Strike Force Heroes 2 Wiki
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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[]

  • Quite a lot of soldier customization options are based off 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 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.
  • 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 (with some luck) the Fiesta mode.
  • Background thingy

    Click to enlarge.

    Background — One of background details 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
  • Isolation status green

    Click to enlarge.

    Isolation's status display — At the beginning of the first Campaign mission, the display's fourth and last lines don't relate to the station. After certain events and in Custom Game, the display instead shows a few lines from the game's code.

Bugs & Glitches[]

Pausing during a reload[]

Pausing the game when you or another unit is reloading their weapon will result in the back hand's reloading animation being repeated over and over again until you unpause. This bug is extremely bizarre when taking into account the fact that SFH1 fixed this. SFH2 lacks two lines of code telling the second arm to start and stop playing the reload animation.

Map hazards ticking while paused[]

Disposal Beam of the Isolation map and both instances of Death Laser (the red homing circle in Mission 14 and the floor laser in Mission 15) continue to tick down even when the game is paused. Thus, when either of hazards appear, one can simply pause and wait until they expire. During a pause they will not deal any damage, even if you stand right in the middle of the big laser.

Sniper Rifle Attachment glitch[]

If you choose a visible attachment for a sniper rifle (e.g. ACOG, Laser Sight), it'll glitch things up. On preview, the standard 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 standard 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. Apparently usual attachments have higher priority over the standard 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.

Same glitch happens with General, but requires an engineer with Loudener or Mercenary with Red dot. The default revolvers of the General will take the Loudener from Engi or red dot from Mercenary, if you first Switch to Engi/Mercenary, then switch to general. Does not affect the stats. Shown below:


Buy/Sell dialogue glitch[]

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 will 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 VS forced suicide[]

  • Entering certain restricted zones on a map, like the bottom of Convoy, will cause the character to die, claimed as a suicide. That is done by sending huge damage to the character, with damage source claimed to be the character himself, and the "weapon" claimed to be Environment or Disposal Beam or whatever.
  • Mercenary's skill No Sweat prevents self-harm. That is done by checking if it's the same character who "sent" and "received" damage, and nullifying it if so.
    Death laser death before it actually appears

    No Sweat perk will reveal this death message:

Ooof

Happens to bots too.

When these two things meet, a conflict of interest happens, and No Sweat comes out as a winner. That is, No Sweat breaks suicide zones and lets you walk through them freely.

However, many 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 the last Campaign missions. And even this damage can be avoided by jumping continuously.

Regen Boost blocks armor regeneration[]

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, Morale Boost's very similar health regeneration boost works just fine and doesn't break anything.

Sheep Cannon projectile glitches[]

Choose any Rocket Launcher for Mercenary, and a Sheep Cannon for anyone else. Get the preview to display 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 frontal sheep projectile was (or vice versa). This has no impact on the game itself and is only visible in the preview.

Disproportionate health and armor bars[]

Within those bars above soldier heads, health and armor are shown completely disproportional to eachother — displaying soldiers having more health and less armor than the bars suggest. While this is not a bug and clearly deliberate, it can be confusing for some players.

Clipless Guns[]

The Bizon, the P90 and the 1216 lack magazines in the soldier preview, and in-game. These weapons use the incorrect idle, firing, and reload animations. The 1216 uses the correct reload animation as noted by the magazine magically reappearing during the reload then disappearing again. This happens because the correctly labeled magazine is not present when using these other animations, activating a failsafe which forces the magazine to disappear in order to prevent incorrect magazines appearing (i.e. the M4 magazine in the Bizon).

Grenade Launcher elemental attachments[]

Nitrogen Rounds and EMP Rounds attachments for Grenade Launchers got their descriptions swapped — Nitrogen Rounds' one was supposed to mention fire rate reduction, but it talks about damage, and EMP Rounds' description lists fire rate reduction instead of damage reduction. Ironically, even if these descriptions were to be swapped back into order, they would still be wrong due to issues within statuses themselves.

1v1 with Dex on mission 14[]

In mission 14 of the 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 somehow die before talking to him, you'll get respawned in a random spot on the map. If you die enough times, you will eventually spawn behind Dex. 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, if Dex is thrown there, youd have to repeat the dying proccess again.

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 projectiles at point blank[]

A bug prevalent in the entire SFH series, where any non-hitscan projectile, such as grenades, seemingly explode twice when fired at point blank, be it at enemies or even the ground. The main theory as to why this happens draws assumptions on the following: To make better graphical effects, it was decided to spawn two projectiles rather than just tweaking one projectile to make it look better. The second projectile is theorised to be shot from the weapon a bit closer to the middle of the player's hitbox, moving in the exact same pattern as the first projectile, while also being deleted as soon as the first projectile is. However with the visual effects setting being set to low, the game is said to delete the second projectile as soon as it spawns. The problem arises if you manage to somehow catch this second projectile by perhaps reflecting it as soon as it spawns or by crouching and aiming towards the floor, preferably towards the center of your hitbox. All this, results in two projectiles being spawned at once, while also being separate from eachother, behaving like normal.

Movement suddenly glitches up[]

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) running/sliding in one direction, forever. 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; possibilities include a flaw in climbing mechanics that leads to not unlocking the controls after climbing onto an obstacle. It's most often bumped into when dealing with an object such as a small crate. If the 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, quite possibly due to lack of climbing.

A similar glitch, common amongst Flash games and games in general, 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 the 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.

Throwables getting stuck[]

On slant terrain such as stairs and ramps (or any not perfectly horizontal floor), Throwing Knife can sometimes stop moving for no logical reason. See the pictures for a visual illustration. Since the knife is not supposed to get stuck anywhere and instead should bounce around, it is assumed as a fault of knife's physics. Can also happen with fast enough grenade projectiles, sometimes even skipping thin map geometry.

Weird Equipment on Magnums[]

RedDotRevolver

A fairly simple bug, this bug can be triggered by simply switching from a character that has a weapon equipped with any attachment onto a General equipped with Magnums. The left Magnum will have the proper attachment, but the right will have the attachment of the character you swapped from. This does not affect the weapon in any way; the bonuses of the equipment you swapped from will not be applied, and the bug will be undone as soon as you either enter the shop, the inventory, or simply leave the "Soldiers" menu.

A.I. No Ammo[]

If an AI runs out of ammo and has a melee weapon equipped (Such as Jyn), they will constantly swap from the melee weapon to the ranged weapon whilst trying to fire the main weapon at any visible enemy. Not only is the constant, rapid clicking horribly loud and annoying, but this tends to slow the game down. The glitch ends when the AI gets killed, or happens to run into an ammo box.

Weird Equipment in Station Repair[]

ACOGUMP

If you were a class with a different weapon than an SMG upon starting the Station Repair campaign level, the UMP you possess will visually have the attachment of the weapon you had on your class before you started the level. (I.E, if you were a Sniper with a rifle that had an ACOG on it, it will appear on your UMP when you start Station Repair). Whether or not the attachment actually affects the weapon appears entirely random.

Breaking a Match[]

If you click off-screen during the pre-match timer in a game, it triggers the Pause action, when normally you can't pause during the pre-match timer. Once you unpause, the game will stay stuck in a "pre-match" mode, and will not actually start. You must exit the match in order to get out of this minor soft-lock situation. Curiously, as is the case with arms still playing the reload animation while paused, this issue was fixed in SFH1. Perhaps SFH2 used an older version of this code that didn't have these fixes.

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