Oblivion:Interior Test Cells
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These are interior locations that exist in the game's data files but are not part of gameplay. Exterior Test Cells lists similar exterior regions. These locations cannot be accessed in-game except through console commands. Many are empty, or un-named. There's quite a lot of them, and some interesting things to find, so explore, and report back on what's there. For Shivering Isles-specific places, see Shivering:Interior Test Cells.
EditorID | FormID | Name | Description |
---|---|---|---|
Aleswell | 0002F7D8 | Dummy cell | empty |
Anvil | 00035682 | empty | |
AnvilBenirusManor | 0006E30F | Dummy Cell for GetInCell | empty |
AnvilCastle | 0000C0F0 | Dummy cell for GetInCell | empty |
AnvilMain | 000C55FB | Dummy Cell | empty |
AnvilMarkTest | 0003E2B8 | 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 | 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. | |
BorderWatch | 00066A63 | empty | |
Bravil | 000319D9 | Dummy cell so GetInCell function will work | empty |
BravilStables0 | 000C55FA | Dummy cell so GetInCell function will work | empty |
Bruma | 0003134A | Dummy Cell | empty |
BrumaCastle | 00036260 | Dummy cell for GetInCell functionality | empty |
BrumaMain | 000C55F9 | Dummy Cell | empty |
Cheydinhal | 00030FAE | Dummy cell | empty |
CheydinhalCastle | 00003635 | Dummy cell | empty |
CheydinhalStableDUPLICATE000 | 000C55F8 | Dummy cell | empty |
Chorrol | 00024802 | Dummy Cell | empty |
ChorrolCastle | 00189258 | Dummy cell for GetInCell | empty |
ChorrolExt | 00088B2E | Dummy Cell for GetInCell Chorrol Exteriors Only | empty |
ChorrolStable | 000C55F7 | Dummy Cell | empty |
Clavicus | 00025E5D | empty | |
CloudRulerTemple | 0001EFDB | Dummy cell for GetInCell | empty |
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 | |
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. | |
FortRayles02DUPLICATE000 | 000CACDA | Fort Rayles | empty |
FortUrasek02DUPLICATE000 | 000CACDC | Fort Urasek | empty |
GuardConvoTest | 0006FDB7 | 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 | 000CD4BB | Dummy cell for GetInCell | empty |
Hackdirt | 000280AA | A dark void with no floor. No known occupants are here. | |
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. |
IC | 0002C80D | Dummy cell | empty |
ICArboretum | 00022F4E | Dummy cell | empty |
ICArcaneUniversity | 00022F4A | Dummy cell | empty |
ICArenaDUPLICATE000 | 00022F4B | Dummy cell | empty |
ICElvenGardens | 00009276 | Dummy cell | empty |
ICImperialLegionHQ | 00022F49 | Dummy cell | empty |
ICMarket | 00022F48 | Dummy cell | empty |
ICPalace | 00014685 | Dummy cell for GetInCell | empty |
ICStable | 000C55F6 | Dummy cell | empty |
ICTalosPlaza | 00022F47 | Dummy cell | empty |
ICTemple | 0001E070 | Dummy Cell for GetInCell | empty |
ICTempleDistrict0 | 000980BC | Dummy Cell for Temple District Exterior Cells Only | empty |
ICWaterfront | 00009234 | Dummy cell for GetInCell | empty |
ImperialDungeon | 00005290 | Dummy cell | empty |
ImperialLegionCompound | 00035E3D | Dummy cell | empty |
ImperialSewer | 00185368 | Dummy cell | empty |
ImperialSewersElvenGardens | 000817C0 | Dummy cell for GetInCell | empty |
ImperialSewerSystemTG11 | 0000A9C5 | Dummy Cell | empty |
Kvatch | 00032D3A | Dummy cell for GetInCell | empty |
KvatchChapel | 0001EFC1 | Dummy cell for GetInCell | empty |
LakeArrius | 00097C1E | Dummy cell for GetInCell | empty |
LakeArriusShrine | 0001FBA4 | Dummy cell for GetInCell | empty |
Leyawiin | 0002C79C | Dummy Cell | empty |
LeyawiinCastle | 00030536 | Dummy cell | empty |
LeyawiinStable | 000C55F5 | Dummy Cell | empty |
Malada | 000A4962 | Dummy cell for getinCell | empty |
MQ10BrumaOblivion | 0003A83D | Dummy cell for MQ10 getincell | empty |
MQ13OblivionWorld | 00027D76 | Dummy cell for GetInCell | empty |
