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.

Post Comment
Basement
# Jun 20 2001 at 5:37 PM Rating: Default
When anyone here's the words, TRAIN COMING, we all think i sure hope its not from the basement. Most people wont even pull up from the basement. It is best for your sake and those outside of the manor if you just camp down by the stairs. If you absolutely have to run then of course you should. I have a couple of tips for those who want to pull up some of the basement but not much of it. This tip works the best with upper teens to lower 20's. Being myself, i can invis undead myself and just walk just about anywhere. Have a tank who is the MAIN PULLER go in with invis undead on and have him take a look on the second floor and throughout the first floor. The puller should carefully head towards the stairs with invis undead on. This of course are the basement stairs im talking about. Have him/her open up the basement door and see what is down there. I WARN YOU NOW, werebats are NOT undead. If your puller is not careful enough if a werebat sees him, all hell will break lose. Once he knows what is down there, have him begin to pull away the JUNK. This would be the dark bone skellys or mummys off to the right and left of the front doors. The next step can either be the first room at the left hall way or the room to the second floor. After you have the whole left side of the manor cleared out up to the basement, you can pull up the TWO creatures that are waiting at the bottom of the stairs. I recomend the while you are pulling the basement that u have inv undead on. Stay as far away as u can and shoot one with a bow or a spell. DO NOT, i repeat DO NOT blind, or fear them. Doing this will cause them to run back and draw all hell up after you. If you are going to pull a hag up i sugest having everyone attack it first. The dd spells it has will kill a level 17 in no time at all. I do not suggest this if you dont have a healer or if you have 2 nukers and 3 tanks. You need to have everyone attack the same targets and you will be fine. After you pull out the first basement creatures, DO NOT go in further into the basement. Now comes the second floor. After the first creatures of the basement are destroyed and the path is clear, you may pull from the second floor. When pulling from the second floor, enter the stair room from the left hallway, and when you have your prey, run directly the same way you came. When facing the stairs, take the left set of stairs. When you are at the top, carefully look to the right and see if there is anything there, and if there is pull it. Some small trash like dark bones might pick up but as long as they stay off healers then you will be fine. If there is not anything spawned towards the right, then you can take the first room on the left. Open the door from a distance and see whats in there. If you and your party think u can handle it, then pull it out. GO THE SAME WAY YOU CAME UP! And once again, if you cant handle it, take it to the zone and have everyone fight there. The monsters will follow you and not anyone else if they dont attack and it will be a little closer to zone. Thats all for now.
Xiaro
Lvl 23 paladin of morel-thule
Guardians Of Kaladim.
Tougher for upper teens after last patch
# Jun 18 2001 at 2:25 PM Rating: Decent
Since the patch that put the Crazed Ghouls in, the old tactic of camping your group allong the wall opisite the side porch has gotten tougher. There used to not be any spawns inside the room with the side porch but now there is a Crazed Ghoul spawn here which is a mid 20ish MOB and there when I was there at 27 and I also ran into regular "ghoul"s that coned even! The Crazed Ghoul wouldn't be so bad for an upper teens group pulling out of the first floor but the lvl 27 MOB right by the door could wipe out a high teens group. There are two new spawn spots in that room, one just to your left as you enter the door and one to the right behind the bar/counter that is there.

This really screws up pulling from that part of the downstairs for upper teens groups. On the up side, an upper teens group could work from the Gazebo area and pull out the front door as well as grab Crazed Ghouls from accross the water and from near the back door.

RE: Tougher for upper teens after last patch
# Jul 23 2001 at 10:56 AM Rating: Decent
The Crazed Ghouls (2 that I saw up at the same time last night) are now on the upper floors of the House and don't seem to be wanderers. This makes life a lot easier for the lower-level folks, since they are now near other creatures near their level rather than mixed up with low-teens mobs.
CASTER ONLY BIND POINTS AND NON CASTER BIND POINTS!
# Jun 18 2001 at 12:42 PM Rating: Default
ok now ull all think im stupid and say bah u cant bind in unrest WELL UR WRONG! caster types can self bind in the hedge maze... a safe place from trains and spawns and as long as you know the death beetle and tormented dead spawn place its perfectly safe and you dont have to zine in and out in fear of trains.

Now then the next suggestion is for non casters aka tanks you may think its quicker to bind in kaldim bt its not... if u bind in kelethin at the POD lift you can simply stare at kelethin and turn 10 degrees (eather way will work cuz if you go the left youll hit a path and right youll hit a wall be carefull of overshooting cuz that can b a pain so i normally go left so i hit the path and turn riht untill bb rather then hit that wall and turn left looking for the zone. Ok now ur in bb wit te path ahead of u... well ignor it. yes do not se the paths they are a longr way of what ur doing. just follow the wall to ur lef the whole way to dc and at dc just go however u usually go. also being bound here allows u a quick access to the bank if u wanna get money to buy an item that was being auctiond b4 u died. now keep in mind everone dies in unrest at least 3 times a lv but the down time of getting back is what kills the ep.

loyana 13th circle druid
RE: CASTER ONLY BIND POINTS AND NON CASTER BIND POINTS!
# Jun 20 2001 at 9:27 AM Rating: Excellent
25 posts
The hedge is a good spot to bind inside of Unrest, The only problem with that is that if you you gate away from the group because of a bad fight. You will still be aggroed when you pop in the hedge, and trust me they will track you down, and if you run to the zone, you're probably going to have to run through all the mobs that you're group just trained there and they'll be mad that the others got away and take it out on you.

And the melee spot is okay, but with all of GF being a melee bindable spot, wouldn't it be simpler to just bind right beside the the BB/GF zone and then cut out the complete run from kelethin?
RE: CASTER ONLY BIND POINTS AND NON CASTER BIND POINTS!
# Jul 05 2001 at 6:42 PM Rating: Default
yes and no. i posted the first message and the answers are yes and no. first off if u can get a gate spell off in a battle i commend you most times zoning is best. second u cant bind next to the gfay zone or itll give u a msg saying TRY A CITY unless ur a non melee caster then anywher u want u can. u might have been confused cuz u can bind under kelethin but thats because ur still considered (in) a city. i believe with all my ep thta this is the best place to bind it really cuts down on worring about corpse runs and entering into a train (ITS UNREST) this way u can also gate into unrest to compleaty avoid the train (forgot to say that before) making this spot by far he best place to bind for u casters out there
RE: CASTER ONLY BIND POINTS AND NON CASTER BIND POINTS!
# Jul 17 2001 at 4:04 PM Rating: Default
The poster was wrong. You can bind in Gfay. Anywhere. Oh let me use the language of the poster:
U CN BND in GFAY! PUR Cstrs bnd at Z in Dagnooor.
But L33t peeps bnd on porch -- exp bonus from hax0r bug!
RE: CASTER ONLY BIND POINTS AND NON CASTER BIND POINTS!
# Jul 17 2001 at 1:08 PM Rating: Decent
I have been bound in GFay right next to the BBM zone, with no problems.
impossible? i did it
# Jun 13 2001 at 5:50 PM Rating: Default
I gonna be doing that now with my lv 10 wiz!!!!! that a really good idea i can also get some bone chips for my sk in the progress!!!!!!
Post patch
# Jun 01 2001 at 12:39 PM Rating: Default
After the patch the normal "safe" porch directly inside the house now spawns the Crazed ghoul. It drops 99.997 percent of the time bronze armor. The also give you great exp and money. On the Lanys T'yvl server that area is ALWAYS camped.

Just a FYI...

Phlor Ironwood
25th season
RE: Post patch
# Jul 01 2001 at 5:12 AM Rating: Default
Was the bronze a ***** up? now they are not dropping any...
11-14 hunting when u first get to unrest
# May 24 2001 at 6:35 PM Rating: Default
Well im lvl 11 shaman and i had a lvl 14 mag with me and the best place for us to hunt was to sit in the in front of the 2 fountains and 1 would pull mostly what came around the front i got alot of thing to kill that was good for us greater skellys tourmented dead death bettles (ill get to them in a min) well u also want to check the maze i belive there is a tourmendted spawn there somewhere i pulled it...just rember where u came from..oh and also there a tourmented spawn beside the fountain just takes forever jack may also appere every now and then. the only reason i didnt pull from the lawn except a few time was because well if say i pull a skelly well along come the bettles which are a pain casue they hit hard for the lvls and well too many of um... so just stick to the front unless ur in a awesome group of full ppl who can take 5 or more mobs at once....oh and exp was also great i got 2 bubbles in about 30 min and well good loot to and exp for the lvl 14 was about he same just a little shy of mine oh and rember thin is IMHO so see ya later peeps


Servante ruler of the world
Prexus
secret train maker
# May 16 2001 at 10:31 PM Rating: Decent
I've3 had this happen to me a couple of times and realized that this could cause ALOT of trains, but that what unrest is about the trains.
When heading to the round room on the closer side, I noticed that a dusty werebat would hit me. Couldn't see anything, thought nothing of it till a train of 2 hags and some skeles showed up.
This happens when you hug or stay real close to the house wall. Just a future warning to people if they have no idea of where a train came from, watch out for this and give the house a wide berth till you go in.
soloing
# May 05 2001 at 1:59 PM Rating: Default
I'm a 16th level Rogue and Hedge Soloing is great....slow but no worries about a train killing you. Trains here are AWEFUL...the entire fountain area is nothing but a train depo.

Death Beetles, Tormented Dead, and the occasional Greater Skeleton inhabit the hedge...all on a 1 to 1 basis hidden in the hedge.

I love to poke strays in the back.......You backstab a Tormented Dead for 46 points of damage (hehehehe)......
Wanna Level quick?
# May 02 2001 at 12:20 PM Rating: Decent
I think you will find that all of these tips can be fairly confusing. Why not just camp the round room. The round room spawns ghouls, lurkings, and occasionaly a carrion.
RE: Wanna Level quick?
# May 16 2001 at 10:34 PM Rating: Decent
I've usually had to run and flee in terror from the round room, even with a decent group. The only time there was serious control in the rr was when I teamed up with 30th and 26th lvl clerics.
So now I will avoid the round room like the plague.
Wanna Level quick?
# May 02 2001 at 12:19 PM Rating: Default
Keys
# Apr 17 2001 at 12:48 AM Rating: Decent
I'm finding a lot of keys tonight. I haven't seen them before:
cracked glass key
small stone key
scuffed silver key

Any ideas what they are for?
a key
# Apr 12 2001 at 10:30 AM Rating: Default
I have found a rare key i looted from a goul and i hear it is for a quest let me know what quest it si, i cant find it. it is a lore no drop and i thilk it says it is a rusty or a bronse key. sorry i dont rember what the name was.
Wha t is the patht from Unrest to Lake of Ill Omen
# Apr 08 2001 at 1:01 AM Rating: Default
Hello
My friend recommanded that I should to go Lake of Ill Omen.
Could anyone can tell me what is the path for this routine ?

