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SOLVED MYSTERIES:

To say that Goldeneye 007 has a few mysteries would be an understatement. The game is full of unexplained things, many of which will never be solved.

 

MYSTERY# 001: The green truck in the Dam:

 


This truck begins the level with James Bond, and will pass through the gates if Bond opens them.


The truck will then come to a complete stop near the guardhouse, before progressing onto the dam itself.

Bond opens the doors for this truck so it can pass through the gates, then it stops. The truck stops if you go in front of it. The truck has no apparent purpose in the final version of the game. It is highly believed that in an earlier version of the game, Bond was required to destroy the truck.

Here we have an "official" comment on the truck's purpose: "As far as the truck goes in GoldenEye 007, it is just there to help guide you through the first part of the level. Once it comes to the doors with the red switches, it stops and makes you press the switches to progress. Other than that, I don't know of any other purpose the truck serves." A good try, but of course I don't believe them. Why even make those switches in the first place? At least they coughed up an answer, instead of completely ignoring the question, or answering with a question.

 

 

 

MYSTERY# 002: The docks on the back of the Dam:

These docks are a fair size, and have no purpose in the final game.

These docks on the backside of the Dam could probably pass for simple detail. But considering all the hype about the mysterious island across from them, I would suggest that they once played a bigger part in the level. It's possible that a boat once awaited James Bond, which he would then drive to the island. Other rumors state that guards drove the boat from the island to the docks after sighting James Bond.

 

 

MYSTERY# 003: The case of the missing Mayday and Oddjob:

These two classic Bond villains are found only in the game's Multiplayer mode, and are not found in any mission...

Oddjob and Mayday are missing in Mission mode, and are presumed dead. They are dead, because they were never there in the first place. They appear in Multiplayer mode only. If you've seen them elsewhere, you are using a Gameshark, or you are a liar. It was strongly believable that they were in Mission mode; they are listed as characters in the instruction booklet, and they appear in the opening intro and the end Game character cast. They could have possibly been in an earlier version. They may have been removed, for the fact that they died in previous Bond films, and would not be alive in 1995. Jaws and Baron survived however, making it more realistic for them to appear in Goldeneye.

 

MYSTERY# 004: The island across from the Dam.

This abandoned, and distant island was left behind when changes to the level's objectives occurred.

Everyone knows that you can reach the mysterious guard tower #4 with a Gameshark. But it has no purpose at all, so why is it there? Because in an earlier version of the game, you has to go there to complete an objective. The programmers didn't delete the island in the final copy of the game. It's just an interesting experience to visit it. An inactive drone gun is mounted on the front of one building. The drone gun needed to be destroyed at one point of development. Bond would travel there by boat, but problems led to the scrapping of the whole objective. I have dedicated an entire page of this website to The Dam's Island, check it out.

 

MYSTERY# 005: Where is the Spyder Gun?

The Spyder weapon listed in the game's Instruction Manual is actually the Klobb. The Klobb was originally called the Spyder, and the booklet was printed without the change.

The Goldeneye 007 Instruction Booklet lists a Soviet weapon called the Spyder. No weapon by the name of the Spyder is found in the final game. The gun is still in the game, under a different name. The name Spyder was dropped, and the gun was named after NOA's Ken Lobb, which gives us the name Klobb. The manual was simply printed without the correction made, or it was printed before the name change took place.

 

MYSTERY# 006: The 24th Cheat Slot

The Cheat Options screen is lacking something... The empty space on the bottom right, which can be filled only with a Gameshark code.

This long lost cheat takes out all colors, and allows you to play the game in "Pen and Ink" mode

The empty space in the Cheat Options screen made most players suspicious, thinking there was somehow a way to earn one more cheat. There is no way that you can earn a 24th cheat, but you can use a Gameshark (80069657 0001) to make the Line Mode cheat appear in the final slot. You can use it just as a normal cheat. But take away the Gameshark, and the cheat is gone.

