Test Cells (Oblivion)

Test cells are locations in which exist in the game's data files, but are not meant to be accessed through normal gameplay. These locations can only be accessed through use of console commands.
==Interior Test Cells==
Editor ID 	Form ID 	Name 	Description
Aleswell 	 	Dummy cell 	Empty
Anvil 	 	 	Empty
AnvilBenirusManor 	 	Dummy Cell for GetInCell 	Empty
AnvilCastle 	 	Dummy cell for GetInCell 	Empty
AnvilMain 	 	Dummy Cell 	Empty
AnvilMarkTest 	 	 	A small square room (3 by 3 "sections") with stone walls & wooden columns. No door despite an area on one wall where a door would be placed.
ArenaCombatantsHolding 	 	 	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.
BorderWatch 	 	 	Empty
Bravil 	 	Dummy cell so GetInCell function will work 	Empty
BravilStables0 	 	Dummy cell so GetInCell function will work 	Empty
Bruma 	 	Dummy Cell 	Empty
BrumaCastle 	 	Dummy cell for GetInCell functionality 	Empty
BrumaMain 	 	Dummy Cell 	Empty
CastleVaraldo 	 	Castle Varaldo Interior 	Typical castle interior, except with most of the doors being nonfunctional except for one door which leads to a dining room with a complete setup and every chair, including the throne, is facing in the opposite direction of where they are usually. There are functional display cases too, but there is little else of interest.
Cheydinhal 	 	Dummy cell 	Empty
CheydinhalCastle 	 	Dummy cell 	Empty
CheydinhalStableDUPLICATE000 	 	Dummy cell 	Empty
Chorrol 	 	Dummy Cell 	Empty
ChorrolCastle 	 	Dummy cell for GetInCell 	Empty
ChorrolExt 	 	Dummy Cell for GetInCell Chorrol Exteriors Only 	Empty
ChorrolMarkTest 	000245A4	Mark Test 	Same room as "AnvilMarkTest" containing a non-functional gravestone named "Here lies Vena Petilius", two NPCs, IMMale and Test High Elf, and three staves: The Skull of Corruption, Sanguine Rose, and Wabbajack. IMMale constantly activates the gravestone while Test High Elf simply wanders.
ChorrolStable 	 	Dummy Cell 	Empty
Clavicus 	 	 	Empty
CloudRulerTemple 	 	Dummy cell for GetInCell 	Empty
DaedricHoldingPen 	 	 	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 	 	 	A dark void with no floor holding only Lucien Lachance, who will initiate the Dark Brotherhood questline if spoken to.
DarkWrathHoldingPen 	 	 	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
EmilTest 	 	 	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.
FortRayles02DUPLICATE000 	 	Fort Rayles 	Empty
FortUrasek02DUPLICATE000 	 	Fort Urasek 	Empty
GuardConvoTest 	 	 	An empty house occupied by three guards, a Chorrol Guard, Imperial Legion Soldier, and a member of the Leyawiin City Watch. There is no door but an empty space in the wall where one would be placed. The guards have only rumors, except for the City Watch, who will speak of Leyawiin. It is possible for him to begin the quest Mazoga the Orc. The Guards all possess the ability to place bounties. They will attempt to arrest you, but cannot truly. Selecting Pay Fine will remove your bounty and your gold, but will not remove stolen goods or bring you to a jail. Go to Jail will do nothing but end the conversation.
GwedenFarm 	 	Dummy cell for GetInCell 	Empty
Hackdirt 	 	 	A dark void with no floor. No known occupants are here.
HarlunsWatchTEMP 	 	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.
