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SteamWorld Heist 2 Walkthrough: Skip Every Naval Fight

Updated 30 Oct 2026 Source The overworld structure with the fog cleared by your submarine to discover locations, missions and secrets, the Royal Navy patrolling East and West Caribbea and attacking on sight, the official advice that there is no shame in running away, the Great Wall separating Caribbea from Artica and being armed to the teeth, Rattler territory beyond it, the ship combat loop of lining up shots against enemies with underwater mines, missile silos and flagships, the wreck rule that you respawn at the latest bar visited but lose all gallons, and the submarine upgrade list of machine-guns, lasers, rockets, a speed boost for discovering new areas, armour, faster reloads and the dive upgrade from the official Steam Story Deep Dive for SteamWorld Heist II; the region and mission names, the Royal Navy Intel HQ challenge mission details (Epic Swag of Elite Engine Booster and Glow Rod, 6 swag bags, the Gather the Intel objective, the 10-turn-or-less evacuation bonus, the doors locking behind you after the Epic Swag, the alternate route, and the button in the last room that opens a door to more Epic Swag which is a key item needed later in the story), the Cheville Stockades story mission details (a full crew is required and you cannot bring fewer bots, the wall turrets and buffing loudspeakers, defending Edna who can be shot, the 1 to 3 to 10 turn defence timers, and the warning that opening the Epic Swag door triggers a loudspeaker turret), the Bones in the Ocean tip that you can shoot through smaller Rattler bots, the Freighter Fight tips about green versus yellow doors and the commander kill starting an alarm that floods enemies in, the Loot or Leave early exits, and the Argent's Articles rare shop stock from ninewiki's SteamWorld Heist 2 maps and missions page; the vanity hat costs and their shop locations from Prima Games' all hats guide; the Atomic City endgame levels of Hall of the Infinite King, The Reckoning and the Kraken from the same Prima Games list; the katana acquisition window and lockout from GameTips' katana guide; the reload-early advice with the two-turn autosave limit from the Epic Games Store Heist 2 guide. Verified 30 October 2026. By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

The submarine is the progression

In Heist 2 the thing that moves you forward is not your crew — it is your boat.

The world map starts covered in fog, and you clear it in your submarine. Clearing it is how you discover locations, missions and secrets. There is no other way to find them.

So the loop is: sail, clear fog, find a mission, run it, return to a bar, spend, sail further. The missions are the rewards for exploring, not the other way round.

The regions, in the order the map opens up:

RegionWhat it is
East & West CaribbeaThe starting waters. The Royal Navy patrols here and attacks on sight
The Great WallSeparates Caribbea from Artica. The Navy has armed it to the teeth
ArticaFrozen Fjord, Frostbite Fields, Glacier Gulf, Titan’s Drain — Rattler territory, with a cold welcome
Atomic CityThe endgame, holding the Hall of the Infinite King, The Reckoning and the Kraken

Why you should run from almost every naval fight

The Navy will attack on sight, and the official guidance on that is blunt: there is no shame in running away. You cannot save the world from the afterlife.

The reason running is correct is the penalty for losing:

If your ship gets wrecked, you respawn at the latest bar you visited — but any gallons you picked up are gone forever.

Gallons are your upgrade currency. A naval fight you lose does not just cost you the fight, it costs you the money you had already earned.

Your submarine gets better over time, and the upgrade list is worth knowing because it changes what you can do:

UpgradeWhat it does
Machine-guns, lasers, rocketsMake short work of marauders
Speed boostLets you discover new areas — a progression upgrade, not a combat one
ArmourSurvive longer
Faster reloadsMore damage uptime
The dive upgradeLets your submarine duck beneath the waves

Note which one matters most: the speed boost is what unlocks new map, so it is an exploration purchase before it is a combat purchase.

When you do fight, it is about lining up your shots and manoeuvring — the enemies bring underwater mines, missile silos and flagships, and careful positioning is what keeps you alive.

The one escape where you must not flee north

Here is the inversion.

For the whole game, the correct response to a navy patrol is to run. But right after the boss fight in the Sunken Vault, a huge number of navy ships close in and you are chased out of the southern half of the map — and this is the one time you must turn around instead.

Because the katana is behind you.

  • Go back to the Flooded Burrow bar, continue past it to the south-east, and use the whirlpool.
  • The katana is in a box in the area it takes you to. A second whirlpool brings you back.
  • If you flee north of the wall instead, you cannot get it again without starting a new game.

It is a unique Flanker weapon with 7 melee damage, +2 movement, and a passive that turns you invisible and immune to all damage for a turn on a killing blow. If the armada is too much, lower naval combat difficulty and naval enemy density in the custom settings — they reduce damage and numbers respectively.

See how to get the katana for the full route.

The three things you can lock yourself out of

1. The katana — missable permanently, as above.

2. The button in the last room of Royal Navy Intel HQ. It opens a door to more Epic Swag, and that item is a key item needed later in the story. The mission tip explicitly says you do not need to grab it now if it is too dangerous — but if you never come back for it, you have locked a story item behind a door you left shut.

