Goldeneye Beta - Silo






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  SILO  

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.
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.
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.
The start point room connects to a small tunnel that eventually goes out to the main area.
Corner of the vents.
Walking out and going through the vent to the rocket room and current start point section.
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.
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.
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.
What's interesting is you can pick up "some plastique". Maybe start in silo vent, come out and pick up plastiques?
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.
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).
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.
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.
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.
One of the two leftover walkways. What's even stranger is they left the guard up there too.
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).
The other side of the walkway, with the deadend and guard.
The second leftover walkway, which has a normal silo door open to nothingness. Another floor that was not implemented or removed.
The other side of the walkway, leading to a dead end like most of them.
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.

Start in Beta Vent

81079C2A 2750
811B127A 2724
811B180A 2728
801B4B2F 0019
801B4B30 0033
811B4B34 FFD1
811B4B36 FC85
811B4B38 0479
811B4B3C 0009
811B4B3E FBD6
811B4B40 047F
811B4B42 0000
811B4B44 000B
811B4B46 FC85
811B4B48 0479
811B4B4A 200A
801B4B4F 0019
801B4B50 0033
811B4B54 FFD1
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811B4B5A 0000
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811B4B64 0009
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811B2184 FEE8
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801B2191 0028
811B218A 2704
801B4A2F 0016
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811B4A38 0528
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811B4A3C FEE8
811B4A3E FC08
811B4A40 04E8
811B4A42 2708
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801B4A50 0013
811B4A54 FEE8
811B4A56 FC08
811B4A58 04E8
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811B4A5E FC08
811B4A60 04E8
811B4A62 270C
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811B4A74 FE12
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811B4A78 0528
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811B4A7C FDC0
811B4A7E FC08
811B4A80 04E8
811B4A84 FDC0
811B4A86 FC08
811B4A88 055C
811B4A8A 2710


801B4A8F 0016
801B4A90 0014
811B4A94 FE12
811B4A96 FC08
811B4A98 0528
811B4A9A 270C
811B4A9C FDC0
811B4A9E FC08
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811B4AA4 FE12
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811B4AAA 0000
801B4AAF 0017
811B4AB4 FE12
811B4AB6 FC08
811B4AB8 055C
811B4ABA 2710
811B4ABC FDC0
811B4ABE FC08
811B4AC0 055C
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811B4AC8 055C
811B4ACA 2718
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811B4AD6 FC08
811B4AD8 055C
811B4ADA 2714
811B4ADC FD86
811B4AE0 055C
811B4AE2 271C
811B4AE4 FE3E
811B4AE8 055C
811B4AEA 0000
801B4AEF 0017
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811B4B08 055C
811B4B0A 2718
801B4B0F 0017
811B4B14 FD86
811B4B18 055C
811B4B1C FD86
811B4B20 0610
811B4B22 0000
811B4B24 FE3E
811B4B28 0610

Beta Walkway 1

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8106D384 C3A2
8106D388 453F
8106D38C 801B
8106D38E 21FC

Beta Walkway 1

8106D380 C26F
8106D384 42FE
8106D388 4515
8106D38C 801B
8106D38E 0D8C


Picked up some plastiques

801CD6C0 0022

Removed Door at Start

811B128A 0000
811B1290 0400
811B1292 0000
811B1298 0400
811B1284 0030
811B128C 0030
811CA652 0035

Other beta door

811CA552 0043
811CA652 0044
811C23B4 4546
811C23BC 41F0
811C23DC 801B
811C23DE 4A2C
801B4A2F 000C
811B4A34 0500
811B4A36 FF00
811B4A38 0000
811B4A3A 0000
811B4A3C 0580
811B4A3E FF00
811B4A40 0100
811B4A42 0000
811B4A44 0600
811B4A46 FF00
811B4A48 0000
811B4A4A 0000

Clipping codes by Zoinkity