Thanks a lot
RE: Wha t is the patht from Unrest to Lake of Ill Omen
# Jul 14 2001 at 2:07 AM Rating: Decent
Oh, and that invisibility doesnt mean you're safe. Me and a wizard both got ate by those Drachnid spiders in Fironia Vie and we both had invisibility on as well as seeing invisible, both lvl 21 too. I'm at lake now, and I wanting to go to unrest as I getting tired of Sarnaks and goblins
____________________________
Lamini http://www.magelo.com/eq_view_profile.html?num=113217
Lamini's comeback: http://eq.magelo.com/profile/1399072
RE: Wha t is the patht from Unrest to Lake of Ill Omen
# May 18 2001 at 7:15 PM Rating: Default
To get to Ill Omen you have to zone into BB and goto the docks. From the entrance to the docks go the pier on the left. You can get on the small platforms that will take you to the big boat. This will take you to FV...get bound there if you are melee, then leave the fron gate and go left along the shore. BE INVISIBLE!!! There are a lot of nasty thing in the forest that will east anyone under 30 for breakfast. When you get to a stream, follow it all the way..you should zone into Ill Omen at some point. I wouldn't recommend going there until at LEAST 20 preferrably 23-25. While you can survive at lower levels, its very hard to find a group.
Massively Important Note to Unrest...
# Apr 02 2001 at 11:52 PM Rating: Excellent
I don't know if anyone's mentioned this yet, but if so it's scrolled on so I'll mention it again.

I have two massively important tips for anyone who plans to work the 1st floor of the house in Unrest. If properly executed, these two simple tips would well eliminate a good 50% of the massive trains Unrest is famous for.

The single biggest key to pulling from the house in Unrest is this: PATHING.

Pathing is the little subroutine in EQ that determines what route a mob will take when is aggros (and chases) you. What many first-time visitors to Unrest (and, sadly, many self-proclaimed veterans) don't know is that you can affect these routes by your actions.

The following examples are from the first floor of the house. I don't have enough experience of the upper and lower reaches to have made any kind of notes on the subject. I'd love to hear from anyone who has.

Tip #1: Side door
When pulling from the porch on the left side of the house, one thing is of utmost importance: DO NOT JUMP OFF THE PORCH. It sounds stupid, but it's true. If you run off the porch over the rail, any mobs who are following you will turn around and run through the house, coming out the back door. If there is no group back there, we're talking a minimum of 5 (!) extra mobs which will gladly join the party and stomp you into little teensy bits. If there IS a group in the back room, you will send whatever you pulled barrelling through their camp, usually causing one massive train which will send BOTH groups screaming for the zone. Not a method recommended for making friends.

If you pull from the side door, stop on the porch, turn to the left or right side, and RUN DOWN THE STAIRS. The result will be a clean pull. Granted, you will give the mobs a free shot or two, but you're a tank. You can handle it, right?

#2: Great Hall and Interior Hallway
Actually, I have no idea what people call this room, but you know what I mean. It's the great big wide room on the 1st floor that features a pair of stone staircases leading up, as well as 3 or 4 spawn points.

The main point of interest here is the hallway that wraps around this room and the rooms immediately opening off of it. This entire area contains something like 15 spawns, mostly ghouls, lurking mummies, and dark bone skels (with the occasional dry bone for luck).

If entering from the back (or side) of the house, it is important to remember that any mobs you pull from any of these rooms will run down the hallway in a clockwise (as seen from above) direction when they aggro you, pulling with them any other mobs they encounter on the way. The result: "Train to zone get off the tracks!" et al.
Assuming you live that long.

To avoid this...upon entering this area from the back room or side door, you will see a branching passageway off to your left as you enter the hallway. Pretend it doesn't exist. Make believe there's a wall there. If you like, role-play your denial. Just don't use that doorway when pulling. As in EVER. Work your way around, starting in the pair of library rooms directly ahead on your right. When pulling, retrace your steps back along the hallway from whence you came...even if it's the longest route. The mobs will follow you directly back to your waiting group to be promptly minced, and your group will think you're a genius.

