
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…
On my first run, the “Kill Scientist Professor Berkel” bounty in High on Life 2 took me almost an hour and a half. I got stuck on the Glutton biker gauntlet, botched the scientist disguise, picked the worst option on the Gessie biometer, and wiped a bunch of times on the Berkel & Tiffany combo phase.
The breakthrough came when I treated this bounty like three different challenges stacked together:
This walkthrough follows the path that finally gave me a clean, deathless clear. I’ll point out the spots that cost me the most time and how to avoid repeating my mistakes.
By the time this bounty unlocks, you should already have a solid arsenal. What made the biggest difference for me:
Also stock up on a decent number of healing items. On my first attempt I played too aggressively and kept burning through my last few heals in the Tiffany phase. Go in stacked so you can afford a couple of mistakes.
Use the RV to travel to Pinkstock Harbor and skate your way toward the far east side of the map. Follow the objective marker along the docks until you run into a blockade of Glutton bikers.
What worked best for me here:
Once the area is clear, look for two power junctions near a gap. Use Sheath Spike to connect them and create a traversal line to the other side. Cross it and you’ll spot a single scientist guarding the research facility door.
This is where I first lost a lot of time by going loud. Don’t do what I did. Instead, walk up behind the lone scientist and perform a stealth takedown (default is clicking the melee button – R3 on PlayStation / Right Stick on Xbox).
Your character automatically takes his scientist uniform and assumes his identity as Branson Cooper. When you approach the door, a guard challenges you about your appearance and the fact you’re openly holding Gatlians.
Pick the more intimidating/confident dialogue responses. If you second-guess yourself, the conversation can drag; when I leaned into the bluff, he caved faster and opened the door, sending me to help the “lead scientist” on the beach.
Head to the center of the sandy area to meet the new lead scientist, Jar Jar Binks. Yes, he talks exactly how you think. Just roll with it.
Your goal here is simple: three scientists in nearby tents are draining power with their experiments. You need them to shut everything down so there’s enough juice to open Gessie’s mouth.

None of these mini-tasks are hard, but it’s easy to sprint away too fast and lose a bit of progress. I wasted a few minutes by leaving before the shutdown animation completed.
After helping all three, return to Jar Jar. A short scene plays showing that Gessie’s mouth can now be reopened, and you’re told that Professor Berkel is already inside the corpse.
As you approach Gessie’s maw, you’re stopped for a security scan that, of course, sees through your disguise. The uniform is burned, and you’re thrown into a firefight.
This arena is pretty straightforward:
Once the last enemy drops, head straight into Gessie’s now-open mouth. The connection with Lizzie cuts out, and you’ll hear a strange voice calling for help as you move deeper inside.
In the next chamber, you meet a harried scientist struggling with a biometer on the paraequalizer. He asks you to help recalibrate it by picking a Gatlian.
On my first run I chose Jan, which turned the whole thing into a messy combat encounter. It’s doable, but it’s a resource drain before a long sequence. Later, I learned there’s a non‑violent solution that’s way better, especially if you’re pushing for a cleaner run.
Here’s what I recommend:
This path keeps you in character as “Cooper” a little longer and saves ammo and health. Whichever route you choose, the door deeper into Gessie opens, and you start seeing ghostly memories of Berkel diving further into the corpse.

Skate forward until the arena opens up and you spot a ghostly pirate ship (the Flying Dutchman) floating in the middle distance. That’s your goal, but you’ll have to platform and fight your way over.
The first puzzle is simple:
Tip from my PS5 playthrough: the frame rate can dip when a lot of ghosts spawn. I started jumping just a hair earlier than I felt I needed to so the input wouldn’t get eaten by a hitch, especially when timing vent launches.
This next part is where I wiped the most. The sequence is fussy but consistent once you know the order. You’re trying to reach an upper air vent above you.
If the Lugblob deflates before you reach the top, you probably fired Sweezy too early. What finally worked for me was: place Lugblob first, position myself, then quickly snap-aim and bubble it right as I started the jump.
After one more ghost wave, you’ll be on the last landmass before a broken cruise ship leaning on its side. Your goal is to get to the top and ride a slide to the pirate ship.
Clear out the ghosts and other enemies that spawn on the deck, then interact with the helm to sail the ship to the glowing entrance ahead.
Inside, you’ll enter a long guts tunnel full of lasers. This section looks scarier than it is:
At the end, you see another Berkel memory and then get ambushed by Tiffany again. She brings minions, but this mid-fight is like her earlier encounters:
Press on until you reach a lab featuring a small aquarium with Baby Gessie. After a cutscene revealing that Creature is actually the scientist Creed Turian, Berkel shows up in a massive mech rig and the fight begins.

Her main moves in this phase:
My winning rhythm here was:
Don’t tunnel-vision on DPS. Phase 1 is all about learning the tempo of her attacks and staying mobile. Once you drain her health, she ejects from the mech, revealing she’s literally a dolphin in a harness.
Just as you move in for the kill, Tiffany crashes the party, scoops Berkel up, and gets manipulated into fighting you again. This phase stacks their abilities, and this is where I wiped the most.
Key things that helped me survive:
At about half-health, Baby Gessie intervenes, showing Tiffany the truth: Berkel is the real villain. Berkel responds by seizing direct control of Tiffany, ramping up the aggression.
From here on, treat Tiffany like a moving hazard and Berkel as the real health bar:
Once Berkel finally drops, Tiffany breaks free of her control, grabs the dolphin, and feeds her to her bike. You don’t get the final blow, but it’s cathartic enough.
With Professor Berkel dead, you can collect Baby Gessie and wait for Gene and Lizzie to swing in with the RV. There’s the usual comedic beat, your character gets smacked around a bit, and the bounty is officially complete.
From landing at Pinkstock Harbor to Berkel’s death, my first run took about 90 minutes. After learning the stealth entry, the non‑violent Gessie biometer solution, and the piano/Lugblob trick, I shaved that down to just under 40 minutes on my next attempt.
If you follow the steps above — steal the disguise cleanly, solve the biometer peacefully, respect the platforming order, and focus your DPS on Berkel during the combo phase — this bounty goes from one of the most frustrating in High on Life 2 to one of the most satisfying.
With Berkel off the board, you’re free to move on to the real mastermind behind everything: Nipulon, CEO of Rhea Pharma. If you made it this far, you’ve got the skills to finish the job.
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