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
Scuffed Silver Key
# Jun 22 2002 at 3:48 AM Rating: Decent
Got a Scuffed Silver Key last night, but as yet have found no use for it. Anyone got any info on it?
Farming
# May 25 2002 at 9:00 PM Rating: Decent
Ok...im thinkin about farming this zone...its pretty good drops and not a lot of people in the zone(ive seen maxe of 5)...i dont know my way around...thinking about goin after the Dwarven Work Boots...Can u give me some advice...i got a good druid friend that can help me

Germaine Shepeard
32paladin
RE: Farming
# Jan 10 2003 at 9:05 AM Rating: Default
"i got a good druid friend that can help me"

Two words:

Wolf Form. :)

Just make sure you're not way down in Fatty's room when it wears off. /wink
Mostly unknown to everyone.
# May 05 2002 at 11:53 PM Rating: Decent
22 posts
I've concluded that most folks are not aware of the invisable NPC that lives in Unrest. Over the last few months I have met MANY LvL 55 - 60 players who had no knowledge of this mob.

What is it?
The name of it is, "A Herald of Mischief".

Where is it at?
It is located in the same area as Sera and A Gnomish Spelunker. If you swim in the stream by the gazeebo you will find a passageway that leads to them.

How do I see it?
"A Herald of Mischief" will not show up on the track-list of fellow Druid's or Rangers. (unless something has changed since posting) Spells such as see-invisable are useless too. In order to find it, you must drop an item on the ground near Sera and the Spelunker. Of course, the item won't be dropped if you're in the correct area. Instead, the TRADE WINDOW will appear. After you cancel the trade, it will still remain as your TARGET.

What is it for?
First, I do not suggest actually handing any items over to it. I am still unsure if that would cause aggro or not. As I mentioned earlier, many long-term EQ players have never knew of it's exsistance untill I spoke to them about it. I have my own opinions of what it's purpose might be. One of which is a possible link between Norrath and the Plane of Mischief. Perhaps by giving it the correct item(s), you will be taken to the Plane of Mischief.

Players i've spoke with who know of the "Herald of Mischief" all seem to have their own story of what it is and why it's there. Several brave folks have come forward to help slay this NPC. I'll post any "valid" info I can gather when the time comes.

Edited, Mon May 6 03:32:41 2002
RE: Mostly unknown to everyone.
# Feb 17 2003 at 2:23 PM Rating: Decent
I think this Herald of Mischief is just an elaborate practical joke. Hence "Mischief". Some programmer somewhere is reading this post right now and laughing their donkey off.
RE: Mostly unknown to everyone.
# May 06 2002 at 2:38 AM Rating: Excellent
22 posts
Things i've discovered:

1) Pets will not attack it
2) Casting has no effect
3) Giving it an item has no effect
4) Melee has no effect
5) Wearable items that cast have no effect
6) Warders will not attack it

Con list:

LvL 50 - Drk Blue
LvL 54 - Drk Blue

Using HAIL will get no response. Many have tried to discover some sort of keywords to get a reponse. Mentioning things like the Plane of Mischief seems useless. (at least in the many combinations we've tried)

