Estate of Unrest

Quick Facts

Type:
Outdoor

Expansion:
Faydwer

Instanced:
No

Keyed:
No

Level Range:
10 - 35

Send a correction
The Estate of Unrest: Infamous in its earlier days for its massive trains, the Unrest manor is occupied by a clan of tormented souls, rumored to be the victims of a murderous rampage by the crazed dwarf, Garanel Rucksif, whose ghost resides deep in the estate's basement.

Note: For the higher level revamp version of this zone (available only in special events - usually branded as "Hardcore Heritage", running several weeks in the spring and/or summer), click here.

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Locked doors in classic TLP
# Mar 23 2018 at 9:07 AM Rating: Excellent
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Just so everyone knows, in classic tlp four doors in Unrest will lock.

From the forums: https://forums.daybreakgames.com/eq/index.php?threads/unrest-door-key-drop-rate

Quote:
Prathun
Developer

Verified and fixed. In this unusual case the fix is Live now.
The knight, magus, hand, and barkeep will drop their key 100% of the time.


Side note: Unrest doors are only locked in classic era. Keys will only drop in classic era and will cease dropping in Kunark.
Very easy to overpull here
# Feb 13 2018 at 3:38 AM Rating: Decent
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There are many mobs behind closed doors inside the house. A pull from one room can easily result from an overpull when mobs from a different room, but still in aggro range of what you pulled, jump into the fight. You might think you're pulling 2 ghouls from one room but could end up with multiple skeletons or mummies from the next room added in and if one of those ghouls manage to get a root on you, the end isn't going to be pretty. Running away from an overpull in any part of the house can bring the whole house down on you in seconds as you pick up adds from every room that you pass by on the way out. This is why there are so many trains in this zone.
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nice HZ
# Dec 21 2006 at 3:33 PM Rating: Decent
a fun place to hunt mobs respawn quickly,You will get trained if other careless players are running around!I am boxing a sk ogre and gnome cleric,got 1 and 1/2 lvls in an hour even with a train death!
Recent Grouping
# Dec 10 2006 at 5:48 AM Rating: Decent
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I grouped here with a 20 - 25 level group last night and exp was FANTASTIC! Jumped 2 levels in a few hours. Hot Zones rule!

Edited, Dec 10th 2006 8:53am by iamkp
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Recent Grouping
# Dec 10 2006 at 5:51 AM Rating: Decent
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I grouped here last night with a 20 - 25 level group and the exp was fantastic! Gained 2 levels in a few hours! Hot Zones rule!
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lol!!
# Dec 07 2006 at 9:03 PM Rating: Default
HOT ZONE! Welcome back to the old days!
illusion
# Jul 22 2006 at 4:52 PM Rating: Decent
In wolf form the whole zone is indifferent. Good luck on your exploring Unrest, but watch the timer on your wolf form spell!
illusion
# Jul 20 2007 at 10:04 PM Rating: Decent
Probably too late to answer, but a recent patch made it so illusions did not alter your faction with anything whatsoever.
illusion
# Mar 09 2016 at 5:03 PM Rating: Decent
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Which totally renders illusions useless. The whole purpose of illusions is to be able to get into places where you would normally be KOS. Without that, they might as well remove the illusion spells altogether.
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illusion
# Mar 18 2016 at 6:44 AM Rating: Excellent
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SilverDryad wrote:
In wolf form the whole zone is indifferent. Good luck on your exploring Unrest, but watch the timer on your wolf form spell!


SilverDryad wrote:
Probably too late to answer, but a recent patch made it so illusions did not alter your faction with anything whatsoever.


animekenji wrote:
Which totally renders illusions useless. The whole purpose of illusions is to be able to get into places where you would normally be KOS. Without that, they might as well remove the illusion spells altogether.



They decided that wolf form was providing too much liberty. Racial illusions still have impact, for example if trying to go to the outpost in Overthere as a good race, good deity it does help to use illusion dark elf still (though deity actually counts for a lot). Same with the illusion wood elf crown quest.

