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	<title>HedgeDocs - User contributions [en]</title>
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	<updated>2026-04-17T18:29:03Z</updated>
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	<entry>
		<id>https://hedgedocs.com/index.php?title=TestCourse&amp;diff=496</id>
		<title>TestCourse</title>
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		<updated>2025-04-16T20:00:36Z</updated>

		<summary type="html">&lt;p&gt;Archxe: Fixed my incorrect username credit in Notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;quot;TestCourse&amp;quot;&#039;&#039;&#039; is the name given to a test stage used in Sonic Unleashed and Sonic Generations, the only version we have of it comes from the SONIC X SHADOW GENERATIONS version of Sonic Generations, where it was bundled alongside the 1.0 release of the Nintendo Switch version. This stage has no geometry, but it has a lot of XML files and collision geometry.&lt;br /&gt;
== In-game ==&lt;br /&gt;
The stage contains no geometry at all as it wasn&#039;t bundled with the stage, but there is a collision file, which means we can force the game to display the collision geometry instead and get an idea of what the level looks like. &amp;lt;ref&amp;gt;Thanks to archxe and NextinHKRY for making these stages work in both games; and thanks to RadiantDerg for recording the stage in Generations.&amp;lt;/ref&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=3wxjWx8YEVM&amp;amp;feature=youtu.be&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=F4dslMnvPYo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;(The music in the 2nd video is not from the original stage)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
== File Structure ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
cmn_obj_jumppanel15S_HD.phy.hkx&lt;br /&gt;
cmn_obj_jumppanel30L_HD.phy.hkx&lt;br /&gt;
cmn_obj_jumppanel30M_HD.phy.hkx&lt;br /&gt;
cmn_obj_jumppanel30S_HD.phy.hkx&lt;br /&gt;
cmn_obj_jumppanel_2.phy.hkx&lt;br /&gt;
cmn_obj_jumppanel_4.phy.hkx&lt;br /&gt;
cmn_obj_pointmarkerLR_HD_col.phy.hkx&lt;br /&gt;
cmn_obj_pulleystand_HD.phy.hkx&lt;br /&gt;
Direct01.light&lt;br /&gt;
ForwardSet.fst.xml&lt;br /&gt;
ForwardSet02.fst.xml&lt;br /&gt;
ghz_col_tn1_woodswing3M_000.phy.hkx&lt;br /&gt;
ghz_col_tn1_woodswing4M_000.phy.hkx&lt;br /&gt;
ghz_col_tn1_woodswing5M_000.phy.hkx&lt;br /&gt;
ghz_col_tn1_woodswing7M_000.phy.hkx&lt;br /&gt;
Path.path.xml&lt;br /&gt;
SceneEffect.prm.xml&lt;br /&gt;
Set.set.xml&lt;br /&gt;
Stage.stg.xml&lt;br /&gt;
StageObject.sto.xml&lt;br /&gt;
Terrain.stg.xml&lt;br /&gt;
TestCourse.phy.hkx&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FST Files ==&lt;br /&gt;
This stage contains 2 files with an extension of &amp;lt;code&amp;gt;.fst.xml&amp;lt;/code&amp;gt;. This extension is never used in any other stage or game using Hedgehog Engine, and the layout of the file resembles the Set Layer layout, which could possibly mean that this was either an earlier implementation of the Set object system, or it was an earlier way of creating MultiSet objects.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;ForwardSet.fst.xml&amp;lt;/code&amp;gt; ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;XmlData xmlns:xsi=&amp;quot;http://www.w3.org/2001/XMLSchema-instance&amp;quot; xmlns:xsd=&amp;quot;http://www.w3.org/2001/XMLSchema&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Define&amp;gt;&lt;br /&gt;
    &amp;lt;SetName&amp;gt;ForwardSet.fst.xml&amp;lt;/SetName&amp;gt;&lt;br /&gt;
    &amp;lt;Interval&amp;gt;5&amp;lt;/Interval&amp;gt;&lt;br /&gt;
    &amp;lt;Line&amp;gt;&lt;br /&gt;
      &amp;lt;Category&amp;gt;LineA0&amp;lt;/Category&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;2&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;Height&amp;gt;0&amp;lt;/Height&amp;gt;&lt;br /&gt;
    &amp;lt;/Line&amp;gt;&lt;br /&gt;
    &amp;lt;Line&amp;gt;&lt;br /&gt;
      &amp;lt;Category&amp;gt;LineA1&amp;lt;/Category&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;1&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;Height&amp;gt;0&amp;lt;/Height&amp;gt;&lt;br /&gt;
    &amp;lt;/Line&amp;gt;&lt;br /&gt;
    &amp;lt;Line&amp;gt;&lt;br /&gt;
      &amp;lt;Category&amp;gt;LineA2&amp;lt;/Category&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;0&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;Height&amp;gt;0&amp;lt;/Height&amp;gt;&lt;br /&gt;
    &amp;lt;/Line&amp;gt;&lt;br /&gt;
    &amp;lt;Line&amp;gt;&lt;br /&gt;
      &amp;lt;Category&amp;gt;LineB0&amp;lt;/Category&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;2&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;Height&amp;gt;5&amp;lt;/Height&amp;gt;&lt;br /&gt;
    &amp;lt;/Line&amp;gt;&lt;br /&gt;
    &amp;lt;Line&amp;gt;&lt;br /&gt;
      &amp;lt;Category&amp;gt;LineB1&amp;lt;/Category&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;1&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;Height&amp;gt;5&amp;lt;/Height&amp;gt;&lt;br /&gt;
    &amp;lt;/Line&amp;gt;&lt;br /&gt;
    &amp;lt;Line&amp;gt;&lt;br /&gt;