Edited, Wed May 8 04:50:56 2002
RE: Mostly unknown to everyone.
# Jun 13 2002 at 9:07 PM Rating: Decent
Whatever this is, it doesn't just exist in Unrest... Found it while camping Krode the Diviner in the Warrens. I attempted to drop something I'd foraged, and instead ended up in a trade window with none other than Herald of Mischief.
RE: Mostly unknown to everyone.
# Jul 30 2002 at 10:46 AM Rating: Decent
whew thats freaky
RE: Mostly unknown to everyone.
# Dec 07 2006 at 2:35 PM Rating: Decent
Whoa, that's really weird.Smiley: confused
My 2 CP's worth as a teen to 21 Cleric in Unrest
# May 01 2002 at 3:22 AM Rating: Excellent
23 posts
A few things I have learnt in unrest over the last 5 lvls.
1. When U r in a group with a lvl 25 char & they suggest that the group (rest are 20 to 22) go to the basement - just say no! On the plus side the lvl 25 bought it & the rest of the group (wisely) ran
2. Never group with a caster who just invites U to group without asking, who admits to never being in unrest b4, spends half the time shouting "Give me a SoW" and doesn't know what /assist does (as he normally nukes the wrong mob & gets slapped for it)
3. Never trust a Gnome you don't know (filthy, ill mannered things)
4. It's better to sit on the front porch, back wall, by the gazeebo, back room or inside the side door and pull slowly than run inside and pull everything!Especially if U r not a full group. Although outside does have a lot of annoying adds.
5. If you're in a group with more than 1 Cleric & don't know the other Cleric in the group don't always trust them to do their job properly. I have been designated as Back up Healer on a number of occasions & had to spend the entire session healing the main tank & medding, with barely a sign of the other Cleric doing a thing
6. When you do a /who and see a few 30+ chars, make sure you listen for them shouting train. If they can't handle their troubles lookout.
7. Always clear the yard trash if you are camping outside.
8. Ask & ye shall recieve, I always ask my groups if I can have any zombie skins (for pottery) & they (nearly) always give them 2 me. Except for the guy who raised point 2 above - who was like a seagull, swooping on every kill before it hit the ground. Also if U do spot a Lore Item Shout it, some are hard to find
9. ALWAYS have the puller targetted, he will prob need a heal when he gets back
10. Always be nice to Droods - SoW is your friend!
11. A personal one of mine, always offer a Rez to people - it may take a lot of mana but friends are useful.
12. Organization is the key - have a group leader, follow their commands (especially RUN), and move as a group - having half the group out front playing with yard trash & the other half Rooted by Ghouls at the rear is a sure way to end up typing /consent

Just a few thoughts there - hope some of my bretheren who are thinking of moving to Unrest find it useful.

Bereck Ymdroi
21st Season Cleric of Brell Serilis
Master Potter and Drinker
RE: My 2 CP's worth as a teen to 21 Cleric in Unrest
# Feb 21 2003 at 12:06 PM Rating: Default
if the whole group thought like that there would be a mas slauter of dead hitting the ground if you r on vallon zek plz find me cuz you would make for one helofa groupie i think the same way and somehow always get the group that goes whever thers a fight and im the only on left alive in the zone =-(. great advise and i hope all the poeple who go to UR read this first. i am lvl 24 but i have had this char for 17 months he is my main and needless to say i have everone of my skills capped and learning more and i know 7 languages fluantly. so lower lvl i am but very well seasoned. MORE POWER TO THE THINKERS ( i bet you wis and int are well over 200 )
RE: My 2 CP's worth as a teen to 21 Cleric in Unrest
# Mar 23 2003 at 7:19 AM Rating: Decent
Would Just like to say ya...no hell ya
RE: My 2 CP's worth as a teen to 21 Cleric in Unrest
# Jan 10 2003 at 11:47 AM Rating: Decent
What is the pottery recipe with those Zombie Skins, i have about 4 stacks. But i cant find the right recipe for it. Or the name(s) of the thing(s)u can make withyhose skin. Thx on advance

Wiety
HE Paladin of the 31th season

Moesje
DWF Cleric of the 20th season
RE: My 2 CP's worth as a teen to 21 Cleric in Unrest
# Jun 18 2004 at 3:31 AM Rating: Decent
Poison Vials:
Vial Sketch, water flask, Small Block Clay & Zombie skin.
Trivs at 148
RE: My 2 CP's worth as a teen to 21 Cleric in Unrest
# Oct 21 2002 at 5:01 PM Rating: Decent
Awesome post. If more people were as funny and well spoken as you, I'd probably read more posts. (And good advice to boot!)
RE: My 2 CP's worth as a teen to 21 Cleric in Unrest
# Aug 26 2002 at 9:11 AM Rating: Decent
anyone ever told you that your a smart man
RE: My 2 CP's worth as a teen to 21 Cleric in Unrest
# Sep 05 2002 at 12:13 PM Rating: Default
/Agree, good advice, specially the one about the Gnomes.
More IUnrest Info
# Apr 11 2002 at 4:04 PM Rating: Decent
As other posts mention, the mob pathing in this zone is not very good. You can use this to your advantage in several ways. Here are some of the things I do (wizard) when dealing with a bad pull.

I usually clear the back door area first and then take down the static spawns along that hallway. It's when I move to the front that I start getting into trouble with the pulls...

