High on Life 2 Weapons Guide: All Guns, Perks, and Upgrades

Squanch Games brought the talking guns back, and they are exactly as insufferable as before, but they've got the mechanics to back up the noise.

First-person perspective of a purple-mohawked alien holding a weapon, confronting a muscular enemy with a shield and a massive spiked wrecking ball on a chain, all drenched in neon pink and blue lighting.

Six weapons, each with a standard fire mode and a secondary Trickshot ability mapped to Q, and each one doubles as a puzzle-solving tool as much as a way to kill things. Figuring out which loudmouth deserves a permanent slot in the loadout took some time. Here's everything broken down, plus where to actually spend your Pesos first.

The Full Arsenal and What Each Trickshot Does

Every gun's alt-fire isn't just a damage boost. Several of these unlock traversal options or solve environmental puzzles outright, so ignoring them entirely means missing content, not just DPS.

Weapon Combat Profile Q Ability
Bowie Slow-firing bow, hits hard if you can land it. Soul Hole rips a hole in space to reveal hidden black-and-white objects, or gives you a safe window to shoot through.
Gus Close-range shotgun, useless past a few feet. Disc Launcher fires a lava disc that melts enemies and can be shot into walls to build platforming ledges.
Sweezy High-fire-rate SMG with a charged shot on right click. Time Bubble slows everything caught inside it, good for crowd control.
Sheath Mid-range burst rifle taken off a dead assassin. Spike fires an electric pole that fries groups, works as a makeshift zipline, and solves circuit puzzles.
Creature Launches screaming alien babies that attack on their own. Hypno Baby fires a mutant infant that mind-controls an enemy into fighting for you.
Travis & Jan Dual-wielded energy pistols, awkward to aim but hit stupidly hard. Jan fires explosive slime while Travis launches a glob that levitates platforms to clear obstacles.

The two standouts worth flagging: Sheath's Spike doubles as a zipline and a puzzle key, so save it for anything that looks like an electrical panel. And Gus's Disc Launcher is your platforming shortcut in a few zones. It's easy to treat it as a lava attack and nothing else, but you'll need it to build ledges the environment won't otherwise give you.

Upgrading Your Gear

Most of your Pesos should funnel straight into Jorb's shop in your Quarters. A handful of upgrades are locked behind environmental challenges instead, mainly in Circuit Arcadia, and those don't cost anything but your patience.

Gun & Upgrade Cost Effect
Travis & Jan: Agony Dial 1,000 Pesos Unlocks a headshot multiplier for both pistols.
Travis & Jan: Pouch Rounds 1,200 Pesos Ammo capacity increase. Unlocks after rescuing your dad.
Gus: Cartridge Canal 800 Pesos Bigger shotgun magazine. Available immediately at Jorb's.
Gus: Slug Chunker 1,500 Pesos Big boost to stopping power. Melts bosses.
Bowie: Bone Lock 1,000 Pesos Headshot damage multiplier.
Bowie: Portal Capacitor 1,200 Pesos Faster Soul Hole recharge.
Bowie: Flummis Free (Circuit Arcadia) Increases stopping power.
Sweezy: Panic-Reloader 1,500 Pesos Faster SMG reload speed.
Sweezy: Piercer Relaxant 1,200 Pesos Speeds up the charge on your piercing shot.
Sheath: Poise Frame 1,500 Pesos Stopping power boost. Unlocks after the Pinkstock or Muppy Doo bounties.
Sheath: Cortex Cooler 1,200 Pesos Faster Spike cooldown.
Creature: Pressure Shot 1,500 Pesos Buffs charged baby damage.
Creature: Dogbrain Overcharger 500 Pesos Faster reload speed.
Creature: Brain Drain Free (Circuit Arcadia) Speeds up Hypno Baby cooldown.

What You Should Buy First

You won't have the Pesos for everything at once, so prioritizing matters.

Travis and Jan end up being the strongest weapons in the game once the wonky aiming clicks, so grab the Agony Dial and Pouch Rounds for them as early as possible. That combo maximizes your overall damage output and fixes the ammo problem that makes the twin pistols annoying to run early on.

After that, put money into Gus's Slug Chunker and Cartridge Canal. Gus is situational at best, but in a tight arena against an aggressive boss like Tiffany, that shotgun is the difference between a clean fight and a mess.

Last on the list is Bowie's Bone Lock, assuming your aim can back it up. The headshot multiplier turns picking off stragglers from range into a genuinely satisfying option instead of a chore. Beyond that, it comes down to playstyle. Pick whichever gun fits how you actually play, max it out, and try to tune out the constant commentary from the weapon itself.

Josh

Josh is the founder and Editor-in-Chief of NeonLightsMedia. He covers strategy titles, competitive shooters, and European indie projects. He prefers games that bite back and is always looking for titles that might lack polish but make up for it with real soul.

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High on Life 2's Secret Endings: The Fast Way, The Right Way, and the Way That Won't Shut Up About a Sequel