Game disc files

Level folders

List of all the level folders (found in /CDEURO/LEVEL/)
Name is the name the level shows in the pause menu and save file menu

Folder Level Name Numer of sectors Info
NATIV Nativ City NATIV CITY 26 SECT3.bnk doesn't exist
LEVEL_1 The Roots THE ROOTS 13
LEVEL_2 Flying Forest FLYING FOREST 11 SECT11.bnk doesn't exist
LEVEL_3 Hunter's Domain HUNTER'S DOMAIN 19 SECT9.bnk, SECT19.bnk and SECT20.bnk don't exist
LEVEL_4 "Nativ City" the first time it's entered at the start of the game NATIV CITY 11 SECTs 2-4, 8-12 don't exist (the whole upper level and minigame areas don't exist)
The icons for shops, elevators and other things are not shown in the L1 map
The game silently loads in the real NATIV level during the cutscene where Atea tells Kya to follow the signs to the Boomy shop
LEVEL_5 The Quarry THE QUARRY 14
LEVEL_6 Destroyed Nativ City NATIV CITY 3
LEVEL_7 The Air Post THE AIR POST 19
LEVEL_8 Forgotten Island FORGOTTEN ISLAND 9
LEVEL_9 Brazul's laboratory (Frank boss fight) FORGOTTEN ISLAND 1 Pretends to be LEVEL_8 in the menus
LEVEL_10 Wolfun City WOLFUN CITY 7
LEVEL_11 Brazul miniboss (The Quarry) THE QUARRY 1 Pretends to be LEVEL_5 in the menus
It being so distant from it's parent LEVEL_5 may suggest the decision to separate it was taken late in the development?
LEVEL_12 The Fortress THE FORTRES 3
LEVEL_13 Secret level LEVEL TEST 5 More info
PREINTRO Main menu START MENU 1
CREDITS End game credits CREDITS 1

Sector files

Each level is divided in several sectors, each contained in a separate file named SECTx.bnk, where x is a number and corresponds to the sector ID (the sector IDs don't have to be continuous, and some levels skip some numbers, indicating scrapped sectors that were deleted).

Some sectors contain big sections of a level, while other sectors contain smaller elements (tunnels, small portions of paths or enclosed areas, etc) that are used to connect two bigger sections: in this document, the first category is referred to as area sectors, while the second category is referred to as partial sectors; this distinction is made to aid in discussing the different sectors, but so far there's no evidence of such a distinction actually existing in the game code or in the sector files.

The sectors of a level can be configured, through an external file located at /CDEURO/LEVEL/INFO/<level name>.BIN (file structure yet to be completely reversed and documented), to load in additional sectors at the same time; this is almost exclusively done to have area sectors load in partial sectors that lead to another area sector (which is also configured to keep the same partial sector loaded) (for example, in the Quarry, the whole section where the first shell elevator is is an area sector, the section with the convoy chase is another sector, and the enclosed path connecting the two is a partial sector, and both area sectors are configured to have it loaded).

Some levels also contain elements or sections that never ever unload (even when forcing the game to load an empty or non-existing sector): most of these consist of interactive elements (boxes, Wolfuns, doors, buttons, pressure plates, mana orbs, etc), but some are part of the level geometry or sections connecting two area sectors; the latter are listed for each level in this document, while always loaded interactive elements are not listed.

Pictures for all sectors are available here.

NATIV (Nativ City)

Total sectors: 26
Area sectors: 11
Partial sectors: 15
Skipped numbers: 3
Always loaded sections: Slide going from upper to lower level, tree going from lower to upper section, minigame starting areas

Not all partial sectors are loaded at the same time in sector 1 and 2, since obviously a shop can't be under construction and open at the same time.
Items can't be bought by loading partial shop sectors, as shops can only be interacted with (and items and the Nativ are only loaded in) in sectors 1 and 2.