1. Jumping over banisters or onto the porch will get you enough time for a gate or a shadow step
2. Running from the front or side door around to the back door and inside will TOTALLY confuse every mob chasing you. This gives you plenty of time to gate (assumes you cleared teh back door room and they haven't spawned since :) )
3. Running into the hedge maze entrance and looping through 4 turns will give you plenty of time to gate.
4. Jumping over the water near the gazebo will give you enough time to gate in most instances, but if the tormented aren't green don't bother.

Note: doing these things minimizes the trains you create on the folks in the CY, but shout train anyway.. cause the people you get killed now.. won't buff you later :) Also, this is done without SoW, but you do need to slide to avoid the bashes :)

Xyzor
Drinal
RE: More IUnrest Info
# Jun 23 2003 at 1:24 AM Rating: Decent
*
98 posts
You know you will create a train, and you continue to try and pull the same mobs?

Have some patience, stick to the mobs you know you can safely take.

Having an escape plan is good, having to make use of it every ten mins is the sign of a bad / impatient puller, IMO.

Oh, no more kei for lil wiz anymore? :) shame, looks like patience is gonna be forced onto you :P
great combo
# Mar 18 2002 at 1:12 AM Rating: Decent
If your a pally or a cleric this place is a great place for you to team up with the other.I hunt alot here with a guild member who is a cleric , i am a pally. its pretty simple pally tanks ,both nuke undead,cleric heals, undead die , invis, med and repeat. with just the 2 of you the exp goes up very fast(21-27in 5 days, and yes i work lol), biggest thing here is if you get to much to handle run,cleric has his escape spell, pally has LOH. You dont have to worry about the other person very much. Well just thought i would let you know what has worked well for me.

Kebmo Stormbeard
27th season Paladin
Shining Forces of Xev
Fun little zone...
# Mar 03 2002 at 3:31 PM Rating: Decent
-REDACTED-
44 posts
Went here today....43 warrior,34 warrior ,32 warrior ,38 cleric,42 ranger and 39 ranger.We cleaned the house easily me a 34 war and the 32 war aggro a few light blues that we killed quite easily...this was just a guild group who were there to get BS mantles for us 3 wars(+10 svm good resist stuff)we went to the basement and cleared that out as well...cleric did nothing but heal as needed rangers sowed so we could get around and we spent about an hour there...only person that went below a bubble of health was 32 war when he took the knights HT on purpose...for that fight we split the group 3 upstairs on night 3 downstirs in barroom...as long as you stick toghether and root/snare things it's is a fairly safe dungeon...a little tight in places for my liking but whatever)
my two cents
# Feb 28 2002 at 11:36 AM Rating: Good
I think this area is great. Took the day off yesterday from work and let a gnome take me there. At first I hung out at the tunnel near the fountains and pulled there since I’m only lvl 15. This turned out to be a BAD idea since every train (and there are a LOT of them here) gets pulled through this so-called newbie area. Newbies, lowbies, teens, etc. do yourself a favor and move to the back of the house. Particularly if you’re human. I got killed a couple times trying to run from trains to the zone border in the dark tunnel. Couldn’t see and got whacked. Regardless of what popular opinion is the area between the fountains and the tunnel is a really really bad place for newbies.

Another suggestion I have is to think big in terms of grouping. Diversify but don’t worry about spreading the experience too thin by getting a big group together. One of your casters might not be fighting all the time but when I fought here my group was constantly pulling and fighting something in the yard and occasionally a ghoul or mummy from the ground floor of the house. Each kill gives low experience but there was almost no downtime. AND we were never overwhelmed because the stuff in the yard isn’t too challenging for late teen players AND the trains rarely make it to the back yard.

