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The Carta Hideout is the headquarters of the Carta situated in Orzammar. During the Dwarf Commoner Origin the area is labeled Beraht's Hideout.

Involvement[]

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.

Characters[]

NPC-Carta Doorman

Carta Doorman

Quests[]

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

Creatures[]

Tame Bronto (2)
Tame Deepstalker (3)
Tame Nug (2)

Hostile creatures[]

Spiders

Enemies[]

Carta
  • Carta Doorman (Lieutenant, Melee Warrior)
  • Carta Thug (Normal, Ranged Rogue)
  • Carta Thug (Normal, Melee Warrior)
  • Carta Assassin (Lieutenant, Stealthed Melee Rogue)
  • Carta Jailor (Lieutenant, Warrior)
  • Jarvia (Boss, Warrior)
Mercenaries

Notable items[]

Carta Key Carta Key - looted from Jarvia.
Jail Key Jail Key - looted from the Carta Jailor; the key is used to free Leske from the cell.
Longrunner's Cap Longrunner's Cap (2) - one is looted from Jarvia; the other is looted from Jammer's Stash.
Pushback Strikers Pushback Strikers - looted from Jarvia.
Spiked Maul Spiked Maul - looted from the Weapon Rack.

Containers[]

Map-Carta Hideout

Map of the area

Special objects[]

  • Glyph of Paralysis - 60 XP gained per trap disarmed.
  • Leghold Trap (3) - wooden claw, medium difficulty, 40 XP gained per trap disarmed.
  • Locked Metal Door - to get to Janar Armorers, the key needed to access the door is in Jarvia's possession.
  • Tripwire (3) - spread throughout the area and connected to barrels of explosives, 50 XP gained per trap disarmed.
  • Tripwire (5) - in the room where the climatic encounter with Jarvia takes place, 5 XP gained per trap disarmed.
    Note: Two of the tripwires (just up the stairs) 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.

Codex entries[]

Codex entry: Jammer's Stash Codex entry: Jammer's Stash - source: Jammer's Journal.
Codex entry: Correspondence Interruptus Codex entry: Correspondence Interruptus - source: Love Letter.

Notes[]

  • When the Warden approaches the Carta 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 provided, his reaction will always be the same and combat will initiate. Talking to him also completes the quest Entering Jarvia's Hideout.
  • 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 Janar's store to stay intact allowing him to continue acting as normal.
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