GoldenEye 007 - Mysteries







To say that GoldenEye 007 has a few mysteries would be an understatement.
The game is full of unexplained things, many of which have actually been explained.


 
MYSTERY# 001: The Green Truck in the Dam:

A 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.

One early fan theory suggested that in an earlier stage of the game, Bond was required to destroy the truck.



The 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."

Another member of the GoldenEye team made reference to a "van" that the player would drive.
Code was written, but problems occurred when the player could become "stuck" in a dead end so the notion was scrapped.
Unsure if this "van" is actually the truck in question, but it's where I'd hedge my bet.

 

 

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

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

Complete with bollards for boats to tie-up, these docks on the backside of the Dam are awesome detail.
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 claimed that guards drove the boat from the island to the docks after sighting James Bond.

 





MYSTERY# 003: Mayday and Oddjob:


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

Listed as characters  in the instruction booklet, they appear in the opening intro and the end Game character cast. They could have possibly been intended for use in the one player game, but went unused.

Interestingly enough, both villains died in previous Bond films and would not be alive in 1995.
Coincidentially (or intentionally), Jaws and Baron Samedi each survived numerous encounters with 007, making it feasible for them to be 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.

You can reach the mysterious guard tower #4 with a GameShark. But it has no purpose at all, so why is it there? In an earlier versions of the game, it's believed that Bond would go there to complete an objective.

The island was simply left as a background detail, but it is a fascinating experience to visit it. An inactive drone gun is mounted on the front of one building. Bond would travel there by boat, but the complexity of implementing this scenario led to its' removal.






 
MYSTERY# 005: Where is the Spyder Gun?

The Spyder weapon listed in the game's Instruction Manual is actually the Klobb. Named after Ken Lobb from Nintendo of America.
The Klobb was originally called the Spyder, and the booklet was printed without the change.
Late in development, all weapon names were changed for legal reasons. The Spyder (originally called the Skorpion) somehow became the Klobb. As far as I know, the Spyder isn't a name associated with an actual firearm, but possibly a paintball gun manufacturer.







 
MYSTERY# 006: The 24th Cheat Slot


The Cheat Options screen has an empty space on the bottom right. A deleted or otherwised unused Cheat called "Line Mode"can be re-activated with a Gameshark code (or by applying a cheat patch to the GoldenEye ROM).







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












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


A fake screenshot of what is supposed to be the 'All Bonds' cheat, from a gaming magazine's April Fools issue. It was the intention of the GoldenEye team to include them, but they were restricted from using the non-Brosnan James Bond actors (Connery, Moore, Lazenby, and Dalton).

Spread like wildfire by gaming magazine EGM in an April Fool's issue.
The bogus claim was that a player could earn this as the final cheat by completing the Aztec mission on 007 Mode (the most challenging level), with the enemy difficulty settings cranked to the max, in under nine minutes.

Many people swallowed it. The story was made up, but based on a grain of truth that the Bonds were in the game at one time. Three of the old Bond photos can be accessed with a Gameshark and other devices. The suites and faces can also be retrieved from the ROM.  The suits appear in Rareware's "sequel" Perfect Dark. Read more in the 'All Bonds' page.








 
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 intended to be on the ship at one time, and the briefing simply wasn't changed. The Helicopter Pilot (also MIA) may have been involved, as Xenia kills the pilots in the GoldenEye movie.






 
MYSTERY# 009: Where is this Hidden Citadel Level?

A single clue that a rumored Citadel ever existed: The name "Citadel" stored in the game's memory,
immediately following the other level names. Many fake screenshots existed, including this one.

The rumored Citadel level was apparently an early Multiplayer test level. It was said to have been removed from the game before it was completed. Many rumors suggested that it was a Cathedral. Years later, a level called "cat" would be found within the game's memory. Citadel had been found at last.

Only viewable at first - But dedicated N64 Game Modding Enthusiasts put their skills to the test, and challenged what seemed impossible. They managed to restore this fabled level for us to enjoy, complete with respawn points, ammunition, body armor... Because who doesn't want to play a new level in their favorite game?

The level is NOT available while playing the game normally.
Requires the use of GameShark - But for the full Citadel experience, the GoldenEye Setup Editor is recommended. An entire page has been written on The Citadel.






 
MYSTERY# 010: Where's 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 suspected it was a hidden bodyguard in the level (maybe even Oddjob).
In George Orwell's book "Animal Farm", he makes reference to a group of large dogs that become Napoleon's "personal bodyguard".  The large group of heavily armed Janus Special Forces guys really are members of Trevelyan's personal bodyguard. Collectively referred to as one. They are a bodyguard unit.






 
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. 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. Does nothing in the final game.

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.



 





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.






These two items were intended for additional objectives during the game's early 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. 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! It proves that the key has… or had a purpose at one time. 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: Test tubes and beakers on the Facility ducts

These science beakers and containers appear above 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.







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 setup files safely stored within the game's memory - Just never called upon while playing the finished game.



You can activate the Cradle and Statue in Multiplayer with a Gameshark, and they have weapons, ammo and body armor.

Interesting how they're fully functional, and accessible via one simple code.
The game's menu just doesn't include them as available choices.

They were made for Multiplayer, simply didn't make the final cut. Considering they're the only two fully playable "deleted" levels, I'd speculate they were the final two that were trimmed from the list.

 

 

 

 

 

 

 
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 partway 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 suspect that the area below was the original starting point for the level. They just placed a grate over it instead of deleting it. The railing ends... Have written an entire page on the Silo alone.

 

 

 

 

 

 

 
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 speculate how Bond arrived into the level, and where the large truck came from.








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 blue-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 out the back.
It is believed that it was intended for Bond to locate mission-critical items.







MYSTERY# 021: The Motorbike (and Biker)

The motorbike, seen here in the Dam level.
Gameshark 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?

A small version of the motorbike in the Surface, as a "toy" model in one of the huts. There are also Gameshark 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: The Null Gun

The word 'Null' appears as an item in Bond's inventory after pulling off a glitch.

To get the "Null" to appear: 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 game lists your weapon as "Null".






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 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# 038 The Surface Observatory:

You can climb to the top of this observatory, go inside. Serves no purpose in the finished game. Rareware may have planned to have an objective associated with it, but simply left the structure because it adds detail to the level.











MYSTERY# 040 The Frigate's 3rd floating door:

This door is seen only with the Gameshark (or Action Replay) 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. 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.










MYSTERY# 041 Who Drives the Dam Truck?

The truck in the game's first mission has no driver. 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.

The game's developers have since commented about Bond driving a "van". Unsure if this is a specific reference to the truck, but it's a close candidate.







Mystery #044: The Facility Bathroom Scientist:


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

He starts in the lab upstairs, but eventually rushes to the bathroom (in case the player has destroyed the door activation console).





The scientist carries Keycard A, which opens all security doors in the level.
An interesting comment from within the game's code, the character's action block is called "I'm bursting!".










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.








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:

In the level briefings for this Mission, 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.








No comments: