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MYSTERIES OF THE SILO:

I have recorded a clip of the WORKING elevator in the Silo level. The clip is from well before the game was released. The clip's first appearance on the web, was at this site.

Take your pick, either the MPEG file, or the animated GIF

siloelevator.mpg

400k

siloelevator.gif

294k

Gameshark Codes to get INSIDE the vent: SEE BELOW

 

Lately, one of the biggest things I've been finding info on, is my Mystery #17, the Silo vents. You can see the vents, just below where you start the level, and you can zoom in for a closer look.

It's been determined that those vents, are what's leftover of a long lost elevator. One thing I noticed, was the fact that in the left picture (above), there is no railing at the edge of the walkway. The same goes for a walkway at the end of the Silo- turn right after meeting Ourumov, and the walkway you'll be on ends like this one does, without a railing.

 

With a Gameshark code (at the bottom of this page), you can actually start BELOW where you normally start, and you can actually see a ladder!

The ladder, is right where you normally start the level, NOT where the missing railing is. Of course, you can't climb the ladder, but you can look at it, and wonder why it was there. It definitely has something to do with the elevator.

 

Did I mention with this code, you can also go over to the vent itself? You can look inside, and see... a dead end. That's really strange.

What purpose could this vent have possibly had? I personally think that it was the original starting point of the level, and Bond would then climb up the ladder.

 

This may, or may not have been involved with the elevator, but there is an inaccessible walkway directly above the vent.

I marked it with paintballs (left pic), and explored the Silo, and I found that the same door could be seen, looking from another walkway, after turning right after meeting Ourumov (right pic). I believe that it is somehow connected to the elevator.

 

Again, using a Gameshark, you can actually start the level on the "inaccessible" walkway. You can't open the door, so after you're done looking around, you'll have to quit the level.

 

There is another inaccessible walkway in the Silo. Just after the second fuel room, turn left. There is still a remaining guard on it! That's strange.

 

 

I wanted to make sure that the walkway could not be reached, so I marked the guard's gun with a paintball, and, a few paintballs on the door, to make sure that I came across either one, that I'd know. You can't get there, unless...

 

With a Gameshark, you can actually start the level on this walkway. The guard will react as soon as you start, so you might want to be Invincible. After you kill the guard, the door still can't be opened. Even walk through doors doesn't work.

 

I tried the Silo's destroy almost everything code, in hopes of breaking the door. It worked, but there's an unbreakable door behind it. It looks a bit like an elevator door, but it has caution stripes through the middle. What is that there for? This may very well have been the entrance to the elvevator.

 

GET INSIDE THE VENT! You can now make Bond appear inside at the end of the vent! You can have a look around, and just wonder, WHY? What is all this stuff? Was it intended as an original level starting point???

 

 

GET INSIDE THE VENT! You can now make Bond appear inside at the end of the vent! You can have a look around, and just wonder, WHY? What is all this stuff? Was it intended as a starting point???

 

I'd like to have Rare say that they put this in for detail, in behind everything, where nobody would ever find it... Until now. You can see there's an "exit" but you can walk through the walls, and the graphics disappear as soon as you try to leave. With the Sniper Rifle, I zoomed in and you can definitely tell the it goes around the corner.

 

And if you're interested enough to look up inside the fan, this is what you'll see. Quite strange. You can see that this very same fan exists in the Archives. Too bad Rare won't release some information on all this.

 

 

 

And, finally, I'll get to the codes. Only turn one on at a time, and it only works on Agent mode, otherwise for some reason, you'll start stuck in the wrong place in the level. All Codes made 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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