Map showing which sectors correspond to which shop

Number Type Description Loaded partial sectors Shell elevators
1 Area Lower level 4, 5, 6, 7, 13, 14, 15, 16, 17, 18 N/A
2 Area Upper level 8, 9, 10, 20, 22
4 Partial Open shop with binoculars, magic board, yellow bracelet N/A
5 Partial Under construction shop from sector 4
6 Partial Open shop with golden Boomy, silver bracelet
7 Partial Under construction shop from sector 6
8 Partial Open shop with extra health bar, Jamgut birdcall, blue bracelet
9 Partial Under construction shop from sector 8
10 Partial Open shop with basic Boomy, trap bombs
11 Area Right choice minigame -
12 Area Freefall 2 minigame
Has a completely black backdrop
-
13 Partial Open shop with climbing gloves, electric bombs, green bracelet N/A
14 Partial Under construction shop from sector 13
15 Partial Open shop with extra energy bar, gold bracelet
16 Partial Under construction shop from sector 15
17 Partial Under construction shop from sector 18
18 Partial Open shop with silver Boomy, magic bouncers, brown bracelet
19 Area Freefall 1 minigame
Has a completely black backdrop
-
20 Partial Open shop with speed board, black bracelet N/A
21 Area Dinner's ready minigame -
22 Partial Under construction shop from sector 20 N/A
23 Area Klaustrophobia minigame
Has a nodraw backdrop
-
24 Area Speed racing 1 minigame -
25 Area Freefall 3 minigame -
26 Area Speed racing 3 minigame -
27 Area Speed racing 4 minigame -

LEVEL_1 (The Roots)

Total sectors: 13
Area sectors: 6 Partial sectors: 7
Unused sectors: 1
Always loaded sections: some obstacles in the square "tunnel" in the freefall section (may be objects instead of level geometry)

The default backdrop (which is used if a partial sector is forcibly loaded, or if an invalid value is specified) is one that's not found in any area sector, and is possibly an older version leftover from earlier builds.
It's similar to the ones used in area 2 and 4, but not the same.
It also has issues with positioning, as moving vertically causes the geometry to move in the opposite direction, and horizontal movement also causes it to move around erratically.

Number Type Description Loaded partial sectors Shell elevator
1 Area Starting area, up until before the slide 7 1
2 Area Wolfun camp with map, from after the slide up until before the tunnel 8, 10 2
3 Area Wind tunnel and area with elevator to Nativ City 11 4
4 Area Slide (excluding very beginning and very ends) 7, 8, 9 -
5 Area First part of freefall section, including island with rune, up until before enclosed square "tunnel" 9, 10, 13 3
6 Partial Unused, leftover from prototype builds
The tunnel that was seen in the May 12 prototype in the starting area (unknown purpose)
N/A N/A
7 Parital Very beginning of the slide, connecting sectors 1 and 4
Some geometry changes based on distance, possibly hinting at earlier geometry that wasn't properly updated for low LOD
8 Partial Very end of the slide going to the Wolfun camp, connecting sectors 4 and 2
9 Partial Very end of the slide going to the rune island, connecting sectors 4 and 5
10 Partial Tunnel connecting sectors 2 and 5
11 Parital Very end of freefall section, connecting sector 5 and 3
12 Area Square "tunnel" from the freefall section
Uses a backdrop based on the default one (with the same positioning issues), but rotated (the section the player is in during normal gameplay is outside the backdrop sphere, so it appears as a solid color)
11, 13 -
13 Partial Initial part of the square "tunnel" in the freefall section N/A N/A

LEVEL_2 (Flying Forest)

Total sectors: 11
Area sectors: 6
Partial sectors: 4
Skipped numbers: 11
Always loaded sections: Enclosed path going to the Air Post elevator (connecting sectors 3 and 12)

Number Type Description Loaded partial sectors Shell elevator
1 Area Starting area, up until and including the very beginning slide 6 1
2 Area Second shell elevator area, up until after the wind tunnel (including the lever and first small wind cannon) 6, 7 2
3 Area Wolfun camp and surrounding area, and other floating island before the camp 7, 8, 10 3
4 Area First part of the slide with the bird (excluding the very beginning), up until the enclosed tunnel 8, 9 -
5 Area Second part of the slide with the bird and fourth shell elevator area 9 4
6 Partial Slide connecting sectors 1 and 2
The beginning of the slide is part of sector 1
N/A N/A
7 Partial Section after the sector 2 wind tunnel, connecting sectors 2 and 3, containing the small area with the Wolfun to be launched in the air
8 Partial Area with the bird and very beginning of the slide, connecting sectors 3 and 4
9 Partial Tunnel connecting sectors 4 and 5
10 Partial Worm miniboss area
The lava, rune and boss fight trigger are part of sector 2
12 Area Elevator to the Air Post - -

LEVEL_3 (Hunter's Domain)

