This is a sub-page of Fallout 4.
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All of these maps can be accessed by typing coc AREACODE in the command console.
Airport Alias Cell#
Area Code: BostonAirportAliasCell
A cell with two areas that can only be accessed by noclipping. The one to the west contains multiple Brotherhood members, while the one to the east contains two "hidden compartments" with nothing in them.
Atlantic Offices#
Area Code: zUnusedFinancial23
A copy of a building located in the Glowing Sea. It features a few differences from its final counterpart:
- There are Raiders in the building. The final area replaces them with some feral ghouls in the basement (replaced with the Enclave in the Next-Gen Update).
- The windows of the building show a view of Boston instead of the Glowing Sea. The view lines up with the inaccessible green skyscraper in the Financial District across the street from The Shamrock Taphouse.
BoS Holding Cell#
Area Code: BoSHoldingCell
A small cell that holds any Brotherhood of Steel members that the player has killed.
Breakheart Banks#
Area Code: zUnusedCave
A small cave that contains nothing but a non-functioning ladder.
Brotherhood of Steel Alias Cell#
Area Code: BoSAliasCell
A rather large, winding testing cell. It contains the power armors used by Gavil, Brandis, and Elder Maxson during "The Nuclear Option", as well as an American flag and a locked locker containing the Beryllium Agitator and Maxson's unique weapon, Final Judgment.
Cellar#
Area Code: zUnusedCellar02
A medium-sized cellar area. There's another area with a chained door which can be accessed through a hole in the wall, and includes an Advanced-locked safe and a tiny cave with a Rotting Feral Ghoul.
Cellar (2)#
Area Code: zUnusedGrenades
A copy of the first cellar (zUnusedCellar02). There are several differences in this map; there are Raiders instead of the lone Ghoul, the safe is already unlocked, the chained door is gone, and there are multiple mines near the entrance/exit.
Colonial's Department Store#
Area Code: PrewarTVStudio
A copy of the player's Pre-War house, but lacking most furniture. In the kitchen is the Newscaster shown in the beginning of the game, as well as a copy of him sitting on the counter and repeatedly grabbing a piece of paper.
Combat Zone Holding Cell#
Area Code: CombatZoneHoldingCell
Another small cell which either holds Raiders killed in the Combat Zone, or was supposed to contain fighters when the Combat Zone was planned to be an arena.
Companion Situational Awareness#
Area Code: DebugJPSA
A large area designed to test a companion's reaction to certain things. It starts off in an area similar to Back Street Apparel, but leads into an underground bunker section featuring T-posed dead Ghouls and a hostile Mr. Handy.
Holding Cell#
Area Code: TheCastleAttackersHoldingCell
A small cell that presumably holds the Synths that attack the Castle in the mission "Defend the Castle".
Marker Cell#
Area Code: aaaMarkers
Contains nothing more than a single floor tile.
Quick Test Cell#
Area Code: CombatZone02
Would have been the basement of the Combat Zone, containing dressing rooms for the fighters. It has both weapon and armor workbenches, a lot of mannequins and lockers, and two non-functional lifts that line up with the two squares in the Combat Zone cage.
Quick Test Cell (2)#
Area Code: CTEST
A small test room that contains only two beds and a weapon workbench.
Quick Test Cell (3)#
Area Code: DebugRange
A large firing range, with a bunch of naked, T-posed Raiders. To the left of the range are workbenches for armor and weapons, as well as some lockers containing lots of ammo.
Quick Test Cell (4)#
Area Code: MS13HoldingCell
A cell containing two copies of the Marowski Heist Photo.
Quick Test Cell (5)#
Area Code: REHoldingCell
A cell that holds several random encounters that the player can find in-game. If Colonel Gutsy or Ness happen to be in the cell, the residents will fire on them until they either die or are knocked unconscious. There are multiple weapons in the cell, too.
Quick Test Cell (6)#
Area Code: REHoldingCellTraderRylee
A cell containing a "Join, or Die" poster and a milk vending machine.
