
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 spending well over an hour getting lost between sprinklers, fans, and that cursed pixel world, I finally nailed a clean run on James Stevenson’s bounty in High on Life 2. This is the third major contract, and it combines tricky skateboard platforming, a sneaky painting puzzle, timed dialogue, and a surprisingly technical boss fight as the Blue Wizard.
If you’re stuck on the penthouse entrance, the greenhouse puzzles, the N64-style world, or the final fight, this walkthrough will take you through every step I wish I’d known from the start.
Once you accept the James Stevenson bounty, head to Circuit Arcadia and look for the fancy golden hotel on the northwest side of the map. Naturally, the game lets you walk right into the lobby… and then security immediately blocks you because you’re not a tenant.
Don’t waste time arguing with the guards. The real route is outside:
Personal tip: I kept undershooting this jump until I reminded myself to build skateboard speed before hitting the mattress. Treat it like a mini half-pipe run, not a standing jump.
From there, just follow the rooftop path. You’ll get more chatter from Lizzie about your mysterious target, and soon you’ll reach the rooftop gardens where the real puzzles start.
The gardens are a chain of greenhouse rooms where sprinklers become grind rails for your skateboard. Here’s the sequence, room by room, and what tripped me up the first time:
Outside, you’ll hit another small garden blocked by a gap again.
You’ll repeat a similar pattern: climb up to where the sprinklers are, activate them, then chain bulbs + water rails into the final greenhouse.
This last room is the one that kept me stuck the longest-it looks like “just another sprinkler section,” but you actually need to overload a door with power before you can turn anything on.
Turn on both sprinklers, then skateboard along their water streams to finally reach the penthouse balcony.
Reaching the penthouse only to find it empty is peak High on Life. Don’t leave-this is where the mission really opens up.
First, use your scanner. You’ll notice several paintings highlighted in that familiar “interact with me” outline.

Step through that new painting and you’ll be warped into a low-res, N64-style realm. It’s jarring the first time, but all your guns and abilities still function—just with a retro filter over everything.
From your spawn point, cross the bridge and follow the linear path. Eventually you’ll find skeleton-like enemies bullying a strange floating figure (this is Apples). Clear the enemies first—the arena is tight, so I recommend a wide-spread weapon like Gus or strong crowd control from Creature.
Talk to Apples afterwards. He points you toward the Blue Wizard, who supposedly knows where James Stevenson is. Keep moving forward until you reach a river section with fast-moving platforms.
This is another Sweezy showcase:
At the top, you’ll arrive at the town gate. Two guards stop you and recognize Apples as a villain.
The key here is to distance yourself from Apples. When you get a dialogue option that lets Sweezy dismiss or insult him (something along the lines of “F that guy”), pick that. The guards like that answer, kick Apples away, and open the gate.
Don’t worry: siding against Apples here doesn’t lock you out of the bounty; it just affects this scene and makes your life easier.
Inside town, follow the objective marker through a short skateboard section along the river. You’ll eventually hit a locked gate with a green arrow panel nearby—use Travis’s ability on the arrow to open the way forward.
Past the river gate, guards mention a public Gatlian execution you can’t yet access. The door is locked, and this is your next power puzzle.
Once the gate is open, you’ll get a short explanation about the execution. Dialogue here doesn’t change the outcome—pick whatever you like; it mostly adjusts the guard’s reactions.

Inside the arena, you’ve got a timer: four minutes to talk down the crowd and stop the execution of a Gatlian. There are three influential NPC “leaders” you need to convince—look for characters with unique outfits positioned around the stands.
The exact wording of responses can vary slightly depending on your gun interjections, but in general:
If you mess up, they’ll stay hostile and the crowd won’t calm down. I personally needed two runs here—if time runs out, just reload the checkpoint and try different lines, watching which ones get a more positive reaction animation and tone.
Once all three leaders are convinced, the crowd disperses. Head to the execution platform, pull the lever to free the Gatlian (Bowie), and pick him up.
A hologram of the Blue Wizard appears and reveals himself as James Stevenson. Bowie clearly knows him, and things get personal fast. Enemies spawn—clear them out to move on.
Follow your scanner out of the arena. Shortly, you’ll hit a door blocked by flames.
From here, the path is mostly linear uphill. You’ll see the Blue Wizard’s castle in the distance, but first you have to dodge huge boulders rolling down the path.
Head into the side entrance on the right to reach the castle’s front.
At the castle entrance, James appears as a hologram and offers “collaboration,” throwing up a quiz with multiple-choice answers on a big holographic screen.
You have two options: solve Creature’s alternate puzzle route, or ace the quiz for a trophy-style reward. I went for the quiz:
Perform well and the Blue Wizard lowers the bridge, letting you into the castle. Sit through his smug TV speech in the waiting room until the inner door unlocks.

Inside, you’ll finally see James sitting at a desk behind a visible force field. Shooting him does nothing yet. Use Bowie’s Soul Hole on the weak point in the barrier to trigger the real boss fight.
The arena is wide and circular with pillars you can use for cover. I had the most success with:
Key concept: The giant blue head form is mostly invulnerable. Your real damage windows happen after you use Bowie to break his protections and expose the true wizard.
Throughout the fight, he cycles through several attacks:
When he does the stone punch, you’ll see chunks of rock on each finger and a faint sigil glow. Here’s what to do:
After a short time, he retreats back into the protective head and repeats his patterns. The fight is essentially a loop of surviving his spell spam and adds, then breaking a stone hand to get another burst window.
What finally made this fight click for me wasn’t more damage—it was cleaner positioning:
Repeat the cycle—survive, break the stone hand with Bowie, burst him with your highest DPS—until his health is gone and James Stevenson finally goes down.
Once the Blue Wizard falls, you’ve completed the James Stevenson bounty. You’ll get the usual bounty rewards, more story fallout from Bowie and the rest of your crew, and you’ll unlock the next main bounty on your board.
The big takeaway from this mission is that brute force doesn’t work—nearly every step, from the sprinklers to the crowd persuasion to the boss, rewards paying attention to mechanics over raw aim. If you’ve made it through this bounty using the strategies above, you’re in great shape for the rest of High on Life 2.
If I could do it after face-planting off those sprinkler rails a dozen times, you can absolutely clear this whole sequence too.
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