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Island of
Rejected Toys


Horribly Twisted Gifts... Like Baby's First
Table Saw


Grand Theft OTTO: Springfield

Snake... Wiggum... Homer... They're all here!


Episode 134

Lifeguard Opportunity at Bayview Beach


Rastafarian Homer

Pass the Dutchie on the left side, mon.


Episode 131

Dexter & Marley...
Forever borowing stuff that ain't theirs.


Star Whores

Looks like Han is sleeping solo tonight


Episode 128

Dexter takes a cheap shot at Presidential Candidate Mitt Romney


Episode 127

Mary & Dexter discuss the American flag


Episode 126

Dexter & Marley go shopping for female hygiene products


Episode 124

Marley goes Easter shopping


Bill Gates
Goes to Hell

Dexter's rant about
Windows Vista


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Mailbag

Ah, the joys of answering e-mail. Actually, I wouldn't wish this task on my worst enemy. So many questions, so little time... I do answer as many e-mails as I have time for though, and I've posted a few of them below.

Mailbag Archives:

Current Mailbag: May 2, 2008
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April 9, 2007
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February 26, 2007
February 5, 2007
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September 25, 2006
July 4, 2006
June 21, 2006
June 5, 2006
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May 15, 2006 (F-Zero GX Special)
May 13, 2006
  >>More...


March 15, 2005

Golden Gathering
After more than five years of covering Goldeneye 007, there are still hardcore fans that can't get enough of Goldeneye... It's hard to believe that Goldeneye is still a frequent topic in my mailbox, with many Goldeneye messages still rolling in... So I've put together a a special feature, with the largest edition of the Mailbag ever.
Send mail to: DetErest@detstar.com


My first answer to one of the mysteries is the doors north of the tank in the runway. Try to drive the tank into this doorway. You will see that the tank fits perfectly. If you will look closely, you will see some space behind the same doorway (just enough to store a tank if you had the ability to open the door ;) ).

The tank does fit nice and cozy into the doorway, which makes it look like this area is for the tank. It seems as if it's a detail to show us where the Russians store the tank. It turns out that it's an illusion though... Moving to view outside of Bond's body, we can see the stone "ceiling" of the cave, but the rest empty blue space.

Also regarding the door your wondering about on the runway, if you look closely, the doorway is right by the first drone gun, so this is where the guards would most likely go to operate the gun.

Another detail, similar to the door to house the tank. With the exception of the lost island on the dam, the Runway is the first mission to feature drone guns... Strange how this drone gun has an operator's door, while the many drone guns later on in the game are simply unmanned.

Just a snapshot of the tank in front of the big doors. These doors are from the movie, and many Goldeneye players believe this is where the motorbike was once meant to go be found.


Hello there. My names Alex and I just had a quick little comment/question about Goldeneye. I've been to your sites many times before, but haven't been to look at any updates recently. All I saw was the update to the 5 year release of the site. Well, I looked at some info I passed over in previous visits and I have a couple comments and questions. For one, the green truck in the 'Dam' still has, for me anyway, a use...

When I first played the Dam I found the level to be ever massive. And I realized a big, green truck seemed to be moving. I followed it and, low and behold, I found my way through most of the level. Your probably thinking "Well the level is pretty much straight forward..." And yes, it is. By my 2nd time playing it, I knew it like the back of my hand. But for a newcomer, it may serve as a guide. 'Cause Nintendo is lazy, and probably leave it in there because they're lazy, but maybe also to help. Because other beta things are hard to notice in the game but...leaving a big, green truck?

A lot of "beta" rumors surround the green truck in the Dam, pertaining to a long lost objective for this mission. Having the truck as a guide through the level could be the only reason for having the truck, but we'll never know for sure. Another good use for the truck, is that it can be used as cover if you follow it...
Planting explosives on the truck and blowing it up is the popular "beta" belief,

Also, the 'Statue', being my favourite level, is very expansive. There are many nooks and cranny's. I've got a couple of questions about it too. For one, with gameshark code's you can play in it multiplayer...and it's really quite fun. Was this originally in the game as a multiplayer level instead of levels that aren't even in single player? And, what about that house in the level? I mean what's it's use? The level is so big I am STILL yet to become un-lazy and explore it... Has a thorough search been done yet?
Too lazy to explore, huh? If you were a real 00 Agent, chances are you'd be dead by now...
My own quick tour through the abandoned park produced this snapshot of two stone slabs, each of them with faces etched onto the sides of them. Player one can be seen looking at what appears to be two people, possibly children...

On the second player's screen, is the head and shoulders of another young figure.
A close encounter here, between Bond and Trevelyan... Visible in the background, are various structures, a wall with a design, and a golden star.
A cabin contains some shop equipment, like the band saw and table saw shown here. The second player's screen shows a tank, and a hammer & sickle.

And a couple final questions/comments on the topic of multiplayer...Do you believe that the levels in multiplayer that you can't play in one player we're once missions? I mean my friend had me going saying there was a tab in the bottom right hand corner of the screen leading to more missions if you beat all the levels in 007 mode. This being false of course, have you ever heard about it? Maybe the Citadel and another (is there one?) beta level WERE located there? Or took the place of Dam and Bunker 2?

Well thanks for listening to me rambling on. I had many thoughts and I thought I'd share them with you to see what you think. Hope to hear from ya soon! Thanks again, and keep up the good work...I hope to see some new updates on the Goldeneye section of the site too! ;) :P

I don't believe that levels like the Temple, Complex, or Stack were ever missions. As the game was being developed, the missions were created first, while the Multiplayer mode was an afterthought. Adding Multiplayer was such an incredible move, which doubled the replay value of the game.