Now, illusion skeleton (or ghoul, or zombie) should let you walk uncontested amongst the undead... unless they can smell your life under the illusion? After all, most undead in EQ see invis.
illusion
# Jan 13 2007 at 10:58 PM Rating: Decent
I went in last night as a level 20 druid, excited that I'd just gotten wolf form and would have an easy time roaming through the house. Everything still conned aggro and indeed would attack me if I came near, even in wolf form. Has something changed??
necro solo
# Jun 17 2005 at 12:41 PM Rating: Decent
when my necro was lvl 12, i used to solo in here by kiting. have your snare spell up, leach, and heat blood with pet on guard to your pull spot with dark pact on. I usually pulled 2 or 3 mobs at a time. pull with snare run a bit heat blood on them, then get leach on.run up against the left side of the wall so you dontget adds(the wall by the side entrance to the house) i didi that until 16 until i found group inside
avoiding agro
# Jul 15 2004 at 3:16 PM Rating: Decent
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When I used to hang out in this zone, I found out that being in wolf form meant that NOTHING agroed on you (unless you attacked). Any time I saw a lvl 39-plus druid here (which was often - often one was PLing or getting loot to twink an alt), I begged them for Share Wolf. You have to be ready to group with them, and if you ask nicely, they'll almost always cast it on you. Life here is muuuuch better in dog form. Plus you have SoW speed, an ATK bonus - and it lasts a long time. Note - I've been on vacation from eq a while, so it's possible this changed (but I doubt it). GL!
Soloing Cleric Tactics
# Jun 18 2004 at 1:49 PM Rating: Decent
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My cleric has gone from 12-28 in Unrest, much of it solo. This is a great zone and if you don't want to log off when you can't get a group, here is some advice on how to play.

Be ready for trains. If you're ready they should be no problem - people announce when they've made trains often, and if they don't you just have to watch for things running your way. If you must AFK do it in Dagnors, AFK in the entryway often gets you killed.

Level 12-13
Go no further than the entryway. As you enter the zone you follow a long tunnel, which opens onto a courtyard with fountains. A hedge can be seen just beyond that. Stay here, and stay close to the tunnel.

Death beetles and tormented dead will show up here. Play root and nuke. Hit beetles with Furor; melee when appropriate. Keep your health and mana bars approximately the same; that is, don't nuke till out of mana with 100% health. After taking down a beetle then sit and med, and regen.

Tormented dead get slapped with Ward Undead; feel free to melee them as well. Save the zombie skins either for bazaar sale, or for pottery skillups.

Level 14 - 18
You can be braver now and hang out at the edge of the hedge maze. If you go either left or right, hug the zone wall, and you will see the "yard" in front of you. You're probably better off on the left side as it's nothing but yard. The right is almost as good too, but there is a gazebo which may have several mobs that all aggro together if you go after one. And they're hard to target in the first place without walking into the gazebo.

In either case stand just on the other side of the hedge. Pull the mobs, then run back a little bit so you are between the hedge, and the side wall. This way it's harder to get adds.

Pull the beetles with Smite and melee. Some might be getting to be lt blue, and if you're patient they will wander off. Get the undead with Ward Undead.

Some people suggest hugging the wall and going deep into the yard. I often got unwanted attention that way, but it's certainly possible.

In any event, you should probably take all groups offered as Clerics are better in groups; at least this way you can still do *something* for XP while waiting for one.

Level 19 - 23
Now you can carefully pull from the house. The death beetles should leave you alone having greened out, and much of the yard trash will also. You can pull from any door; this is the order I preferred. At this point Calm or its lesser cousins becomes useful.

Endure magic I started using immediately. This helps with ghoul roots. Endure Fire is also useful at this point in case you get a dry bones skeleton (caster - mostly fire spells).

Side Door
Stand on the deck and look inside. Sometimes a single mob is just standing around and can be single pulled. Or, there may be one tucked away in a corner directly in front of you. Or, in the hallway leading to the back room, make a quick right after the stairs. You can also penetrate deeper but stay on the first floor.

Front Door
Take the mobs on either corner room. Don't try Calm - it's not helpful. Instead root one of them and train the other one out into the entry tunnel - do not stop until you are in the tunnel. This way, when root breaks the rooted mob should just hang around on the front porch instead of coming after you.

Take down the mob you pulled, and if you have the juice, run forward to the path. This should re-aggro the mob you rooted, and you can take him down as well.

The only downside to this method is the entryway should be clear of other players or you might be training mobs onto them.

Back Door
If you can open the door and calm the farthest mobs, then you are better player than I am. Otherwise root something and run like crazy to the zone. You may pick up several mobs but you are using the zoning out to split them up a bit. If you get out very hurt then forget about killing them, re-med and heal and try something else.

But if you're in one piece zone back in quickly and you can probably now get a single mobs attention. Take it down. Check the yard to see if you can get another one as it wanders around.

The downside to this method is the entryway, again, needs to be clear of other players.

Brewer room
You can pull mobs out of here if you penetrate this far; calm as many as possible then root one. You probably will get some of the calmed ones anyway, but you can run to the empty entryway and split em up.

Torklar Battlemaster
You can pull this guy if you wish, I've always avoided him as root broke too often while nuking.