IC 	 	Dummy cell 	Empty
ICArboretum 	 	Dummy cell 	Empty
ICArcaneUniversity 	 	Dummy cell 	Empty
ICArenaDUPLICATE000 	 	Dummy cell 	Empty
ICElvenGardens 	 	Dummy cell 	Empty
ICImperialLegionHQ 	 	Dummy cell 	Empty
ICMarket 	 	Dummy cell 	Empty
ICPalace 	 	Dummy cell for GetInCell 	Empty
ICStable 	 	Dummy cell 	Empty
ICTalosPlaza 	 	Dummy cell 	Empty
ICTemple 	 	Dummy Cell for GetInCell 	Empty
ICTempleDistrict0 	 	Dummy Cell for Temple District Exterior Cells Only 	Empty
ICWaterfront 	 	Dummy cell for GetInCell 	Empty
ImperialDungeon 	 	Dummy cell 	Empty
ImperialLegionCompound 	 	Dummy cell 	Empty
ImperialSewer 	 	Dummy cell 	Empty
ImperialSewersElvenGardens 	 	Dummy cell for GetInCell 	Empty
ImperialSewerSystemTG11 	 	Dummy Cell 	Empty
Kvatch 	 	Dummy cell for GetInCell 	Empty
KvatchChapel 	 	Dummy cell for GetInCell 	Empty
LakeArrius 	 	Dummy cell for GetInCell 	Empty
LakeArriusShrine 	 	Dummy cell for GetInCell 	Empty
Leyawiin 	 	Dummy Cell 	Empty
LeyawiinCastle 	 	Dummy cell 	Empty
LeyawiinStable 	 	Dummy Cell 	Empty
Malada 	 	Dummy cell for getinCell 	Empty
MQ10BrumaOblivion 	 	Dummy cell for MQ10 getincell 	Empty
MQ13OblivionWorld 	 	Dummy cell for GetInCell 	Empty
MQ14Oblivion 	 	Dummy interior cell for GetInCell 	Empty
Paradise 	 	Dummy cell for GetInCell 	Empty
PeryiteWorldTEMP 	 	Peryite World TEMP 	Same as "AnvilMarkTest."
Rtbdungeon 	 	 	Basement appearance with several twisting paths and doors that all lead to dead-ends. One door at the end leads into the void.
SancreTor 	 	Dummy cell for GetInCell 	Empty
Skingrad 	 	 	Empty
SkingradCastle 	 	 	Empty
SkingradHouse 	 	Dummy Cell Name for GetInCell 	Empty
SkingradStable 	 	Dummy Cell 	Empty
TEMPAREXCOPY 	 	 	Contains the exterior of an Ayleid ruin floating in a black void.
TempleOfTheAncestorMoth 	 	Dummy 	Empty
TestAlan 	 	 	Collection of quest items, including the ice sculpture of Garridan and the Frostfire Glade Guardian, reading materials, potions, weapons, and the unique Blackwater version of the Leather Cuirass. There is a blindfolded NPC named "Kill Me" and if killed, a message pops up saying "You killed me!". If spoken to, he will double in size. He can not be looted after death, but will still present the growth script.
TestAlchemyInterior 	 	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.
TestAR 	 	 	Ayleid ruin section floating in nothingness containing two skeletons. The skeletons are not hostile until provoked and cannot be looted after death.
Testarena 	 	 	Similar to the interior of the Arena, but without doors, the pillars, and the gates, except for three NPCs, all of which share the name "Bruce". With the Knights of the Nine Plugin active, the main antagonist from the Knights of the Nine, also known as "Umaril", will appear in the center of the arena and all three of the NPCs from before will be wearing a full set of the Crusader's Armor along with the Crusader's Sword. Also with the Shivering Isles Plugin active, a Scalon will appear as well.
TestarenaKurt 	 	 	Same as "Testarena", but without spawn points.
TestBasement 	 	Basement Test Set 	Unlit basement cell with scattered papers, including the journal from the Lich of Lost Boy Cavern, "TEST BOOK", and the Bandit note from Vilverin. There are openings in the wall into the void, and a door that leads to the Testing Hall.
TestBrumaHouseInt 	 	Bruma House Test 	A medium-sized house, with filled chests, drawers, and a bed. One door is not completely on its hinges, but otherwise there are no mistakes. The exterior door leads to an Exterior Test Cell. It was later reused for "FrostcragSpire01" and cannot be accessed if the Frostcrag Spire Plugin is activated.
TestBrumaHouseMid 	 	TesterHouseBrumaMid 	A smaller house with nothing but a chair and table with three loaves of bread on the lower level. The door on the upper floor leads to one of eight cells with unique names within an exterior test cell known as "TestGragtown". It was later reused for "FrostcragSpire02" and cannot be accessed if the Frostcrag Spire Plugin is activated.
TestBrumaHouseMid02 	 	TesterHouseBrumaMid 	An unlit Sigillum Sanguis, without the pillar of fire and the doors leading out. Attempting to take the Sigil Stone will give multiple amounts of every type of Sigil Stone in the game and will give a point of fame for each Sigil Stone given and will never stop unless you load a previous save. You can stop this temporarily by leaving the area, but will continue this process when returning to the area. There is also a floating wooden door that leads to the same area that the door from the previous test cell lead to in "TestBrumaHouseMid". It was later reused for "FrostcragSpire03" and cannot be accessed if the Frostcrag Spire Plugin is activated.
