This is a sub-page of The Elder Scrolls IV: Oblivion.
This page contains a list of all exterior and interior cells that exist in data files but are not part of gameplay. These locations can be accessed only through console commands (coc [cellID]). PlayStation 3 and Xbox 360 users will have to take advantage of glitches to reach specified areas.
Exterior Test Cells#
EmptyWorld#
This world consists of 4 cells, only one of which is not identified as Wilderness. Despite the name, this world is not empty—this is actually a blank version of Cyrodiil. It was used to make the alternative worldspaces for the separate towns and each Imperial district (including Prison and the Arcane University). It has transparent ground.
EditorID |
FormID |
Coord. |
Name |
Description |
|---|---|---|---|---|
EmptyCell |
00005690 |
(0,0) |
empty |
|
Wilderness |
0009097C |
(-1,1) |
empty |
|
Wilderness |
0009097D |
(-1,0) |
empty |
|
Wilderness |
0009097E |
(0,1) |
empty |
TestFortRuinsExtWarehouse#
20 of the 40 cells are not identified as Wilderness. Like other "Warehouse" maps, it provides a catalogue of exterior building pieces for fort and castle ruins.
EditorID |
FormID |
Coord. |
Name |
Description |
|---|---|---|---|---|
CastleRuins01DoorSmall |
00024A85 |
(1,0) |
||
CastleRuinsWallsOnly01 |
0002505E |
(0,-1) |
||
Castle01TestRobertW |
00025E53 |
(0,0) |
||
CastleRuins06DoorSmall |
00053368 |
(2,-1) |
||
CastleRuins07DoorSmall |
00053369 |
(2,-2) |
||
CastleRuins04DoorSmall |
0005336A |
(1,-2) |
||
Castle02FortCaractacus |
0005336B |
(1,1) |
||
Castle08DoubleStairsDoorLarge |
0005336C |
(0,1) |
||
RuneStones01 |
0005336D |
(-1,1) |
Contains several Sidri Ashak Runestones and "Doom Stone 2"s. |
|
WallsRuins01 |
0005336E |
(-1,0) |
Ruin wall testing area. |
|
CastleRuins02DoorLarge |
00053370 |
(1,-1) |
||
Castle04RandomDoorLarge |
00053371 |
(0,-2) |
||
TestArrangements03 |
000548B8 |
(2,2) |
||
Castle03WizardsTower |
000548B9 |
(1,2) |
Testing area for different castle ruins. |
|
CastleRuinsWallsOnly03 |
000548BD |
(2,1) |
Testing area for castle ruin walls. |
|
Castle07FortGrief |
000548BE |
(0,2) |
Castle ruin interior. |
|
CastleRuinsWallsOnly02 |
000548BF |
(2,0) |
||
Castle06RandomDoorLarge |
0008E0A7 |
(0,-4) |
||
Castle05RandomDoorLarge |
0008E0A8 |
(0,-3) |
||
CastleRuins0506DoorSmall |
0008E0AB |
(1,-3) |
Interior Holding & Warehouse cells#
Areas that are empty and blank are omitted from the table.