It filled me with satisfaction that my Cheat Options were finally complete. But take away the Gameshark, and it disappears! I worked hard trying to figure out a code to make it stay (You can make almost any other cheat stay with a Gameshark without actually earning it). So back to 23 Cheats, where all Goldeneye 007 fans will know just how incomplete it feels. Of course now we know of the button code to activate Line Mode during gameplay, whenever we choose, without Gameshark. See my Button Codes section.

MYSTERY# 007: How do I earn the All Bonds Cheat?

A screenshot of what is supposed to be the 'All Bonds' cheat, from a gaming magazine's April Fools issue.

You cannot play as the former James Bond actors in Goldeneye 007. It was the intention of the Goldeneye team to include them, but they were restricted from using them, because they represented the individual actors themselves (Connery, Moore, Lazenby, and Dalton), and not the James Bond character. It was spread around by a gaming magazine's (EGM) April Fool's issue, that you could earn this as the final cheat if you beat Aztec on 007, with the enemy settings set all the way, in under nine minutes. This was completely made up. Hence April Fools edition. But so many people swallowed it. Three of the old Bond photos can be accessed with a Gameshark on the Multiplayer character screen, but their heads and suits have long since been removed from the game. The suits do appear in Rare's latest game, Perfect Dark. View more info about the 'All Bonds'.

 

MYSTERY# 008: Where is Xenia Onatopp on the Frigate?

Xenia Onatopp is absent from the Frigate level, despite what Moneypenny's briefing suggests.

According to Moneypenny's briefing, Xenia Onatopp is rumored to be aboard the ship, just like she was in the Goldeneye Movie. But Trevelyan's henchwoman Xenia Onatopp is nowhere to be found on the Frigate. She was more than likely on the ship at one time, and after she was removed, the briefing simply wasn't changed. I think it would have been a simple sequence, where she is visible (but not killable) for a few seconds as she takes off into the chopper, and flies away, just like in the move. The Helicopter Pilot (Also MIA) would have also probably have been involved.

 

MYSTERY# 009: Where is this Hidden Citadel Level?

Only one hard piece of evidence that a Citadel ever existed remains in the game's memory: The name Citadel is accessible with a Gameshark. Screenshot from |3eta Bond.

The rumored Citadel level was apparently an early Multiplayer test level. It was completely removed from the game before it was completed. Almost nothing is known for sure regarding the level. Many people believe it could have also been a mission. But from what Rare has stated, it was just a rough level to test Multiplayer, and that was all. But many rumors suggest that it was a Cathedral level that included Mayday. Many people believe great things about the level, but common sense suggests that if it were really all that great, then Rare wouldn't have removed it. A level picture has not been found inside the game's memory, but you can use the Gameshark code 8002AEFB 00AF to view the name. The code renames Egyptian to Citadel. View more info about the Citadel level.

 

MYSTERY# 010: Trevelyan's personal bodyguard?

"Trevelyan's personal bodyguard" actually refers to the hundreds of Janus Special Forces that hunt you down in the Cradle.

If you read the Mission Briefing for the Cradle, they mention Trevelyan and his personal bodyguard, who are unaccounted for. Most people believed that there was, or used to be, a hidden bodyguard in the level, like Oddjob. But I couldn't sleep in English class one day, and in the book we were reading, I found out about a character with a group of large dogs that made up his personal bodyguard. So, the large groups of heavily armed Janus Special Forces guys really are members of his personal bodyguard, even though there referred to as one, they're a bodyguard unit. It's not very often that you learn anything in school, is it?

 

MYSTERY# 011: The floating doors on the Frigate:

When using the floating Tiny Bond cheat on this flight of stairs, you can locate two hidden doors, just floating in mid air.

You can open the first door, and then pass through it, and throw mines, and shoot the second door. You cannot reach the second door without falling down though.

Finally, this mystery is solved. The doors are leftover from not being completely deleted; If you plant mines on the floating doors, then go back around to the hallway before the two hostage rooms, you can detonate the mines, and they'll explode in front of you, without fire, just a "paper explosion". The doors are left over from a slight change to the level, where two doors were removed. You still walk through the doorframes all the time though!

