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To enter further into the bank, the party must show a [[Bank Pass]] to [[Cashguard Captain Faril]] or use diplomacy. The Bank Pass will allow access to the lower levels of the bank, including the safes and vaults. | To enter further into the bank, the party must show a [[Bank Pass]] to [[Cashguard Captain Faril]] or use diplomacy. The Bank Pass will allow access to the lower levels of the bank, including the safes and vaults. | ||
The pass can be purchased from | The pass can be purchased from {{CharLink|Bloris Meadhoney|Head Clerk Meadhoney}} for a large sum of gold. Alternatively, if a {{SAI|Detect Thoughts}} or [[Insight]] check during the dialogue is succeeded, the party can persuade him into giving a "temporary" pass which is, in fact, just a normal pass. Alternatively the pass can be stolen from the Head Clerk's office upstairs, on a cabinet at {{Coords|-102|-180}}. If progressing through the [[Aid the Underduke]] quest, it's also possible succeed a [[Persuasion]], [[Intimidation]], or [[Deception]] check to convince Meadhoney to give the pass to the party. | ||
=== The Counting House - Safes === | === The Counting House - Safes === | ||
[[File:Konstantin-melnik-vaults1.png|thumb|right|Safes in the Counting House]] | [[File:Konstantin-melnik-vaults1.png|thumb|right|Safes in the Counting House]] | ||
The Counting House Safes are found immediately after proceeding down the stairs and through the Vault Door at {{Coords|-91|-158}}. Each safe is tucked behind an ornate iron door that cannot be interacted with; bypassing each requires teleportation like {{ | The Counting House Safes are found immediately after proceeding down the stairs and through the Vault Door at {{Coords|-91|-158}}. Each safe is tucked behind an ornate iron door that cannot be interacted with; bypassing each requires teleportation like {{SAI|Misty Step}}, {{SmRarityItem|Arrow of Transposition}}, or intangibility effects like {{Sai|Gaseous Form}}. The locks cannot be picked while in Gaseous Form. Level 10 transmutation wizards can pass through the vaults with {{SAI|Shapechanger}} for no recourse cost by flying around the gates. These safes each have a {{Ability check|Sleight of Hand|20}} lock. The contents of each safe and where to find its key is listed in [[The_Counting_House#Notable loot|the Loot section]] of this article. The keys follow the naming convention "Counting House Safe n°X Key". Lockpicking and looting these vaults will '''not''' trigger any security response. | ||
=== The Counting House - Vaults === | === The Counting House - Vaults === | ||
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Docks line the southwestern perimeter of the Counting House. They can be reached through the door at {{Coords|-114|-193}} connecting to the antechamber descending into the vaults, or from the southern end of [[Flymm Cargo]] and the eastern end of [[Water Queen's House]]. Being spotted by any of the dock patrols, which include two [[Steel Watcher (creature)|Steel Watchers]], will at best result in ejection, and at worst a fight. | Docks line the southwestern perimeter of the Counting House. They can be reached through the door at {{Coords|-114|-193}} connecting to the antechamber descending into the vaults, or from the southern end of [[Flymm Cargo]] and the eastern end of [[Water Queen's House]]. Being spotted by any of the dock patrols, which include two [[Steel Watcher (creature)|Steel Watchers]], will at best result in ejection, and at worst a fight. | ||
Cargo boats and locked treasure chests are strewn about the docks. Each chest requires either a {{Ability check|Sleight of Hand|10 or 15}} to unlock. Though none of chests contain unique loot, claiming them all will garner a windfall of [[ | Cargo boats and locked treasure chests are strewn about the docks. Each chest requires either a {{Ability check|Sleight of Hand|10 or 15}} to unlock. Though none of chests contain unique loot, claiming them all will garner a windfall of [[Valuables]], [[Scrolls]], [[Potions]], and raw [[Gold]]. Two {{RarityItem|Smokepowder Barrel|alias=Smokepowder Barrels}} and an excellent vista of the city's port can be reached by climbing to the top of the locked tower at {{Coords|-161|-219}}. Travelling west from there leads to the [[Lustrous Lass]], a ship steeped in disease and carrying a deadly [[Cursed Imp]] stowaway. | ||
== Related quests == | == Related quests == |