Great hunting grounds! Happy hunting!
Words of Eradication
# Feb 26 2002 at 5:46 PM Rating: Decent
I waws soloing in Unrest when i picked up the Words of Eradication and some pages to Tasarins Grimoire does any one know if there is a quest for eather of these items or what they are yoused for in general ?
thanks
Tild
RE: Words of Eradication
# Mar 01 2002 at 12:34 PM Rating: Decent
They are for necro and enchanter research.
#REDACTED, Posted: Jan 05 2002 at 11:16 PM, Rating: Sub-Default, (Expand Post) yo!!!
Soloing at Unrest
# Nov 06 2001 at 12:13 PM Rating: Decent
I was taken to this zone at level 13 and I hit 15 in no time at all. I think it is a great place to solo the zone line is relatively close so you can bail if you have to. I do have to agree some of the other posts here complaining about the constant trains being pulled. However there are usually some other people in the yard who are always willing to help. I pull mostly beetles and Tormented Undead. I can handle one or two of them at a time if I have to then I med at the zone line in case someone pulls a huge train. I highly recommend getting the mob down to about 1/4 health then finish them off with Melee(so long as you have to health for it). Most people probably won't agree but I think it's a great way to build up your Def and Off especially if you solo most of the time.
I have a question I did run into a Ghastly Ghoul I think that's what it was anyway, I hit him with Fire, Ice and Lighting he resisted all of them. My question is would casting cancel magic on him helped me at all? If not how do I go about taking something like him down? Any suggestion would be appreciated.
Solo
# Oct 27 2001 at 6:45 PM Rating: Decent
I'm a lvl 13 druid and i must say this is the best plce to solo at thia lvl and maybe 2 lvl's higher. Out side of this place in the yard is the best.



Hypen
lvl 13
druid
Sever Karana
SOLOING!!!
# Oct 14 2001 at 1:54 PM Rating: Decent
Ok everyone...heres the deal.
I see people asking if they can solo here. The fact is.. It is really hard to do because of all of the adds in the house. I have seen a lot of people soloing the whole house. But they are usually 45 or higher and most of the time they are NOT warriors. Necros can run around everywhere just saying, PET ATTACK and they can win, unless they get too many. So i guess what it comes down to is that yes you can solo here at level 20. Will you die trying? probably. So just know where u can and cant solo by trying it. Dont let others say no cause anything is possible with luck and experience.
RE: SOLOING!!!
# Mar 30 2002 at 1:41 AM Rating: Decent
i came to the estate of unrest at lvl 14 and i have been soloing alot there. its a great place to solo at the lvls of 14+. just dont try soloing the house at those lvls.
My take on Unrest
# Oct 01 2001 at 12:19 PM Rating: Excellent
*
243 posts
Greetings. This is to follow up someone's suggestions about Unrest and also to maybe provide some insight for raids into unrest.

I used to come to this zone alot to play in the yard, and plan to return soon to take things on in the house.

Two big problems exist with this zone. The first that is immediately noticed are Trains. So many trains happen here, I feel like I'm at a station every time I come in. I expect one day the house may be redesigned to fit the motif. :)

The second problem is organization...or lack there of...between groups in the zone. Ofcourse, this isn't just this zone. I notice alot that there is little in the way of cooperation between groups outside of camp checks and occassional aid if you get in over your head.

Zones like Unrest, though, cooperation between groups hunting would make this zone so much more managable.

Alright, you can divide this zone into 3 basic areas. You have the house. The first floor is (generally) for the 20's, right? Ok. Levels go up significantly for the other floors and basement. I think a few mobs hit up into thier 40s? or 30s, don't recall which. I think even some of the 30's could give 40s a run for thier money, though. Now, you have the Yard, which divides into the other two areas. The "back yard", which is really anything from the hedge back (not directly infront of the house). This can be taken best by any mid-late teen group. I've seen higher camped here, but I think they had a house puller.

Then you have the front yard (infront of the house, and the courtyard leading to the zone.

This area we foolishly beleived our first time in was where lowbies should camp. Oh my, were we wrong. Dispite the fact that there are lowbie mobs that wander up here, this area should be camped only by higher lvls. Why? Well, this is where every train that everyone else can't handle will go (assuming the train's puller doesn't die before leaving the house).

Alright, this in mind. Upon going in to Unrest, it should be easy to do a /who to see who is in. Now on most servers, a large majority of players I notice are not anonymous, atleast not on quell. Even if they are, once you get an idea that you've got x-number of groups (figure probably full groups of 6, so if you have say 20 players in the zone, you have maybe 3-4 groups) you can call for the group leaders to chat together.

A higher lvl group camping the front (keeping the occassional greenies down) should be able to handle most trains. Now, depending on the layout of the house, they might be able to send in a puller (especially if areas of the house the puller has to go through are being cleared by another group). Bear in mind, I don't really know the layout, but there are enough people who do that you should be able to determine if this is possible or not.

All in all, though, I don't think that will be necessary. TRAIN gets called alot in this zone. A good group could probably dispatch most of a train, they might have to zone depending on how bad it was, and then med between TRAIN's. If the mobs coming out are too low, then they can consider sending in a puller to clear a path for better mobs. But I've seen some of what comes out, and a group could live off of some of the trains.

Key to TRAIN management is the Enchanter/assist combination. An enchanter can mezz the more troublesome elements of the train while meleer's and casters deal with mobs one, maybe two at a time. Just stay away from AoE's unless the enchanter is able to root them and you can pull your focus mobs away from the mezzed. The Enchanter can also Charm an trained mob to assist in clearing things out. Charming something that might be useless to the group as loot gives you a free tank. Just let it get bashed, "dotting" as it goes, until it dies. Expendable charmed mobs is a dot from the chanter, and since it will likely die, means that it can't turn on the Enchanter.

And yes, you want those clerics. But for more than just healing. They call this the cleric's dream dungeon for a reason. Clerics and (apparently) Paladins both get spells for dealing with Undead. Now, I have great luck in Paladins as Tanks. Even if the Pally is just back up, let him expend some of that mana and expulse/ward undead. Pally's are also nice because if things go really bad, they can allow the clerics to deal with casters while they emergency-heal themselves. At any rate, you should allow your atleast one of your clerics to flex thier muscles here for more than just healing.
Pulling in a necromancer could also be good, for much the same reason. Maybe SK's, but I'm not sure what the extent of thier stuff is in dealing with undead. necro's can double dealing against undead and keeping your healers and other caster up on mana.

Anyway, communication of any kind between groups in this zone could really improve a group's chances of dealing with it. For a Raid, it is all about communication, right? IMO, a raid should never be focused all in just one area. Nothing worse than all things going to hell, and then having to try to flee through newly spawning mobs. Focus on one area means you can get flanked.

An example of what I mean is my group guard-camping in Nektulos. We camped the bridge. Now the two on the EC side of the bridge are no problem. But the ones on the Neriak side are ouchers. Atleast, they were to us in our mid-teens.

We found that if we were the only ones camping the bridge this was tough because of the huge agro and social radius of these guards. But, if there was someone camping the two on the Neriak side, then we could much better handle the mobs. At one point we had the spawns controlled so that they pulled the redcons, then we pulled the blues as each spawned. We didn't realize how well it worked until our higherlevel buddy had gone.

Similar spawn-control between groups makes all the difference in a dungeon too. It also makes trains a little better. If you know that an area is pretty well camped, you can just shoot a tell to the group leader(s) that a train is coming through (make it a hot key) and you know you have an area that will pull few if any adds to the train, since most of the mobs in that area are probably clear anyways. If you get back a message of "we've been medding" or some such, then you know, right?

Alright, so some of my thoughts. Maybe meaningless drivel. Maybe something to add insight.

You decide

Tatiyanna.

...

"But I don't want to go among Mad people," remarked Alice.
"Oh you can't help that," said the cat. "We're all mad. I'm mad. You're mad."
"How do you know that I'm mad?"
"Well, you have to be, or else you wouldn't be here."
--um, duh
.....

#Anonymous, Posted: Sep 19 2001 at 2:25 AM, Rating: Sub-Default, (Expand Post) There are no tactics for this zone, people! All you do is fight, run, and die. It's that simple. Six undings later and a shouting match with a GM, and you're a vetern ******. Gratz. WOOT. Thank you for shopping at Unrest.
Its not that tough
# Sep 18 2001 at 12:00 AM Rating: Default
Here is the trick. The posts about experienced players is key. You need a good leader and set tactics before you fight. You need a full group and as many healers as you can get. One of the best experiences I had was two tanks and four clerics! You need to be 17th or so minimum to survive this place. Camp the room by the porch and just be careful what you pull. Do not take the first left down the hallway to the right and stay on the ground floor. I once spent almost 2 hours pulling managable trains (2-3 ghouls, some mummies) to our group to be slaughtered. Loot is good here with about 10-20 pp per hour being earned. HERE IS THE KEY: Know when to run and when it is time to run do not hesitate to run like hell for the zone. Give a shout and look out! If Torklar is pulled run automatically. If some players not up to the upper floors or basement pull crazed ghouls or the skeletal monk, etc. run. In two hours we zoned 2 or 3 times and lost only one of our group. I love this place!

Krontis
Warrior of Brell Serelis
19th Season
RE: Its not that tough
# Oct 02 2001 at 5:03 PM Rating: Decent
One thing wrong with your little strat. I have been in unrest for atleast 5 days in playing time! I went from level 12 to level 35 here. And when u are camping the porch, part of the deal is to be in a safe spot, but do not pull from those stairs. There is a room they call "the magus room" and it consists of about 5 spawns max. Then the main room on the second floor has 3 spawns with one wanderer. This means you can have up to 8 hard things on you at once. Not a good idea. If you want to pull from the second floor, i suggest you move in. But thats my take on it. And if toklarr comes, if your clerics can, or if u have a pally, one of the casters, pally or cleric, root and med. Then i sure hope you have another caster and have them nuke. So in a nut shell, u have one nuker and one rooter. Then just switch positions after the nuker is 50 mana. So they have a chance to med up again. But be sure to say root off and med plenty far away from him. It is also a good idea if u have a druid so u can get sow and some ensnare action on toklar.
UNrest Keys
# Sep 10 2001 at 5:41 PM Rating: Decent
Was here for just a little while last night with soem friends and picked up a couple keys. Loking thru the bestiary and quests lists i can find nothing about these. Not sure of thier exact names, btu does anyone know if they have a use? They were not lore, not magic, and not no drop, just looked liek a normal key and venders give 1 copper for them. Just seemed like strange loot to me to have no use anywhere.
Thanks in advance.

Ed. Ok, names of the keys I found were Cracked Glass key and SCuffed Silver Key. Any ideas?
RE: UNrest Keys
# Oct 07 2001 at 2:09 PM Rating: Decent
The keys were for door sin unrest. You need them to open some doors to get to different floors. Like befallen.
problem
# Sep 04 2001 at 12:06 PM Rating: Decent
Had a guild event at Unrest this weekend and for the lowbies (21-26) it went very poorly. Every single person in my party died...at least twice. We were camped in a room in the house (and this is where I think our mistake was) the first room that you can access off to the left of the labyrinth, the only entrance from outside is through a deck with double doors. Every time we pulled it turned into a train, and no one wanted to leave the house and just stay in the yard and have someone pull from the house to the yard. I got so frustrated with the trains and the deaths that I had to get out of there, but for some reason, I'm convinced there has to be a way to fight there and not die constantly. If anyone can be of any help, please let me know.
Leiman of Tholuxe Paells
# Aug 28 2001 at 8:16 AM Rating: Default
At level 20 will a ranger be safe here, soloing in the house, or would it be wise to get a group going?
RE: Leiman of Tholuxe Paells
# Oct 07 2001 at 2:12 PM Rating: Default
Definately group. My friend a 42 war died there while solo'ing so i doubt if it would be wise.
the way to handle Unrest
# Aug 22 2001 at 10:02 AM Rating: Default
I'm a paladin of the 23rd holy blade, and I first went to unrest at 13. I went with a shaman, and a warrior, and we took out yard trash like they were nothing. Don't try to solo until lvl 15, because you'll die otherwise. AT lvl 15, I got ward undead, which helped me kill those TDs, and so I could take on a couple of mobs and still come out ontop, without using LoH. I took some time off and quested the ghoulbane, and at lvl 20, it started proccing for 143DD max. When the GB started proccing I started pulling singles out of the house, and putting them to their graves, again. At lvl 22, you can start room-hopping because you get ITU. You go in, clear a room, heal up, med up, ITU and move on to the next room and rinse, wash, and repeat. If you don't think you can handle it, get a cleric or druid partner and room hop with them, just ITU your partner before you ITU yourself. As I've already said I'm 23, and these tactics work well for me, and I only die when I get trained on, just don't try to clear the rooms near Torklar Battlemaster, there are lots of mobs in each one of the rooms, and there is a chance u might bug Torklar, and you DON'T want to do that! Well, hopefully I at least helped out all you paladins, and maybe the rest of you, if your on mith marr, around my lvl, and in the area, giveme a hollar. I'll show you personally how to room-hop.


