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.