It's just that the doors were deleted, from that angle... You've probably noticed the doorways without doors, right? Well those are where the floating doors are! You just can't normally see them.

To see this, use Tiny Bond, and head for the first set of stairs heading down to the engineroom (blue on map). If you do the floating Tiny Bond glitch, (crouch with R and Bottom C), and walk the stairs, you'll float over them, until you see a door. You can open this door in mid air, go through it, turn right, and see the door pictured above.
MYSTERY# 012: The opening silo roof:

The roof of one of the missile Silos can be mysteriously opened... But the purpose of opening the roof in the level is long gone.

You can open and close the Silo's roof at will, and even use Ourumov's key (see next mystery) to open and close the Silo.

After the second fuel room, If you go left instead of right, you will come to a silo with a rocket. Look up and switch to unarmed. The roof should open. I know it does nothing in the final game, but I also have no idea what it meant in the Beta version either. I've heard you need a Gold PP7 to do this, but you don't. I don't know where that came from. There is also a connection with Ourumov's key...

Once you're inside that part of the Silo, select the key as your "weapon". If you press "B", or try "A", while you're using the key, the roof will open at your command. Press "A" again, and the roof will close. Weird. It has been concluded that this door opens, because it was once tied in with an objective. Launching the missile, for whatever reason, was most likely the objective.

 

MYSTERY# 013: Ourumov's Briefcase and key

Ourumov will drop a briefcase and key in the Silo, if you manage to nail him with a bullet from the Gold PP7 or Golden Gun.

You can see the briefcase in the inventory, but the key simply appears as a dash.

You probably know that you can kill Ourumov in the Silo, with the Gold PP7 or the Golden Gun. (Or kill him while you're Invisible) If you've done that then you've most likely found his briefcase and key. On the weapon screen, the key appears as a simple - dash. These two items were intended for additional objectives, probably from the game's beta stages. At one time, it is believed that Ourumov had some kind of blueprints or plans for the Pirate helicopter in the briefcase.

At another time, it's believed to have been Goldeneye satellite papers, possibly the one that is collected in Bunker 2. What doesn't make sense is that in the Beta stages, if you killed Ourumov, how could he be in the train later in the game? After you kill Ourumov, his key still has a purpose. Go back through two fuel rooms, and after the second, proceed straight through the hallway to a Silo with a missile in it. From your inventory, select Ourumov's key. As an item it does nothing. But, press "B" and the Silo roof opens! This is not a joke. It proves that the key has… or had a purpose at one time. To launch a missile? *UPDATE: If you use a Gameshark, you can walk through all of the doors and kill Ourumov. Then, you can open every door with his key. The Silo's master key?

MYSTERY# 014: The test tubes and beakers on the Facility ducts

These science beakers and containers appear in the ducts of the Facility's back hallway, and have no purpose whatsoever.

In the Facility, if you go through the green hallway, you'll come to one of two corners, and you can look straight up through a big gap in the ceiling and see some small white ducts. If you zoom in with your Sniper Rifle, you can see some test tubes and a beaker. You can shoot and destroy them. No big deal at all, but why were they even put there in the first place? Reportedly, it was that the designers appreciated seeing other details like that in other games so they decided to include one here. Seems like a strange idea, but it wasn't mine.

MYSTERY# 015: The Statue and Cradle Multiplayer:

These two levels are accessible with a Gameshark code. Use the code, set up your Multiplayer options, then exit to the mission menu, and select either the Statue or Cradle. The Gameshark code is 8102A8F2 0001.

The levels are fully functional, and appear to be wasting part of the game's memory because they are unused. Why did Rare leave them in here?

You can activate the Cradle and Statue in Multiplayer with a Gameshark, and they have weapons, ammo and body armor. They were made for Multiplayer, and were going to be in the final game. But, as most of us know, the Cradle can be very slow, so that's probably why it was taken out. As for the Statue, I don't know why. Some spots do glitch up, and turn black though. What I do know, is that instead of these levels could have been replaced by the Caverns, and Egyptian.