      &amp;lt;Category&amp;gt;LineB2&amp;lt;/Category&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;0&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;Height&amp;gt;5&amp;lt;/Height&amp;gt;&lt;br /&gt;
    &amp;lt;/Line&amp;gt;&lt;br /&gt;
  &amp;lt;/Define&amp;gt;&lt;br /&gt;
  &amp;lt;SetData&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;0&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;Ring&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA0&amp;lt;/Line&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Count&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;1&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Interval&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;0&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;Ring&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA1&amp;lt;/Line&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Count&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;1&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Interval&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;0&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;Ring&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA2&amp;lt;/Line&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Count&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;1&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Interval&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;0&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;7&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;Ring&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA0&amp;lt;/Line&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Count&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;6&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Interval&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;1.5&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA1&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;12&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA0&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA2&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;17&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA1&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA2&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;23&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA0&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;24&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA1&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;27&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA2&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;52&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;Wall&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA1&amp;lt;/Line&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Offset&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;0.7&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
  &amp;lt;/SetData&amp;gt;&lt;br /&gt;
&amp;lt;/XmlData&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;ForwardSet02.fst.xml&amp;lt;/code&amp;gt; ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;XmlData xmlns:xsi=&amp;quot;http://www.w3.org/2001/XMLSchema-instance&amp;quot; xmlns:xsd=&amp;quot;http://www.w3.org/2001/XMLSchema&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Define&amp;gt;&lt;br /&gt;
    &amp;lt;SetName&amp;gt;ForwardSet.fst.xml&amp;lt;/SetName&amp;gt;&lt;br /&gt;
    &amp;lt;Interval&amp;gt;5&amp;lt;/Interval&amp;gt;&lt;br /&gt;
    &amp;lt;Line&amp;gt;&lt;br /&gt;
      &amp;lt;Category&amp;gt;LineA0&amp;lt;/Category&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;2&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;Height&amp;gt;0&amp;lt;/Height&amp;gt;&lt;br /&gt;
    &amp;lt;/Line&amp;gt;&lt;br /&gt;
    &amp;lt;Line&amp;gt;&lt;br /&gt;
      &amp;lt;Category&amp;gt;LineA1&amp;lt;/Category&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;1&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;Height&amp;gt;0&amp;lt;/Height&amp;gt;&lt;br /&gt;
    &amp;lt;/Line&amp;gt;&lt;br /&gt;
    &amp;lt;Line&amp;gt;&lt;br /&gt;
      &amp;lt;Category&amp;gt;LineA2&amp;lt;/Category&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;0&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;Height&amp;gt;0&amp;lt;/Height&amp;gt;&lt;br /&gt;
    &amp;lt;/Line&amp;gt;&lt;br /&gt;
    &amp;lt;Line&amp;gt;&lt;br /&gt;
      &amp;lt;Category&amp;gt;LineB0&amp;lt;/Category&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;2&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;Height&amp;gt;5&amp;lt;/Height&amp;gt;&lt;br /&gt;
    &amp;lt;/Line&amp;gt;&lt;br /&gt;
    &amp;lt;Line&amp;gt;&lt;br /&gt;
      &amp;lt;Category&amp;gt;LineB1&amp;lt;/Category&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;1&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;Height&amp;gt;5&amp;lt;/Height&amp;gt;&lt;br /&gt;
    &amp;lt;/Line&amp;gt;&lt;br /&gt;
    &amp;lt;Line&amp;gt;&lt;br /&gt;
      &amp;lt;Category&amp;gt;LineB2&amp;lt;/Category&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;0&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;Height&amp;gt;5&amp;lt;/Height&amp;gt;&lt;br /&gt;
