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The
blue vent is clearly visible. This housed a small section with
the original level start point.
It would make a bit more sense, because how could Bond have
simply dropped into his current start point, it's a dead end
with nothing above it to drop through. |
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The
silo beta start position, still with presets intact. This was
the old Bond start position. For some reason or another, perhaps
there was a level in which he entered through a vent, but was
removed.
Either that or they just deemed the level section as pointless.
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The
fan section directly above the start position. The explanation
for how he entered into the level?
It makes more sense than the start point that the finalized
version contains. |
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The
start point room connects to a small tunnel that eventually
goes out to the main area. |
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Corner
of the vents. |
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Walking
out and going through the vent to the rocket room and current
start point section. |
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Looking
out, as the player crawls out of the vent and then walks up
the ladder to start the silo level.
It certainly makes more sense that he would have an entry point
here. |
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Going
up the stairs to get into the silo. You can see the rocket above.
The ladder itself stops at the bottom of the walkway, so presumably
either Bond stepped through or over it. |
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This
is where Bond starts off now. What's amazing, is there is a
leftover preset door right where you start...
Another room, but which had what...Adds more to the mystery
for sure. |
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What's
interesting is you can pick up "some plastique". Maybe
start in silo vent, come out and pick up plastiques? |
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The whole silo level is a bit out of place. In the movie, MI6
thought that the Soviets had "neither the finances nor
the capability" of launching a space-based weapons system.
So if that were true, how could Bond have gotten pictures of
the satellite here? There's the also the question of Bond meeting
Ouromov again, when in the movie he had not seen him in 9 years.
That aside, it's not completely unbelievably for this scenario
to have occurred. |
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What's
strange is what Ouromov carries. He drops a briefcase, and if
you kill him a key called "." in the watch.
The key can unlock any door in the level, but is of no use at
this stage in the level, since to get to that point it's necessary
to have the previous keys. Also, on activating the key, it surprisingly
also opens the roof above the silo rockets (this can also be
done by putting on gold pp7 and switching weapons). |
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The
key and briefcase seem to be leftovers from a huge forgotten
objective and level setup, chock full of an elevator and probably
another whole section or two.
Ouromov runs off and disappears in this version, so he'd have
to not disappear if Bond were to have to collect his key. Either
that, or that would be immediate mission failed. |
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The briefcase could've held plans, something along those lines.
It could have been an objective, along with something along
the lines of launch rockets (so the Russians could not disguise
the Goldeneye satellite launch as one of these?), Collect Ouromov's
Briefcase, Plant Explosives, and Photograph Goldeneye Satellite.
Not killing scientists was a last second addition in all of
the levels. |
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Above
the silo rockets, the upper portion can open or close if Bond
activates Ouromov's key or switches weapons sometimes.
Could not just be a glitch, it had to be leftover objective.
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One
of the two leftover walkways. What's even stranger is they left
the guard up there too. |
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Behind
the door is a wall that looks like the liftdoor door image,
but it just a wall with nothing past it. The elevator was located
on a rail to the left of this, so this could indicate a whole
nother floor that was planned but not implemented.
The blue door (not the wall here, actual door) is called Psilo_lift_doorZ.
This position however, is not the spot of the silo elevator,
but rather the rail closeby (removed).
However, since this is called Silo lift door, it was clearly
intended for the removed lift (the end lift is a two door system,
not this door). |
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The
other side of the walkway, with the deadend and guard. |
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The
second leftover walkway, which has a normal silo door open to
nothingness. Another floor that was not implemented or removed. |
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The
other side of the walkway, leading to a dead end like most of
them. |
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Another
beta door. The silo must've been a ridiculously different level.
It seems like it would have been very much a different level,
perhaps filled with different level sniping and backtracking.
It would've been great to see the original plan. |