TestCameronCave 	 	Caverns 	An almost unlit cave containing Cairn Bolete plants and a Daedroth. The upper level contains several floating fires. Both ends of the path end after a wooden door leading into the void.
TestCastleInterior 	 	Test of Castle Interior Pieces 	Void with a trap door and ladder found in castles, which only lead to each other.
TestCave01 	 	Caverns 	Unlit and cave with several paths that lead nowhere. One door leads to "TestCave02". Another door appears to lead outside, but is not able to be opened.
TestCave02 	 	Caverns 	A cave similar to "TestCameronCave" without the Daedroth and floating fires. One door leads to "TestCave01" and another leads to "TestCave03".
TestCave03 	 	Caverns 	Small empty cave with door to "TestCave02". The other end leads into the void. In between is what looks similar to the Abyss Trap, but without the kill scripting.
TestCave04 	 	 	Very small empty cave fragment.
TestCave05 	 	Small Room Test 	Small unfinished cave with several alcoves containing stone tomb effigies found in chapel undercrofts. There is one non-hostile Goblin.
TestChairs 	 	Chair testing 	Small room with multiple chairs and tables.
TestChappy 	 	 	Small guard-house with a female NPC called "Test Guy", who will turn into a Staff of Worms when killed. She speaks only of rumors.
TestCheydinhal 	 	 	Empty, unlit Cheydinhal-style house.
TestCheydinhalUpper 	 	 	Empty, unlit upper class Cheydinhal-style house with a nonfunctional door.
TestCitadel 	 	 	Half of a Daedric citadel, completely unlit.
TestCitadelLighting 	 	Daedric Citadel 	No objects, just a beam of light that looks like the flame pillar in daedric strongholds.
TestClara 	 	 	Flooded, empty shipwreck.
TestClara02 	 	 	Throne room with shelves and a Skeletal Hand.
TestClaraTangent 	 	 	Exterior of shipwreck. A collection of floating buildings and odd wooden machinery, as well as a floating copy of Lorgren's skeleton from "Where Spirits Have Lease".
TestDan 	 	Cave Collision Testing Area 	Empty cave
TestDan02 	 	Gauntlet Test 	Empty Ayleid room
TestDan03 	 	Imperial City Collision Testing Area 	All possible IC-style interiors, unlit.
Testdungeon 	 	 	Empty cave with nonfunctional exterior exit. Unlike other cave systems in the game, this test cell does not use natural light to illuminate the various areas of the cell, even though this test cell contains no such presence of any physical elements of artificial lighting.
TestEnchanted 	 	 	Branches off "TestingHall". Contains crates that hold all of the items in the game.
TestErikMagic 	 	Erik Magic Test 	Includes containers with everything that can be used for enchanting. Also included are a few tombstones that spawn necromancers, Dremora, or marauders when activated.
TestFaces 	 	Test Faces Here 	Naked NPCs used for disposition and facial testing.
TestFarmHouse03 	 	Grant's Farmhouse Interior Test 	One room contains random junk and a zombie named "ZombieMixnMatch03". The door outside leads to an area of "TestGragtown". A second room contains only a test minotaur head for the quest "Accidents Happen".
TestFavelas 	 	 	Floating rooms and building pieces.
TestFireLights 	 	 	Dark house with lighting only from fires and candles.
TestFireSounds 	 	 	A mine with lots of fires.
TestFog 	 	 	Long, foggy, empty cave.
TestFrank 	 	Nisin Cave 	A small, moodily lit cave. Not much of interest.
TestGrantWarehouseUpper 	 	Grants messed up upper warehouse 	Unlit, a bunch of floating junk. No floor but you can jump from table to table.
TestGuy 	 	TestGuy 	Empty house with a skeleton and some weapons.
TestHavok 	 	 	Cave with nonfunctional pull-me rope.
TestHavokSettle 	 	 	Looks like the Chorrol Mages Guild library.
TestingHall 	 	The Testing Hall 	A large, open room with a lot of doors and colored lights, most of which lead to other test cells while others are nonfunctional. Most of the nonfunctional doors have average, non-colored lights or no lights at all.
TestHL 	 	 	Possibly a test for the night skies?
TestICTowers 	 	Megan's test cell 	IC Lighthouse lookalike. Imperial barracks is only accessible using the "tcl" console command.
testIst 	 	 	Ayleid stuff and some dungeon equipment (traps, etc.)
TestIst2 	 	 	Looks like the Imperial Subterrane.
testist3 	 	 	Possibly a testing area for Ayleid machinery and traps.
TestIst4 	 	 	Cave with high-level creatures that can be made to fight each other.
