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Game vs Movie
Goldeneye
NES
Bond
Film References
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Bond Mysteries
Win Award
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Welcome
to Goldeneye at Detstar.com
VOTED THE BEST GOLDENEYE 007 WEBSITE ON THE NET
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Explorer on 1024x768 resolution
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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
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 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
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 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
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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
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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?
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 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.
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 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.
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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?
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 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?
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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?
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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. |
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 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.
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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.
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**********************************************************************
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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