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Soldier of Fortune II: Double Helix

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Soldier of Fortune II: Double Helix (2002)

Soldier of Fortune II: Double Helix is a 2002 first-person shooter developed by Raven Software, a direct sequel to Soldier of Fortune. Players once again control mercenary John Mullins, who is tasked with stopping a mysterious terror organization from unleashing a bioweapon on the world.

The sequel it aims for more realism than the first game and has several new features:

Firearms now have working fire selector modes, while the cap for semi auto and burst (with burst being slightly faster) is capped slower than fully automatic fire, this also means they're more accurate as full-auto fire with weapon inaccuracy turned on (which it is in most difficulties) gets incredibly inaccurate quickly.

Mullins can now crawl on the ground, oddly this is only used for stealth/cover as Mullins cannot actually use any weapons when crawling; the player is completely incapable of any offensive actions while doing so.

The game would be followed up by Soldier of Fortune: Payback in 2007.


The following weapons appear in the video game Soldier of Fortune II: Double Helix:


Handguns

M1911A1

The M1911A1 is the first handgun acquired in the game. It has a 7-round magazine and can also be dual-wielded. It appears to have some custom features, such as a 'combat'-style hammer and dot sights.

Colt M1911A1 - .45 ACP
The M1911A1 in-game.
Smacking a Czech guard with the pistol, the first pistol whip merely knocks out an enemy but a follow up will kill.
Firing dual Colt M1911A1 pistols.

Heckler & Koch Mark 23 Mod 0

The Heckler & Koch Mark 23 is the main recommended sidearm on the 'loadout' screen before missions, first available to select on said loadout screen before the start of the Colombia levels. It has a 12-round magazine, and is available with either a rail-mounted flashlight, the laser-aiming module (LAM), or suppressor. Can also be dual-wielded.

Heckler & Koch Mark 23 - .45 ACP
Mark 23 with suppressor mounted - .45 ACP
Mark 23 in-game.
Promotional screenshot of the Mark 23 with a suppressor and a LAM while the final game only allows the player to have one attachment on the Mark 23.
The Mark 23 with a tactical light.
The Mark 23 with its unique and barely visible laser sight.
Clubbing a guard with the Mark 23.
Holding dual Mark 23 pistols.

IMI Desert Eagle Mark XIX

A chromed Desert Eagle Mark XIX, named the "Silver Talon" like Soldier of Fortune, is available as a sidearm in multiplayer with the Gold Edition (and available in single-player with the 'Give All' cheat or mods). As with the other handguns, it can also be dual-wielded. The in-game weapon features a non-fluted barrel indicating it was modeled after a .50 AE variant. Despite the different calibers, this weapon uses the same .45 ACP ammo stock as the 1911A1 and Mk23 pistols, likely since being a patched-in-weapon the developers didn't bother making a new caliber for one new weapon. It has a seven-round magazine.

Desert Eagle Mark XIX with brushed chrome finish - .50 AE
Silver Talon in-game.
Via cheats, Mullins holds dual Silver Talons.


Shotguns

Mossberg 590 Cruiser

The first and main shotgun encountered in the game is the Mossberg 590 Cruiser. First found in one of the Prague levels, it is available afterward for equipment loadouts before starting missions. It is wielded by enemies throughout the game, most notably in the Colombia mission levels. It carries 9 shells in the magazine tube.

In the Prague levels, which take place in 1989, the Mossberg 590 Cruiser is used by certain Czechoslovak indoor guards who oddly speak Russian. The usage of the Mossberg 590 Cruiser is inaccurate, since it had just been released and wouldn't have ended up with the Czechoslovak military; more likely these guards would be issued Sa vz. 61 Skorpions instead.

Mossberg 590 Cruiser with extended magazine tube - 12 gauge
Mossberg 590 Cruiser in-game.
Like the handguns and the AK-74 with bayonet, the Mossberg 590 Cruiser has a melee attack as an alt-fire.

Daewoo USAS-12

The USAS-12 is the only other shotgun in-game. It is available in later mission loadouts, and used by some enemies, mainly in the Hong Kong levels. Can be fired semi-automatic or fully-automatic, and uses 10-round box magazines. Quite difficult to control when fired on full-auto.