 

 

 

 

 

 

 

MYSTERY# 017: The Vents in the Silo:

Looking down near the beginning of the Silo mission, you can spot a small vent with a grate on it. The guard railing in this screenshot mysteriously ends, leaving a gap where a ladder may have been...

Zoomed in with the Sniper Rifle, we can see partways into the vent.

At the very beginning of the Silo, you can look down and see this vent, and have an even closer look with a Sniper Rifle. I originally believed that it was somehow connected with the level's lost elevator (that can be seen in an early promo video), but I now suspect that the area below was the original starting point for the level. They just placed a grate over it instead of deleting it. Notice how in my left picture, the railing ends... Why would it do that? I've created an entire page for all these Silo Mysteries. Check it out.

 

 

 

 

 

 

 

MYSTERY# 019: The Gate at the Beginning of the Dam:

Right behind you when you begin the Dam level, is a locked door, that serves no purpose in the final version of the game.

The door at the beginning of the Dam displays a "This door is locked" message if you try and open it. A Gameshark code can be used to open the door, and it's just some rock for detail, then nothingness. The door seems to be here just for complete detail. It lets you know how Bond got into the level, and where the large truck came from. I doubt that Rare ever intended for us to see beyond the door.

MYSTERY# 020: The Dam's Guardhouse Trapdoor:

In the Dam's guardhouse, there is a trapdoor on the floor that can't be opened.

There is a bluish/gray sliding door on the floor of the Dam's guardhouse, where the Russian Commandant and Russian Soldier are. It's the guardhouse where you install the convert modem on the back. It is believed that Bond once found explosives in that hatch, to destroy the green military truck, but no one knows for sure. It could also be possible that Bond accessed the data backup room from there, as it is almost directly below it.

MYSTERY# 021: The Motorbike:

The motorbike, seen here in the Dam level. The code is 801E8D37 002F,
801E8D39 001F.

 

The Biker from Multiplayer. Is this character simply a coincidence? Or was he connected with the motorbike in the Runway level?

We've all seen the model of the motorbike in the Surface, in one of the huts. There are also a codes to view the motorbike in place of any vehicle. The motorbike's default size is life sized. This means that it was intended to be a full scale vehicle. And of course, the Goldeneye movie featured a motorbike in the Runway. So the bike was intended for that level. But why was it not included? Most likely difficulties in having the bike drive properly in a first person shooter.

 

 

 

 

 

 

MYSTERY# 022: Where is the Null Gun?

The 'Null Gun' is nothing more than what the programmers called an item that you picked up after pulling off a glitch.

There never was such a thing as the rumored 'Null Gun'. Rare was aware of the glitch that occurs (see below), so they named that "new" weapon Null, which means nothing. To "get" the Null Gun: In Bunker 1, have the All Guns Cheat and Infinite Ammo activated. Put remote mines on every one of the TV screens that are hanging from the ceiling in the main room. Detonate them all at once. Select Rocket Launcher, and try to fire. It won't work. Then, pause, and go all the way down to the bottom of the weapon select, and select the last weapon, it'll just be a blank, with no words. Unpause, and you'll have an invisible gun. Pause, and the weapon it says you're using is Null. Null = Nothing.

MYSTERY# 023 The room at the end of the Train:

The room at the back of the train serves no purpose, and the programmers did not think it would be possible to reach it.

At the very end, is a locked door. The door can be opened with a Gameshark code, 801CC4DB 0000.

It's possible to go beyond where you normally exit the train. You can reach the room where Alec and Xenia disappear in if you're fast enough, or if you use a Gameshark to walk through the doors. Beyond that room, is another room, which ends in a locked door. The door can also be opened with a Gameshark, and empty space is seen. The room is just here for detail, and completeness. Personally, I think that you once had the whole last car to yourself, but they created the sliding door that slams down to make it easier for you to locate the way out.

MYSTERY# 032 Why do I Destroy the Spetnaz Aircraft?