    &amp;lt;/Line&amp;gt;&lt;br /&gt;
  &amp;lt;/Define&amp;gt;&lt;br /&gt;
  &amp;lt;SetData&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;0&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;Ring&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA0&amp;lt;/Line&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Count&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;1&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Interval&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;0&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;Ring&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA1&amp;lt;/Line&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Count&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;1&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Interval&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;0&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;Ring&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA2&amp;lt;/Line&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Count&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;1&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Interval&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;0&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;7&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;Ring&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA0&amp;lt;/Line&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Count&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;6&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Interval&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;1.5&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA1&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;12&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA0&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA2&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;17&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA1&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA2&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;23&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA0&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;24&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA1&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;27&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;WoodBox&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA2&amp;lt;/Line&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;33&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;Ledge&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA1&amp;lt;/Line&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Offset&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;-9.8&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;52&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;Wall&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA1&amp;lt;/Line&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Offset&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;0.7&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
    &amp;lt;SetArray&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;72&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;SetObj&amp;gt;&lt;br /&gt;
        &amp;lt;ObjID&amp;gt;Ledge&amp;lt;/ObjID&amp;gt;&lt;br /&gt;
        &amp;lt;Line&amp;gt;LineA1&amp;lt;/Line&amp;gt;&lt;br /&gt;
        &amp;lt;Param&amp;gt;&lt;br /&gt;
          &amp;lt;ParamID&amp;gt;Offset&amp;lt;/ParamID&amp;gt;&lt;br /&gt;
          &amp;lt;Value&amp;gt;-9.8&amp;lt;/Value&amp;gt;&lt;br /&gt;
        &amp;lt;/Param&amp;gt;&lt;br /&gt;
      &amp;lt;/SetObj&amp;gt;&lt;br /&gt;
    &amp;lt;/SetArray&amp;gt;&lt;br /&gt;
  &amp;lt;/SetData&amp;gt;&lt;br /&gt;
&amp;lt;/XmlData&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Set Data ==&lt;br /&gt;
The stage also contains a regular Set Layer by the name of &amp;lt;code&amp;gt;Set.set.xml&amp;lt;/code&amp;gt;. However, it appears to be a different version of the same schema as it has a slightly different layout compared to Set layers in Sonic Unleashed or Sonic Generations.&lt;br /&gt;
&lt;br /&gt;
=== UserIDGroup ===&lt;br /&gt;
The file contains a &#039;&#039;&#039;UserIDGroup&#039;&#039;&#039; node, which no other Set layer file uses in either of the 2 games. However, in both games there is a class called &amp;lt;code&amp;gt;CUserIDGroupCategoryManager&amp;lt;/code&amp;gt;, which might&#039;ve replaced this node, or it could&#039;ve been how the game read this node in the first place.&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;UserIDGroup&amp;gt;&lt;br /&gt;
    &amp;lt;Group&amp;gt;&lt;br /&gt;
      &amp;lt;Category&amp;gt;&amp;lt;/Category&amp;gt;&lt;br /&gt;
      &amp;lt;GroupID&amp;gt;0&amp;lt;/GroupID&amp;gt;&lt;br /&gt;
      &amp;lt;SetObjectID&amp;gt;0&amp;lt;/SetObjectID&amp;gt;&lt;br /&gt;
      &amp;lt;UserID&amp;gt;0&amp;lt;/UserID&amp;gt;&lt;br /&gt;
    &amp;lt;/Group&amp;gt;&lt;br /&gt;