TestJuanGoblinLair 	 	Interior Cave Test 	Small cave, not much of interest.
TestKenHole 	 	TestKenHole 	Empty
TestKK 	 	 	Small house with blindfolded man and woman.
TestKurtDetection 	 	Collapsed Mine - Breakthrough 	Empty cave
TestMattInterior 	 	Small house with pots and teleport marker. Large basement.	A small house with clay pots and a teleport marker.
TestMegan 	 	Megan's test cell 	Runed portal testing.
TestMegan02 	 	Megan's test cell 	IC interiors
TestMegan03 	 	Megan's test cell 	Large IC house interior.
TestMegan04 	 	Imperial City Collision Testing Area 	Empty IC interiors
TestMine 	 	 	Empty mine
TestMist 	 	 	Cave with some zombies.
TestMRyan 	 	Mike's Test Cell of Madness 	Mostly empty fort inhabited by Spectral Mudcrabs.
TestOblivionLift 	 	Test for Oblivion Lifts 	Empty oblivion exterior
TestParadiseCave 	 	Paradise Cave 	There are three Ascended Immortals and one test creature – a Xivilai named "Hugh." No other objects of interest are located here. It was later reused for "DLDunbarrowHaven" and cannot be accessed if the Thieves Den Plugin is activated.
TestParticles 	 	 	Just a bed against a wall.
TestPhantomTraps 	 	 	Some Ayleid traps
TestQuest01 	 	 	Empty
TestRangedDungeon 	 	 	Branches off of "TestingHall" - Ayleid room with archers, completely dark.
TestRyan 	 	 	IC type interior and cave.
TestRyanOgre 	 	 	A cave inhabited by a Daedroth.
TestSeveredHead 	 	 	Large house interior. (Head could not be found.)
TestSewersXX 	 	Sewers 	Just some sewers inhabited by Rats.
TestShrine 	 	Dagon Shrine 	An incomplete version of the Dagon Shrine, you will receive a quest update about your cover being blown when you arrive. There are two unarmed Mythic Dawn Guards who will go hostile. There's a copy of the Mysterium Xarxes (with the associated quest update if you take it), a silver dagger, and an Ayleid statue similar to the ones outside Ayleid ruins, in place of the statue of Mehrunes Dagon. It was later reused for "DLDunbarrowHaven02" and cannot be accessed if the Thieves Den Plugin is activated.
TestSkingradCastleInterior 	 	 	A replica of the Skingrad castle.
TestStairs 	 	 	Small sewer area
TestStealth 	 	Stealth Test 	A royal court with no exits. Two NPCs reside here named "Test Stealth Guy--Alert" and "Test Stealth Guy--Not Alert".
TESTTavernTempCOPY0000 	 	 	A tavern similar to Wawnet inn, it contains nothing except for a table with three loaves of bread on it, a chair next to the table, and a bed right next to the staircase leading to the attic.
TESTtempinterior 	 	temp interior mockup 	A mock up of a house, it contains a bed which is upstairs., a table with three bread loaves, and a chair.
TestTemple 	 	 	A replica of the Temple of the One in the Temple District.
TestTimFireColumn 	 	The Blood Feast 	Empty, except for a pool of lava and a fire column.
TestTimOblivionLords 	 	Sigillum Sanguis 	Oblivion world with no floor or ground. Khafiz's Chest and a few ship interior decks are spread apart and there are a few trap doors and ladders leading to "Sigillum Sanguis" and a wooden door to "Paradise Cave". In the same area of deck with the "Paradise Cave" door is a bedroll and two gold nuggets. There is little else of interest. It was later reused for "DLDunbarrowHaven03" and cannot be accessed if the Thieves Den Plugin is activated.
TestToddCrazy 	 	 	A strange house with three women, aged 25, 45 and 65 years and named appropriately. Woman age 25 is blindfolded. There's an Altmer named "TestGuy" and an Imperial male who has numerous conversation topics. Imperial male looks identical to the one featured in the promotional Oblivion screenshots. Some of these topics use a different voice-actor than the standard Imperial, presumably Todd's. There are also some strange dummy torsos, and the upper floor has over a hundred "Test Books on Monkeys" floating in the air. They fall when the player comes in contact with them. Their text is identical to "Commentaries on the Mysterium Xarxes, Vol. 2."
TestTraps 	 	 	As you would expect this cell has many traps. It also includes many objects that you can activate, Such as a risible staircase, gates, and rock walls. There are two goblins at a bottom of an incline, at the top of which sits a pile of rolling logs. There are two alchemical ingredients sitting on a stool, and in a barrel is a bow and ten iron arrows.
