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CITADEL

THE CITADEL... FOUND!

[ARCHIVED PAGE originally published 2004]
View More Screens of the Citadel.
View Citadel Sky Codes page.
See Citadel Sky Screens page.
See Citadel Tour page.

Code by Krijy
Written by SubDrag


The Citadel level, forgotten lore in Goldeneye's history only known of because of a text reference to "CITADEL" in the game's memory, has finally been uncovered.

 


Here is Rareware's official answer regarding the existence of the level:

"'Citadel' was a very rough test level designed during the early stages of multiplayer mode. It's not in the finished game in any shape or form, and Oddjob and Mayday wouldn't be in it if it was."

Oddly enough, Rare was telling the truth about the level itself. The Citadel was in fact a "rough" test map, and it isn't finished (well it won't load properly), but it is in fact still there in some shape or form, so they were either lying, or simply unaware it was still there. And it's also very sweet looking map.

So finally, here is the Gameshark code to load the Citadel!

Here's how it works: It changes the file loaded for the background information, away from Cradle to Citadel (bg/bg_cat_all_p.seg).

The background information for the Citadel is still intact. Now yes, it does say "cat", but in fact it does correspond to the Citadel level if you draw them all out with their background names.

Other levels also have this sort of difference, like "ref" for Complex, "arec" for Control, etc. This is the Citadel, it lines up as the others do in memory. "Cat" probably stands for "cathedral", which must've been the initial level designation until they had decided on Citadel.

Also the size of the level had to be changed away from Cradle to Citadel's. This was done by looking at Citadel's load (it was level digit 28 FYI), and although this will crash if you try to load that level on its own, it still has its place in memory for loading the level itself.

The reason it does not load properly is its setup file does not work. This would normally have in multi the respawn points, ammo, and gun points, and flag.

Also, there is a collision detection file as well, which theoretically works, but we have not been able to get it do anything yet.

Therefore, we must load another level (Cradle was used because it has the best compatibility), so we chose Cradle.

You will unfortunately be in walk through walls mode, but you can still enjoy the very cool architecture of Citadel.

Playing here must've been a treat. Perhaps one day it can be restored. Just imagine multi here, or even solo mode. And perhaps imagine that at one point they tested props in here as well.

I must also mention that all of this was done by Krijy, so thanks to him we finally have the long lost Citadel.

Load Citadel Single Player (Code by Krijy)
8002A8F7 0029
8104468A 8970
81044690 3F44
81044692 BDEA
81044694 3F80
81044696 0000
81044698 4219
8104469A D89D
80069F80 00C4


Level Views:






Room Views:



[In between slant room]




[Upper more cathedral-like area]




[Dubbed "stonehenge", a very curious assortment, must be testing corners]

 



[Slanted hut room, interesting slants and huts]









[Crazy staircase, very cool]








[Pillar-like room]

 

There are various Mission Select pictures of Citadel, but they're all faked of course. Almost certainly this level never had a briefing and was never intended to be a solo level as we're used to. It seems to be a movement and perhaps multi testing facility.


It seems a lot more expansive than even I had thought, so it in fact wouldn't be a waste of time to get working, and would seem like a great amount of fun! It's no simple one room test map.

 


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