  &amp;lt;/UserIDGroup&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Different LayerDefine ===&lt;br /&gt;
In Sonic Unleashed and Sonic Generations, the &#039;&#039;&#039;LayerDefine&#039;&#039;&#039; node is used to offset a Set layer and to toggle between active and inactive, however in TestCourse it seems that all layers are combined into one, and LayerDefine defines which sub-layers are active or not.&amp;lt;syntaxhighlight lang=&amp;quot;xml&amp;quot; line=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;LayerDefine&amp;gt;&lt;br /&gt;
    &amp;lt;Layer&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;0&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;IsVisible&amp;gt;true&amp;lt;/IsVisible&amp;gt;&lt;br /&gt;
      &amp;lt;Name&amp;gt;Layer0&amp;lt;/Name&amp;gt;&lt;br /&gt;
    &amp;lt;/Layer&amp;gt;&lt;br /&gt;
    &amp;lt;Layer&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;1&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;IsVisible&amp;gt;true&amp;lt;/IsVisible&amp;gt;&lt;br /&gt;
      &amp;lt;Name&amp;gt;Layer1&amp;lt;/Name&amp;gt;&lt;br /&gt;
    &amp;lt;/Layer&amp;gt;&lt;br /&gt;
    &amp;lt;Layer&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;2&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;IsVisible&amp;gt;true&amp;lt;/IsVisible&amp;gt;&lt;br /&gt;
      &amp;lt;Name&amp;gt;Layer2&amp;lt;/Name&amp;gt;&lt;br /&gt;
    &amp;lt;/Layer&amp;gt;&lt;br /&gt;
    &amp;lt;Layer&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;3&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;IsVisible&amp;gt;true&amp;lt;/IsVisible&amp;gt;&lt;br /&gt;
      &amp;lt;Name&amp;gt;Layer3&amp;lt;/Name&amp;gt;&lt;br /&gt;
    &amp;lt;/Layer&amp;gt;&lt;br /&gt;
    &amp;lt;Layer&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;4&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;IsVisible&amp;gt;true&amp;lt;/IsVisible&amp;gt;&lt;br /&gt;
      &amp;lt;Name&amp;gt;Layer4&amp;lt;/Name&amp;gt;&lt;br /&gt;
    &amp;lt;/Layer&amp;gt;&lt;br /&gt;
    &amp;lt;Layer&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;5&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;IsVisible&amp;gt;true&amp;lt;/IsVisible&amp;gt;&lt;br /&gt;
      &amp;lt;Name&amp;gt;Layer5&amp;lt;/Name&amp;gt;&lt;br /&gt;
    &amp;lt;/Layer&amp;gt;&lt;br /&gt;
    &amp;lt;Layer&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;6&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;IsVisible&amp;gt;true&amp;lt;/IsVisible&amp;gt;&lt;br /&gt;
      &amp;lt;Name&amp;gt;Layer6&amp;lt;/Name&amp;gt;&lt;br /&gt;
    &amp;lt;/Layer&amp;gt;&lt;br /&gt;
    &amp;lt;Layer&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;7&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;IsVisible&amp;gt;true&amp;lt;/IsVisible&amp;gt;&lt;br /&gt;
      &amp;lt;Name&amp;gt;Layer7&amp;lt;/Name&amp;gt;&lt;br /&gt;
    &amp;lt;/Layer&amp;gt;&lt;br /&gt;
    &amp;lt;Layer&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;8&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;IsVisible&amp;gt;true&amp;lt;/IsVisible&amp;gt;&lt;br /&gt;
      &amp;lt;Name&amp;gt;Layer8&amp;lt;/Name&amp;gt;&lt;br /&gt;
    &amp;lt;/Layer&amp;gt;&lt;br /&gt;
    &amp;lt;Layer&amp;gt;&lt;br /&gt;
      &amp;lt;Index&amp;gt;9&amp;lt;/Index&amp;gt;&lt;br /&gt;
      &amp;lt;IsVisible&amp;gt;true&amp;lt;/IsVisible&amp;gt;&lt;br /&gt;
      &amp;lt;Name&amp;gt;Layer9&amp;lt;/Name&amp;gt;&lt;br /&gt;
    &amp;lt;/Layer&amp;gt;&lt;br /&gt;
  &amp;lt;/LayerDefine&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spring object ===&lt;br /&gt;
This level contains a single Spring object that launches Sonic into a wall, and as soon as he touches the wall, he starts infinitely running on it. This could&#039;ve been used to test wall-running sections.&lt;br /&gt;
&lt;br /&gt;
== Purpose of the level ==&lt;br /&gt;
This level contains a huge amount of &#039;&#039;&#039;BendBox&#039;&#039;&#039; objects, which are objects that only exist in Sonic Unleashed. These objects allowed the developers to make collision geometry in-game by using parameters to generate primitive shapes and splines; it also contains equally as many &#039;&#039;&#039;TextDebug&#039;&#039;&#039; objects, which contain a float value called &amp;lt;code&amp;gt;m_Value&amp;lt;/code&amp;gt;. Considering that these &#039;&#039;&#039;TextDebug&#039;&#039;&#039; objects are placed near the BendBox objects, this level could&#039;ve been for teaching the developers on how to create basic level blockouts using the object, with some examples of what all the parameters do.&lt;br /&gt;
&lt;br /&gt;
== Oddities ==&lt;br /&gt;
Despite being bundled in the 2024 version of Sonic Generations, the Havok files present in this stage use Havok 2010 instead of Havok 2022, meaning the stage possibly got bundled into the game by accident, and wasn&#039;t used to test anything in the re-release.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Archxe</name></author>
	</entry>
	<entry>
		<id>https://hedgedocs.com/index.php?title=Sonic_Unleashed_Stage_IDs&amp;diff=495</id>
		<title>Sonic Unleashed Stage IDs</title>