3. Vanity hats you walked past. These are bought, not dropped, so they are not missable in the same way — but they are only sold at specific shops, and they cost Gallons you may have spent elsewhere.

Vanity hatSold atCost
Fruity HatThe Convenient Chapeaux, Shiner’s Cove50
Green ScreenThe Convenient Chapeaux, Shiner’s Cove50
Snorkeling GearThe Convenient Chapeaux, Shiner’s Cove100
Straw HatThe Convenient Chapeaux, Shiner’s Cove150
Purple BandanaThe Convenient Chapeaux, East Caribbea150
Top HatThe Convenient Chapeaux, East Caribbea150
Magical HornThe Convenient Chapeaux, East Caribbea150
Wicked ShadesThe Convenient Chapeaux, East Caribbea250
SylvesterThe Convenient Chapeaux, Ice Cap Anchorage100
UshankaThe Convenient Chapeaux, Ice Cap Anchorage100
Fur HatThe Convenient Chapeaux, Ice Cap Anchorage100
Stylish HatThe Convenient Chapeaux, Eye of the North250
Jolly HatThe Convenient Chapeaux, Eye of the North250
Valkyrie HelmetThe Convenient Chapeaux, Eye of the North250

The missions, and the two that behave differently

Mostmissions let you bring fewer bots to make them harder and faster. Two do not follow the standard rules.

Royal Navy Intel HQ (Angler’s Reef) — a Challenge Mission.

  • Objective: gather the Intel. Bonus: evacuate in 10 turns or less.
  • Once you grab the Epic Swag, the doors lock behind you and an alternate route opens up.
  • There is a button in the last room that opens a door to more Epic Swag — and that is the story key item.

The practical read: grabbing the Epic Swag is a commitment, because it locks the doors. Clear what you want to clear first.

Cheville Stockades — a story mission, and a full crew is required. You cannot bring fewer bots the way you can elsewhere.

  • It is your likely first meeting with wall turrets and loudspeakers, which buff enemies.
  • It is a defence mission with a twist: you must protect Edna, who can be shot.
  • The timers escalate: 1 turn, then 3 turns, then 10 turns.
  • During the 10-turn timer you can send someone for the Epic Swag in a previously locked door — but opening that door triggers a loudspeaker turret.

Two more mission behaviours worth carrying into the rest of the game:

  • Bones in the Ocean is your first encounter with the Rattlers, and the rule to learn there is that you can shoot through the smaller Rattler bots.
  • Freighter Fight is a race against time. Open green doors freely, but think before breaching yellow doors — and know that killing the commander sounds an alarm and enemies flood in, so clear the loot before you do it.

Four habits that hold across every mission

  1. Upgrade weapons before anything else. Weapon tier has a huge impact on damage output. Sink navy ships for Gallons to fund it.
  2. Walk out of melee. There are no attacks of opportunity, so leaving an enemy’s melee range costs you nothing. Only Brawlers should be swinging.
  3. Leave once the objective is done. The alarm system means infinitely spawning enemies, and hanging around to farm them usually costs you a star.
  4. Reload early and often. There are no quicksaves, and your autosave only takes you two turns back. That is very little room to salvage a bad fight.

Frequently asked questions

How does the world map work in SteamWorld Heist 2?

You explore it in your submarine, and the world starts covered in fog. Clearing that fog is how you discover locations, missions and secrets — so exploring is the progression, not a side activity.

Should I fight the Royal Navy on the world map in SteamWorld Heist 2?

Usually no. The official guidance is that there is no shame in running away, and the penalty for losing is real: you respawn at the last bar you visited but lose every gallon you were carrying.

What happens if my ship is wrecked in SteamWorld Heist 2?

You respawn at the latest bar you visited, and you lose any gallons you had picked up. Gallons are what you spend on weapons, so a bad naval fight costs real progression.

What is the most missable thing in SteamWorld Heist 2?

The katana. It is only available during the escape sequence right after the Sunken Vault boss, and if you flee north of the wall instead you cannot get it again without starting a new game.

What are the regions in SteamWorld Heist 2?

East and West Caribbea first, then across the Great Wall into Artica — the frozen regions of Frozen Fjord, Frostbite Fields, Glacier Gulf and Titan's Drain — and finally Atomic City, which holds the Hall of the Infinite King, The Reckoning and the Kraken.

How do I beat Royal Navy Intel HQ in SteamWorld Heist 2?

It is a Challenge Mission with a 10-turn-or-less evacuation bonus. Once you grab the Epic Swag the doors lock behind you and an alternate route opens, so grab it only when you are ready to commit. There is a button in the last room that opens a door to more Epic Swag, and that one is a key item needed later in the story.

How many crew do I need for Cheville Stockades in SteamWorld Heist 2?

All of them. It is a story mission, so a full crew is required and you cannot bring fewer bots the way you can elsewhere.

More SteamWorld guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.