Total sectors: 19
Area sectors: 10
Partial sectors: 9
Unused sectors: 1
Skipped numbers: 11, 19, 20
Always loaded sections: None

Number Type Description Loaded partial sectors Shell elevator
1 Area Starting area, up until before the big tunnel 14 1
2 Area Wind tower 15 3
3 Area Wolfun camp with safes and room to the slide 12, 18 5
4 Area Big "room" where Atea is found caged and subsequent wind tunnel going to the Hunter, up until before the very end 13, 22 -
5 Area Section where the fourth shell elevator and the rare monsters are (and the path to bypass that part), starting from the shell elevator platform up until before the big tunnel 15, 16 4
6 Area Path going from the rare monsters area to the Wolfun camp with safes, from after the tunnel up until the mini camp with the three gates 16, 18 -
7 Area Section with second shell elevator, Wolfuns guarding Jamgut, Wolfuns with lasers, Woof, up until before the path that splits going to the fourth shell elevator or the wind tower
The low LOD of sector 1 is misaligned
14, 15 2
8 Area First section of the slide going to the Hunter, from after the very beginning of the slide up until before the section with the Amortos 11, 12 -
10 Area Second section of the slide going to the Hunter, from after the area with the Amortos and moving obstacles up until before the area where Atea is found caged 11, 13 -
11 Partial Section with Amortos and moving obstacles, connecting sectors 8 and 10 (level geometry only, Amortos and moving obstacles are part of sector 10) N/A N/A
12 Partial Very beginning of the slide going to the Hunter, connecting sectors 3 and 8
13 Partial Very end of the slide, connecting sectors 10 and 4
14 Partial Tunnel connecting sectors 1 and 7
15 Partial Path and tunnel connecting sector 7 to sector 5 or 2
16 Partial Tunnel connecting sectors 5 and 6
17 Partial Unused, leftover from prototype builds
Tunnel connecting the top of the wind tower to the scrapped section of the Wolfun camp with safes seen in the May 12 prototype (of this scrapped section, only the low LOD of it present in sector 3 remains in the final game)
18 Partial Enclosed path connecting sectors 6 and 3
21 Area The Hunter boss fight 22 6
22 Partial Very final section of wind tunnel, connecting sectors 4 and 21 N/A N/A

LEVEL_4 ("Nativ City" the first time it's entered)

Total sectors: 11
Area sectors: 1
Partial sectors: 10
Skipped numbers: 2, 3, 8-12
Always loaded sections: Slide going from upper to lower level (broken), tree going from lower to upper section (broken)

Based on NATIV, but possibly on a slighly earlier version (it's very similar to it but not identical, and the sector files have a last edit timestamp of 17 days earlier on the game disc).
The whole upper level and all shops on it were removed, as were all minigames (along with the starting areas).
Many interactive elements are also broken (slides, Amata's shop, shell elevators).
Shop sectors work like in NATIV, but with different items and prices (usually lower or just 1 Nootie), which can be exploited using the save warp glitch.

Map showing which sectors correspond to which shop

Number Type Description Loaded partial sectors Shell elevator
1 Area Lower level 4, 5, 6, 7, 13, 14, 15, 16, 17, 18 N/A
4 Partial Open shop with binoculars, magic board, magic bouncers (rendered as yellow bracelet), regeneration N/A
5 Partial Under construction shop from sector 4
6 Partial Open empty shop
7 Partial Under construction shop from sector 6
13 Partial Open shop with silver Boomy, golden Boomy, speed board
14 Partial Under construction shop from sector 13
15 Partial Open empty shop
16 Partial Under construction shop from sector 15
17 Partial Under construction shop from sector 18
18 Partial Open shop with climbing gloves, electric bomb, magic bouncers (rendered as green bracelet)

LEVEL_5 (The Quarry)

Total sectors: 14
Area sectors: 7
Partial sectors: 7
Unused sectors: 2
Always loaded sections: None