Poco Lightfist, 24 Pally, E Marr
Very good!
# Jun 26 2001 at 3:04 AM Rating: Decent
*
82 posts
This is very good for people new to Unrest. Thanks for posting it!
More of a pulling techinque, rather than isolated to this zo
# Apr 04 2001 at 2:41 PM Rating: Excellent
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104 posts
In reference to to point #1. This is true, however the underlying principle is something that can be used in every zone you pull from. The pathing of mobs not only follows a specific route, but the route the mobs follows is very dependant upon how far away from the puller he is.

example:

By jumping over the over the rail and running to your group, the distance between you and the mob is increased substantially, so the mob goes bah, I won't catch him, I might as well head out the back and cut him off, and drag in several of my friends.
By stopping turning left and running down the stairs, the mob is going to be right on your back, this time he's thinking (pathing code) he's so close I might as well follow him and get my wacks in, without knowing he's heading straight into an ambush.
Result:
In a dungeon, pulling with sow where there is bad pathing is ususally a stupid thing to do. Taking a couple of wacks to keep a couple of other mobs from joining in is always perferred. Last but not least, the pathing rules will vary from zone to zone, so you need to experiment and learn which rules apply to that zone. [By the way monks are much better for this type of expermintation as they can FD]
why oh why
# Mar 27 2001 at 10:18 AM Rating: Default
why oh why cant clerics get a group in unrest im lvl 14 no matter what i cant seem to get a group why is that suggestions always welcome
RE: why oh why
# Jul 17 2001 at 11:42 PM Rating: Default
I'm a lvl 16 wiz and i can't find groups sometimes, it just depends on who is in the zone and what lvl's they are. just keep trying for a group untill that kill yard trash.
#Anonymous, Posted: Mar 25 2001 at 6:33 AM, Rating: Sub-Default, (Expand Post)
does anyone know
# Mar 25 2001 at 6:37 AM Rating: Default
does anyone know what is the safest place and mobs to fight im a 14 cleric and new to unrest and find it hard to live anywhere never mind places im new to
thanks in advance
RE: does anyone know
# Apr 04 2001 at 8:05 AM Rating: Default
hunt from the courtyard first, the venture to the right off the courtyard, 1 its close to zone just in case, 2 some monsters there will be good exp for ya
Dusty Werebat - Enchanter Quest
# Mar 15 2001 at 3:05 PM Rating: Default
I was wondering if anyone knew where the Dusty Werebat spawns for the Enchanter quest. Also what lvl he might be?
RE: Dusty Werebat - Enchanter Quest
# Jun 27 2001 at 9:03 PM Rating: Default
I've found dusty werebats in the basement, they dropped the silvery dust or whatever it is called, can't remember...but I think that only dropped once or twice when we were down there for a while.
RE: Dusty Werebat - Enchanter Quest
# Mar 22 2001 at 11:19 AM Rating: Default
I'm not very familiar with the layout, but I was there yesterday and fought several of them where we were posted. I belive it's what's called the basement (which is accessed behind a bookshelf).

There were hags, werebats, dusty werebats, and a variety of skeletons. Our group was made up of three 22nd levels, two 24th level, and one 30th level. We were fine hunting down there until someone trained the creatures from the ghost area into us (including a hag and a tentacled terror). Sorry I cant be more specific but it was only my second time there.

Wyrayth
22nd level monk - Xev
Spawn Time
# Feb 26 2001 at 2:13 AM Rating: Decent
What's the spawn times for the different spots? I would really appreciate this information. Thanks in advance!
#Anonymous, Posted: Mar 14 2001 at 6:06 PM, Rating: Sub-Default, (Expand Post) ok whenever the creatures feel like spawning they do
Bind points
# Jan 23 2001 at 9:01 PM Rating: Decent
All of the posts are good information, and my group of midteens is taking things very carefully. One question - where are the points in Unrest that we can bind to, if any?
Having corpse runs from Kaladim will be a pain. Even a bind point in the Cauldron would be good.
Email me the answer if you have to, it's GuavusKhan@aol.com.
RE: Bind points
# Jan 25 2001 at 10:05 AM Rating: Good
I'm sorry to say, but any character that can't self bind is S.O.L. - I've seen self-binders bind anywhere in the tunnel out of unrest from the zone to into Cauldron. I'm a paladin, and as such I have to ride the djoy canoe from just inside Gfay, all the way up djoy creek, and since I just died, I don't have the djoy paddle. I find GFay better than Kaladim for multiple reasons: 1) much closer than Kaladim. 2) constant stream of people on either side of zone (Gfay or BB) and the possibility of a SoW is high.

