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THE BETA SILO:

Due to the enormous amount of information, I have created anentire section on the Silo Mysteries. You can also download a clip of the elevator shaft that used to be in the elevator, from my Video Downloads section.

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The Silo underwent major stages throughout development of the level. The basic level structure is the same, but the existence of elevator(s), as well as a vent, and inaccessible walkways will leave us forever wondering what was originally planned for this level.

Bond is shown here with the old KF7 Soviet, and the Blond haired guards. In this stage in development that all the guards had this face, before that, they all had the scar-face.

Screenshot from www.rareware.com

 

As in many other levels, Bond has the Laser as a weapon. Evidence suggests that it was actually a common weapon, even though I haven't seen a shot with a guard that has a Laser. Here you can see the first Fuel Room, with the computer screens that have the Bond silhouette on them. If you compare to a screenshot of this area now (right), you'll notice everything other than the computer screens is the same, with the exception of the letters 4-K2 on the wall. In the beta shot, it says 4-A1. What's that all about?

Left screenshot from www.rareware.com

 

Again, Bond has the old KF7 Soviet. It was changed very late, because in February, the gun still looked like this, but it was changed when the game was released, the following August. Even on the back of the box it has the old KF7. Again in the beta shot (left), the Satellite's wings are out, instead of in. Probably just to make it easier to navigate around it.

Left screenshot from www.rareware.com

 

Bond is once again using the laser, and the Scientist has the crooked smile guy's head. Also, the Bond silhouette is visible on the computer screen. I really wonder what the Bond silhouettes were doing there. My best guess, is just a fill, while the various assorted graphics were created for use on the computer screens.

Screenshot from www.rareware.com

 

Bond, with the 'beta' KF7 Soviet. Look at the weapons the guards have. Then look at Bonds gun. They're different weapons for sure. The guns the guards have are the KF7s in the final game. That's something interesting. Why would they change the enemy guns before Bond's?

 

This picture tells so much. Bond has the AR33 in the Silo. There is a Janus Special Forces guard, with an elevator door behind him. AND, you can see an elevator! It's on the left half of the screen, and you can see the metallic frame structure running up the side! If you don't believe that it's an elevator, then you can watch my silo movie clip, with Bond riding up the elevator, and you'll see that it's the exact same graphics used in the structure here. Compare with the now screenshot (right), and you'll notice the missing elevator shaft.

 

Here's a better view of the elevator. You can see all the way down it. The elevator was in the Silo, in the same silo where you start. There are 4 silos in the Silo level. 2 of them with rockets, one without. The two with the rockets each have something special about them. The first one, 4-H4 where you start has the vents, and had the long lost elevator. The other, 4-C3 has the opening roof, which you can open when switching to unarmed, or with Ourumov's key pressing B. Again in my shot (right) the elevator is obviously gone.

 

Here's a side view of the beta Silo. You can see a structure running up the right side of the picture, which is likely the elevator. But it seems solid here, when in all the other pictures, it's made of criss-crossed metal girders.

This all leaves me to wonder what the purpose of the elevator was. Could you have possibly needed it to access the other two Silos, after completing the first two sections, and getting a key to it?

 

And there's Ourumov's Briefcase and Key that you can still pick up. Rare has admitted that the Briefcase contained plans that Bond would need to retrieve. You can actually make Ourumov drop his briefcase without killing him. The purpose of his key though, is unknown. How are you to get his key, if you have to kill him? He needs to be alive in the Train level. Maybe he just dropped it?

 

You can also open the roof of Silo 4-C3 when you switch to unarmed. Or, when you have Ourumov's key, and press B. There's a big debate over whether or not Bond was to launch a rocket, or to prevent the rocket from being launched. I think he would have to prevent it. But if that's the case, then why does the roof even open?

 

These were taken from a promo clip I recorded. Bond's actually moving upward in the elevator. Download the clip from the Video Downloads section. Check it out, because it's pretty cool.

 

Here we see a Jungle Commando, without a scar face, or the Blond guy's head. Bond has just gotten off the elevator. There's no door though. Unless of course it's to Bond's immediate right.

 

There are also two walkways that you can't get to in the level. There is even a guard still on one of them! A very last minute delete if you ask me. I have directions, as well as Gameshark codes to START on those walkways. See the Silo Mysteries section.

 

And of course, let's not forget the vents that you see when you begin the level. You just have to look down and across the room. If you use a Sniper Rifle, you can take a better look.

********************************************************************** 

Gameshark Codes:

There are a bunch of codes, to allow you to start in different locations. I've already included them in the Silo Mysteries section, as well as a bunch of my own screenshots, but I've included them here too: All codes were created by SubDrag.

The code to start below where you usually do, and be able to see the ladder, and look inside the elevator. Code made by SubDrag:

8106D380 C185

8106D382 5FAC

8106D384 C502

8106D386 87BD

8106D388 4512

8106D38A CCBD

8106D38C 801B

8106D38E 1B1C

8106D390 4180

8106D392 7F00

 

The code to start on the first "inaccessible" walkway. Code made by SubDrag.

8106D380 C26F

8106D382 F845

8106D384 42FE

8106D386 3733

8106D388 4515

8106D38A 7543

8106D38C 801B

8106D38E 0D8C

8106D390 4380

8106D392 7F00

 

And finally, to start the level on the "inaccessible" walkway with the guard. Code made by SubDrag

8106D380 4527

8106D382 0CC9

8106D384 C3A2

8106D386 DF50

8106D388 453F

8106D38A E74D

8106D38C 801B

8106D38E 21FC

8106D390 40EC

8106D392 B000

 

Here's a new code to make you start at the very end of the vent. You can't get out though. Have a look around, then quit. Code was made by SubDrag.

8106D380 C48B

8106D382 7ED9

8106D384 C500

8106D386 A060

8106D388 452F

8106D38A A39A

8106D38C 801B

8106D38E 365C

8106D390 446E

8106D392 A3DA

*Must also have on: 810B3BCC C58C, 810B3BD0 C530, 810B3BD4 C530

 

All starting point modifier codes were made by SubDrag

 
 

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