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MYSTERIES OF THE SILO:
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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
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siloelevator.mpg
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400k |
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siloelevator.gif
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294k |
Gameshark Codes to get INSIDE
the vent: SEE
BELOW
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 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.
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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.
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 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!
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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.
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 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.
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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.
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 This
may, or may not have been involved with the elevator, but there
is an inaccessible walkway directly above the vent.
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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.
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 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.
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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.
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 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...
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 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.
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 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.
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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???
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 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???
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 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.
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 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.
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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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