Level 24
Sometimes you can't get a group because the others are PL'ing; but are clearing out the first floor. If the torture room is clear, or is camped, you are OK to head to the 2nd floor at this point. Single pull the various mobs which are on this side of the fireplace room. Pulling to the front steps works well for me.

Otherwise you have to have a clear path outside of the house. If you have that, penetrate as deep as you can and pull. If not, you are probably best pulling from the rear or the front using tactics described above. Not all mobs that pop, at this point, will give you XP, so you've got to pick carefully through the greens. You can also hunt tormented dead specifically, looking for the valuable zombie skin.

The key is, do not just sit on the 2nd floor and try to fight. You will end up with adds at some point, and likely won't have a way to deal with them. Sure, you can take down the single pulls still, but the adds will make the whole thing unworkable quickly. I wasn't able to gate out of an add situation either.

It depends on just how determined you are, how long you should stay here. Various mobs are going to go green and you'll have almost everything on the first floor green by 28, with the occasional lt blue.

My soloing here is at an end, but perhaps not my grouping; I've still never made it into the basement. Good grouping camps at various levels include the front steps, near the hedge maze; the torture room in the middle of the first floor; the balcony on the side of the house (from which, you can jump to safety if things go south); and the fireplace room from which you can pull the whole 2nd floor. Safe hunting.
Soloing Cleric Tactics
# Jan 31 2015 at 3:55 AM Rating: Decent
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Ok, how do you get into the basement?
Soloing Cleric Tactics
# Mar 09 2016 at 5:05 PM Rating: Decent
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Secret door behind a bookcase.
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Problems with Buggy Adds?
# Jun 18 2004 at 2:51 AM Rating: Decent
I've had a couple of un-avoidable deaths in Unrest in the last couple of weeks. Both I attribute to dodgy pathing, maybe because of bad collision detection.
The first time happened when I pulled a DB from the secret stairs - he came on his own, but decided to stand right on top of me so I could melee. After a few nukes from me the whole basement - & I mean the whole (Terrors included) popped next to me. I just about managed to run out of the mansion before dying in the courtyard.

The second time happen a couple of nights ago. I was just sitting on my droggy in the courtyard. I was the only person in the zone, when I get nuked. I look around, nothing! I start to run back to the zone-in & get nuked/stunned. Whilst spinning around I see the whole zone is crowded around me - Fungus, Skellies, Terrors, Werebats, Hags, Ghouls the lot! Needless to say I didn't last long.
If anyone else has come across this & knows if I was doing anything wrong - could I have avoided this? - & no "Don't go to Unrest is a way of avoiding" :)
Soloing for us pallys and such.
# Mar 09 2004 at 11:15 AM Rating: Decent
A good place that I've found to solo is outside the hand room. If you can invis to undead, go to the hand room and then out onto the roof. You can pull from the hand room onto the balcony over the front door and not aggro anything else, if you need to run you can just jump off the roof and run straight to the nearby zone. Plus you can sit and med while on the roof over the door without having anything pop on you.
24 mage solo?
# Feb 24 2004 at 5:11 PM Rating: Decent
I have a 24 magician, think he could solo here? Or at least at certain places? Sounds unlikely though, if everything is so aggressive.
RE: 24 mage solo?
# Mar 02 2004 at 10:32 AM Rating: Decent
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I do have a wiz, 24, and yes, he is able to solo certain places.

pull to the lawn, that is doable. as your pet is probably lvl 23, i am not sure if the beetles (which roam freely) will still attack. that really is a nuisance, as they are green to you...

be pepared to run to zone once in a while though...
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unrest
# Nov 16 2003 at 8:17 AM Rating: Decent
My favorite zone. good loot if patient. I solo there as a rogue, which is saying something. If there is one and only one rule for unrest its kill the hags first. I think that to solo the basement you need a real hp monster. I've died a few times on hags as a bad *** rogue. Anyway, salud to unrest, my favorite zone by far. Peace
RE: unrest
# Nov 24 2003 at 2:00 PM Rating: Decent
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Mine too! Almost a no-brainer for Pallys and Clerics. Paudal might have faster exp, but Unrest has better loot. Plus, the zone is as lag-free as it gets in this game.
RE: unrest
# Apr 01 2007 at 1:28 PM Rating: Decent
(Please don't give the names of your WoW chars-- it has nothing to do with the subject, and frankly, we all don't care.) But good advice-- Pallies and Clerics can plow through the zone both solo and in groups. If in a group, XP goes extremely fast, but be careful not to hog all the loot. If you are solo, you get all the loot, but XP goes a little slow. :) But everything in unrest is agressive and you cannot improve your faction. And, yes, I have never experienced any lag or bugs.

