The Counting House: Difference between revisions

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== Overview ==
== Overview ==
=== Obtaining a Bank Pass ===
=== Obtaining a Bank Pass ===
To enter further into the bank, you must show a [[Bank Pass]] to [[Cashguard Captain Faril]]. You can purchase a Bank Pass from [[Head Clerk Meadhoney]] for a large sum of gold, or if you succeed in a {{SAI|Detect Thoughts}} or a passive [[Insight]] check you get the option to persuade him into giving you a "temporary" pass which is, in fact, just a normal pass, or just steal one from the Head Clerk's office upstairs, on a cabinet at {{Coords|-102|-180}}. After proceeding through [[Aid the Underduke]], you can also make a [[Persuasion]], [[Intimidation]], or [[Deception]] check to convince Meadhoney to give you a pass.
To enter further into the bank, you must show a [[Bank Pass]] to [[Cashguard Captain Faril]]. The Bank Pass will get you access to the lower levels of the bank, including the safes and vaults.  


The Bank Pass will get you access to the lower levels of the bank, including the safes and vaults.
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 - Vaults ===
=== The Counting House - Vaults ===
[[File:Konstantin-melnik-vaults1.png|thumb|right|320px]]
[[File:Konstantin-melnik-vaults1.png|thumb|right|320px]]
The Counting House Safes are found after a right turn 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}}, keeping in mind that locks cannot be picked while under the latter condition. These safes each have a {{Ability check|Sleight of Hand|20}}. The keys for these vaults follow the naming convention "Counting House Safe n°X Key".
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. 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".


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 would-be thieves back to the entryway should they pass above them, including flying or jumping over them. These circles can be bypassed with effects like {{SAI|Misty Step}}, careful jumping around their edges, or by disabling them by pressing the button located at {{Coords|-963|797}}.{{note|This button 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".
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 button located at {{Coords|-963|797}}.{{note|This button 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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At the deepest part of the Counting House, beyond a vault door requiring a {{Ability check|Sleight of Hand|99}}, are the High Security Vaults. This "impossible" lock can be bypassed in numerous ways:
At the deepest part of the Counting House, beyond a vault door requiring a {{Ability check|Sleight of Hand|99}}, are the High Security Vaults. This "impossible" lock can be bypassed in numerous ways:


* Entering the passcode to open the door by walking over four of the nine pressure plates in a correct order. Reading {{RarityItem|Flintdigger's Abridged Dwarven History}} (in the Head Banker's office on the top floor, at {{Coords|-93|-181}}) hints at the password being {{Blur|1-3-5-6}}.
* Entering the passcode to open the door by walking over four of the nine pressure plates in a correct order. Reading {{RarityItem|Flintdigger's Abridged Dwarven History}} (in the Head Banker's office on the top floor, at {{Coords|-93|-181}}) hints at the password being 1-3-5-6.
** Unlimited attempts are allowed, so it's possible to brute force the passcode until all four symbols are entered in the correct order.
** Unlimited attempts are allowed, so it's possible to brute force the passcode until all four symbols are entered in the correct order.
* As hinted in {{RarityItem|Cleaning Staff Note}} at {{Coords|-947|789}} and {{RarityItem|Counting House Vault Rules}} in the stack of scrolls at {{Coords|-958|772}}, creating an [[Electrified Surface|electrified surface]] and short-circuiting the lock.
* As hinted in {{RarityItem|Cleaning Staff Note}} at {{Coords|-947|789}} and {{RarityItem|Counting House Vault Rules}} in the stack of scrolls at {{Coords|-958|772}}, by creating an [[Electrified Surface|electrified surface]] and short-circuiting the lock.
* Brute forcing {{RarityItem|Thieves' Tools}} on the door until a critical success is rolled.
* Brute forcing {{RarityItem|Thieves' Tools}} on the door until a critical success is rolled.


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 which, as a quirk, means they will occasionally not join the fight and be discovered when passing by them later on with {{cond|See Invisibility}}, or not at all. 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 which, as a quirk, means they will occasionally not join the fight and be discovered when passing by them later on with {{cond|See Invisibility}}, or not at all. 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 and {{Cond|Enchanted Security}} which prevents [[Knock]] spells from opening them. The keys for these vaults follow the naming convention "High Security Vault n°X Key". Lockpicking and looting the vaults down here 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 ===
[[File:Counting House Docks.png|thumb|right|320px]]
[[File:Counting House Docks.png|thumb|right|320px]]
Docks line the southwestern perimeter of the Counting House. Besides a door at {{Coords|-114|-193}} connecting to the antechamber descending into the vaults, the docks can also be reached from the southern end of [[Flymm Cargo]] and the east end of [[Water Queen's House]]. Being spotted by any of the 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 contain unique loot, claiming them all will garner a windfall of [[valuables]], [[scrolls]], [[potions]], and raw [[gold]]. Climbing to the top of the locked tower at {{Coords|-161|-219}}, the player can additionally find two {{RarityItem|Smokepowder Barrel|alias=Smokepowder Barrels}} and an excellent view of the city's port. Travelling west from there leads to the [[Lustrous Lass]], a ship steeped in disease and carrying a deadly [[Cursed Imp]] stowaway.
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.


=== Notable characters ===
=== Notable characters ===
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* [['Jaheira']]
* [['Jaheira']]


==== Counting House Staff ====
==== Counting House staff ====
* [[Meadhoney|Head Clerk Meadhoney]]
* [[Meadhoney|Head Clerk Meadhoney]]
* [[Faril|Cashguard Captain Faril]]
* [[Faril|Cashguard Captain Faril]]

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