I'd also recommend that any of your group members that lived start asking for rez's (if lucky revivsense 96% exp regained). Do not forget to be polite to everyone in Unrest, especially when asking for rez's and always offer to pay for any spell you need.

I also advice keeping some batwings on hand (those that cast levitate know where I'm going). If you have a bat wing, anyone will levitate for free (just the cost of one bat wing as component for levitate). With SoW and levitate, you can sell at the dwarf rogue merchant on the big island, instead of going all the way back to BB.

I don't think I left out anything. The previous posts have other info already, so I'm not going to repeat anything.

How to hunt at Unrest-TANKS
# Dec 23 2000 at 6:39 PM Rating: Excellent
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100 posts
This post comming from a seasoned veteran, i might have forgotten something so feel free to add on.
Levels 9-15- YARD TRASH. Get your butt right outside the tunnel and start hacking at death beetles. you should get to level 11 in no time. Now you hunt TD's. and later on we get Jack-o-Lantern's. Use the basic throw yourself in there and kill stuff. Pallies work very good here.
Levels 15-22- FIRST FLOOR ok now you have gotten a feel for being here, you start hunting the small two rooms just inside the front door, or get in a group and hunt in the back door. This is when the real exp comes in. for 22 on, exp is not that good till you can camp the bar room or the hand, but that requires a heavy population in zone. Also, if you enjoy getting ok cash, go camp the reclusive ghoul magi. Long spawn but great cash.
Levels 22-30 ok now we are getting into hunting specific rooms, kinda like small dungeons in themselves. BAR ROOM- oh god, make sure that you have AT LEAST 1 cleric and enc, because you will need them. Also really doesn't work unless another group is camping the top floor.
TOP FLOOR- Ok this is a bit safer than the Bar room, but SLOW spawn. you will prolly have a druid in wolf form pull up from Bar. GOOD CAMP if you do pull with a druid from the bar.
STARTING BASEMENT- Ugh, this is where the hags are. you must be very twinked or have 2 clerics to camp down here. EXP is rocking but that doesnt cover up the high risk invloved.
LEVELS 30+ YAY you can finally get into a ghost group and start making some AWESOME EXP + CASH. you can also camp the rooms you have to break to get into the ghost room so its a fun camp. The best in unrest. I suggest helping out a level 9-11 by PLing them. again, they will be the next generation of ghost hunters so try and teach them something.
impossible? i did it
# Dec 04 2000 at 1:12 AM Rating: Excellent
If you're careful, you can come here at 9! I took my cleric here and started soloing death beetles left and right, just root and nuke...it has to be very close to the zone, regardless of what others say, because your gonna be running....a LOT! However, the exp is fast, and the loot from the corpses that higher lvl groups leave is AMAZING! A lvl 11 in almost full bronze without twinking is pretty good, eh?
RE: impossible? i did it
# Mar 08 2001 at 3:40 PM Rating: Decent
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190 posts
Damn good idea....never thought about it but this may work for a lot of classes...rangers included. Wish I would have read this a couple months ago!
soloing inside at 22
# Nov 27 2000 at 6:55 AM Rating: Default
Yup, it can be done. If you have invis, or invis vs undead, just go inside the house, find a Dark bone, or lurking mummy who's isolated, and nuke the *&#! out of 'em before anyone else notices. You'll be ok, unless a wanderer joins in. There's only one wandering spawn, and if you kill it frequently, then you should be just fine. I find that I can squeeze in two or three kills before the wanderer spawns again. Don't do ANYTHING until the wanderer is dead. It tends to be a ghoul, or a dark bone, so it's not a problem. When medding, you can find a nice corner, and med while invis. I prefer to run outside to the fountains so i can fish while i med. Personal preference
Or just go to overthere
# Feb 11 2001 at 8:39 AM Rating: Decent
Why would you WANT to solo here?
For XP?
Safer and faster xp can be found in the overthere, lake of ill omen, south karana, or the guard room in highkeep.
This is a dungeon. It is very dangerous.
RE: Or just go to overthere
# Jun 18 2001 at 12:48 PM Rating: Default
no no no no no no no no NO not happining. unrest is a great learning place. u learn how to pul in a crowded room using harmony u learn how to fight what u pulled and various yard trash u learn how to use ur short legs medium legs long legs etc u learn hoe to beg for a sow and how to acheive corpse runs without dieing. now also for a lv 13 i have no desire to go to lake of ill omen (yet) cuz i couldnt take anything there. as for everthing else well im still learning and lving as fast as i could anywher else.
loyana 13th circle druid
RE: Or just go to overthere
# Jun 10 2001 at 4:22 PM Rating: Default
A dungeon crawling with undead just waiting to be hit with undead-focused spells; equipment sized for the locals that is quite cleric-friendly (small bronze armor, blood-stained tunic, etc), the ability to sell & buy at home shops for the best rates, and access to trainers and merchants selling our spells without having to ride those thrice-accursed boats. *retches violently* Plus it tends to be rather quite with no constant chatter, and clerics need decent profit to go with the experience.