MQ14Oblivion | 00027DF9 | Dummy interior cell for GetInCell | empty |
Paradise | 0001FB1D | Dummy cell for GetInCell | empty |
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. | |
SancreTor | 00024803 | Dummy cell for GetInCell | empty |
Skingrad | 00028E70 | empty | |
SkingradCastle | 00084476 | empty | |
SkingradHouse | 000B97CA | Dummy Cell Name for GetInCell | empty |
SkingradStable | 000C554 | Dummy Cell | empty |
TEMPAREXCOPY | 000538DC | Contains the exterior of an Ayleid ruin floating in a black void. | |
TempleOfTheAncestorMoth | 000982BC | Dummy | empty |
TestAlan | 0012A875 | 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 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 | 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. |
TestAR | 00090757 | Ayleid ruin section floating in nothingness containing two skeletons. The skeletons are not hostile until provoked and cannot be looted after death. | |
Testarena | 000250A4 | Similar to the interior of the Arena, but without doors, the pillars, and the gates. With the Knights of the Nine Plugin, Umaril and two NPCs named Bruce, wearing the entire suit of Crusader's Armor, will spawn here. With Shivering Isles, a Scalon will spawn as well. [verification needed — Always a scalon? And what about the land dreugh that was listed here before?] | |
TestarenaKurt | 000CB8BE | Same as testarena, but without spawns. | |
TestBasement | 0001C9E8 | 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 | 0001540D | 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. Reused/renamed for FrostcragSpire01, so not accessed if you have frostcrag installed and activated. |
TestBrumaHouseMid | 00018093 | 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 an interesting Test World. Reused/renamed for FrostcragSpire02, so not accessed if you have frostcrag installed and activated. |
TestBrumaHouseMid02 | 0001B836 | TesterHouseBrumaMid | An unlit Sigillum Sanguis, less the pillar of fire and the doors leading out. Attempting to take the Sigil Stone will give many Sigil Stones available at your level and the associated Fame point for each one. [verification needed — On one occasion I received around 600 Stones, on another I received over 2000, until I finally quickloaded. Needs to be checked more.] Unlimited Sigil Stones can be acquired this way by exiting and re-entering the room. A floating wooden door near the bottom leads to an interesting Test World. Reused/renamed for FrostcragSpire03, so not accessed if you have frostcrag installed and activated. |
TestCameronCave | 00038B49 | 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 | 0002806C | Test of Castle Interior Pieces | Void with a trap door and ladder found in castles, which only lead to each other. |
TestCave01 | 00034E1D | 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 | 000034FF | Caverns | A cave similar to TestCameronCave without the Daedroth and floating fires. One door leads to TestCave01 and another leads to TestCave03 |
TestCave03 | 00034E1E | 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 | 000183F0 | Very small empty cave fragment. Using the coc command will spawn the player in between walls, unable to enter the main area, even with tcl. | |
TestCave05 | 0001DF79 | Small Room Test | Small unfinished cave with several alcoves contain stone tomb effigies found in chapel undercrofts. There is one non-hostile Goblin. |
TestChairs | 0002ECC6 | Chair testing | Small room with multiple chairs and tables. |
TestChappy | 00027811 | Small guard-house with a female NPC named Test Guy, who will turn into a Staff of Worms when killed. She speaks only of rumors. | |
TestCheydinhal | 0001E735 | Empty, unlit Cheydinhal-style house. | |
TestCheydinhalUpper | 0001EEEC | Empty, unlit upper class Cheydinhal-style house with a nonfunctional door. | |
TestCitadel | 00035A3B | Half of a Daedric citadel, completely unlit. | |