EditorID |
FormID |
Name |
Description |
|---|---|---|---|
ArenaCombatantsHolding |
0018AE56 |
Holds all the Arena Combatants in a small circular room. They will not engage in conversation with the player, but will become hostile when attacked. The combatants' bodies still cannot be looted after killing them. |
|
DaedricHoldingPen |
000A947E |
A dark void with no floor. A group of naked NPCs called "Corrupted Clones", one for each playable race and gender combination, float above the NPC Casta Flavus. The corrupted clones do not speak with the player, but will give a generic greeting upon seeing him or her. Casta Flavus will give the player Hermaeus Mora's quest if spoken to. |
|
DarkBrotherhoodHoldingPen |
000177D1 |
A dark void with no floor holding only Lucien Lachance, who will initiate the Dark Brotherhood questline if spoken to. |
|
DarkWrathHoldingPen |
00026DDE |
A dark void with no floor. The three "Wraths of Sithis" are found here. If they are killed, they will give the quest updates for A Dark Exile. |
|
DL9c |
020013A6 |
Dummy and Warehouse Cell |
Test room for Mehrunes' Razor DLC. |
EmilTest |
0003018B |
A room containing items including several related to the Dark Brotherhood, such as Dead Drop orders, several sold by M'raaj-Dar, the unused item Rufio's Skull, and other quest related papers. There are also several unrelated items, such as Fin Gleam, Shimmerstrike, and the body parts of Svenja. A small box contains an Iron Bow with 100 arrows, Black Hand Robes and Shrouded Armor, 20 Poison Apples, 1000 Gold, and 500 Lockpicks. Three NPCs exist here as well, named ND Conversation 1 and 2, and Imperial Female NPC. They will speak only of rumors, but will possess the topic Knights of the Nine if the plug-in is installed, also referring to the player as Commander. There are also four sets of doors, varying in lock strength, that will move the player to its double on the other side of the room. |
|
HarlunsWatchTEMP |
0000BE5A |
HARLUN'S WATCH TEMP |
Same as "AnvilMarkTest" except that there is a non-functional door present. The tiles also do not have uniform spacing, leading to lines though the floor. |
PeryiteWorldTEMP |
0001EB93 |
Peryite World TEMP |
Same as "AnvilMarkTest." |
Rtbdungeon |
00000D85 |
Basement appearance with several twisting paths and doors that all lead to dead-ends. One door at the end leads into nothingness. |
|
TEMPAREXCOPY |
000538DC |
Probably short for "Temporary Ayleid Ruin Exterior Copy"; it's the common circular Ayleid ruin exterior model floating in a void. |
|
TestAlchemyInterior |
0009FDA2 |
Alchemy Test Warehouse |
A two-leveled house containing many alchemy ingredients on tables. Several chests divide the ingredients into categories, with 10 of each sample. There are also tables for each set of alchemy equipment. |
WabbajackHole |
00026D61 |
Hidey-hole for Wabbajack target |
This is not used by Wabbajack—the original creature is disabled. |
WarehouseActivator |
00025581 |
Activator Testing Warehouse |
Two gates that open and close, and two signs for the inns in Chorrol. |
WarehouseAI |
00023D30 |
AI Testing Warehouse |
A few NPCs, one who details the workings of conversations and NPC disposition. |
WarehouseArmor |
000237DD |
Armor Warehouse |
Every piece of armor in the game, including all the unique pieces. |
WarehouseAyleidRooms01 |
0009D5BB |
Two Welkynd stones in a foggy chamber. |
|
WarehouseAyleidRooms02 |
0009DE7A |
A Great Hall with several Welkynd stones knocked off of their pedestals. There is a raisable staircase, but the trigger to raise it does not appear to work. |
|
WarehouseAyleidRooms03 |
0009DE76 |
Disconnected interior Ayleid ruin chambers. |
|
WarehouseAyleidRooms04 |
000A04E6 |
A few bones sit in the center of a room, bordered by desecrated altars. The room is bordered by Welkynd stone pedestals. |
|
WarehouseBar |
0002F884 |
Several pieces of furniture and other objects generally associated with bars. |
|
WarehouseBooks |
00029571 |
Book Warehouse |
Every book in the game, laid out on tables. Some of these books may not actually appear in-game. |
WarehouseCaveBandit |
000A145B |
One Stop Bandit Shop |
A bunch of uninhabited cave rooms, all unconnected. One can reach the other rooms by toggling collision on and off ( |