"Carry your faith in your heart, the Word in your hand, and a big mace on your belt."
Morajor
9th season cleric of Brell
one of many incarnations ^_^
For solo lvl 20's
# Nov 02 2000 at 1:22 PM Rating: Decent
We all know a soloist in Unrest is a dead soloist, unless you're very lucky or know the zone like the back of your hand. Well, for those of you casters about lvl 16 at LEAST or anyone else around 20 or so, theres a lvl 20 mob that can be soloed with ease given the right time. It's called a Gnomish Spelunker (look at a map for the location of his cave) and is a wuss. However, in his cave can spawn some very bad nasties like hags and werebats. If youre lucky, therell be a quest npc in there called serra who won't aggro anyone, although she looks like a festering hag. Be careful, though, cause the gnome will aggro you if you get attacked in the water.
Picking at trains
# Oct 20 2000 at 12:11 PM Rating: Good
By the fountains, there are two big stone markers on either wall. if you hug the wall and this in the corner of one, trains will be JUST out of kos range to you (note that having a pet here does complicate things). This is a good place to meditate, rest, etc., however I have also found it rather easy to kill things here. At lower levels, the occasional death beetle or tormented undead will wander close by itself, providing an easy kill with little fear of fellow undead coming to eat you. At higher levels, though, the rather frequent trains can provide great (and free) pulls for you. Since all the monsters are already trying to kill someone else, they won't attack you for blasting one of their own. As a side note here, you can safely pull undead to this location with the wizard/mage 8th level spell Eye of Zomm, which is an AWESOME pulling spell, as you have a longer range and can control the eye so you can pull around corners and the like. Also (though you can get banned for it, so isn't really recommended), you can use the eye to pull things from almost anywhere, then innocently ask who the *#$! trained that on you.
1st floor pulling
# Sep 04 2000 at 2:15 PM Rating: Good
I've been in Unrest for awhile, and this is some general stuff I've learned.

The yard trash is a pain. I would not suggest pulling to either the east or west sides of the mansion at low levels because the yard trash can add up. Even at level 19 I once had a death beetle chewing on me for 15 damage a pop. (although they usually do it for only 1-5 damage at level 20...) The main problem with the trash is not really the damage, but the inturruption factor. There is nothing as sucky as 5 Death beetles being trained on your enchanter when you're sweating out a pack of monk skeles. The safest place really to do first level pulls is by the fountains. This place can accomadate 2 groups, each on opposite sides of the fountains. I have seen some people trying to add another group in the road way or farther back. (Or the occassional higher level kiting some nasties down the roadway.) All attempts have failed and trained sooner or later.