Happy Hunting, all!
Unrest tactics
# Jun 23 2003 at 1:08 AM Rating: Excellent
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Estate of unrest is a small mansion of the dead, adjacent to Dagnor Cauldron, which in turn is next to Butcherblock.

To get to the estate with the least troubles (at least before you get invis), follow the canyon from the butcherblock zone in, keep going dead ahead until you see the water, if you look to the right you should see a camp of 'good' npcs, also known as the fabulous four, I believe.

Hugging the shoreline, run past this camp, hugging the shoreline the whole way (occasionlly an aqua goblin will run up from the water, so keep your eyes open). Eventually you will see an aqua goblin encampment, keeping to the shore, run past this and to your right you should see the opening for Unrest.

You can go here as early as level ten, but I recommend being at least 12 before you begin here, if you dont know the zone.

Levels 10 - 12

To begin with, fight just at the first opening to the courtyard, there are around 3 spawns in this yard, from 10-12 stick to Death Beetles, and the occasional tormented dead if they are a low con.

12 - 16

Now its time to explore a little, there is a nice spot a little further in, with no wandering monsters. Basically go through the courtyard, and head to the back of the mansions garden (there are three doors on the mansion, the front door, the back door, and the side door which has a wooden structure attached, you will be fighing opposite this pretty much, in the corner.)

Now you can single pull Death beetles, Tormented, Skeleys, Jack-o-lanterns, and the occasional wisp and ghoul (if you are feeling brave or in a group).

Once you get to around 16, the mobs in the yard will start to turn light blue / green, so now its time to enter the house.

16-20

Remember the side door? Enter this and you will be able to take out the spawn around the nearest corner, and with lull, pull the whole of the back room (3 mobs), the mob next to the stairs, and also the mob in the secret door room. There are also 2 wandering mobs that spawn.

These mobs can be anything from ghouls / dark bone / lurking mummys / dry-bone skeletons (in order of difficulty). Dry-bones can be particualry nasty if you are unprepared.

For no reason, whatsoever, should anybody in your party even take a step up the back stairs, before you even reach the top, you will aggro around 3 rooms worth of mobs, and at these levels, you wont be able to take them.

20 - 24

You should now be able to pretty much clear out the ground floor of the house, be careful of the corner to the right of the front door, as you can aggro mobs underneath you here, that will take sometime to get there (delayed train of death).

24 - 35

Until 29, its actually quite hard to exp here, unless you are in a large party, not for lack of mobs to pull, more a case of you will generally get more than you bargained for, when you try for the higher mobs. A ranger / druid with harmony can lull mobs in a spherical raduis, reducing the amount of trains.

Once you get to 29-30, you can head down, or up, in my opinion it is easier to get a camp downstairs (less aggroing), and the mobs are the same level as the top floor mobs (festering hags / werebats, etc).

There are two spawns at the bottom of the secret stairs (hag, greater dark bone, werebats), one wanderer in the corridor, and 8 spawns in the torture room, again, lull, or preferbly, harmony is a powerful tool here.

Be aware that you will aggro the middle room above you when you sit to med (if you sit where I did, opposite the second secret entrance), you should be able to take these mobs out easily enough by now, but they can still gank you, make sure you clear them on a regular basis.

Realistacally, I would say, exp here to 32-35, although there is a nice exp bonus here, it will slow down as most of the mobs turn light blue.

Some other tips:

All mobs here are social, and trains of 10+ beetles are not unknown.

DONT bind yourself in here, bind outside in dagnors.

The hardest mobs in this zone are probably the hags, if you get in a fight, and one or more of these joins in, make them your priority, nuke them down and keep bashing, the are basically casters with level 29 wizard spells.

Torklar Battlemaster is a tough cookie, even green he will hurt most groups pretty bad, hits hard for his level.

The other secret room I know little about, having only been down there once, and dying down there once. Tentacle terrors cast a knockback spell on you, and the whole area after the torture room becomes odd and hard to move around. You will probably get blasted into a pit and die, like I did :)

A CR from that area is nasty, as werebats see IVU, and undead see normal invis, so you will need, a necro, a rogue, or to run really really fast.

All in all a nice zone, good exp bonus, mobs are not too hard apart from those mentioned, and loot is pretty good.

EDIT: Area past torture room.

Head through the secret wall (go down then up the small sets of stairs in the torture room).

There will be one mob just past the wall, hag, greater dark bone, fungus etc, and another just past it.

Then you will come to a lava pit, with two mobs the other side, this room is a trap, to avoid falling into a pit (escapable, with a ladder), go OVER the lava, not around it. Head past this and go to the right, the small area next to the pit is where Garunkel spawns (drops jagged band, dwarven work boots), he spawns in the left corner, and has a placeholder.

