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== Overview ==
== Overview ==
=== Obtaining a Bank Pass ===
=== Obtaining a Bank Pass ===
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, you must show a [[Bank Pass]] to [[Cashguard Captain Faril]] or use diplomacy. The Bank Pass will get you access to the lower levels of the bank, including the safes and vaults.  


The pass can be purchased from [[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.
You can purchase the pass from [[Head Clerk Meadhoney]] for a large sum of gold. Alternatively, if you succeed in a {{SAI|Detect Thoughts}} or [[Insight]] check during the dialogue, you can persuade him into giving you a "temporary" pass which is, in fact, just a normal pass. Or you can steal the pass from the Head Clerk's office upstairs, on a cabinet at {{Coords|-102|-180}}. If progressing through the [[Aid the Underduke]] quest, you can also make a [[Persuasion]], [[Intimidation]], or [[Deception]] check to convince Meadhoney to give you the pass.


=== The Counting House - Safes ===
=== The Counting House - Vaults ===
[[File:Konstantin-melnik-vaults1.png|thumb|right]]
[[File:Konstantin-melnik-vaults1.png|thumb|right]]
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}}, [[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 [[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 the safes and where to find the keys is listed in the [[The_Counting_House#Notable loot|Loot-Section]] 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 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}}, [[Arrow of Transposition]], or intangibility effects like {{Sai|Gaseous Form}}. Keep in mind that locks cannot be picked while in Gaseous Form. Level 10 transmutation wizards can pass through the vaults with [[shapechanger]] for no recourse cost by flying around the gates. These safes each have a {{Ability check|Sleight of Hand|20}} lock. The keys for these safes follow the naming convention "Counting House Safe n°X Key".
 
=== The Counting House - Vaults ===


Through the door directly opposite the safes, on the left-hand side from the entry corridor, are the Counting House Vaults. Sigil circles protect each vault, teleporting trespassers back to the entryway should they walk, fly, or jump over them. These circles can be bypassed with effects like '''Misty Step''', careful jumping around their edges, or by disabling them by pressing the two buttons located at {{Coords|-971|797}} and {{Coords|-975|797}}. These buttons can be activated with a ranged attack. These vaults each have a {{Ability check|Sleight of Hand|25}} lock. The contents of the safes and where to find the keys is listed in the [[The_Counting_House#Notable loot|Loot-Section]]  The keys follow the naming convention "Counting House Vault n°X Key". Lockpicking and looting these vaults will '''not''' trigger any security response.
Through the door directly opposite the safes, on the left-hand side from the entry corridor, are the Counting House Vaults. Sigil circles protect each vault, teleporting trespassers back to the entryway should they walk, fly, or jump over them. These circles can be bypassed with effects like '''Misty Step''', careful jumping around their edges, or by disabling them by pressing the two buttons located at {{Coords|-971|797}} and {{Coords|-975|797}}.{{note|These buttons can be activated with a ranged attack.}} These vaults each have a {{Ability check|Sleight of Hand|25}} lock. The keys for these vaults follow the naming convention "Counting House Vault n°X Key".


=== The Counting House - High Security Vaults ===
=== The Counting House - High Security Vaults ===
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Venturing into the High Security Vaults for the first time will trigger a battle between [[Cult of Bhaal|Bhaal Cultists]] and Counting House workers, with the cultists always hostile. The [[Reaper of Bhaal]] enemies start the fight invisible and hidden in the hall alcoves and will attempt to flank the opponents. Winning the fight and speaking to head banker [[Rakath Glitterbeard]] will initiate the quest [[Return Rakath's Gold]].
Venturing into the High Security Vaults for the first time will trigger a battle between [[Cult of Bhaal|Bhaal Cultists]] and Counting House workers, with the cultists always hostile. The [[Reaper of Bhaal]] enemies start the fight invisible and hidden in the hall alcoves and will attempt to flank the opponents. Winning the fight and speaking to head banker [[Rakath Glitterbeard]] will initiate the quest [[Return Rakath's Gold]].


These high security vaults each have a {{Ability check|Sleight of Hand|30}} lock that has {{Cond|Enchanted Security}} which prevents [[Knock]] spells from opening it. The contents of the safes and where to find the keys is listed in the [[The_Counting_House#Notable loot|Loot-Section]]  The keys follow the naming convention "High Security Vault n°X Key". Lockpicking and looting these vaults will '''not''' trigger any security response.
These high security vaults each have a {{Ability check|Sleight of Hand|30}} lock that has {{Cond|Enchanted Security}} which prevents [[Knock]] spells from opening it. The keys for these vaults follow the naming convention "High Security Vault n°X Key". Lockpicking and looting these vaults will '''not''' trigger any security response.


=== Counting House docks ===
=== Counting House docks ===
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