Central, Bronkin will stop and start opening up about his situation, Rhea Pharma, and how he feels trapped in the whole arrangement.
This is the make‑or‑break step for the non‑lethal route. Bronkin goes into a long confession – in my runs it took roughly 3–5 minutes of continuous talking. Don’t wander off, don’t shoot anything, and don’t interrupt him.
As he talks, he lays out:
From a design angle, this is the game rewarding patience and curiosity. On my first attempt I assumed he’d said all the important stuff after about a minute and wandered toward a side alley – the scene broke, nothing special happened, and I had to reload. On my successful run, I literally just stood there and listened until the very last line.
After Bronkin finishes his monologue, you’ll get a set of dialogue choices represented by your talking guns. To stay on the non‑lethal path and persuade him to flip on Rhea Pharma, you need to pick Gus’ dialogue option.

Gus basically pushes the angle of leaving the pharma deal behind and doing some actual good. Choose that, and Bronkin agrees to break ties with Rhea and join your team instead of dying on the sidewalk.
If you choose one of the more aggressive or cynical voices instead, you risk talking yourself back into a lethal outcome, so if you’re hunting achievements, don’t wing it – go with Gus.
Once Bronkin agrees to join you, the bounty completes without a single shot fired. You still get your reward, and you’ll also unlock the Starstruck achievement for resolving the contract non‑lethally and recruiting the big‑name movie star instead of killing him.
Head back to Quarters, cash in at the Bounty Hunter 5000, and you’ll now find Bronkin Bucko himself hanging around your base, reacting to later story beats as an ally rather than a corpse you left on the pavement.
Non‑lethal Route Summary:
Here are the main failure points I ran into, plus how to fix them quickly:
Whichever route you pick, the main story still moves forward: you’ve completed the fourth bounty, earned your payout, and advanced the Rhea Pharma plot. The differences are mostly in flavour and achievements:
From a gameplay perspective, neither path locks you out of future missions, but the non‑lethal outcome is easy to miss on a blind playthrough. If you care about seeing the “full” cast in Quarters and grabbing as many achievements as possible in one run, it’s absolutely worth doing the slower escort-and-monologue version at least once.
If you’ve made it this far, the rest of the game’s bounties will feel a lot more manageable. Bronkin’s mission is less about difficulty and more about testing your patience and curiosity. If I can force myself not to pull the trigger on a literal bounty target walking in front of me, you can too.
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