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This page contains all the known glitches, stuff not covered by other categories and information on the Easter Eggs (which are specials, references to Strike Force Heroes 1 and "secret" details that can be found in the game).

If you've found anything new, feel free to add it.

Easter eggs Edit

  • Quite a lot of soldier customization options are a reference to one thing or another. For an example, the Glitch in the System camo is a striking reference to the Matrix series, and Juggernaut's Storm Trooper helmet is a clear reference to Star Wars series.
  • The 3 secret medals in SFH2 that unlock extra game modes. Their hidden nature and appearance do make them easter eggs. See here for information on how to get them.
  • Special skins — In SFH2, there are a few soldier skins that change soldier's appearance entirely, instead of slightly altering it, like a helmet would. These pop up in Campaign quite a few times (e.g. Astronaut, Scientist), and are not secret at all. The secret part is that many of them are usable outside of the Campaign by typing a specific name for your character. See this article for more info on this subject.
  • Garbage — This is random stuff, that can be collected by getting 3 poops at the Slot Machine. Notable are the Turtle Shell from Mario Kart and the Riot Shield from SFH1.
  • Sheep Cannon — A special weapon, debatably named after a certain Sky9 member.
  • Dooty Launcher — Another special weapon, it was added just after the game was released, when Justin observed the success of the Sheep Cannon.
  • Ban Hammer — A rare weapon that looks like a black club with an axe like blade on the back, like the Gravity Hammer from Halo. With its huge power, it often delivers an one hit kill, or "ban", and is only usable in one challenge mission and the Fiesta mode, if you happen to spawn with it.
Background thingy

Click to enlarge.

  • Background — The background of the menu and equip pages is in fact an intricate pattern of letters and abbreviations.
  • It's a Judgement — The Judgement shotgun is the only non-special weapon to have flavour text. The text reads "I'll be back", which is a reference to the Terminator series.
  • Alpha Squad — In mission 3 of SFH2, Nathan refers to Alpha Squad "taking care" of GlobeX several years ago. It seems that he is referring to the original Heroes, that was composed of Toad, Shadow, Riggs, Bull, Jenkins, and the player.
  • Ah, I'm hit! — In one of the earlier missions in SFH1, the Tank (Bull) says "Ah, I'm hit!". In one of the earlier missions in SFH2, the Sniper (Jyn) says "Ahh, I'm hit! Oh wait no, I'm not".
I'm Hit
  • Global GlobeX — In SFH1, the Tank (Bull) says "GlobeX? I don't like the sound of that. It sounds... global". In SFH2, the Mercenary (Dex) says "GlobeX isn't just out for us, they're GLOBAL".
Global GlobeX
  • Minigun — it looks very similar to the "Sasha" Minigun used by the Heavy Weapons Guy in Team Fortress 2.

Bugs & Glitches Edit

Pausing during a reload Edit

Pausing the game when someone (you or anyone else on the screen) is reloading his weapon will result in hand's reloading animation being repeated over and over until you unpause.

Snipers' scope glitch Edit

If you choose a visible attachment for a sniper rifle (e.g. ACOG, Laser Sight), it'll glitch things up. On preview, the standart scope wouldn't be shown even if your attachment shouldn't replace it (e.g. while ACOG does have to replace the default scope because it's another version of a scope, Laser Sight is mounted on the barrel and has no reason to do anything with the scope), and in-game it won't show your attachment chosen, just a sniper rifle with its default scope. This is because the standart scope is technically an attachment too (have you noticed it's exactly same on all snipers?), and when you choose another attachment, a conflict happens and, since only one attachment can be chosen at a time, one of them has to vanish. However, this doesn't explain why do usual attachments have a higher priority over the standart scope on the preview while it's vice versa in the actual game.

Despite your attachment chosen not visually appearing in-game, it actually works and gives all the effects it normally would.

Buy/Sell dialogue glitch Edit

When you buy or sell an item, a dialogue appears, asking for a confirmation of requested action. In the center of it it shows a picture of that item and its stats. The glitch happens when you attempt to buy or sell an item by quickly moving the cursor onto an item and click on it (or its Sell button) before the pop-up stats window appears. If executed correctly, the confirmation dialogue would somehow not show item's picture. This glitch is only visual and has no impact on the economy — with or without the picture, the item will be bought or sold like it was supposed to, and next time you hover the cursor over it, it'll show its stats just fine.

No Sweat and forced suicides Edit

Mercenary's skill No Sweat nullifies self-damage. This turned out to have an unintended side effect: it breaks certain map restriction zones (those that cause environmental suicide, like the bottom of Convoy map) and lets you walk through them freely.

This originates from how are they implemented: when entering such an area, the character is given huge damage, with "weapon" that gave him this damage being called Environment (or Disposal Beam or whatever), and damage source is claimed to be the character himself. And since all that No Sweat does is checking whether it's the same person who "sent" damage and "received" it (and sets the damage to 0 if this criteria has been met), the suicide fails. That's one more aspect that wasn't thought out well enough during SFH2 development.