Number Type Description Loaded partial sectors Shell elevator
1 Area Starting area, including the map and rare monster path, up until before the path going to the convoy 7, 12 1
2 Area Convoy section 7, 8 -
3 Area Outise area where the second shell elevator is, up until before the slide or cave 8, 9, 11 2
4 Area First part of the cave going to Brazul's laboratory, up until the freefall section
Has a nodraw backdrop
9, 14 -
5 Area Slide going to the rune (except very beginning) and room with rune 11 3
6 Area Unused, leftover from prototype builds
Brazul's laboratory, which was eventually separated in it's own level (LEVEL_11) for unknown reasons
After the separation, this sector was left in an unfinished state, as evident the missing elements (including the shell elevator), some misplaced elements, the nodraw backdrop being visible from inside, and the fact that it doesn't call for sector 10 to be loaded
N/A N/A
7 Partial Enclosed path connecting sectors 1 and 2
8 Partial Tunnel connecting sectors 2 and 3 (where the convoy stops)
9 Partial Very beginning of the cave, connecting sectors 3 and 4
10 Partial Unused, lefover from prototype builds
Earlier version of the tunnel supposed to connect sectors 13 and 6, but in the final game the tunnel is part of sector 13 (and LEVEL_11) and looks very different
11 Partial Very beginning of the slide, connecting sectors 3 and 5
12 Partial Elevator shaft at the start of the level
Notably not used to connect two different sectors
13 Area Second part of the cave going to Brazul's laboratory, freefall section (except the very beginning)
Has a nodraw backdrop
14 -
14 Partial Very beginning of the freefall section, connecting sectors 4 and 13
Has a nodraw backdrop
N/A N/A

LEVEL_6 (Destroyed Nativ City)

Total sectors: 3
Area sectors: 2
Partial sectors: 1 Always loaded sections: None

Number Type Description Loaded partial sectors Shell elevator
1 Area Starting area (lower level of the city)
Only the lower level of the city exist, with unreachable/unseeable sections removed (mostly elevated areas)
2 N/A
2 Partial Tunnel connecting sector 1 and 3 N/A
3 Area Path where you chase the airship 2

LEVEL_7 (The Air Post)

Total sectors: 19
Area sectors: 8
Partial sectors: 8
Unknown sectors: 3
Unused sectors: 3
Always loaded sections: None

Number Type Description Loaded partial sectors Shell elevator
1 Area Starting area, including the fan room and elevator after it 10, 11 1
2 Area Second shell elevator area, including the path to the rune and the train to the extra energy bar section 12, 14 2
3 Area Section after the train in sector 5 with the fourth shell elevator, up until and including the structure with the Woofs and the snipers 13, 15 4
4 Area Outisde section after sector 5, including the cannon to the Forgotten Island 15 -
5 Area Third shell elevator area, up until and including the train
Many "rooms" have an extremely short draw distance, becoming invisible almost as soon as going outside of them, making it extremely difficult to take good snapshots
11, 13 3
6 Area Extra energy bar section 12 -
7 ? Unused, leftover from prototype builds
Original purpose unknown, all that remains in the final build is a single rectangular-ish model with a reflection effect
N/A N/A
8 Area Wind tunnel going from the starting area to the second shell elevator section 10, 14 -
9 Area Unused, leftover from prototype builds
Path that originally connected the rune island and the "main" island with the shell elevator
The edges of the path have broken textures, probably due to the sector no longer being maintained after it was scrapped
Notably, in the May 12 prototype, sector 2 unloads completely when this path is taken, and like in the final build there's no low LOD of the surrounding islands and no decorative elements, suggesting it was scrapped soon after that build as low LOD and decorations would've likely been added otherwise (the very primitive and flat geometry, which seems to not have changed since the prototype, also hints to it being scrapped soon after)
N/A N/A
10 Partial Area where you land after taking the air cannon to go to sector 2
The amortos and air cannon are part of sector 1
11 Partial Room with Wolfuns and elevator, connecting sectors 1 and 5
12 Partial Section connecting sectors 2 and 6
13 Partial Elevator connecting sectors 3 and 5
14 Partial Last section of the wind tunnel, connecting sectors 8 and 2
15 Partial Section connecting sectors 3 and 4
16 Partial Unused
Most of the central rock formation of the level, but with somewhat unpolished lighting
In the May 12 prototype it's used by some, but not all, area sectors as part of decorative geometry, but this approach was eventually scrapped in favour of every area sector having it's own simplified decorative geometry (with parts that aren't visible completely removed), leaving this sector abandoned
17 Partial Unused, leftover from prototype builds
Beginning and end of the scrapped path, connecting sectors 2 and 9
18 ? Unused, leftover from prototype builds
Original purpose unknown, all that remains in the final build is a single rectangular-ish model with plain black color
19 ? Unused, leftover from prototype builds
Original purpose unknown, consists of a path (or just part of a path) with solid geometry (albeit missing some textures) but it's unknown what it was supposed to connect to or be part of

Known info about sectors 7, 18 and 19

These three sectors appear in a very similar, if not identical, form in the May 12 prototype, suggesting they were scrapped even before that build; it's possible, although unlikely, that sectors 7 and 18 never contained much of anything.