TestCitadelLighting | 00047AEE | Daedric Citadel | No objects, just a beam of light that looks like the flame pillar in daedric strongholds |
TestClara | 000253FC | flooded, empty shipwreck | |
TestClara02 | 0001802D | throne room with shelves and a Skeletal Hand | |
TestClaraTangent | 000CB50A | Exterior of shipwreck. A collection of floating buildings and odd wooden machinery | |
TestDan | 0009DE92 | Cave Collision Testing Area | empty cave |
TestDan02 | 00088835 | Gauntlet Test | empty Ayleid room |
TestDan03 | 000B6C11 | Imperial City Collision Testing Area | All possible IC-style interiors, unlit. |
Testdungeon | 0001806A | Empty cave with nonfunctional exterior exit | |
TestEnchanted | 000A5757 | Branches off Testing Hall. Contains crates that hold all of the items in the game. | |
TestErikMagic | 000AEEA0 | 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 | 0003FA94 | Test Faces Here | Naked NPCs used for disposition and facial testing. |
TestFarmHouse03 | 0002729D | Grant's Farmhouse Interior Test | One room contains random junk and a zombie named "ZombieMixnMatch03". The door outside leads to an interesting test town. A second room contains only a test minotaur head for the Accidents Happen quest. |
TestFavelas | 000CBA64 | Floating rooms and building pieces. | |
TestFireLights | 0002D2FD | Dark house with lighting only from fires and candles | |
TestFireSounds | 000C5418 | A mine with lots of fires. | |
TestFog | 0007BAA4 | Long, foggy, empty cave. | |
TestFrank | 00033D34 | Nisin Cave | A small, moodily lit cave. Not much of interest. |
TestGrantWarehouseUpper | 00029077 | Grants messed up upper warehouse | Unlit, a bunch of floating junk. No floor but you can jump from table to table. |
TestGuy | 0001C611 | TestGuy | Empty house with skeleton and some weapons. |
TestHavok | 00049525 | Cave with nonfunctional pull-me rope. | |
TestHavokSettle | 0006A5C9 | Looks like the Chorrol Mages Guild library. | |
TestingHall | 000231AD | The Testing Hall | Entry point for many of the test rooms Good place to start exploring test cells. |
TestHL | 00000888 | Possibly a test for the night skies? | |
TestICTowers | 0004986C | Megan's test cell | IC Lighthouse lookalike. Imperial barracks is accessible using TCL. |
testIst | 000009EA | Ayleid stuff and some dungeon equipment (traps, etc.) | |
TestIst2 | 0002D8D2 | Looks like the Imperial Subterrane. | |
testist3 | 000056A1 | Possibly a testing area for Ayleid machinery and traps. | |
TestIst4 | 00094190 | Cave with high-level creatures that can be made to fight each other. | |
TestJuanGoblinLair | 000359DC | Interior Cave Test | Small cave, not much interesting. |
TestKenHole | 000297A6 | TestKenHole | empty |
TestKK | 00023187 | Small house with blindfolded man and woman. | |
TestKurtDetection | 000055BC | Collapsed Mine - Breakthrough | empty cave |
TestMattInterior | 000231B6 | Small house with pots and teleport marker. Large basement. | A small house with clay pots and a teleport marker. |
TestMegan | 0003051A | Megan's test cell | Runed portal testing. |
TestMegan02 | 00025E38 | Megan's test cell | IC interiors |
TestMegan03 | 0003E243 | Megan's test cell | large IC house interior |
TestMegan04 | 0006FDE2 | Imperial City Collision Testing Area | more empty IC interiors |
TestMine | 000338A3 | Empty mine | |
TestMist | 00033F59 | Cave with some zombies. | |
TestMRyan | 000327CB | Mike's Test Cell of Madness | Mostly empty fort with spectral mudcrabs. |
TestOblivionLift | 00085FC1 | Test for Oblivion Lifts | Empty oblivion exterior |
TestParadiseCave | 0005D36A | Paradise Cave | There are three Ascended Immortals and one test creature (a Xivilai named Hugh). You can only see the inside, but there is no way of entering it without the console because your game loads you outside of the cave instead of inside it. No objects of interest are located here. Reused/renamed for DLDunbarrowHaven, so not accessed if you have Thieves Den installed and activated. |