Falkun Fizulknyt
Paladin of the 23rd holy blade
<Keepers of The Drink>
Arundeltmpleton
# Aug 20 2001 at 12:02 PM Rating: Default
I started soloing Unrest at 9th level, carefully, and still got killed...I still do. One way to avoid or minimize beetles aiding is to pull the undead into the tunnel. Once they are IN there nothing seems to come to help. If you get too many beetles then back down to JUST before the zone and AOE them there...you can usually kill the undead if your channeling is any good, get the exp.... maybe kille a few bugs and zone with one or two bubs left. Also for some reason if you walk RIGHT up to the yard trash TD and let them aggro you it seems to minimize the bugs flocking. Dunno why but seems to work. On final note...if you DON'T want the baddies chasing you in the tunnel, enter it rubbing the right wall (right on your way to DC)...for some reason they will often not pursue you then. No clue why.
soloing
# Aug 18 2001 at 9:46 PM Rating: Default
can a war solo here im lvl 20 and already in bb and have a slow zone so i want to know if i make the trip to unrest will i get good exp soloing there or in draguons caludor can some one tell me plz
RE: soloing
# Aug 22 2001 at 7:52 PM Rating: Decent
16 posts
Personally I'd recommend a warrior head to Lake of Ill Omen or South Karana. There's things in both places that a warrior could solo. 20th level I've found to be a tough level for soloing, moreso for a warrior I'd imagine. You have to go inside to get any kind of XP, and going inside means you're going to probably get more than one MOB at a time. Tough thing to do. Just my opinion of course...
Hmm....
# Aug 14 2001 at 3:24 PM Rating: Decent
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243 posts
Ya know, upon thinking and reading, it seems to me that the best tactic for owning this zone would be join cooperation.
Get everyone in the zone together and pick out your low (teens), mid (late teen-mid twenties), and your high groups (everyone else). From what I've seen, there is usually enough for a couple of high groups, depending on the night.
Now, your low groups should take care of yard trash. Solo'ers too. Have them camp the out-of-traffic areas in the back. Your mids and highs will have two jobs.
One High Group and One mid group needs to wait in the wings (that is camp the front up to the zone. Ignore yard trash unless it agro's or there isn't a solo'er to take it on. Otherwise, rest, offer buffs to other groups and talk your strategy for what you are going to do.
If you can organize it to have 3 mid groups, send in two pullers from your first mid group. Their job: pull from the lesser levels in the house into a train and bring it to the front yard. The rest of thier group and the high group takes out the train while the second mid group starts to clear a path for the second high group to go into the tougher levels.
Advantages: You clear out the inside for groups going in to get where they need to go with less incident, making them more able to handle what awaits.
You clear out via a planned train areas that would create a train.
And, once your wing groups have the initial train cleared they can med and be ready to handle the eventual train that is going to come from the house.
Once that train comes, it gets taken care of. Then is probably a good time to rotate inside and outside groups.
....
Okay, so my motive for bringing this up. I eventually want to organize just such a raid based on these tactics. My questions: how many groups, minimum, am I going to want for each part? For those well experienced with Unrest, especially inside, how do these tactics hold up? Would it work or would I be leading lambs to the slaughter?
Every time I see a nasty train I always think "If only there was a high powered group camping and waiting for the trains to happen".
And it got me thinking.
Any input would be greatly appreciated.

RE: Hmm....
# Aug 22 2001 at 7:48 PM Rating: Decent
16 posts
When you go deeper into the house, say you want to camp the hand room for example, the best bet isn't to clean out the house as you go, but to find a cleric (sometimes found here) or paladin (much more likely, Unrest is where all Paladins hold their conventions) to cast Invisibility to Undead on your group.

Only problem is that many rooms in the upper floors have neighboring rooms that will come pounding in to help their undead compatriots. Hand room has a neighboring room that will come charging in seconds after you start clearing out the first room. Pray you can find an enchanter, which I've found to be rare here.

Tower is the same thing. Your best bet is to find a second group of 25+ folks to help you. One group in the bar, one in the tower. ITU until you get to your floors, send tells when both parties are ready to barge in. I've done the tower a few times, and trying to take the bar or tower with one group is tough Unless you're high level or blind lucky, you'll be either picking up bodies, evacuating, or diving out the tower windows and running to the zone.