LEVEL_8 (Forgotten Island)

Total sectors: 9
Area sectors: 4
Partial sectors: 2
Unknown sectors: 2
Unused sectors: 3
Always loaded sections: Some of the lava on the initial slide, and a random nonsolid mesh

Number Type Description Loaded partial sectors Shell elevator
1 Area Starting section, up until and before the tunnel on the slide and the curve before it 6 1
2 Area Tunnel section of the slide (excluding very beginning) and freefall section, up until the outside area 6, 7 -
3 Area Whole outside area of the level (excluding the area where the second shell elevator is)
Some sections have a relatively short draw distance, while most of the level has no draw distance
7, 8, 9 2, 3, 4
4 ? Unused and completely empty
The texture and model files archived inside (SECT4.g2d and SECT4.g3d) don't contain anything apart from the standard data structures present for those file types (but with no actual data being present in any segment), and no collision file (.col) is present at all
The files inside are identical to those found in sector 9 (apart from the filenames that change accordingly)
Even if the sector is competely empty, it's configured to also load sector 8
8 N/A
5 Area Unused, leftover from prototype builds
Brazul's laboratory where the Wolfun Frank boss fight takes place, which was eventually separated in it's own level (LEVEL_9) for unknown reasons
After the separation, this sector was likely left in an unfinished state and was no longer mantained, as evident by the severely broken textures that change as you move around
N/A
6 Partial Section of the slide, connecting sectors 1 and 2
7 Partial Last section of freefall and initial part with shell elevator of the outside section (shell elevator is part of sector 3), connecting sectors 2 and 3
8 Partial Air cannon going to outside of Brazul's laboratory, and the enclosed area where you land before it
Notably not used to connect two different sectors, as it's used to travel between two different sections of sector 3
9 ? Unused and completely empty
The texture and model files archived inside (SECT9.g2d and SECT9.g3d) don't contain anything apart from the standard data structures present for those file types (but with no actual data being present in any segment), and no collision file (.col) is present at all
The files inside are identical to those found in sector 4 (apart from the filenames that change accordingly)

Known info and speculation about sectors 4 and 9

This part mixes objective facts and subjective speculation, speculations are not confirmed and should not be taken as facts.

Sector 4 used to contain the scrapped section that can be seen in the May 12 prototype, while sector 9 was probably a partial sector connecting sector 4 to another zone.

The original purpose of sector 4 can be confirmed by the September 29 prototype: in that build, sector 4 has already been stripped of all models and textures, but still contains collision data, and the location of it perfectly matches with the scrapped section; sector 9 also still contains collision data, but since the coordinates of it are unknown (and there are currently no tools to parse or visualize collision data) it's still unknown what it actually contains.

The theory of sector 9 containing a connection between sector 4 and somewhere else is supported by the fact that sector 3 calls for sector 9 to be loaded; this may seem unusual as sector 4 does not call for sector 9 to be loaded, but that could be explained in several ways:

  • the reference was never there in the first place due to a mistake
  • the reference might've been removed at one point (although it would be strange to have only one reference removed and keep all others)
  • there might've been even more sectors after 9 that were completely deleted (but it too would be strange to delete some sectors and keep others)
  • sector 9 connected to sector 4 through some sort of one-way path/passage, which means there wouldn't have been a need to keep sector 9 loaded as it was impossible to go back to it or even see it once inside (this is supported by the fact that in the May 12 prototype, the entrance to the scrapped section is one-way, and the whole section needs to be traversed to get out of it).

(the "strange" possibilities are more likely than one may think, as I have a strong impression, supported by multiple factors, that the game was rushed at the end of it's development for one reason or another, thus making "mistakes" and "slapdash" decisions more likely; the fact that these two sectors were emptied and not deleted entirely, and that they still contained collision data mere weeks before the final build of the game was compiled, also suggests that the decision to so was taken very late in development).