USAS-12 - 12 gauge
USAS-12 in-game.

Submachine Guns

IMI Micro Uzi

The main SMG encountered throughout the game is the Micro Uzi. It is available in later mission loadouts, and used extensively by enemies in the Hong Kong and Seaward Star mission levels. It uses 30-round magazines and can be dual-wielded. Very inaccurate when fired in long full-auto bursts.

IMI Micro Uzi with bent trigger guard - 9x19mm Parabellum
Micro Uzi in-game.
Dual Micro Uzis in-game.
Thanks to the power of the weapon specials keys, the player can actually mix-match single-wield weapons, holding a Mk23 and Micro Uzi, though Mullins only "tap-fires" the Micro Uzi when the button is held down to match the fire rate of the Mk23.

M3A1 "Grease Gun"

The M3A1 "Grease Gun" is the first automatic weapon received, used by enemies in the Prague mission levels. The weapon has a conical flash-hider. The weapon (correctly) uses the same .45 ACP ammo stock as the handguns, giving it a lower max ammo amount than other automatic weapons. It is fairly accurate and controllable, but slow-firing.

The choice of the M3A1 is very odd, given these are supposed to be members of the Czechoslovak People's Army, who never used the M3A1; more likely something like the Sa vz. 61 Skorpion or the Sa vz. 58 would've actually been used.

M3A1 "Grease Gun" with M9 flash hider - .45 ACP
M3A1 in-game.

Heckler & Koch MP5A5

The final SMG that van be acquired is the Heckler & Koch MP5A5, simply called "MP5" in the game, fitted with a sound suppressor (the weapon's draw animation always shows the suppressor being attached, however it can not be attached/removed manually). It can fire in semi-automatic, three-round burst, and fully-automatic, and is available as a primary weapon in multiplayer with the Gold Edition. (Though mods/cheats can add it to the single-player.) It is shown using straight 30-round magazines similar to the one used on the 10mm MP5/10. Despite it being a suppressed weapon, the in-game P.A.D.D. (Personal Audio Detection Device) shows that it is as noisy as other non-suppressed weapons, this is likely due to being added in the Gold Edition Patch for multiplayer-only use.

Heckler & Koch MP5A5 - 9x19mm Parabellum
First person view of the MP5. If the picture is seen at full resolution, one will note the transparent yet correct markings for both three-round burst and full-auto on the receiver, indicating the gun is modeled after an actual MP5A5.
The MP5's world model, the MP5 in both world/first-person view has a straight magazine, though it is still chambered in 9mm.

Assault Rifles

Colt Model 727

The Colt Model 727 appears as "M4" in the game. This is the recommended primary weapon in pre-mission loadouts until the introduction of the OICW. It can fire in semi-auto, three-round burst, or full-auto; this is incorrect, as the 727 only has semi- and full-auto modes. Alternate fire fires the mounted M203 grenade launcher. It uses 30-round magazines and is used by many enemies later in the game.

The world model of the 727 has no M203 Launcher, yet any 727 Mullins picks up will suddenly have a grenade launcher/give him M203 grenades.

Whenever the player selects the weapon, Mullins will always pull on the charging handle as if loading it from empty, however, he will use the bolt release in order to reload either with rounds still left chambered in or from empty. In real life, both methods are valid to load the weapon, but the bolt release is the faster of the two. Pulling on the charging handle, however, makes the user aware whether there are still rounds chambered in or not. Mullins seems to emulate the real-life army method professional soldiers are taught, of pulling on the charging handle during the first loading to ensure no rounds are chambered and then switching to the bolt release for faster reloading during combat. However, the animation is wrong in that Mullins will always pull on the charging handle whenever the weapon is selected again, even if it was previously loaded, and will also press on the bolt release when reloading mid-magazine despite rounds still being chambered.

Colt Model 727 with M203 grenade launcher - 5.56x45mm NATO/40x46mm
The "M4" in-game. Note how the weapon is missing the forward flip-up sight for the M203 launcher.
An "M4" in training with no M203, well, until Mullins picks it up anyway.
In multiplayer, the "M4" correctly has an M203 on the world model.