TestParticles | 00035A2C | Just a bed against a wall | |
TestPhantomTraps | 00047B5F | Some Ayleid traps | |
TestQuest01 | 000314EA | empty | |
TestRangedDungeon | 00027067 | Branches off Testing Hall - Ayleid room with archers, completely dark. | |
TestRyan | 000A29B3 | IC type interior and cave. | |
TestRyanOgre | 000AA26A | cave with a daedroth | |
TestSeveredHead | 0001ED41 | Large house interior. could not find a head. | |
TestSewersXX | 0004B7B5 | Sewers | Just some sewers with rats |
TestShrine | 0003347A | 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. Reused/renamed for DLDunbarrowHaven02, so not accessed if you have Thieves Den installed and activated. |
TestSkingradCastleInterior | 0002B2AD | A replica of the Skingrad castle | |
TestStairs | 0002A66C | Small sewer area | |
TestStealth | 0002D31D | Stealth Test | A royal court with no exits. Two NPCs reside here named, Test Stealth Guy--Alert, and Test Stealth Guy--Not Alert. |
TESTTavernTempCOPY0000 | 0003134D | A tavern similar to Wawnet inn, it contains nothing save 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 | 000281E2 | 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 | 00181D21 | A replica of the Temple of the One in the Temple District. | |
TestTimFireColumn | 000C50EA | The Blood Feast | Empty, save for a pool of lava and a fire column. |
TestTimOblivionLords | 000C46F0 | 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. Little else of interest. Reused/renamed for DLDunbarrowHaven03, so not accessed if you have Thieves Den installed and activated. |
TestToddCrazy | 0001C610 | 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 | 0003F153 | 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 | 0003DB92 | A small house, the only resident of which is a blind man of the name 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 | 0001E31B | A lone NPC 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 | 0002910F | It consists of a few cells, it is almost identical to the start area for the game. | |
ToddDung | 000191D5 | Empty, save for a few bones, a daedroth and a minotaur. The monsters seem to be non-hostile. | |
Toddtest | 00000812 | 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 consisting of Alban Corinis, Woman 45, and Woman 65 can be found upstairs. On a table you will find the complete set of Mythic Dawn Commentaries, a few coins, a mace and an axe, a letter called "test todd letter", and a scroll called "Test Todd Scroll, Long". Next to it in a corner you will find a test crate with a few items in it of little interest. |
TonyTest | 00054766 | TonyTestCell | Random items from The Shivering Isles. |
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 Ayleid ruins 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 ingame 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 a 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 | 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, these rooms are 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, 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, i.e. "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 a town called Hawkhaven, located in the TestWorld exterior test cell. |
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. |
WatersEdge | 0006BF16 | empty | |
Weatherleah | 00028AB3 | Dummy cell | empty |
WeynonPriory | 00028577 | empty | |
XXXDELETEME | 00015E20 | Brina Cross | empty |
XXXMiscarcand05 | 0002C550 | 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 | 0003E2D4 | Bleak Flats Cave | Several liches who are hostile towards each other lead up to a bed roll a pair of doeskin shoes and a treasure chest. |
zClothesTest | 000231A1 | Two NPCs named Boromir and Brooke reside here, Nothing else of interest. |