Running is a pain here, because of the long tunnel enterance. Even if you're a tank, you need to be in the yard with at least two bubbles of HP left when the train hits you, or you're screwed over horribly. If you're a caster and have no tanks and get aggro trained, you'd better resign yourself to death. HOWEVER, if you stick to the identantions for the fountains and aren't fighting anything, returning MoBs from the train won't aggro you. They also won't aggro you in the hedge maze.

You'll need an experienced puller for house pulls, that knows ALL of the spawn points on the first floor. And even then, get your group into the routine of invising/camoing your puller every time going in. It isn't really necessary for 1st floor pulls, but getting into this good habit now will save you later. The general pull order is the right corner (one spawn point in the actual corner in sight from the door, one spawn point conceled in an identation...), left corner. (One spawn point in sight from door, one other spawn point hidin around edge.) From there, you have to pull from the main room. (The one with the stairs.) Typically 3 spawn points here, each one roughly located by each doorway. After that, you pull from the middle rooms. (Each has 1 spawn, conceled from when you entered the room.) After that you pull from the upper corners. (2 spawn in the left one, 1 spawn in the right one.) With all that crap cleared THEN you can pull the upper room. (3 spawns, 2 in the main room, 1 in the other sub-room.) You can go back farther in the house, (There's a door that has one spawn, and the big circular room that has 3 spawns in it) but to get thouse you really should pull to the northern yard rather than the fountains.

The important thing is to keep all of the rooms clear. The main room WILL aggro on you if you pull the northern rooms, and the corners WILL aggro on you if you pull the middle rooms. Everything spawns fairly fast, so it's doubtful that any level less than 20 could take all of the spawns on the first floor. (Indeed, even just the corners and the main room once in awhile will keep them occupied.)

The nice thing about Unrest is that there's plenty of healers that come here. Both Clerics and Paladins come here often to utilize their skills versus undead. (Wish I could say the same for Necros and SKs, but generally Unrest is too risky for soloing so Necros don't come, and SKs are too rare anyways and are usually powerleveled in other places.) I've grouped with more Clerics in Unrest within 2 levels than I have in my entire lifetime.

Enchanters (knowledgable ones who know how to mez anyways) are also high in demand. It is extremely hard to pull singles from the house, (Using aggro-reducing spells won't help...MoBs are practically side-by-side, and you'll be inturrupted almost 90% of the time if you try to cast in there.) so 2-4 MoBs is the norm that gets to the group, not including the yard trash. (usually just one or two tormeted dead or death beetles...jacks don't show up much in front of the mansion.)

As for loot, DBSs are probabally the best, because they drop chainmail ocassionally. (Usually bracers, but I have seen another minor piece or two drop.) Mummies also rarely drop jewels worth up to about 2pp. Otherwise, mushrooms (Used for rogue poisions, don't know the exact name) and grave molds can be sold for a few gold each, are stackable, and very light. Dark bone chips (Not regular chips) are somewhat more uncommon, but go for about half a plat each and are stackable. You can also OCCASSIONALLY (But rarely) get a fine steel weapon off of a DBS. In all my time there (so far 3 levels) I've only seen 4 pieces drop. (2 of which I got...one FS morning star, a 2 scimaritars, and a short sword. You'll be able to tell if they've got FS by wether or not they have a weapon in their hands; I've never seen a bronze weapon from a house pull.

Thats it, and good luck!

-Jearom Jasienta
-Paladin of 20 years in service to Tunare
-The Tribunal
RE: 1st floor pulling
# Feb 02 2001 at 3:53 PM Rating: Default
Correct me if I am wrong but I do believe undead will see through camo. I'm 21 ranger and camo never fools the undead. Also regular invis may not work. I think you need invis vs undead.
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