TestVampireInterior 	 	 	A small house, the only resident of which is a blind man called "VampChow". He is always asleep. Two tombstones are against a wall one of which called, "Click me to become a Vampire!" if you oblige it the following message will appear. "The process has begun wait three days then take a nap enjoy!". The other tombstone, "click to add full vampirism" will display the message "Full vampirism added" if clicked on. There is also one occupied bed.
TestVendorInterior 	 	 	A lone NPC called "Test Vendor NPC" lives here. A chest containing several common books, a blades cuirass, and a Steel Longsword on a table are the only items in the cell. Taking any counts as theft. Though there is a door, it does not link to any other cell.
TestXenon 	 	 	It consists of a few cells, it is almost identical to the start area for the game.
ToddDung 	 	 	Empty, Except for a few bones, a daedroth, a minotaur, a rat, a few bricks, a nonfunctional wooden door and sewer exit, and a horizontally facing, floating fire. The monsters seem to be non-hostile. Also included, only with this location, is a unique loading screen that showed how details in the game's environment were created and was cut from the game.
Toddtest 	 	Todd's Test House 	A small house. On the first floor is a bed and an evidence chest. The door leads outside. A small group of NPCs named "Alban Corinis", "Woman 45", and "Woman 65" can be found upstairs. Alban has multiple dialogue topics, including "Angry", "Fear", "Happy", and "Neutral". Alban's dialogue exists to test disposition, and all the responses are voiced by Todd Howard himself. On a table you will find the complete set of Mythic Dawn Commentaries, 9 gold pieces, a steel mace, a steel war axe, a letter called "Test Todd Letter", a scroll called "Test Todd Scroll, Long", a clay urn, and a tan goblet. To the left of the table is a wooden crate named "Test Crate". It contains a full set of Iron Armor, various lower class clothing, a petty soul gem, and a loaf of bread. On top of this crate is a steel warhammer and a torch. On the opposite side of the room is a barrel named "Todd's Barrel of Fun!" which contains a full set of Blades' Armor, and a book titled "à â ç é ê è ë î ï ô ù û æ".
TonyTest 	 	TonyTestCell 	Random items from The Shivering Isles.
WabbajackHole 	 	Hidey-hole for Wabbajack target 	This is not used by Wabbajack - the original creature is disabled.
WarehouseActivator 	 	Activator Testing Warehouse 	Two gates that open and close, and two signs for the inns in Chorrol.
WarehouseAI 	 	AI Testing Warehouse 	A few NPCs, one who details the workings of conversations and NPC disposition.
WarehouseArmor 	 	Armor Warehouse 	Every piece of armor in the game, including all the unique pieces.
WarehouseAyleidRooms01 	 	 	Two Welkynd stones in a foggy chamber.
WarehouseAyleidRooms02 	 	 	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 	 	 	Disconnected Ayleid ruins chambers.
WarehouseAyleidRooms04 	 	 	A few bones sit in the center of a room, bordered by desecrated altars. The room is bordered by Welkynd stone pedestals.
WarehouseBar 	 	 	Several pieces of furniture and other objects generally associated with bars.
WarehouseBooks 	 	Book Warehouse 	Every book in the game, laid out on tables. Some of these books may not actually appear in-game.
WarehouseCaveBandit 	 	One Stop Bandit Shop 	A bunch of uninhabited cave rooms, all unconnected. One can reach the other rooms using the "tcl" console command.
WarehouseCaveBeastLair 	 	 	A various assortment of disconnected cave pieces.
WarehouseCaveConjurer 	 	 	A various assortment of disconnected cave pieces.
WarehouseCaveEntrance 	 	Cave Exterior entrances 	What appears to be two boulders.
WarehouseCaveGeneric 	 	 	A various assortment of disconnected cave pieces.
WarehouseCaveGoblin 	 	 	A various assortment of disconnected cave pieces.
WarehouseCaveNatureMythic 	 	 	A various assortment of disconnected cave pieces.
WarehouseCaveSmTombNecro 	 	 	A various assortment of disconnected cave pieces.
WarehouseCaveTombNecro 	 	Cave Tomb Warehouse 	The only difference from the other cave sets is that the light fails in random sections of this cell.
WarehouseClothes 	 	Clothing Warehouse 	Filled with many in-game clothes items. It also contains several jewelry pieces.
WarehouseCombatAI 	 	Combat AI Warehouse 	A few NPCs named for things they're supposed to do, i.e. "Will flee when losing" and "Uses summon."