This seems like a rather useless objective. Was it originally more crucial? Or was it just added because of a lack of existing objectives.

Most people don't know the purpose of this helicopter. You just have to destroy it, so evidence won't get out. Pretty simple... but what if the helicopter had a more important purpose in an earlier version of the game?

MYSTERY# 038 The Surface Observatory?:

You can climb to the top of this suspicious observatory, go inside, and look through the

Rumors involving a supply truck that needed to be destroyed surround this observatory. But I don't think any of that is true. Rare did plan to have an objective for it (possibly the supply truck one), but the observatory was made, and an objective never was included with it. It was left because the programmers thought it adds good detail to the level, and they were right.
MYSTERY# 040 The Frigate's 3rd floating door:

You can climb to the top of this suspicious observatory, go inside, and look through the top of it. But it's completely useless.

You can climb to the top of this suspicious observatory, go inside, and look through the top of it. But it's completely useless.

This door is seen only with the Gameshark (or AR) moon jump code. It's on the stairs that are by room with the crates that you can partially see through. The door is seen from that side. You just go down the stairs and activate the moon jump with "B", and you'll be able to hover up and down to see it.

It's actually another one of those "deleted" doors, as seen in the right pic. I explained above with the other Frigate floating doors. The doors are gone from the normal perspective, but when accessed while floating or jumping, they appear. This particular door is just outside a hostage room, one of the two hostage rooms side by side at the front half of the ship. Strange.

MYSTERY# 041 Who Drives the Dam Truck?

You can climb to the top of this suspicious observatory, go inside, and look through the top of it. But it's completely useless.

 

You can climb to the top of this suspicious observatory, go inside, and look through the top of it. But it's completely useless.

There are rumors about a soldier driving the truck. This is untrue. The truck has no driver. If you stop and think about this, it doesn't really make sense. We're probably not supposed to think about it though. The windows are dark, and we can't get inside... Until you crouch with Tiny Bond. Just get in front of the truck, crouch, and stand up as it passes over you. You can clearly see that there's no driver.

Mystery #044: The Facility Bathroom Scientist:

This scientist just rushes to this bathroom stall at a set time during the level's play.

 

He is normally located in the lab upstairs, but comes to the bathroom in case the player has destroyed the door console. The scientist carries Keycard A, which opens all the level's doors.

Someone wanted to know why a Scientist all of a sudden rushes to the bathroom. He just happens to carry the level's Keycard A. If you managed to destroy the computer, then you can't open the door and proceed to the rest of the level. Eventually, this guy will appear, so you can get his card to open the door, and not fail the mission. His card will open all security doors in the level.

MYSTERY# 045 The Grate above the Facility stall:

Looking up at the vent beside the one Bond drops down from.

With a Gameshark code, you can actually get over this grate, and look down into the bathroom stall.

 


In the Goldeneye movie, James Bond drops down through the same vent that he does in the game.

 

Another mystery, is the grate that covers one of the stalls in the Facility bathroom. This is the grate that Bond dropped down from in the movie. Was it put here just for completion? Or did the team attempt to have Bond drop down through there?

Seen here, in this shot taken from the actual GoldenEye movie, Bond is crawling into the same stall as he does in the game, and the grate next to it remains closed, again just like in the game. The only difference in the game is that there is no guard in the stall that Bond jumps into, like there was in the movie.

 

MYSTERY# 054 Quetzacoatl in Aztec:

Moneypenny makes a rather obscure reference to 'Quetzacoatl', which she spells incorrectly, missing an 'L'. Quetzalcoatl is actually an Aztec God, so it fits the level.

An answer to this mystery, regarding what Moneypenny says to James during the Aztec briefing: Quetzacoatl is a legendary Aztec god, who was exiled. But Moneypenny misspells the word; she leaves out an 'L'. (Quetzalcoatl). According to the prophecy, he was to return in a certain year. When a conqueror from Spain appeared in Mexico, people were convinced that he was this legendary god.

 

 

 
 

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