		<link rel="alternate" type="text/html" href="https://hedgedocs.com/index.php?title=Sonic_Unleashed_Stage_IDs&amp;diff=495"/>
		<updated>2025-04-16T19:55:42Z</updated>

		<summary type="html">&lt;p&gt;Archxe: Fixed Arid Sands Night entries being incorrectly labelled.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page contains a list of all the Stage IDs&amp;lt;ref&amp;gt;Credits to archxe and Hedgeturd for making a list of all the stage IDs!&amp;lt;/ref&amp;gt; used in Sonic Unleashed. Stages don&#039;t follow a strict format, but they&#039;re generally like this:&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;Act{Day/Night}_{country}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{Notice|type=note|content=The tables are divided into 4 columns, the &amp;quot;Stage&amp;quot; is the name of the stage, the &amp;quot;ID&amp;quot; is the name of the #archive, and the &amp;quot;Geometry ID&amp;quot; is the archive the stage uses for the actual terrain, if it is blank then it means that the terrain archive it uses has the same name as the ID.}}&lt;br /&gt;
== Daytime ==&lt;br /&gt;
&lt;br /&gt;
=== Apotos ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Windmill Isle Act 1&lt;br /&gt;
|ActD_MykonosAct1 &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Windmill Isle Act 1-2&lt;br /&gt;
|ActD_SubMykonos_04 &lt;br /&gt;
|X&lt;br /&gt;
|ActD_MykonosAct1 &lt;br /&gt;
|-&lt;br /&gt;
|Windmill Isle Act 2&lt;br /&gt;
|ActD_MykonosAct2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Windmill Isle Act 2-2&lt;br /&gt;
|ActD_SubMykonos_05&lt;br /&gt;
|X&lt;br /&gt;
|ActD_MykonosAct2&lt;br /&gt;
|-&lt;br /&gt;
|Windmill Isle Act 3&lt;br /&gt;
|ActD_SubMykonos_01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Windmill Isle Act 4&lt;br /&gt;
|ActD_SubMykonos_02&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_Mykonos&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_MykonosETF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mazuri ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Savannah Citadel Act 1&lt;br /&gt;
|ActD_Africa&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Savannah Citadel Act 1-2&lt;br /&gt;
|ActD_SubAfrica_05&lt;br /&gt;
|X&lt;br /&gt;
|ActD_Africa&lt;br /&gt;
|-&lt;br /&gt;
|Savannah Citadel Act 2&lt;br /&gt;
|ActD_SubAfrica_01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Savannah Citadel Act 3&lt;br /&gt;
|ActD_SubAfrica_03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Savannah Citadel Act 3-2&lt;br /&gt;
|ActD_SubAfrica_06&lt;br /&gt;
|X&lt;br /&gt;
|ActD_SubAfrica_03&lt;br /&gt;
|-&lt;br /&gt;
|Savannah Citadel Act 4&lt;br /&gt;
|ActD_SubAfrica_02&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Savannah Citadel Act 5&lt;br /&gt;
|ActD_SubAfrica_04&lt;br /&gt;
|X&lt;br /&gt;
|BossEggBeetle&lt;br /&gt;
|-&lt;br /&gt;
|Egg Beetle&lt;br /&gt;
|BossEggBeetle&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_Africa&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_AfricaETF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spagonia ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Rooftop Run Act 1&lt;br /&gt;
|ActD_EU&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rooftop Run Act 1-2&lt;br /&gt;
|ActD_SubEU_05&lt;br /&gt;
|X&lt;br /&gt;
|ActD_EU&lt;br /&gt;
|-&lt;br /&gt;
|Rooftop Run Act 2&lt;br /&gt;
|ActD_SubEU_01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rooftop Run Act 2-2&lt;br /&gt;
|ActD_SubEU_06&lt;br /&gt;
|X&lt;br /&gt;
|ActD_SubEU_01&lt;br /&gt;
|-&lt;br /&gt;
|Rooftop Run Act 3&lt;br /&gt;
|ActD_SubEU_02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rooftop Run Act 4 &lt;br /&gt;
|ActD_SubEU_03&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rooftop Run Act 5&lt;br /&gt;
|ActD_SubEU_04&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Egg Devil Ray&lt;br /&gt;
|BossEggRayBird&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tornado Defence Act 1&lt;br /&gt;
|ExStageTails1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_EuropeanCity&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_EuropeanCityETF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Professor Pickle’s Lab&lt;br /&gt;
|Town_EULabo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chun-Nan ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Road Act 1&lt;br /&gt;
|ActD_China &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Road Act 1-2&lt;br /&gt;
|ActD_SubChina_05&lt;br /&gt;
|X&lt;br /&gt;
|ActD_China&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Road Act 2&lt;br /&gt;
|ActD_SubChina_03 &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Road Act 2-2&lt;br /&gt;
|ActD_SubChina_06&lt;br /&gt;
|X&lt;br /&gt;
|ActD_SubChina_03 &lt;br /&gt;
|-&lt;br /&gt;
|Dragon Road Act 3&lt;br /&gt;
|ActD_SubChina_04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Road Act 4&lt;br /&gt;
|ActD_SubChina_01 &lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Road Act 5&lt;br /&gt;
|ActD_SubChina_02 &lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_China&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_ChinaETF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holoska ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Cool Edge Act 1&lt;br /&gt;