WarehouseCombatHall 	 	Hall of Combat 	A hall with a few doors leading to rooms with NPCs.
WarehouseContainer 	 	Container Testing Warehouse 	A room holding every container in the game.
WarehouseCreatures 	 	Creature Testing Hall 	A hallway with eight doors, three of which lead to locations such as "Creature Grove", "Rat Grove", and "Goblin Grove".
WarehouseCrime 	 	Crime Warehouse 	A cell with a locked gate and an evidence chest outside.
WarehouseDungeonSmallCaves 	 	 	Non lit cave chambers.
WarehouseFight 	 	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 NPCs named: "Will fight always", "never flees", "Will flee when losing", and "Dewey Decimal" stand around, doing nothing.
WarehouseFortRuinsEntrances 	 	 	A giant pit and connecting hallways.
WarehouseFortRuinsHALLcrypts 	 	 	Several disconnected rooms.
WarehouseFortRuinsHallPITunique 	 	 	A giant pit and connecting hallways.
WarehouseFortRuinsHALLrooms 	 	 	Several disconnected rooms.
WarehouseFortRuinsHALLSquickStuff 	 	 	Several disconnected rooms.
WarehouseFortRuinsRooms01 	 	 	Several disconnected rooms.
WarehouseFortRuinsRoomsLARGE 	 	 	Similar to the test cell listed above, except for a few hostiles in the room where you spawn.
WarehouseFortRuinsRoomsMEDIUM 	 	 	Several disconnected rooms.
WarehouseFortRuinsRoomsTranCave 	 	 	Several disconnected rooms, these rooms are clearly intended for cave transitions from fort ruins.
WarehouseFortRuinsxxxCLUTTER 	 	Fort Ruins Clutter Mausoleum 	Several disconnected rooms with clutter in most of them.
WarehouseFortRuinsxxxCLUTTERarrangements	 	 	Floor tiles with clutter arrangements on each.
WarehouseFortRuinsxxxCLUTTERarrCrates 	 	Clutter Crates and Boxes 	A few storage devices and a few items strewn across evenly separated floor tiles.
WarehouseLight 	 	Lighting Warehouse 	A room lit with all the candles and chandeliers in-game.
WarehouseLock 	 	Lockpick Warehouse 	A room that contains many locked gates, all set to different lock levels.
WareHouseLowerClass 	 	Lower Class Clutter Warehouse 	All the clutter found in lower class homes.
WarehouseMagicArmor 	 	Armor Warehouse 	Several sets of enchanted armor.
WarehouseMiddleClass 	 	Middle Class Clutter Warehouse 	All the miscellaneous items found in middle class homes.
WareHouseMinesGeneric 	 	 	Several disconnected mines.
WarehouseMisc 	 	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 	 	 	Three NPCs, one named "Uses Fortify", one named "Uses Summon", one named "Uses Bound". Their names all give hints towards their functions.
WarehouseNPCCombatAI 	 	NPC Combat AI Warehouse 	A few NPCs named for what they do, i.e. "Will flee when losing" and "Uses summon."
WarehouseObjectAvoid 	 	Object Avoidance Warehouse 	A room with tables.
WarehousePathgrids 	 	Pathgrid Testing Warehouse 	There is only an NPC called "Thulsa Doom" standing at one end of a maze of tables in a room.
WarehouseSEClutter 	 	Middle Class Clutter Warehouse 	Furniture, rugs and paintings, some of the paintings being of things found in the Shivering Isles.
WarehouseTestTakeCover 	 	 	Two naked NPCs who are roped off from the main room and two armored NPCs in the center.
WarehouseTrespass 	 	Trespass Test Warehouse 	A house with an NPC who will yell at you for trespassing. There is a door to a town called "Hawkhaven", located in the "TestWorld" exterior test cell.
WarehouseUpperClass 	 	Upper Class Clutter Warehouse 	Tons of silver pitchers and other similar items.
WarehouseWeapons 	 	Weapons Warehouse 	Contains almost every weapon, on tables, sorted by their type.
WatersEdge 	 	 	Empty
Weatherleah 	 	Dummy cell 	Empty
WeynonPriory 	 	 	Empty
XMikeBackupSancreTor04 	000921BD	Sancre Tor, Catacombs 	This zone seems to be a cut area since it has a different map layout than the original catacombs found in Sancre Tor. Undead spawn here as well as the ghost of Alain at the end of the area. There are six treasure chests on this map. The area has three non-functional doors, with one being part of the environment, as a room piece (the cursor turns into a door icon in the starting area).
