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UNSOLVED MYSTERIES:

 

MYSTERY# 016: The Vents in the Facility

I've noticed this since I first played the game. What are the other vents in the Facility for? In this picture, Bond is on the other side. You can't get across them in the final version, but you can with the Gameshark code to get out of Bond.

The code is 81036F6C 0000, 81036F6E 0002, D0064F30 000C, 80024303 0001. To activate it, get to the position you want, and press up + down C, then START. OR, a better code, that I used for these shots, 880B67ED 00FF. Just approach the stall that you drop into, and press the GS Button. Easy.

MYSTERY# 018: The Barriers at the Dam and Runway:

There are big barriers at the end of the Dam, and near the Tank on the Runway. They are identical, and could connect together. (Of course we can't go through them) In real life they aren't on the same height: The one is the height of the Dam, and the other is ground level, (Facility exit. They are big enough to fit the truck through. What's strange is the fact that they are there. Are they just there for added realism? Or did they once have a use with an objective to fill?

MYSTERY# 024: A Secret Room in the Silo?

After you meet Ourumov, you can go to the right. There will be a silo with a missile. Go around the missile, and there is no railing at the end. There is a door below, so I marked it with bullets to find out which door it was later.

I could never find out which one it was. I just assumed that maybe the bullets disappeared. But, someone else emailed me, and told me a similar story. Now, I'm sure the door exists. I even went to the level under the door and saw the marks I made. It probably doesn't have a room anymore, just the door wasn't deleted from the final game. This door can also be seen from the level's starting point, left pic. Just look up there with a Sniper Rifle. I marked it with paintballs, to make sure it was the same one as viewed from the top. Somebody gave me the moon jump code to get up there, but I kept falling, and couldn't open that door, but I opened another one. They said that behind the door is empty blue space, which I'm not surprised at. What I'd like to know, is if it ever had a purpose, or if a section was just deleted to make the level smaller. See Silo Mysteries section for more information.

 

MYSTERY# 025: The Jungle Tower:

I've seen this tower over a million times. But, I never thought twice what it's there for. It does nothing at all in the final game. Could it have been used in the beta version? Was there a sniper up there? Would you have climbed up there? Or, was it just put there for decoration?

MYSTERY# 026 The locked door in the Train:

What's strange about the end of the train, is that there is a door. Why is the door there, unless Bond used it at one point. Maybe it was put to imply how Trevelyan and Xenia escaped. But, why does it say, "THIS DOOR IS LOCKED"? Were you supposed to try and open it? Did they make the gate that slams down after making the door? And if the area was thought to be unreachable by the programmers, why did they include a locked door message?

MYSTERY# 027 The Gameshark NO NAME Cheats:

You can activate every cheat in the game with a Gameshark. But, there are also NO NAME cheats that appear. Once turned on, they have an affect in the game, just like the normal cheats. Why do they appear on the cheat menu? Were they cheats at one time? Why are some of them so useless? You can find details about them in my Beta Cheats Section. The code is 800696XX 0001. Replace XX with the numbers below:

 

51 Extra Characters 5D Extra Weapons
54 Maximum Ammo 60 Super 10X Health
58 Super 2X Health 66 Invisible (Multi)
59 Super 2X Armor 69 Debug Mode
MYSTERY# 028 The Only Guard With a PP7

The Russian Commandant in the first Bunker is carrying a PP7 special issue. Why would he be doing that? All other General's have DD44s. He's the only guard in the game that uses a PP7. Is it a glitch? A mistake by the programmers? We'll probably never find out. Why would a guard use the same gun as Bond?

MYSTERY# 029 The Dam's Guard Tower Number 1

In the Actual Dam itself, each of the guard towers has a number. The first one is #2, the other two are #3 and #4. So where is tower #1? The island's tower doesn't have a number, and I don't think it ever did. So where was this mysterious guard tower? Could it have been there immediately after you shoot the lock and get onto the main part of the Dam?

MYSTERY# 030 The Big Door on the Runway

The Runway is actually part of the Facility, it's the exit. So, the building pictured here in the Runway is the Facility. You can't get back in, so what are these big doors for? Was it where the tank used to be stored? Did it ever have a use? Is it there just for decoration? In the GoldenEye movie, this is where Ourumov and the Russian Soldiers exited the Facility. Did Rare intend to have that happen in the game too? This is a mystery that needs to be solved.

MYSTERY# 031 The Frigate's Locked Doors:

On each side of the Frigate's bridge, there is a door. The doors are locked, but with a Gameshark, you can walk through them. They only lead to a small balcony overlooking the ship's deck.

What purpose did they serve? Were they also put there entirely for decoration and detail? I've heard lots of stories about these doors, like Xenia was up there, that there was an enemy with a cannon, and that there was a guard with a great gun. I have no idea if any of them are true. I would doubt it.

MYSTERY# 033 The Surface Lookout Towers:

Scattered throughout the Surface are small towers, which Bond can climb. He can sometimes use these towers to pick guys off. But, why are they there? Is their soul purpose just to help out Bond? Or, were there snipers up there in an earlier version of the game? I'm not sure.

MYSTERY# 034 Vehicles With Keys in the Ignition:

Have you ever read the Street's briefing? Q mentions something about the civilians running around, and that they may have left their vehicles, and to be on the lookout for keys in the ignition. Does this suggest that there might have been another vehicle for Bond to drive? Or, is it just Q referring to the tank that Bond can use in the level?