|ActD_Snow&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cool Edge Act 1-2&lt;br /&gt;
|ActD_SubSnow_04 &lt;br /&gt;
|X&lt;br /&gt;
|ActD_Snow&lt;br /&gt;
|-&lt;br /&gt;
|Cool Edge Act 2&lt;br /&gt;
|ActD_SubSnow_01 &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cool Edge Act 2-2&lt;br /&gt;
|ActD_SubSnow_05 &lt;br /&gt;
|X&lt;br /&gt;
|ActD_SubSnow_01 &lt;br /&gt;
|-&lt;br /&gt;
|Cool Edge Act 3&lt;br /&gt;
|ActD_SubSnow_02 &lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cool Edge Act 4&lt;br /&gt;
|ActD_SubSnow_03 &lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_Snow&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_SnowETF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shamar ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Arid Sands Act 1&lt;br /&gt;
|ActD_Petra &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Arid Sands Act 1-2&lt;br /&gt;
|ActD_SubPetra_04&lt;br /&gt;
|X&lt;br /&gt;
|ActD_Petra&lt;br /&gt;
|-&lt;br /&gt;
|Arid Sands Act 2&lt;br /&gt;
|ActD_SubPetra_03&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Arid Sands Act 3&lt;br /&gt;
|ActD_SubPetra_02&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_PetraCapital&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_PetraCapitalETF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Professor Pickle’s Lab&lt;br /&gt;
|Town_PetraLabo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Empire City ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Skyscraper Scamper Act 1&lt;br /&gt;
|ActD_NY&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Skyscraper Scamper Act 1-2&lt;br /&gt;
|ActD_SubNY_03&lt;br /&gt;
|X&lt;br /&gt;
|ActD_NY&lt;br /&gt;
|-&lt;br /&gt;
|Skyscraper Scamper Act 2&lt;br /&gt;
|ActD_SubNY_01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Skyscraper Scamper Act 3&lt;br /&gt;
|ActD_SubNY_02&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_NYCity&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_NYCityETF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Adabat ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Jungle Joyride Act 1&lt;br /&gt;
|ActD_Beach &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jungle Joyride Act 1-2&lt;br /&gt;
|ActD_SubBeach_05&lt;br /&gt;
|X&lt;br /&gt;
|ActD_Beach &lt;br /&gt;
|-&lt;br /&gt;
|Jungle Joyride Act 2&lt;br /&gt;
|ActD_SubBeach_02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jungle Joyride Act 3&lt;br /&gt;
|ActD_SubBeach_04&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jungle Joyride Act 4&lt;br /&gt;
|ActD_SubBeach_01&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jungle Joyride Act 5&lt;br /&gt;
|ActD_SubBeach_03&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Egg Lancer&lt;br /&gt;
|BossEggLancer&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_SouthEastAsia&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_SouthEastAsiaETF&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Night ==&lt;br /&gt;
&lt;br /&gt;
=== Apotos ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Windmill Isle Act 1&lt;br /&gt;
|ActN_MykonosEvil&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Windmill Isle Act 1-2&lt;br /&gt;
|ActN_SubMykonos_03 &lt;br /&gt;
|X&lt;br /&gt;
|ActN_MykonosEvil&lt;br /&gt;
|-&lt;br /&gt;
|Windmill Isle Act 1-3&lt;br /&gt;
|ActN_SubMykonos_04&lt;br /&gt;
|X&lt;br /&gt;
|ActN_MykonosEvil&lt;br /&gt;
|-&lt;br /&gt;
|Windmill Isle Act 2&lt;br /&gt;
|ActN_SubMykonos_01 &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_Mykonos_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_MykonosETF_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mazuri ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Savannah Citadel Act 1&lt;br /&gt;
|ActN_AfricaEvil&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Savannah Citadel Act 2&lt;br /&gt;
|ActN_SubAfrica_01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Savannah Citadel Act 3&lt;br /&gt;
|ActN_SubAfrica_02&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Savannah Citadel Act 4&lt;br /&gt;
|ActN_SubAfrica_03&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_Africa_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_AfricaETF_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spagonia ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Rooftop Run Act 1&lt;br /&gt;
|ActN_EUEvil &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rooftop Run Act 1-2&lt;br /&gt;
|ActN_SubEU_02&lt;br /&gt;
|X&lt;br /&gt;
|ActN_EUEvil &lt;br /&gt;
|-&lt;br /&gt;
|Rooftop Run Act 2&lt;br /&gt;
|ActN_SubEU_01&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_EuropeanCity_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_EuropeanCityETF_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Professor Pickle’s Lab&lt;br /&gt;
|Town_EULabo_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chun-Nan ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Road Act 1&lt;br /&gt;
|ActN_ChinaEvil&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Road Act 1-2&lt;br /&gt;
