Carta Hideout (Origins)

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 ==
* Carta Doorman
* Jarvia
* Leske – only encountered in a jail cell if the Warden is not the Dwarf Commoner.
* Beraht – encountered during the Dwarf Commoner Origin.
== Quests ==
:
:
:
:
== Creatures ==
:Tame Bronto (2)
:Tame Deepstalker (3)
:Tame Nug (2)
== Hostile creatures ==
:Spiders
:* Giant spider (Normal) - encountered behind the locked door near Jarvia.
== 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
:* Elven Mercenary (Lieutenant, Mage)
:* Qunari Mercenary (Lieutenant, Warrior)
== Notable items ==
: - looted from Jarvia.
: - looted from the Carta Jailor; the key is used to free Leske from the cell.
: (2) - one is looted from Jarvia; the other is looted from Jammer's Stash.
: - looted from Jarvia.
: - looted from the .
== Containers ==
* (Generic Armor, Normal)
* (Dwarven, Critter)
* (Dwarven, Critter)
* (Dwarven, Critter)
* (Dwarven, Critter)
* (Dwarven, Normal)
* (Dwarven, Normal)
* (Dwarven, Normal)
* (Dwarven, Normal)
* (Dwarven, Normal)
* (Dwarven, Normal)
* (Dwarven, Normal)
* (Dwarven, Normal)
* (Dwarven, Boss) - locked for 60XP.
* (Dwarven, Elite) - locked for 50XP.
* (Dwarven, Elite) - locked for 50XP.
* (Dwarven, Elite) - locked, contains a Love Letter.
* (Dwarven, Normal) - locked.
* (Dwarven, Normal) - locked.
* (Dwarven, Normal) - locked.
* (Dwarven, Normal) - locked.
* (Dwarven, Normal)
* (Special) - containing Iron, Red Steel and Steel letter openers.
* (Special) - containing Emerald Costume Ring, Gold Costume Ring, Silver Costume Ring.
* (Special) - containing Fluorspar, Garnet and Malachite Trinkets.
* (Special) - requires Jammer's Stash Key; see Jammer's Stash.
* (Generic Weapons, Normal) - contains a Spiked Maul.
* (Generic Weapons, Normal)
* (Dwarven, Normal)
* (Dwarven, Normal)
* (Dwarven, Normal)
== 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. 
== Codex entries ==
: - source: .
: - 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.
Category:Locations
Category:Dragon Age: Origins locations
Category:Buildings
Category:Orzammar locations