In the pit are various mobs, usually hags and darkbones, around 4-5 mobs in there.

Another EDIT: You can safely run around the house in wolf form, the only mob who may aggro is Khrix (level 40ish necro NPC).

There is also another seceret area, outside if you jump into the river, you will find a secret area with a quest npc (looking for her doll or something, if I remember, never did solve that one).

Edited, Fri Aug 1 03:40:22 2003
RE: Unrest tactics
# Apr 07 2004 at 2:34 AM Rating: Decent
Yeah the gnome im not sure but the little undead girl Serra is used for the bard epic at one point or another. hope this helps
Low Level Beginners [13-19]
# Jun 20 2003 at 4:58 PM Rating: Decent
I've discovered this.... Don't ever go with anyone if all they do is pull with little concern of their teammates. I can't tell ya how many times I've bucked the kicket due to this. Heh.

Anyways, I've got my cleric to lvl 17 thus far in Unrest. Good strategy to use is patience. And loads of it at times. The ledge just past the gazebo on the right path is a rather safe spot to rest if you're not pulling anyone. No undead go there on their own. Be sure to have both types of damage spells ready [Smite/Expulse for me] in case you pull a death beetle or two along with yer intended undead. Given a few days or nights of this, you can actually solo under lvl 20 to reach that within a matter of days.

And if you can, bind yourself at the last turn before you get into the garden in front of the estate. That way, if yer running from a train, just gate there, wait a moment for the train to follow.. zone.. then gate back. Run immediately to either your left or right path [Undead and beetles always go single-file up the middle if yer far enough away] And wait for them to return to where it was they came from. This has saved my life plenty of times. And it's fun to watch em.
RE: Low Level Beginners [13-19]
# Jun 18 2004 at 2:56 AM Rating: Decent
LOL, yup I had that too.
I grouped with a new guild recruit there & she nearly killed everyone in the zone by using Fear the Dead! Damn things ran straight into the mansion & grabbed all their mates to help out :D

MORAL = Do NOT use any FEAR based spells in Unrest!!!
Torture Room
# Mar 23 2003 at 6:49 AM Rating: Decent
Has anyone else experianced under30 pc's pulling huge tork led train if they go in the torture room in basement
RE: Torture Room
# Jun 12 2003 at 9:42 PM Rating: Decent
Stay to the left when going down the hall you will be fine. If you go too far right you will arrgo the entire 1st floor.
RE: Torture Room
# Mar 24 2003 at 12:05 AM Rating: Decent
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346 posts
This happens sometimes when you cast spells while standing either on the steps or anywhere on the ledge surrounding that room. Also, if you have some sort of levitate cast on you, you can argo the second floor.

Essentially what happens is that you argo one of the mobs, who then runs around the second floor collectiong buddies before heading down the steps.
Mid Level (33) Findings of Unrest
# Mar 19 2003 at 1:23 PM Rating: Decent
Few nights ago, I brought three members of my guild into Unrest to help me find a ghouls heart for my Ghoulbane quest. There were 4 of us total all with an average level of 33 (pally, shammy, necro and enchanter).

Overall, we made so-so xps which was expected since half of the mobs were either green or lt-blue to us. We did run into some problems, however, since even the greenies would agro us if we got a bad pull. We made our way to the second floor where we set up camp a the base of the stairs heading up to the barkeep and undead knight areas. In hindsight, this was probably not a good spot to camp since we agro'd the downstairs, the magus room and the upstairs bedroom with large pulls.

A better spot for the group would have been the 3rd floor stairway where we could pull mobs away from the trash in these rooms.

Now some notes:

1) The enchanter was crucial.

We had two nearly disasterous pulls where we pulled mobs and just about the whole house showed up. Both times we had to fight around 12 mobs at once. Without a chanter mezzing the adds, we would have been toast.

2) Instrument of Nife (level 30 pally spell) really helps in large battles.

Even though its only a random proc, being able to sap 220 hps in addition to the swing helps finish off mobs quick. With the addition of the shammies dexterity buff my Dex jumped to 135 which allowed me to proc at least 1 or 2 times against each mob.

3) Have a healer/buffer you can count on.

When camping in the house, certain buffs are crucial to minimizing problems. Keep at least the tank (preferably more if mana permits) buffed with a Resist Magic spell and Resist Fire. This offers a bit more damage resistance against the Hags and the other casters which comes in handy if they happen to surprise you.

The healer will also need to manage agro with his healing. If you have a shammie as we did, not only will he have to watch healing but also have roots ready if mobs start attacking other party memebers rather than the tank.