XXXDELETEME 	 	Brina Cross 	Empty
XXXMiscarcand05 	 	Miscarcand Welkynd Stone Room 	A copy of the room that holds the Great Welkynd Stone of Miscarcand, although the Great Welkynd Stone is actually contained in a chest.
XXXRANDOMCave01 	 	Bleak Flats Cave 	A cave with a nonfunctional exterior exit, eight ghosts, and a skeleton leading up to a bed roll, a pair of doeskin shoes, and a treasure chest.
zClothesTest 	 	 	Two NPCs named "Boromir" and "Brooke" reside here. Nothing else of much interest.
==Exterior Test Cells==
* EmptyWorld is not, in fact, empty but has full transparency throughout the area. (Notice: EmptyWorld, although completely transparent, is actually a blank version of Cyrodiil that was used to make alternative worldspaces for every singular area within the walls of a town or city.)
Region 	Editor ID 	Form ID 	Name	Coordinates 	Description
EmptyWorld 	EmptyCell 	 	 	(0,0) 	Empty
EmptyWorld 	Wilderness 	 	 	(-1,1) 	Empty
EmptyWorld 	Wilderness 	 	 	(-1,0) 	Empty
EmptyWorld 	Wilderness 	 	 	(0,1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-3,2) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-3,1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-3,0) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-3,-1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-3,-2) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(2,3) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(1,3) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(0,3) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-1,3) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-2,3) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(3,2) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(3,1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(3,0) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(3,-1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(3,-2) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(2,-3) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(1,-3) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(0,-3) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-1,-3) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(2,2) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(2,1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(2,0) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(2,-1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(2,-2) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(1,2) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(1,1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(1,0) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(1,-1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(1,-2) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(0,2) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(0,1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(0,-1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(0,-2) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-1,2) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-1,1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-1,0) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-1,-1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-1,-2) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-2,2) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-2,1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-2,0) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-2,-1) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(-2,-2) 	Empty
MQ15TestWorld3 	Wilderness 	 	 	(0,0) 	Empty
TestAlanBears 	Wilderness 	 	 	(1,1) 	A leveled West Weald bear.
TestAlanBears 	Wilderness 	 	 	(1,0) 	A leveled West Weald bear.
TestAlanBears 	Wilderness 	 	 	(0,1) 	A leveled West Weald bear.
TestAlanBears 	Wilderness 	 	 	(0,-1) 	Two leveled West Weald bears.
TestAlanBears 	Wilderness 	 	 	(-1,0) 	A leveled West Weald bear.
TestAlanBears 	Wilderness 	 	 	(0,0) 	Two leveled West Weald bears and a Marker.
TestFortRuinsExtWarehouse	CastleRuins01DoorSmall 	 	 	(1,0) 	
TestFortRuinsExtWarehouse	CastleRuinsWallsOnly01 	 	 	(0,-1) 	
TestFortRuinsExtWarehouse	Castle01TestRobertW 	 	 	(0,0) 	
TestFortRuinsExtWarehouse	CastleRuins06DoorSmall 	 	 	(2,-1) 	
TestFortRuinsExtWarehouse	CastleRuins07DoorSmall 	 	 	(2,-2) 	
TestFortRuinsExtWarehouse	CastleRuins04DoorSmall 	 	 	(1,-2) 	
TestFortRuinsExtWarehouse	Castle02FortCaractacus 	 	 	(1,1) 	
TestFortRuinsExtWarehouse	Castle08DoubleStairsDoorLarge	 	 	(0,1) 	
TestFortRuinsExtWarehouse	RuneStones01 	 	 	(-1,1) 	Runestone testing area. Contains several Sidri Ashak Runestones and some experimental stones such as "Doom Stone 2".
TestFortRuinsExtWarehouse	WallsRuins01 	 	 	(-1,0) 	Testing area for castle ruin walls.
TestFortRuinsExtWarehouse	CastleRuins02DoorLarge 	 	 	(1,-1) 	
TestFortRuinsExtWarehouse	Castle04RandomDoorLarge 	 	 	(0,-2) 	
TestFortRuinsExtWarehouse	TestArrangements03 	 	 	(2,2) 	
TestFortRuinsExtWarehouse	Castle03WizardsTower 	 	 	(1,2) 	Testing area for different castle ruins.
TestFortRuinsExtWarehouse	CastleRuinsWallsOnly03 	 	 	(2,1) 	Testing area for castle ruin walls.