WarehouseCaveBeastLair |
000A1463 |
Many disconnected cave pieces. |
|
WarehouseCaveConjurer |
000A145A |
See above. |
|
WarehouseCaveEntrance |
0011939E |
Cave Exterior entrances |
What appears to be two boulders. |
WarehouseCaveGeneric |
000988A4 |
More disconnected cave pieces. |
|
WarehouseCaveGoblin |
000A145C |
See above. |
|
WarehouseCaveNatureMythic |
000988A5 |
See above. |
|
WarehouseCaveSmTombNecro |
0009FDE8 |
See above. |
|
WarehouseCaveTombNecro |
000988A8 |
Cave Tomb Warehouse |
The only difference from the other cave sets is that the light fails in random sections of this cell. |
WarehouseClothes |
00010551 |
Clothing Warehouse |
Filled with many in-game clothes items. It also contains several jewelry pieces. |
WarehouseCombatAI |
000224F7 |
Combat AI Warehouse |
A few NPCs named for things they're supposed to do, i.e. "Will flee when losing" and "Uses summon." |
WarehouseCombatHall |
00027A3D |
Hall of Combat |
A hall with a few doors leading to rooms with NPCs. |
WarehouseContainer |
0001DBEA |
Container Testing Warehouse |
Every container in the game. |
WarehouseCreatures |
00028808 |
Creature Testing Hall |
A hallway with eight doors, three of which lead to places. They lead to Creature Grove, Rat Grove, and Goblin Grove. |
WarehouseCrime |
0002A087 |
Crime Warehouse |
A cell with a locked gate and an evidence chest outside. |
WarehouseDungeonSmallCaves |
0009DEEF |
Non-lit cave chambers. |
|
WarehouseFight |
00025ED6 |
Fighting Dojo |
At the entrance you will see an NPC named "I walk up and down stairs", who—contrary to his name—does not appear to ever walk down stairs. He will use a typical yellow team NPC conversation ender if you speak to him. At the end of the room you will find the combat AI NPCs: "Will Fight Always, Never Flee", "Will flee when losing", and "Dewey Decimal," who stand around, doing nothing. |
WarehouseFortRuinsEntrances |
0009D0F0 |
Several different entrances to fort ruins. |
|
WarehouseFortRuinsHALLcrypts |
000A4E5B |
Several disconnected rooms. |
|
WarehouseFortRuinsHallPITunique |
000A5662 |
A giant pit and connecting hallways. |
|
WarehouseFortRuinsHALLrooms |
000A4E5C |
Disconnected rooms. |
|
WarehouseFortRuinsHALLSquickStuff |
00048426 |
See above. |
|
WarehouseFortRuinsRooms01 |
00035ED1 |
See above. |
|
WarehouseFortRuinsRoomsLARGE |
000A4E5A |
Similar to the above, except for a few hostiles in the room where you spawn. |
|
WarehouseFortRuinsRoomsMEDIUM |
000A4E5D |
Disconnected rooms, again. |
|
WarehouseFortRuinsRoomsTranCave |
0009D0F2 |
Several disconnected rooms, clearly intended for cave transitions from fort ruins. |
|
WarehouseFortRuinsxxxCLUTTER |
0009DB51 |
Fort Ruins Clutter Mausoleum |
More disconnected rooms, with clutter in most. |
WarehouseFortRuinsxxxCLUTTERarrangements |
00059095 |
Floor tiles with clutter arrangements on each. |
|
WarehouseFortRuinsxxxCLUTTERarrCrates |
0005D55B |
Clutter Crates and Boxes |
A few storage devices and a few items strewn across evenly separated floor tiles. |
WarehouseLight |
0002223C |
Lighting Warehouse |
A room lit with all the candles and chandeliers in-game. |
WarehouseLock |
0002B578 |
Lockpick Warehouse |
A room that contains many locked gates, all set to different lock levels. |
WareHouseLowerClass |
000231A8 |
Lower Class Clutter Warehouse |
All the clutter found in lower class homes. |
WarehouseMagicArmor |
00065445 |
Armor Warehouse |
Several sets of enchanted armor. |
WarehouseMiddleClass |
0001C5D4 |
Middle Class Clutter Warehouse |
All the miscellaneous items found in middle class homes. |
WareHouseMinesGeneric |
0003F706 |
Several disconnected mines. |
|
WarehouseMisc |
000008C1 |
Misc Clutter Warehouse |
Has every ingredient in the game laid out on two tables, in addition to all the other meaningless clutter in the game. |
WarehouseNPCBuff |
0003AB76 |
Three NPCs, one named Uses Fortify, one named Uses Summon, and one named Uses Bound. Their names give a hint towards their function. |
|
WarehouseNPCCombatAI |
00000CE2 |
NPC Combat AI Warehouse |
A few NPCs named for what they do, such as "Will flee when losing" and "Uses summon." |
WarehouseObjectAvoid |
000291A1 |
Object Avoidance Warehouse |
A room with tables. |
WarehousePathgrids |
0002571B |
Pathgrid Testing Warehouse |