4) Know the map and the location of other mobs in relation to your camp

Unrest is a little different than your normal outdoor area since the house has 5 different levels to it. Monster WILL attack through walls and floors so unless you take precautions, not only will you pull your desired targets but those of mobs above, below and to the side of you.

5) DONT UNDERESTIMATE THE SITUATION

Individually, any member in our party could easily handle any monster in the zone with our levels. The problem is that they rarely come individually. Dont let a bad situation get worse hoping you can pull it out. The pathing here definately helps with escapes but lends itself to surprise trains to the unwary. If you lose control and have to flee by all means do so, but be courteous to your fellow adventurers and warn them.

-Baelnorm ElMarr
34th Season Paladin
Mithanial Marr Server
Knights of Marr

Edited, Wed Mar 19 12:49:19 2003
RE: Mid Level (33) Findings of Unrest
# Mar 21 2003 at 3:58 PM Rating: Decent
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346 posts
Good Stuff.

Couple of suggestions.

1) Camp the Basement at your level. Head through the "secret" bookcase door, and down the steps. Kill off the two spawns hang out at the bottom of the steps. The pally then can IVU and pull the "Main Basement Room" (some call the torture room) a mob or two at a time. once cleared, move into the torture room and kill them as they pop. Great exp.

2) the ideal spot on the second floor is below the SE tower (5 on the eqatlas map). Kill the ghoul up in the tower, and any by that steps. Then sit at the bottom of the steps and pull to that point.

3) Another good spot is the very NW corner of the Ghoul Magnus room (1 on eqatlas map). IVU the party and move into that corner. Then pull a mob or two at a time. Stay in the corner though.

A few important rules of unrest...

1) NEVER cast while standing on a steps. Especially true for the basement.

2) Make a TRAIN Hot Key.

3) Everything is on about a 22 minute timer. Keeping track of time, and knowing when the room you are pulling to is about to pop is very key here.
RE: Mid Level (33) Findings of Unrest
# Jun 23 2003 at 12:28 AM Rating: Decent
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98 posts
Werebats / Dusty Werebats are not undead, IVU wont work on these.

Re-animated hand either see's invis, or isnt undead, I am not sure.
RE: Mid Level (33) Findings of Unrest
# Sep 01 2003 at 11:03 AM Rating: Decent
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435 posts
The reanimated hand in Lower Guk isn't undead, so presumably the one in Unrest isn't either.
getting there
# Jan 28 2003 at 11:18 AM Rating: Decent

Whats the best way to get to unresr?. Had severall atemts with m lv 18 Ccleric but had to gate back everytim e even tried to swin was lucky to get out alive!

. Goldehhaze lev 18 Cleric
RE: getting there
# Feb 15 2003 at 4:38 AM Rating: Decent
what's mentioned below is pretty much the best way to get to Unrest I think, tho if one could get hands on a levitation one would have no problem at all getting there.

Personally I use the maps on www.eqatlas.com to find my way around :)

I was a soloing ranger in Unrest from lvl 21 to 27, then moved on to HHK and if it wasnt for the pwerlvling I got that night (lucky me;)
I would've come back to Unrest again... which I did again later on anyway :)

Edited, Sat Feb 15 04:11:58 2003
RE: getting there
# Feb 14 2003 at 12:50 AM Rating: Decent
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346 posts
The best way to get to Unrest from BB is to hug the Western shoreline of the lake. SoW is very very helpful, so as a cleric, trade some heals for SoW and you should be good to go.

Couple of tips...

* When running TO Unrest, the entrance is at about -1800, -800. If you watch the southern wall graphic's as they form, you will notice that he tunnel that leads to Unrest will initially be a space or hole in the wall.

* When running FROM Unrest, about the only tree's in DC form near the long path that leads to the BB zone.

* When you have the ability to cast IVU, use it. That way you can at least avoid the Undertow Skellies, who are very aggressive.

* There is a poison supply seller on the island. Good place to sell your loot. (as long as your swimming is up).

Pallys and Clerics should spend a lot of time in Unrest. Great experience, most the mobs are undead (easy to kill for pallys and clerics), and the loot is not bad either.

