Low’s Adventures 2 Guide: Ladders, Gliding and the Boss
Published · 3 min read
Low’s Adventures 2 is not a long game, but it is a steady one: thirty-two short levels that each add one idea to the last. This guide covers everything the game expects you to learn, in the order it asks for it, so that the level that stops you is a matter of timing and not of not knowing what a thing does.
Getting started
After the trezegames logo, press Enter or tap. The title screen has one big button, Play Game, and under it the level you have reached out of 32. The game saves that number in your browser, so it continues where you stopped. Reset Levels, in the bottom-left corner, wipes it and sends you back to level 1.
Controls are printed in the first level: arrow keys or W, A, D. Left and right walk, Up jumps. There is no separate run button. Esc takes you back to the title screen and M switches the music off and on. On a phone or tablet the same moves are on-screen buttons.
Levels 1 onward: edges and gaps
The first level is a stretch of grass ledges with one gap you cannot walk over, a single blue enemy on the far side and five coins. It teaches the rule the whole game runs on: jump from the edge. Low’s jump is generous in height but short in distance, and most early falls come from starting the jump a tile too soon. Walk to the last grass tile, stop, then jump and hold Up for the full height.
Falling in a pit or touching an enemy closes the screen in a circle around Low, shows the level card and restarts the level from the beginning. The coins you took come back too, so the counter starts over.
Coins and the trophy
The number in the middle of the screen is the coin counter for the level you are in — “1/5” after the first coin of level 1. A level ends when Low touches the trophy at the far end, whether you have the coins or not. On a first attempt, take the coins that are on your path and leave the ones hanging over spikes; you can always replay later for a full count.
Ladders and springs
Ladders are climbed with Up while standing in front of them. Springs throw Low higher than any jump; land on one and let it launch you, and steer in the air with left and right. A spring next to a wall usually means the route goes up, not across.
Enemies
The walking enemies patrol a ledge and turn at its edges. Watch one full pass before you move, then follow right behind it. Some enemies stand still and shoot at a steady rhythm — count the shots and cross in the gap between them.
The umbrella glide
Later levels give Low an umbrella, and the game tells you how to use it: “JUMP AND HOLD BUTTON UP TO GLIDE”. Jump as usual, keep holding Up, and Low floats down slowly instead of dropping. That turns gaps that look impossible into easy crossings. The skill to practise is letting go: release Up above a small ledge and Low drops straight onto it instead of drifting past.
Tall levels, platforms and the boss
Three of the thirty-two levels are two screens high, so the route climbs instead of running right. Moving platforms appear too, some sliding sideways and some circling a point; step on at the near end of their path and ride them rather than jumping at them. And one level has a boss, with a lives board of its own on screen.
When you are stuck
Stand still for a while and Low starts talking: “Maybe I should go left”, “I will have to go back maybe…”, “I think I got stuck”. It is a nudge that the way on is somewhere you have not looked. Check behind you and above you before you try the same jump a tenth time.
Ready? Play Low’s Adventures 2, or read how to keep your progress and fix the usual problems.
More from the blog
- Low’s Adventures 2 on a Chromebook: Saves, Keys, Sound
Where Low’s Adventures 2 keeps your level, why the keys sometimes do nothing, how to mute it, and what to do if it runs slowly.