Quick Test Cell (7)#
Area Code: WarehouseBathrooms
A test cell with two bathrooms that has both stalls and urinals, but no toilets or sinks.
Quick Test Cell (8)#
Area Code: WarehouseMusic
A small room containing eight buttons. Pressing any of them will make a short sound effect play.
Quick Test Cell (9)#
Area Code: zUnusedTheater46A
A small, unremarkable office building.
Quick Test Cell (10)#
Area Code: zUnusedTheaterLaundromat
Another unremarkable building, this time in the form of a laundromat.
Rosa Residence#
Area Code: SanctuaryRosaHouse
A medium-sized test cell that has a motionless door that leads to purgatory. Rosa is the name of the family that lived in the house across from the Sole Survivor in Sanctuary Hills, and their garage contains the workshop, weapons workbench, and power armor station, but it is not its own cell.
Shelter#
Area Code: zUnusedFalloutShelter02
A fallout shelter with a couch and television, two bunk beds, and a kitchen with a safe in the counter.
Terminals and Holotapes, Oh My.#
Area Code: zUnusedSubwayTerminalShowcase
A huge subway/underground complex area, full of Raiders and turrets. The area contains multiple terminals and holotapes, such as Griswold's terminal and poetry collection, Sue's terminal, turret overrides, and a "RobCo Defragmenter".
The Incredible Machines#
Area Code: WarehouseIndustrialMachines
A test room that contains multiple pieces of machinery in limbo, some of which are used in Saugus Ironworks. There's also a member of the Forged near where the player spawns in.
The most dangerous cell#
Area Code: WarehouseTraps
A large complex that, true to its name, contains various makeshift bombs, grenade bouquets, and Tesla coils, as well as cymbal monkeys and breakable wood bridges.
Thicket Excavations#
Area Code: ThicketExcavations01
A L-shaped room that has two doors, both of which lead to nowhere spectacular. The one to the west needs a key to unlock.
TrapGunPackins#
Area Code: WarehouseGunTraps
A room with multiple gun traps, which can be set off with buttons found around the room. In addition, there's a second cell with a single 10mm Pistol trap in it.
Tunnels#
Area Code: qasmoke
A large, open plaza with multiple buildings. The room contains multiple items of interest, including;
- One of every crafting station found in-game, except for a settlement workshop
- Every suit of Power Armor (minus the T-51), including some incomplete suits and a frame
- Eight chests, with a terminal in the middle. The chests contain, from left to right, every armor, weapon, book/note, holotape, holotape game, 500 of every raw scrap, 200 of every consumable, and all misc items.
The terminal has a "Test Note" on it, which contains the message used on the recreational terminal found in Vault 111;
Remember, use of the recreational terminal is a privilege. If work performance declines, this privilege may be revoked. Enjoy responsibly. |
Unnamed Test Room#
Area Code: DebugCompanions
A large test room that was presumably used to test companions out. It contains the following:
- Multiple copies of a "Resident". There are a few copies of him that wear different clothing and/or have different names, like "Medically Interesting Person" and "Racial Commentor Valentine".
- A Mk. III X-01 Power Armor suit, complete with Fusion Core.
- Several owned items. Stealing any of them will make the residents shout if they see you take the item, but never attack.
- A normal steamer trunk stuck in limbo.
- Multiple locked doors, terminals, and steamer trunks. All of the terminals contain the same message:
Header Text Welcome Text |
Unnamed Test Room (2)#
Area Code: PlayerHomeInterior
A cell containing only two floor tiles.
Vault 81 Holding Cell#
Area Code: Vault81HoldingCell
A room containing two children. There's a door in the room that takes the player to Vault 81.
In early versions of Fallout 4, Calvin would teleport there sometime after he is first spoken to. This was fixed in Patch 1.04.
Workbench Bonanza#
Area Code: WarehouseClutter
A large room with hovering lights and one end missing, allowing the player to see and walk into limbo. Contrary to its name, there are no workbenches in the cell.
Workbench Bonanza (2)#
Area Code: WarehouseWorkbenches
A medium-sized room that actually has workbenches in it!