AK-74

The AK-74 is a common assault rifle heavily used by enemies throughout the game. The AK-74s in the game are stated to have been converted from the standard 5.45x39mm to 5.56x45mm NATO. As such, they use the same 5.56mm ammo stock as the 5.56mm rifles in the game. Like all other assault weapons in-game, this weapon fires in semi-auto, three round burst, or full-auto, which is incorrect for the AK-74's semi-auto/full-auto modes. A separate, upgraded version of the rifle is available with a non-detachable bayonet, which can be used as a melee weapon.

Unusually for a shooter, the AK is actually depicted as the most accurate 5.56mm rifle in the game making up for its lack of a launcher.

Whenever Mullins brings out the weapon, he will pull on the charging handle as if loading it from empty, and will also do this even when reloading with rounds still left chambered in, which would otherwise result in uselessly ejecting a round.

AK-74 - 5.45x39mm
AK-74 in-game (bayonet-mounted version shown).
Holding a normal AK-74 while looking at the world model.

SIG SG 551

Another available assault rifle is the SIG SG 551, fitted with an unknown 3x scope. It uses 30-round magazines and can be fired in semi-auto, three-round burst, or full-auto. Available as a primary weapon in multiplayer with the Gold Edition and is only available in single-player via mods or cheats.

SIG SG 551 - 5.56x45mm NATO
First person view of the SG 551.

Heckler & Koch XM29 OICW

The Heckler & Koch XM29 OICW is used in the single-player game, becoming available after Mullins tests it out at 'The Shop' some ways into the game. It uses 30 round magazines for the 5.56mm rifle part of the weapon, firing in either semi-auto, three-round burst, or full-auto. After it is available, it surpasses the M727 as the recommended primary weapon.

The weapon in the game has a multipurpose sight that can be used as a sniper scope (with night-vision and up to 20x magnification), can identify targets with friend-foe type recognition, and acts as the range calculator for its grenade launcher.

The game attempts to simulate the complex HEAB (high explosive air burst) functionality of the real weapon. The grenade rounds must be lased at a point downrange, but once lased, are shot normally; they will explode at the displayed distance, which can be adjusted manually with two of the alt-fire keys, and the sight provides a marker indicating the elevation required to land a grenade at the lased distance. This allows the player to, for example, lase a wall, increase the distance slightly and fire over it to have the grenade explode in mid-air just behind it. The sight must be used with the 'lase' function to fire the launcher, making it rather awkward to actually use in the game; this is not a feature of the real OICW, which could also fire grenades in impact-detonation mode. The grenades are fired from six round magazines and are not interchangeable with the grenades for the M203 or MM1; realistic, since the 20mm launcher on the OICW would not be able to chamber a 40mm grenade.

Heckler & Koch XM29 OICW - 5.56x45mm NATO/20x28mm
First person view of the OICW.
The OICW on a table when it's first introduced with it's unique type of 40mm grenades.
Aiming through the OICW's scope while Game Mullins is impressed with the OICW unlike the real Mullins who called it "useless and expensive".

Machine Guns

RPD

The RPD is seen as a fixed/mounted weapon in the Prague levels. It's highly inaccurate for the Czechoslovak military to use, given the adoption of the UK vz. 59 by the Czechoslovaks instead of the RPD. Also by the in-game setting of 1989, the RPD had long been replaced by the PK machine gun.

RPD - 7.62x39mm
Mounted RPD in-game.
Mounted RPD in-game.

M60

The M60 machine gun is available as an alternative main weapon for single-player loadouts, and is also seen as a fixed/mounted weapon in parts of the game. It is quite powerful, but fires quick and depletes ammunition fairly rapidly. The portable version of the weapon uses 99-round belts fed from an attached ammo box. Prometheus enemies later in the game rarely use it. Notably, two of the sub-bosses carry an M60.

Notably the mounted M60 (encountered as both a stationary weapon and mounted on a helicopter) has the same model as the handheld version, meaning it has a pointless bipod.

