the cutting room mirror

Unused Maps

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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 (tcl' in the console).

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.