I leveled my pally from like 14 to 36 in Unrest, and came back from time to time all the way up to level 46.
Unrest is the bomb
# Jan 21 2003 at 8:23 AM Rating: Decent
I love this zone. I have lived in unrest pretty much since my early 20's till almost 41 and still hunt there. If you are going to group, a must need class is paladin, even if they do not have ghoulbane, instrument of nife is fantastic. My strategy has been pretty much camping the 2 towers back and forth, taking out the crazed ghouls that spawn there, and the occasional priest of najena ( he is only slightly tougher than the crazed) Once they turn green to you, you can then try to break the basement area where the festering hags and werebats spawn. The best way for a paladin to single pull there is to use your soothe spell on all the MOBs down there and single pull until you clear the room. If you are feeling brave, head through the false wall down there and work your way down into the room where Garanel Ruksif spawns. There will be greater dark bones, tentacle terrors and dark terrors, as well as the occasional mortuary fungus, but once you get into fatty's room, you can camp there and watch the XP rise quickly. So far, I have seen the dwarven work boots, and jagged bands drop from Garanel,which is pretty much vendor fodder, but still P is P. Here are some tips about the hags, as they can really ruin your day if you don't take them on right. They are caster, and will slow your movement, root you and nuke the crap out of you, so bashing, or stunning them ALOT will be the key to killing them without losing too much health. Garanel Ruksif hits almost as hard as Torklar Battlemaster, but he seems to hit quicker, so you better be pretty buff to take him on solo. Even with ghoulbane and instrument of nife, he still takes me down to 2-3 bubbles of health. This is a must see zone for any paladin, and seems to be uniquely suited for paladins learning their craft until they move on to higher zones. I absolutely love this zone.
P.S make a hotkey for a shout "Train to zone! RUN" As this will save you from getting screamed at by the lower levels. Trains are a part of life in Unrest, and anyone who does not like alot of trains should not be there.

Edited, Tue Jan 21 07:57:36 2003
Love this zone
# Dec 02 2002 at 9:29 PM Rating: Decent
19 posts
A friend of mine took me here the other night. We both had lvl 11 Rangers. With the help of some friendly PCs we hit 14 in about 3 hours.

The zone is great fun, very well designed. The only problem being the occasional killer train :)

Jack-o-Lanterns make me beam every time! Can't wait to lvl some so I can go there alone!
Good zone
# Nov 10 2002 at 10:03 PM Rating: Decent
Did this zone as Human Paladin from 22-26 grouped and 30-35 solo (with ghoulbane) I recommend it to anyone looking to solo 30-35, most of the second floor will con dark blue til 33, then about half at 34. Alot of paladins come in looking for Ghoul Heart, you can find it on the crazed ghouls
second floor, safest spawns are near front of house, the ones in back will bring a few friends every time and its easy to get overwhelmed. A few other notes:

1. If your doing the back of the first floor of the house, don't go up the back stairs unless your ready to fight 6-10 MOB's (crazed ghouls, barbed bones, carrion ghouls, etc). Seen alot of
groups go down by this mistake. The unlucky puller will most likely get Ghoulrooted and die a quick death.

2. Khrix (the gnome in room on second floor) will leave most people alone, though I've seen him aggro on rangers a couple of times. Theres no point in fighting him unless you're pretty sure of your chances, you'll get some adds from the back of second floor to make it a little more interesting. I use the live and let live theory with him (for now at least :))

3. Alot of folks come in running around house pell-mell, even in their teens, the only thing that'll get you is a huge train and if your lucky a trip back to dagnors zone. Just be patient,
most of the first floor stuff is good exp til 26 or so, also use the side door area its a good place to pull from the back and side rooms and offers safe place to med up except for the odd darkbone or 2 who wanders by. This is also where the lesser balde fiend spawns (rare) who drops the Puguis which is worth a few plat.

4. If your fighting in the house, root the ghouls
or they'll run off and drag half the house with them, usually Torklar as well. Torklar is a pain in the butt, doable if you root and nuke, tough to melee solo but not impossible.

Thats all I got on this zone for now, still exploring it, the exp is still good at 35 soloing and the loot is decent if not good at times, lots of gems and FS weapons, as well as bronze and ringmail. A Ghoulbane wielding paladin 30+ can do quite well here solo, maybe not as good as other zones, but this one plays to our Undead slaying strengths. You can also run a healthy little side business rezzing the casualties of this zones numerous trains if your the kind to charge for it.

Adren Darkbane
35th level Paladin of Marr
Kane Bayle

RE: Good zone
# Nov 11 2002 at 5:06 PM Rating: Decent
**
346 posts
Unrest is one of the best Solo zones for Pally's in their high 30s, and even until they reach lvl 40.

Mid 20s with Ghoulbane, just below the mini-tower that the priest does not spawn on (side opposite Khrix), room 5 on eqatlas map. IVU, head up to that tower kill ghoul, and possibly the one that spawns at the bottom of those steps. Then carefully pull to the bottom of the mini-tower steps.

Once you get Instrument of Nife spell (sold in Shawdow Haven), start fighting in basement.

