The Carta Hideout is the headquarters of the Carta in Orzammar. Beraht's Hideout is its name during the Dwarf Commoner Origin.

Involvement Edit

After procuring a Finger Bone Token and unlocking the suspicious door, the Warden makes their way into this hideout.

Midway through the Hideout, Leske is locked in a jail cell (unless the Warden is a Dwarf Commoner). Although the Warden cannot engage in dialogue with him, they can free him. He will give his thanks and depart, remarking that he lost count of how long he had been there.

Parts of this location are also used in the Dwarf Commoner Origin.

Quests Edit

Ico Quest A Paragon of Her Kind
Ico Quest Entering Jarvia's Hideout
Ico Quest Jammer's Stash
Ico Quest Correspondence Interruptus

Characters Edit

NPC-Carta Doorman

Carta Doorman

  • Carta Doorman - When you approach the doorman, stealthed or not, the entire party will be transported next to him, and he will engage in dialog. Asking the Warden "What's the password?" No matter the answer you give, his reaction will always be the same and a combat starts. Talking to him ends the quest Entering Jarvia's Hideout.
  • Jarvia - present at the end of the area.
  • Beraht - (during the Dwarf Commoner Origin)
  • Leske - in the jail cell, only if the Warden is not of the Dwarf Commoner origin.

Enemies Edit

Containers Edit

Map-Carta Hideout

Map of the area

Notable items Edit

2 x Ico helm light Longrunner's Cap
Ico gloves light Pushback Strikers
Ico warhammer Spiked Maul

Codex entries Edit

Ico codex entry Codex entry: Jammer's Stash, source: Jammer's Journal
Ico codex entry Codex entry: Correspondence Interruptus, source: Love Letter

Special objects Edit

  • x3 Tripwires (disarm for 50XP), spread throughout the area and connected to barrels of explosives.
  • x5 Tripwires (disarm for 5XP), in the room where the climatic encounter with Jarvia takes place.
    Note: 2 of them (just up the stairs behind her) cannot be detected from below, so at least one tripwire must be triggered to get the rogue up and around to disarm the other one. Alternatively, they can be bypassed by using the runscript zz_jump_around console command repeatedly until the party is placed at the exit point. Once there, backtracking to the area above the tripwires will allow them to be detected.
  • Glyph of Paralysis (disarm for 60XP)
  • x3 Flimsy Leghold Traps (disarm for 40XP)
  • Locked Metal Door. One you need to pass to get to Janar Armorers, the key to this door is in the possession of Jarvia.

Notes Edit

  • Given all the traps and locked chests, bringing a rogue is recommended. A lockpicking score of 60 is needed to open all chests.
  • There are several tamed deepstalkers, nugs and spiders in a cavern of the Hideout.
  • It is possible to leave by going back through Dust Town, without using the Janar Armorers exit. This will allow to keep Janar's store intact in which case he will continue acting as normal.
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