Then again, at least on my server, unless you're around in the evenings, there isn't that many groups in Unrest to do all that you've mentioned. Indeed, one solid group of six players, well balanced and coordinating themselves well, can clear out the first floor a little bit at a time. It's a challenge, but it can be done. If there's two groups on the first floor, say one in the round (back) room and one in the side room, can clear the first floor and even be in competition for pulls after a bit.

Just some thoughts. I've done Unrest from top to...well...I still avoid that deathtrap called the basement. Heh.

Unrest Woes
# Aug 14 2001 at 1:21 PM Rating: Default
I've been trying Unrest for the past month and after getting gacked by a trained Crazed Ghoul for the umteenth time, I decided to start looking up some hints online. Most offer good solid help, so anything I say is probably just stating the obvious. However, I find that if I avoid soloing (everything CONs green outside and there's not enough platinum in the world to make me go in the Mansion alone) and hook up with a large group (4+ including you) you'll have better luck. All my "bad sessions" happened when group with either too few players or people who don't pull their own weight.
Sadly, if I consistently have trouble finding groups in Unrest, I'll have to look elsewhere. This means crossing the ocean back to Freeport. It's a shame but I can't handle the constant search for good talent within Unrest and the fifteen-minute run from GF when things turn ugly.

Josef
18th lvl Warrior
RE: Unrest Woes
# Aug 14 2001 at 2:41 PM Rating: Decent
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243 posts
If you are on Quellious give me a tell. We typically have a good group and never go in with less than 3 of us. Ofcourse, we are stuck in the yard right now, but I'm fifteen and my mage friend is lvl 16. We are going to be looking to start venturing into the house before long. Having someone experienced who can show us the what-about of house hunting would be our favorite person (next to the token bard and the rogue who knows how to use backstab *smile*)
My experience
# Aug 13 2001 at 9:36 PM Rating: Decent
This is an exelent place. Usually you shouldn't be here unless you are at least level 15, though I have met people who have hunted here since level 12 killing only Death Beetles and Tormented Dead. My observations and advice:

1) Most people end up droping alot of loot here, this is because there is "supposedly" no nearby merchant and they can't take the wieght of the loot. In reality there is a very nearby merchant in Dagnor's Cauldren. Head straight into the water to the island in the center and on the very top of the hill is a merchant. It helps to have an inv. when doing this as aqua goblins swim a great deal in these waters and running is useless as they shoot bows.

2) Death Beetle's are a pain. I read a survey once and it is all but official that they are the worst aggro's in the game. They will atack you if they see you atack almost anything no matter what your level. The best way to deal with these creatures is to use area of effect spells. Though costly these will reduce these beetles to 5 hit kills for the melee groups. Be carefull that you don't accidently taunt them all on to you though.

3) Trains are common. This is the most obviouse peice of advice. Stay off the main path no matter what. Trains rarely divert from it unless they see somthing they really like (someone not all the way off the path but close to it.) If you need a safe place to hide and med choose the hedge maze. Only Death Beetle's go there and they will only atack if they see a battle or if you atack them. It is the safest place in zone.

4) The Ghost of Tacknor Battlemaster is a pain. Why? Because when he atacks he summons everything on the first floor to atack with him. There is no way to advert this so remind pullers to put a hot key that they accidentally pulled him and not to engage while the puller runs for his life.

5) Tracking is useless. It is true here. Because of the multiple floors you can never tell wether what your tracking is above, below, or on the same level. So just explore with cation.

6) Some spells go far here. SoW, Inv. to Undead, and Share Wolf Form are the most popular spells in the zone. SoW prevents trains from becoming to big of a problem because you can usually out run them unless you got the feared Ghoul Root. Inv. to Undead because the majority of the creatures here can't see you. And Share Wolf Form because it combinds the two former and ups your atack skill.

7) Loot is good but experience is better. When conflicted with money VS experience then until you got enough exp. go to Dagnor's Cauldren as you get 10% more exp. when hunting Aqua Goblins. Then go for Unrest. By that time you should have enough practice that you can take on most of the creatures here, which is where the really good loot is, no argument about it.

8) Groups are hard to get. The best way in my opion to get a group here is to do a /who command see if there is anyone around your level and send a tell to see if they are in a group and if so can you join. If they aren't then you can try again with someone else or see if they want to partner up.

I hope these come in handy, and look for more of my advice on other subjects.
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