         @remainingRequiredEquipment.push slot: slot, item: gear[item]
       if hadRequired and not @remainingRequiredEquipment.length
         @endHighlight()
-        @highlightElement (if inWorldMap then '#play-level-button' else '.overlaid-close-button'), duration: 5000
+        @highlightElement '#play-level-button', duration: 5000
       $('#play-level-button').prop('disabled', @remainingRequiredEquipment.length > 0)
-
-    # Restrict available items to those that would be available by this level.
-    @allowedItems = []
-    for level, items of requiredGearByLevel
-      for slot, item of items
-        @allowedItems.push gear[item] unless gear[item] in @allowedItems
-      break if level is @options.levelID
-    for item in me.items() when not (item in @allowedItems)
-      @allowedItems.push item
 
   setHero: (@selectedHero) ->
     @render()

      scroll: false
      zIndex: 100
    slot.on 'dragstart', => @selectItemSlot(slot)
      
      
  #- Select/equip event handlers

  onItemSlotClick: (e) ->

      'heroClass',
      'i18n'
    ]
    @supermodel.loadCollection(@items, 'items')
    @equipment = {}  # Assign for real when we have loaded the session and items.

  onItemsLoaded: ->
    item.notInLevel = true for item in @items.models
    @equipment = @options.equipment or @options.session?.get('heroConfig')?.inventory or me.get('heroConfig')?.inventory or {}
    @equipment = $.extend true, {}, @equipment
    @requireLevelEquipment()
    @itemGroups = {}
    @itemGroups.availableItems = new Backbone.Collection()