TestFortRuinsExtWarehouse	Castle07FortGrief 	 	 	(0,2) 	Interior of a castle ruin.
TestFortRuinsExtWarehouse	CastleRuinsWallsOnly02 	 	 	(2,0) 	
TestFortRuinsExtWarehouse	Castle06RandomDoorLarge 	 	 	(0,-4) 	
TestFortRuinsExtWarehouse	Castle05RandomDoorLarge 	 	 	(0,-3) 	
TestFortRuinsExtWarehouse	CastleRuins0506DoorSmall 	 	 	(1,-3) 	
TestGragtown 	TestSkingradCastle 	 	 	(-1,0) 	
TestGragtown 	thehill 	 	 	(0,0) 	
TestGragtown 	TestCloudRuler 	 	 	(8,2) 	This area is the same area as "BrumaTests". It's a replica of the Cloud Ruler Temple, except all doors are bricked off.
TestGragtown 	BrumaTests 	 	 	(7,2) 	The infamous Frostcrag Spire glitch takes you here. The Mace of Doom is found here, as well as the house with the Sigil Stones.
TestGragtown 	TestJMRegion2 	 	 	(25,2) 	You start off inside a house, which turns out to be the house from "TestJMRegion".
TestGragtown 	TestJMregion 	 	 	(20,2) 	Barren area. Has 1 house, with a nonfunctional door.
TestGragtown 	TestHackdirt 	 	 	(12,2) 	Despite the name, it only contains an NPC called "Dewey Decimal" and several burn marks on the ground. He speaks only of rumors.
TestGragtown 	MiniMountain01 	 	 	(7,4) 	It's exactly what you would expect: a miniature mountain.
TestHopeTrees 	Wilderness 	to (25 cells)	 	(2,2) to (0,0)	
TestMatt 	TestMattCathedral 	 	 	(-2,0) 	
TestMatt 	TestMattCastle 	 	 	(-3,1) 	
TestMatt 	TestMattCenter 	 	 	(0,0) 	
TestMatt 	TestMattHouse 	 	 	(-4,1) 	
TestMatt 	CastleWalls01 	 	 	(6,1) 	
TestMatt 	CastleTowers 	 	 	(5,0) 	
TestMatt 	CastleGates 	 	 	(5,1) 	
TestMatt 	TestMattSidewalk 	 	 	(-5,0) 	
TestMatt 	TestWayshrine 	 	 	(0,-1) 	
TestMatt 	TestMattGate 	 	 	(1,-3) 	
TestMatt 	TestMattCloister 	 	 	(-2,-1) 	
TestMatt 	TestMattCobblestone 	 	 	(-6,-1) 	
TestMatt 	TestStatues 	 	 	(-5,-3) 	
TestTree 	Center 	 	 	(0,0) 	
TestWorld 	DeerPath 	 	 	(-2,3) 	
TestWorld 	Hawkhaven02 	 	 	(0,0) 	
TestWorld 	Hawkhaven 	 	 	(0,1) 	Hawkhaven appears to be an early development test of town layouts. The residents of Hawkhaven mostly consist of NPCs from other test cells such as the Fighting Dojo, and some of their dialogue consists of scripting explanations, like, "Talking to a merchant will present the Trade button, which will open the Trade window." Almost everything in the game can be accessed here; creatures, weapons, armor, quest items; even a few items that were created early on but cut from the game. The Testing Hall can be accessed by entering one of the town's houses, specifically the one behind the player if they access Hawkhaven via Console Commands. Other buildings that can be accessed include the Trespass Warehouse and a prison test cell known as the "Crime Warehouse". Although there are other buildings including a chapel, except those doors are nonfunctional, as they aren't connected to other cells.
TestWorld 	CaldwynsDomain 	 	 	(0,2) 	
TestWorld 	GoblinGrove 	 	 	(-4,8) 	
TestWorld 	RatGrove 	 	 	(-6,8) 	
TestWorld 	CreatureGrove 	 	 	(-5,7) 	Contains a large variety of different non-leveled enemies, including Daedra, undead, regular animals, and Marauders. As soon as you enter the TestWorld, either via the console or via the Testing Hall, many of these creatures will immediately start fighting with each other.
Toddland 	ToddTestForestTavern 	 	 	(1,-1) 	
Toddland 	ToddTestForest 	 	 	(1,-2) 	
ToddTestLand2 	TestRender 	 	 	(0,0) 	Hundreds of inter-connecting Chapels, all of which cannot be entered, and mostly underwater.
Category:Oblivion: Lists
Category:Oblivion: Locations
Category:Oblivion: Test Cells