I could go on and on about this zone myself, one of the zones that makes this game great.
Lag zone
# Nov 08 2002 at 7:15 AM Rating: Decent
28 posts
Have anyone else than me experienced that this zone is more laggy than others?
I usually never have problem with lag (have broadband connection).
I have been here a few days now and have experienced quite a few link deaths and a lot of lag. Could this be a zone design issue?
RE: Lag zone
# Feb 21 2003 at 11:46 AM Rating: Decent
i have traveled all over the place and UR and HHK seem to have the worst lag i also have broadband and proxcimity communications if i start to lag to bad i look at a wall (howevercant do that in a fight ) i have dabled with the clip plain and the casting visuals and it seems to help might give it a try the worst that can happen is you have to reset them where they were.

Edited, Fri Feb 21 11:15:36 2003
Woo!
# Oct 24 2002 at 6:35 PM Rating: Decent
I love unrest it is like befallen the greater extrordinary <might not spell well> zone full of dead people! i love this zone!
RE: Woo!
# Jun 18 2004 at 3:09 AM Rating: Decent
Unrest Rocks!
I used to Solo in Befallen, but the Necro's have taken it over & now a cleric just can't solo there.

That's what makes Unrest so good - hardly any "alive" crits to worry about & solo'ing is a laugh here.
Bit of info
# Aug 26 2002 at 9:43 AM Rating: Decent
Battlemaster is one mean a@# overcon

Edited, Mon Aug 26 10:45:11 2002
RE: Bit of info
# Jun 18 2004 at 3:13 AM Rating: Decent
At level 30 a cleric can take him on solo - I do!
Just make sure that you tell anyone in the zone what you are doing.
Firstly Calm everything between him & the zone-in. Now DOT him & make sure he follows you back to the zone tunnel.
Once he just gets into the tunnel, root him & run back along the tunnel so you are out of melee range but in nuke. Now Nuke him with the Undead nukes. If root breaks, just recast & keep your distance.
He will run when health gets too low, so keep Stun or root ready.
Easy when you know how :D
RE: Bit of info
# Aug 26 2002 at 12:32 PM Rating: Decent
**
346 posts
And he doesn't generally drop anything very useful either. If you argos you and your alone, zone. If you have a full group, root him and blast at him from a distance. Its not that you can't kill him, its that he hits soooo hard.

Make sure you root any mobs on the first or second floor that try to run from you. They tend to head right to Tork then its.....

/shout TRAIN heading to zone!
RE: Bit of info
# Jun 23 2003 at 1:15 AM Rating: Decent
*
98 posts
He drops quest items....

Like a part for the dwarven cleric beer making neckpiece....

Now I know FOR SURE, that that alone, is worth taking him on for :))
Dark in Unrest?
# Jul 30 2002 at 10:33 AM Rating: Decent
I want to take my DE SK to do some slaughtering in Unrest, however I don't want to keep hauling my blue butt back to Freeport to sell and bank. I think that the gnomes might be my best option, but does anyone have any recomendations for where an evil can bank/trade in Faydwer? any evil NPC's? And what are the best ways to raise faction around here.

For some reason, folks just don't like a girl with a skull for a hat.

Thanks,
Kalrae
RE: Dark in Unrest?
# Sep 05 2002 at 12:06 PM Rating: Decent
An answere to the question above, and another question of my own. Crushbone is the place to raise faction, make the guards in Gfay love you, just take a long time. Don't know anything bout NPC, but will try the poison merchant suggested, and see if that works. Now my question, I am a Troll and have the same faction problems, don't particularly want to spend the next week in Crushbone to raise my faction, where is the closest place I can be bound? Assuming a party member has a bind spell, obviously cannot get in and out of Kaladim safely. A bind inside Unrest zone would be a beautiful thing. Also does anyone out there know of a site that has listing (current that is) of the legal bind locations from zone to zone? Thanks and good luck hunting.
RE: Dark in Unrest?
# Oct 30 2002 at 1:08 PM Rating: Default
She is a Dark Elf, factioning in CB would be a very bad idea for her unless she was killing the slaves.

Nothin' like making yourself KoS in your hometown. :)
RE: Dark in Unrest?
# Sep 19 2002 at 3:20 PM Rating: Excellent
**
658 posts
The closest place to Unrest for a melee to bind is just inside GFay at the Butcherblock zone line. It's a bit of a run, but a lot closer than Kaladim, which is the next closest.
RE: Dark in Unrest?
# Jul 30 2002 at 2:23 PM Rating: Excellent
**
346 posts
Have you tried the Poison Selling Thief NPC on the island in the middle of Dangor's Caldron?

Thats where I sell a lot of my loot. He is indiferent to me, but I have noticed he gives me decent coin for the stuff I sell him.

BTW, I would only swim out there if the AG shammies con green to you. That way, the only gobbies you need to look out for are the Tidal Lords.


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