|ActN_SubChina_03&lt;br /&gt;
|X&lt;br /&gt;
|ActN_ChinaEvil&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Road Act 2&lt;br /&gt;
|ActN_SubChina_01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Road Act 3&lt;br /&gt;
|ActN_SubChina_02&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dark Gaia Phoenix&lt;br /&gt;
|BossPhoenix&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_China_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_ChinaETF_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holoska ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Cool Edge Act 1&lt;br /&gt;
|ActN_SnowEvil&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cool Edge Act 2&lt;br /&gt;
|ActN_SubSnow_01 &lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cool Edge Act 3&lt;br /&gt;
|ActN_SubSnow_02&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dark Gaia Moray&lt;br /&gt;
|BossDarkGaiaMoray  &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_Snow_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_SnowETF_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shamar ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Arid Sands Act 1&lt;br /&gt;
|ActN_PetraEvil &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Arid Sands Act 2&lt;br /&gt;
|ActN_SubPetra_03&lt;br /&gt;
|X&lt;br /&gt;
|ActN_PetraEvil&lt;br /&gt;
|-&lt;br /&gt;
|Arid Sands Act 3&lt;br /&gt;
|ActN_SubPetra_02&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dark Guardian&lt;br /&gt;
|BossPetra&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_PetraCapital_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_PetraCapitalETF_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Professor Pickle’s Lab&lt;br /&gt;
|Town_PetraLabo_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Empire City ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Skyscraper Scamper Act 1&lt;br /&gt;
|ActN_NYEvil&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Skyscraper Scamper Act 2&lt;br /&gt;
|ActN_SubNY_02&lt;br /&gt;
|X&lt;br /&gt;
|ActN_NYEvil&lt;br /&gt;
|-&lt;br /&gt;
|Skyscraper Scamper Act 3&lt;br /&gt;
|ActN_SubNY_01&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_NYCity_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_NYCityETF_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Adabat ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|Jungle Joyride Act 1&lt;br /&gt;
|ActN_BeachEvil &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jungle Joyride Act 1-2&lt;br /&gt;
|ActN_SubBeach_03&lt;br /&gt;
|X&lt;br /&gt;
|ActN_BeachEvil &lt;br /&gt;
|-&lt;br /&gt;
|Jungle Joyride Act 2&lt;br /&gt;
|ActN_SubBeach_01&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jungle Joyride Act 3&lt;br /&gt;
|ActN_SubBeach_02&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_SouthEastAsia_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entrance Stage&lt;br /&gt;
|Town_SouthEastAsiaETF_Night&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eggmanland ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!ID&lt;br /&gt;
!DLC&lt;br /&gt;
!Geometry ID&lt;br /&gt;
|-&lt;br /&gt;
|EggmanLand&lt;br /&gt;
|Act_EggmanLand&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Egg Dragoon&lt;br /&gt;
|BossEggDragoon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dark Gaia Colossus Sections&lt;br /&gt;
|BossDarkGaia1_1Air&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dark Gaia Sonic Section 1&lt;br /&gt;
|BossDarkGaia1_1Run &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dark Gaia Sonic Section 2&lt;br /&gt;
|BossDarkGaia1_2Run &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dark Gaia Sonic Section 3&lt;br /&gt;
|BossDarkGaia1_3Run &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Dark Gaia&lt;br /&gt;
|BossFinalDarkGaia&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tornado Defence Act 2&lt;br /&gt;
|ExStageTails2 &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Town&lt;br /&gt;
|Town_EggManBase&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
== Events ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Area&lt;br /&gt;
!ID&lt;br /&gt;
!Event ID&lt;br /&gt;
|-&lt;br /&gt;
|Spagonia Lab (Ransacked)&lt;br /&gt;
|Event_M2_01_professor_room_new&lt;br /&gt;
|M2_01&lt;br /&gt;
|-&lt;br /&gt;
|Eggman’s Base (Mazuri)&lt;br /&gt;
|Event_afr_hideout&lt;br /&gt;
|M2_02&lt;br /&gt;
|-&lt;br /&gt;
|Gaia Temple (Inside)&lt;br /&gt;
|Event_temple&lt;br /&gt;
|M3_03&lt;br /&gt;
&lt;br /&gt;
M3_05&lt;br /&gt;
&lt;br /&gt;
M6_02&lt;br /&gt;
&lt;br /&gt;
M7_02&lt;br /&gt;
&lt;br /&gt;
S1_05&lt;br /&gt;
&lt;br /&gt;
S3_04&lt;br /&gt;
&lt;br /&gt;
T0_01&lt;br /&gt;
&lt;br /&gt;
T0_02&lt;br /&gt;
|-&lt;br /&gt;
|Eggman’s Base (Inside)&lt;br /&gt;
|Event_M4_01_egb_hideout&lt;br /&gt;
|M4_01&lt;br /&gt;
&lt;br /&gt;
M5_02&lt;br /&gt;
|-&lt;br /&gt;
|Eggman’s Base (Outside)&lt;br /&gt;
|Event_egb_hidout_exterior&lt;br /&gt;
|M5_01&lt;br /&gt;
&lt;br /&gt;
M8_13&lt;br /&gt;
|-&lt;br /&gt;
|Adabat Temple (Outside)&lt;br /&gt;
|Event_M6_01_temple&lt;br /&gt;
|M6_01&lt;br /&gt;
|-&lt;br /&gt;