The fact that sector 4 calls for sector 8 to be loaded suggest that sector 8 also originally connected the scrapped section to somewhere else; this could've been done through the shell elevator and enclosed area that are present in the final build (with an extra passage that was then removed when the section was scrapped), but it's also possible that sector 8 originally contained something completely different and it then was reutilized for it's current purpose and the reference in sector 4 was never removed.

It is noteworthy that, in the May 12 prototype, the scrapped section is in the same sector as the outside area; however the level overall contains less sectors compared to the final release, pointing to the fact that some sections, including the scrapped one, were eventually moved to their own separate sectors (the whole level in the May 12 prototype appears to be one of the levels in the earliest phases of development, with plenty of missing or nonfunctional elements, earlier layouts, no Wolfuns in the whole level apart from Wolfun Frank, so it's possible that the split happened as the level continued to grow larger and more resource intensive) (in fact, the scrapped section in particular appears to be in an extremely early phase of development even compared to the rest of the level, with very primitive and placeholder geometry, no interactive elements at all apart from an Amortos and air cannon, which are the strictly required elements to enter and leave the section, and there are a bunch of weird elements consisting of a W with a circle around it, which I speculate were used as placeholders for Wolfuns).

LEVEL_9 (Forgotten Island Wolfun Frank boss)

Total sectors: 1
Area sectors: 1
Always loaded sections: Vertical tunnel entering the level

Number Type Description Loaded partial sectors Shell elevator
1 Area The whole level is contained in a single sector - 5 (Forgotten Island)

LEVEL_10 (Wolfun City)

Total sectors: 7
Area sectors: 4
Partial sectors: 3
Always loaded sections: Elevator shaft connecting the assembly line to the innermost section, and the other side including the bridge and some surrounding level geometry

Number Type Description Loaded partial sectors Shell elevator
1 Area Outside section 6 1, 3
2 Area Part of the inside section, up until the stealth section with snipers and alarm bell 4 -
3 Area Part of the inside section, from the assembly line up until the path going to the section with the second shell elevator 4, 7 -
4 Partial Section connecting setors 2 and 3 (in tandem with the always loaded section)
Contains the two rooms with the pressure plate and the lever
N/A N/A
5 Area Second shell elevator area 6, 7 2
6 Partial Room connecting sectors 1 and 5
The interactive elements inside the room (and bomb dispenser outside) are always loaded and not part of the sector
N/A N/A
7 Partial Room connecting sectors 3 and 5
The interactive elements inside the room are always loaded and not part of the sector

LEVEL_11 (The Quarry Brazul miniboss)

Total sectors: 1
Area sectors: 1
Always loaded sections: None

Number Type Description Loaded partial sectors Shell elevator
1 Area The whole level is contained in a single sector - 4 (The Quarry)

LEVEL_12 (The Fortress)

Total sectors: 3
Area sectors: 2
Partial sectors: 1
Always loaded sections: Slide and room with crushing walls, connecting sectors 1 and 2

Number Type Description Loaded partial sectors Shell elevator
1 Area Outside section 3 1
2 Area Inside the fortress 3 -
3 ? Unused, completely empty and unknown purpose
The texture and model files archived inside (SECT3.g2d and SECT3.g3d) don't contain anything apart from the standard data structures present for those file types (but with no actual data being present in any segment), and no collision file (.col) is present at all
N/A N/A

Known info about sector 3

Unlike LEVEL_8, by the time the September 29 prototype was compiled, sector 3 had already been stripped of all models, textures and collision data.

In the May 12 prototype, the level consists of three sectors, with the inside of the fortress being contains in sector 3, while sector 2 contains a slide connecting sectors 1 and 3 (with the slide being very different compared to the final one, and strikingly similar to the one in LEVEL_13); notably in this prototype the level (mostly sector 1) also contains a lot of extra elements seemingly scattered around the level or misaligned with the rest of the level (both interactive elements, many of which appear to have had the surrounding level geometry removed, and level geometry making up small "rooms").

Ultimately, given the information we currently have access to, and not having access to any builds in between 12 May 2003 and 29 September 2003, no assertion about the original purpose of the now empty sector can be made.

LEVEL_13 (Level Test)

Total sectors: 5
Area sectors: 5
Always loaded sections: Tube at the end of the maze, and "shafts" of elevators going to the slide and maze

Number Type Description Loaded partial sectors Shell elevator
1 Area Starting room - N/A
2 Area Soccer -
3 Area PVP arena ("fight") -
4 Area Maze -
5 Area Slide ("tobo") -