M60 - 7.62x51mm NATO
M60 in-game
Mullins reloads his M60 (which is mostly done off-screen) while looking at the extremely disproportionate ammo box for the M60.

Sniper Rifles

Heckler & Koch MSG90A1

The Heckler & Koch MSG90A1 is the only sniper rifle in the game, is available quite early on, and used by enemies throughout the game. Despite being shown using what appear to be 20-round magazines, the capacity on the weapon is only five rounds. The weapon also does not include a bipod. The MSG90 is also the weapon of choice for "Deviant 1" at the end of the Hong Kong mission.

While both the M60 and MSG90A1 are chambered in 7.62x51mm NATO with their ammo pickups both saying "Picked up 7.62", they do not share ammo in-game.

Heckler & Koch MSG90A1 - 7.62x51mm NATO
The MSG90A1 in-game

Launchers

Hawk MM1

The Hawk MM1 grenade launcher is available as a primary 'heavy' weapon on mission loadouts starting with the Seaward Star mission. It fires a cylinder of 10 grenades, all loaded individually.

The Hawk MM1's 40mm grenades are not shared with either the OICW or M203.

MM1 MGL - 40mm
The MM1 Grenade Launcher in-game
Mullins reloads his MM1 Grenade Launcher while finding out the ship's computers can indeed run Doom.
World model of the MM1 with its unique 40mm grenades.

M203 Grenade Launcher

The Colt Model 727 is fitted with an M203 Grenade Launcher.

M203 grenade launcher - 40x46mm
Reloading the attached M203 next to two M203 grenade pickups.

RPG-7/Type 69 RPG Hybrid

What the game calls an RPG-7 is available from the single player campaign loadout menu and the primary 'heavy' weapon on mission loadouts in multiplayer. While the model mostly matches the RPG-7, the rear of the weapon resembles the Type 69 RPG more.

RPG-7 - 40mm
Chinese Type 69 RPG - 40mm
The RPG-7 in-game.
The RPG-7 in the loadout menu.

Grenades

M67 Hand Grenade

The M67 hand grenade is the standard US explosive fragmentation grenade, available on mission loadouts.

M67 'Baseball' Fragmentation Grenade
Holding an M67 while looking at a low quality M67 on a box of M67 Grenades.

L2A2 Hand Grenade

The L2A2 hand grenade is found and used by enemies mainly in the Hong Kong levels.

L2A2 hand grenade
Mullins holds the L2A2 Hand Grenade.

AM/M14 Incendiary Grenade

The AN/M14 incendiary grenade appears in-game, spewing a blast of flame when thrown. Available later in the game on mission loadouts.

AN/M14 incendiary grenade
AMN14.jpg

M15 White Phosphorous Grenade

The M15 white phosphorous smoke grenade is available in later mission loadouts. It not only acts as a smoke grenade, but also can be used offensively, blasting white phosphorus particles on enemies. It is a slightly bizarre inclusion as the grenade was retired in favor of the M34 in the 1950s.

Replica M15 white phosphorous grenade
M15.jpg

M84 Stun Grenade

The M84 stun grenade is available very late in the game on mission loadouts. When thrown, it makes a deafening noise and blinding flash when it goes off. Will temporarily stun enemies without killing them.

M84 stun grenade
M84.jpg

SMOHG92

A Swedish offensive grenade.

SMOHG92.jpg

F-1

The F-1 hand grenade appears infamously as the grenade of choice of enemies in the Colombia levels, where the design of the jungle and foliage makes it very hard to see them coming and even harder to get out of the blast radius in time.

F-1 hand grenade
Mullins holds a captured F1 Grenade.

MDN-11

A German hand grenade heavily used by enemies at the later in the game.

The MDN-11 in-game.

Explosives

TNT Trap

An explosive trap consisting of what appears to be a grey bundle of dynamite appears in Colombia.

The explosive trap.

C4

C4 reappears from the first game, unlike the first game where it was used as a "Heavy" grenade, in this game it is scripted and can only be placed on objectives.

C4 in-game.

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