MYSTERY# 035 The Grate at the Bottom of the Dam:

With the "No Cinema Scenes" GS code, we can get to the bottom of the Dam. There's a hole that's bolted over. I know the picture we've all seen of the "Cinema scene" isn't from beta, but what's the door there for in the first place. Besides the door, why is this ledge even there? Was there actually a Cinema scene at one point? You can't see down that far, so it can't be for detail. I know that this area was in the Goldeneye movie, so stop e-mailing me about it... The mystery is precisely what it was used for. An action? Or a cinema scene?

MYSTERY# 036 The Lost Beta Vehicles:

I know there are a lot of lost vehicles that we can get with a Gameshark Code, but I'm really interested in these two. Especially the Chopper, which I believe may have been involved with Xenia in the Jungle, maybe she came out of it, instead of just appearing from the trees. The truck can be made to move, so it must have been programmed to do so at one time, but where, and why?

MYSTERY# 037 More Locked doors in Runway:

Down the left side of the Runway, there is a brown sliding door, inside an inlet of the wall, that looks like you could have once gone it. What is the door there for? It doesn't even have a "This door is locked" message. Did Rare put it there for decoration, or just, not deleted from a previous objective? Did you have to go there to obtain the key?

MYSTERY# 039 The Depot's Locked doors

I've known about this for a while, but I never really gave it much thought. These two doors in the Depot's train station are both locked for no apparent reason. Rare would say they're just there for completeness. There's no way to open them, except if you get a guard to open them while Invisible (Tricks Section), but we know where they lead anyway. We can just go around and see these doors from their other sides.

MYSTERY# 042 The Depot's KF7s

Here in the Depot, you can collect the KF7 Soviet weapons. The very strange thing is that there is no ammo for that gun in the level at all. The objective is to destroy the arms on the ground, but there is also a Rocket Launcher and these KF7s that you can pick up to have in your inventory. The Rocket ammo is right there, so why no ammo for the KF7s?

MYSTERY# 043 The Abandoned Facility Lab

Some people say that this lab has no use at all, because there are no Scientist in it. Well, this isn't exactly true, because a Scientist always starts in there, and leaves after time to go to the bathroom. (See mystery #044 in the Solved Mysteries. section. In the movie, That Scientist holds Security card A. Rare probably just wanted to make that part of the level look like the movie.

MYSTERY# 046 Possibly Blind Guard in the Dam?

If you hurry through the Dam quick enough, you will be able to see a guard coming through the security gates. But he walks right past you, as if you're not even there. The other guards shoot you, and he continues walking. He eventually stops at a set point, and then acts normal. I'm wondering if this guard had a significant purpose or something.

MYSTERY# 047 The extra tracks in the Depot

It's most likely that these extra tracks in the Depot level were added for detail. But they just seem kind of strange being here.

MYSTERY# 048 The Statue's running, vanishing guard:

I've known about the running guard in front of Valentin's boxcar for a while. But just recently, I tried following him, and trying to get him to notice me. He ignores everything, and eventually disappears at the bottom of this hill. He always runs a distance in front of the boxcar, and you'll see him if you get there fairly quickly.

MYSTERY# 049 The Dam's unarmed guard:

Through a trick, (Tricks Section) with the timing of sounding the alarm, you can cause two guards to appear, one of which will always show up unarmed. It's basically just a mistake in the programming, but I've heard many rumors about the truck driver, and boat key. This is a strange glitch. Always one guard unarmed. It would make more sense if both were unarmed. Why always one?

MYSTERY# 050 Terrorist Character:

The mysterious Terrorist character is not found anywhere in the game. He is enabled with a button code (see Tricks section), along with another missing character called the Biker. It's almost certain that the Biker was intended for the Runway level, to be riding the motorbike that was never included in the final game. But where would the Terrorist character have been used? The Instruction Booklet lists the Phantom weapon as a 'terrorist favorite', and the Phantom is only found on the Frigate. The Frigate is the only level with hostages, which would be an appropriate situation to include terrorists.

MYSTERY# 051 Two (Three) Faced Guards:

I've known about this for a while, but never given it much thought. This screenshot was scanned from the Goldeneye Players Guide. The Guard on the left has two (or three?) faces on his head. I've heard that this can be done as a glitch, but I have yet to figure it out myself. I thought if it was real, then there would be screenshots of it on the net. And isn't it strange how such a screenshot would be used in the Player's Guide?

MYSTERY# 052 Archives Locked Doors:

These doors in the Archives are locked for no apparent reason. We can go around, and see the other side of the doors. Why a wall instead of a locked door? I know a bookcase blocks one, but that shouldn't lock it.

MYSTERY# 053 Facility Conveyor Belts:

So the one belt is an exit to the level. Strange that the level has two exits though. But what is this è second conveyor belt for? It doesn't, and can't go anywhere. Just here for detail, is the likely case.

MYSTERY# 055 Japanese Guards?

This screenshot is supposively from the Japanese version of Goldeneye 007. The game is identical to the English (American) version, except for the text. But the Soldiers seem to be a brighter green coloring, with brown on them. Is this what they really look like? Or is it just the tint of the screenshot?

Screenshot property of Nintendo of Japan

 

 

 
 

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