However, many of these suicide zones have a "Plan B" that gives you rapid medium damage from one of other characters in this match, so it isn't blocked. In this case, the weapon is claimed to be Death Laser, that one you can see in last Campaign missions. And even this damage can be avoided by jumping continuously, due to unwisely placed areas of where a character should be to trigger this effect.

Also, since 0 damage is still considered as damage, it distrupts health (and armor) regeneration anyway.

Regen Boost blocks armor regeneration Edit

As long as Regen Boost (a killstreak of General class) is active, Oobleck Armor and Aerogel Case (the two regenerative armors) can't regenerate. Simple as that. Interestingly, Moral Boost's very similar health regeneration boost works just fine and doesn't break anything.

Sheep Cannon projectile glitches Edit

Choose any Rocket Launcher for Mercenary, and a Sheep Cannon for anyone else. Then go to Profile/Appearance/Abilities tabs, and view Mercenary, then switch to whoever you gave Sheep Cannon to (or vice versa). The game will take Rocket Launcher's rocket and place it where Sheep Cannon's front sheep projectile was (or vice versa). This has no impact on the game itself and is only visible in the preview thingy.

Wrong proportions in health bar Edit

In health bars above soldiers' heads, armor and health are shown out of proportions — it displays that soldiers have less armor than they actually do. See pictures for further explanations.

Non-existent Bizon clip Edit

For whatever reason, the Bizon sub-machine gun simply doesn't have its clip. From where do bullets come from is a complete mystery.

Grenade Launcher elemental attachments Edit

Nitrogen Rounds and EMP Rounds attachments for Grenade Launchers got their descriptions swapped — it says that Nitrogen Rounds reduces damage instead of fire rate, and that EMP Rounds reduce fire rate instead of damage. In-game everything works fine.

Mission 14 glitches Edit

You'll need a self-damaging weapon for this.

In mission 14 of Campaign, you are supposed to first walk up to Dex (who's behind an invisible wall) and talk to him, and then the mission truly starts. Actually, this isn't even necessary to complete the mission! The point is, if you manage to kill yourself before talking to him, you'll get respawned in a random spot on the map. If you commit suicide enough times, you will eventually spawn behind Dex. Then if you kill him and commit suicide, you can fight him one on one to win the match! Though there's still a chance that any of you would spawn behind the wall, so you better have a wall-piercing killstreak for this case (such as Wall Hack for Sniper, and Tesla Coil for Engineer). One more thing to say is that things will get really strange if you go to where you are supposed to talk to Dex — but none of these would damage your save file or anything, so feel free to do so and enjoy the glitches.

Double Damage at Point Blank range Edit

A large part of this is only a theory and it may or may not be true, but so far it seem to work.

A bug haunting the whole Raze & SFH series, due to shared game engine. Any non-insta-hit projectiles, such as rockets, deal "double damage" when fired at point blank range.

It seems that the very first frame such a projectile is created, it's actually created twice, and its "clone" is supposed to vanish next frame. But if projectile(s) happen to hit a target the very first frame they are made, the second projectile never lives long enough to be silently removed, forcing both of them to deal damage (and push bodies, and make sounds, and everything else), resulting in double damage-like effect. Due to where the projectiles are spawned, the only way to make them hit something at frame 1 is to walk inside someone or something, be it a living enemy, a corpse or a turret.

If you walk up into someone who has a, say, RPG, and then swing a Katana or a Reflection Beam and reflect both rockets, there's a chance that you would actually see two rockets flying away at slightly different angles. Although the explanation above would logically make this impossible, it doesn't. A possible reason of things going this way is that when a projectile gets reflected, it becomes a completely new one, changing many of its attributes (such as who fired it), up to a point where it can no longer be recognized by the mechanics that were supposed to remove the copy projectile.

Movement suddenly glitches up Edit

There's a rare bug/glitch that suddenly blocks most of movement input, resulting in your character (or any bot — it can happen to them too) slowly running/sliding in one direction. In this case, you can't walk to anywhere else, and can't jump either, but can still crouch and shoot and do anything else. Exact reasons of it happening are unknown; certain possibilities include a flaw in climbing mechanics which can be bumped into by crouching in a specific manner on an object such as a small crate, though that is only a theory and may or may not be true. If this glitch happens, get killed or restart the match and it'll fix itself. The glitch is also present in SFH1 and SFH3, while Raze series seem to avoid it, most likely due to lack of climbing.

A similar glitch, common amongst Flash games, involves holding a button and then taking the focus away from game's window (by clicking outside of it, or Alt + Tab, or a sudden pop-up notification, or something else), sometimes resulting in a repeat of requested action (like running in a direction without actually holding a corresponding button, or shooting without actually clicking). Unlike the glitch above, it doesn't block anything, and can be fixed by simply pressing that button again.

Throwing Knife getting stuck Edit

  • (Animated, 1 MB) In that case the knife is expected to bounce from the left back to the right, but it doesn't.
  • (Animated, 2.4 MB) Seems it also has something special to do with corners.

On slant terrain such as stairs and ramps (or any not perfectly horizontal floor), Throwing Knife can sometimes stop moving for no visible reason. See the pictures for a visual illustration. Since the knife in SFH2 is not supposed to get stuck anywhere and instead should bounce around, it is assumed as a fault of knife's physics.

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