One NPC, Thulsa Doom, at one end of a maze of tables. |
WarehouseSEClutter |
0006651F |
Middle Class Clutter Warehouse |
Furniture, rugs and paintings, some of the paintings being of things found in the Shivering Isles. |
WarehouseTestTakeCover |
0004981D |
Two naked NPCs who are roped off from the main room and two armored NPCs in the center. |
|
WarehouseTrespass |
0002A0AC |
Trespass Test Warehouse |
A house with an NPC who will yell at you for trespassing. There is a door to Hawkhaven. |
WarehouseUpperClass |
0001C5D6 |
Upper Class Clutter Warehouse |
Tons of silver pitchers and other similar items. |
WarehouseWeapons |
000017DF |
Weapons Warehouse |
Contains almost every weapon, on tables, sorted by their type. |
xMikeBackupSancretor04 |
000921BD |
Sancre Tor, Catacombs |
Backup copy of Sancre Tor's catacombs area. |
Bit and Bridle#
Bit and Bridle was meant to be a horse-related store in the Imperial City's Market District. It would've been manned by the unused NPC Ris Fralmoton, possibly alongside the used NPC Hamlof Red-Tooth as a stablehand or assisstant. At one point the store was turned into Red Diamond Jewelry, which appears in the final game, manned by Hamlof. The store only exists in the form of a leftover key carried by both Hamlof and Ris, as well as the faction that they're both a part of.
Castle Varaldo#
A removed castle that exists in the form of both an interior and an exterior cell. The interior is named CastleVaraldo internally, and appears as "Castle Varaldo Interior" on the map. CastleVaraldoExterior still appears in the final game, but as an unnoteworthy wilderness cell. The cell is adjacent to the one containing random Oblivion gate "OBGateRandVM011". The interior is very barren and only contains a barely-finished court room, featuring the throne from Chorrol. Not much else noteworthy is present, and what the purpose of this place was, is unknown.
Curtis' House#
Nothing remains of this location, except for the key that was to be tied to it. The unused NPC Curtis was meant to reside here, and based on his internal data, the house would've likely been present in the Imperial City's Temple District.
Imperial Villa#
A cut humble house interior named "Imperial Villa". There's also a cut exterior cell named ImperialVillaExterior southeast of the Arcane University, on the water's edge.


Lissalda#
A removed Ayleid ruin that would've been tied to an earlier version of the main quest. It exists in the form of two blank dialogue topics: LissaldaTopic and MQ08LissaldaTopic. Its exterior cell LissaldaExterior also still remains in the final game, placing it south of Kvatch.
Spy Rock#
Spy Rock was an abandoned fort that was meant to play a role in the removed quest internally known as "MS17". Its exterior cell, SpyRockExterior, still remains in-game and shows that it was meant to appear west of Chorrol, where Battlehorn Castle is placed with the DLC of the same name. It also has a blank leftover topic called SpyRock internally. While no dialogue is linked to it, the voice files are still present and when transcribed, some of the lines hint at the backstory of the location: "It's an abandoned Imperial watch, in the mountains southeast of town. Ogres pass through there regularly from what I understand. It's the perfect place to try and make contact with the Ogres, don't you think?"
Statlilia Stables#
A location that was meant to appear in the Imperial City. It's named after its original owner, Restita Statlilia, who appears repurposed as a stablehand for the Chestnut Handy Stables in the final game. The location only exists in the form of unused rumors, and its leftover sign.
The Fox's Den#
A removed... something. Based on its name, it was likely a unique dungeon or cave of some kind. It only exists in the form of a leftover cell known internally as TheFoxsDenExterior. The cells TheBeastsMawExterior and TheDrunkenDragonExterior follow a similar naming scheme, with the former being a dungeon and the latter an inn, leaving the purpose of The Fox's Den even more unclear.
Lair of the Arzghul#
There's a cell named LairoftheArzghulExterior covering a mountainside just northwest of Sancre Tor, otherwise no clue as to what sort of dungeon it was or what an "Arzghul" is.