Those Multiplayer levels might not be found in Mission mode, but each of the Missions was apparently tested for Multiplayer at one point. That's why the Statue and Cradle (both complete with weapons and Body Armor) can be accessed with Gameshark codes.

A further comment about the "lost levels" for Multiplayer, particularly the Cradle... This one has become a favorite for fans of the Sniper Rifle, because it's the only real "long range" arena to use the long distance weapon in Multiplayer...

 

 

Statue Park glitches up a little bit, but the Cradle is pretty smooth and legitimate level for Multiplayer. Four players battling it out in such a large area just wouldn't work on the N64. Regardless of that, I just love the kill scored with the Sniper Rifle in this screenshot.

Hi Deterest,

I found something worth looking at, guards in the facility vent shaft, The photos are attached to this message. You can actually see them in the shaft firing away at you, it is incredible!

Another cool thing is a scientist also got up there. Sorry if the pictures are a little blurry, but I hope you enjoy them. Thanks alot!

Yours truly: Z sniper

As far as I know, Rareware never intended for guards to follow you here... But they chase you down to confront you no matter where you hide, so there's no place that's safe. Angry scientists will also follow you here... You didn't happen to accidentally fire a few warning shots into the scientist's leg, did you?

 


Hello. I have been a player of Goldeneye for a good while now and I have noticed a strange occurrence. In the train, there are many side doors that are locked and serve a "design" purpose, but there is an odd door at the beginning of the green luxury car. Silver-colored in look. It is locked and serves no
specific purpose, but this door has a strange characteristic. A bullet shot at it will not leave a mark, but will just go on through as if in air and the destroy almost anything code also goes through it. It
is also the only such door in the game. I just got back to the game and noticed this. One half of that silver train door is a normal wall-type region, leaves marks, but the upper half is transparent in marks.


It's not very often that someone has something in Goldeneye that I haven't seen before, but this strange door is new to me... What's interesting, is that we can see the clouds passing in the sky by looking out of the window. It doesn't look like the door could be opened, but it's strange that only the bottom half of the door is solid.


This is about the Depot station windows. To get to the train, you have to pass through the warehouse. The strange thing is, the windows are completely out of position. The windows near the ramp have no panes, while the only windows are on the roof, or more like the only warehouse windows are BETA
windows.

Does this make the warehouse a late addition, so late that there was no time to get these windows changed? Note that Rare put many "design" ideas into the game, like the last train door, but why are these windows in beta version?
The vast emptiness of this final room seems to suggest that more action might have been planned for here at one point. The "beta" glass on the roof is strange though, and I'm not sure why it was left in the game. It's possible that it was simply forgotten about.

Firstly, interesting website, kept me amused all day at work, which is saying something. Anyway, this is a really minor point, but the blocked up windows in the interrogation room aren't surprising, they just highlight Rare's attention to detail. An interrogation room, especially in the USSR, would've been a normal room at one stage, but they wouldn't want everyone looking in while they kick the sh*t out of someone, so they'd concrete it up. Which ties in with the bloody posts found elsewhere in the level.

Browsing Detstar? At work? Surely this kind of thing isn't going on all over the country... But it probably is. Which is actually pretty cool.

This snapshot was taken using the "move view" part of the Master Cheat Menu, to get another look at the blocked up window... It looks pretty strange from this angle, and we can see that nothing is behind there.
That part about the interrogation room seems to make perfect sense. I always liked the bullet marks and stains in the room across the hall, which is where we can assume that executions would take place... But surely there would be some aggressive interrogating tactics going on inside the other room as well.

Hey Det,

Seeing as you have the most Citadel info on the web, I thought it was time to put another rumor to rest. People all over the 'net have been claiming that they've found the "lost Citadel music." Now that the level has been discovered, we know that there is no music. I have a copy of the phony MIDI file, and I thought you might like to have it. I've attached it to this email. Posting it on your website as bogus would dispel this rumor once and for all. Everyone knows that Detstar.com is the authority on GoldenEye 007.

Thanks, and keep up the good work!
JL

File download: remixed_citadel.mid (41kb)

Although it's always possible that the actual Citadel music might still be inside the game somewhere, I know exactly which MIDI file you're talking about. It's been floating around the net for years, long before the Citadel was ever discovered. Rumors and mysteries like this always seem to spawn creations in the form of fake screenshots, but this is likely the most famous case of an audio creation. The file is apparently a bunch of re-mixed tracks from inside Goldeneye, to create music that sounds "new".

Many Goldeneye fans knew that the Citadel existed during the game's developmental stages, but it was an incredible surprise for the Citadel to emerge after we'd been playing the game for several years. It was an amazing find by Krijy, and provided even more evidence as to just how deep Goldeneye is. We may never know whether or not music was intended for the Citadel... But this MIDI file is certainly not it. The music was well-mixed with only a few points that catch my ear as "fake". I do know who allegedly created this music - But with a lack of evidence, I'd better find clear meaning.


You wouldn't be able to tell me why Baron Samedi's DD44's change every time you encounter him, would you? If you look and listen, his DD44's look the same at each encounter, but they change sound, strength, and bullet type from PP7's, to Cougar Magnums, then finally to Moonraker Lasers. If you could clear it up?


 

 

The Baron's weapons do change every time he reappears, in an apparent act of magic... He's a sorcerer after all, one whom seems to be capable of avoiding death. I'm not positive what weapon the Baron uses during his second visit, but to me it sounds like a pair of ZMG's.
The final showdown with Samedi is no doubt the deadliest, as he's equipped with a pair of Lasers.







 

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