|EggmanLand Ending Room&lt;br /&gt;
|Event_M8_02_egbHall&lt;br /&gt;
|M7_04&lt;br /&gt;
&lt;br /&gt;
M8_02&lt;br /&gt;
|-&lt;br /&gt;
|Dummy Geometry Slot(?)&lt;br /&gt;
|Event_M8_03&lt;br /&gt;
|M8_03&lt;br /&gt;
|-&lt;br /&gt;
|Ending&lt;br /&gt;
|Event_M8_16_myk&lt;br /&gt;
|M8_16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unused ==&lt;br /&gt;
These are IDs that are not used in the retail game. Some of these became pre-rendered, while some others come from the Sonic Unleashed Preview Builds.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stage/Area&lt;br /&gt;
!ID&lt;br /&gt;
!Type&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Savannah Citadel Act 1 (Day)&lt;br /&gt;
|ActD_Africa_20080621&lt;br /&gt;
|Stage&lt;br /&gt;
|Version from the leaked trailer and screenshots&lt;br /&gt;
|-&lt;br /&gt;
|Savannah Citadel Act 1 (Night)&lt;br /&gt;
|ActN_AfricaEvil_Dje_20080619&lt;br /&gt;
|Stage&lt;br /&gt;
|Version from leaked screenshots&lt;br /&gt;
|-&lt;br /&gt;
|Savannah Citadel Act 3 (Night)&lt;br /&gt;
|ActN_AfricaEvil_Bao_20080619&lt;br /&gt;
|Stage&lt;br /&gt;
|Version from leaked screenshots&lt;br /&gt;
|-&lt;br /&gt;
|Rooftop Run Act 1 (Night)&lt;br /&gt;
|ActN_EUEvil_20080604&lt;br /&gt;
|Stage&lt;br /&gt;
|Unknown early version&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Road Act 1 (Night)&lt;br /&gt;
|ActN_ChinaEvil_20080609&lt;br /&gt;
|Stage&lt;br /&gt;
|Version from early trailer and leaked screenshots&lt;br /&gt;
|-&lt;br /&gt;
|Cool Edge Act 1 (Day)&lt;br /&gt;
|ActD_Snow_20080618&lt;br /&gt;
|Stage&lt;br /&gt;
|Unknown early version&lt;br /&gt;
|-&lt;br /&gt;
|Arid Sands Act 4 (Day)&lt;br /&gt;
|ActD_SubPetra_01&lt;br /&gt;
|Stage&lt;br /&gt;
|Scrapped stage, can be seen in a photo from the credits and an unused World Map thumbnail&lt;br /&gt;
|-&lt;br /&gt;
|Arid Sands Act 4 (Night)&lt;br /&gt;
|ActN_SubPetra_01&lt;br /&gt;
|Stage&lt;br /&gt;
|Scrapped stage, can be seen in an unused World Map thumbnail&lt;br /&gt;
|-&lt;br /&gt;
|Daytime Sonic Test Stage&lt;br /&gt;
|ActD_Test&lt;br /&gt;
|Testing&lt;br /&gt;
|Defined in arcinfo&lt;br /&gt;
|-&lt;br /&gt;
|Werehog Test Stage&lt;br /&gt;
|ActN_Test&lt;br /&gt;
|Testing&lt;br /&gt;
|Defined in arcinfo&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|TestEvilEnemy&lt;br /&gt;
|&lt;br /&gt;
|Defined in arcinfo&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|TestEvilLargeFloor&lt;br /&gt;
|&lt;br /&gt;
|Defined in arcinfo&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|TestEvilPathFinding_01&lt;br /&gt;
|&lt;br /&gt;
|Defined in arcinfo&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|ActN_Test_Dummy&lt;br /&gt;
|&lt;br /&gt;
|Defined in arcinfo&lt;br /&gt;
|-&lt;br /&gt;
|Windmill Isle Act 1 (Dawn)&lt;br /&gt;
|Event_M0_06_myk&lt;br /&gt;
|Event&lt;br /&gt;
|The start area of Windmill Isle Act 1 with the lighting from the first in-engine event baked into the stage, as opposed to being dynamically loaded by the event&lt;br /&gt;
|-&lt;br /&gt;
|Spagonia Lab (Ransacked)&lt;br /&gt;
|Event_M2_01_professor_room&lt;br /&gt;
|Event&lt;br /&gt;
|The ransacked Spagonia lab using the old terrain system&lt;br /&gt;
|-&lt;br /&gt;
|Eggman’s Base (Mazuri)&lt;br /&gt;
|Event_afr_hideout_main&lt;br /&gt;
|Event&lt;br /&gt;
|Eggman’s Mazuri base using the old terrain system&lt;br /&gt;
|-&lt;br /&gt;
|Chun-Nan Town - Cursed&lt;br /&gt;
|Event_M8_08_01chn&lt;br /&gt;
|Event&lt;br /&gt;
|The Chun-Nan scene from the “Dark World” event - the final game has this event pre-rendered.&lt;br /&gt;
|-&lt;br /&gt;
|Mazuri Town - Cursed&lt;br /&gt;
|Event_M8_08_02afr&lt;br /&gt;
|Event&lt;br /&gt;
|The Mazuri scene from the “Dark World” event - the final game has this event pre-rendered.&lt;br /&gt;
|-&lt;br /&gt;
|Spagonia Town - Cursed&lt;br /&gt;
|Event_M8_08_03EU&lt;br /&gt;
|Event&lt;br /&gt;
|The Spagonia scene from the “Dark World” event - the final game has this event pre-rendered.&lt;br /&gt;
|-&lt;br /&gt;
|Holoska Town - Cursed&lt;br /&gt;
|Event_M8_08_04snow&lt;br /&gt;
|Event&lt;br /&gt;
|The Holoska scene from the “Dark World” event - the final game has this event pre-rendered.&lt;br /&gt;
|-&lt;br /&gt;
|Chun-Nan Town - Cured&lt;br /&gt;
|Event_M8_12_01chn&lt;br /&gt;
|Event&lt;br /&gt;
|The Chun-Nan scene from the “Rekindled Light” event - the final game has this event pre-rendered.&lt;br /&gt;
|-&lt;br /&gt;
|Mazuri Town - Cured&lt;br /&gt;
|Event_M8_12_02afr&lt;br /&gt;
|Event&lt;br /&gt;
|The Mazuri scene from the “Rekindled Light” event - the final game has this event pre-rendered.&lt;br /&gt;
|-&lt;br /&gt;
|Spagonia Town - Cured&lt;br /&gt;
|Event_M8_12_03EU&lt;br /&gt;
|Event&lt;br /&gt;
|The Spagonia scene from the “Rekindled Light” event - the final game has this event pre-rendered.&lt;br /&gt;
|-&lt;br /&gt;
|Holoska Town - Cured&lt;br /&gt;
|Event_M8_12_04snow&lt;br /&gt;
|Event&lt;br /&gt;
|The Holoska scene from the “Rekindled Light” event - the final game has this event pre-rendered.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Archxe</name></author>
	</entry>
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