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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shadowpincer
# Apr 18 2001 at 11:58 PM Rating: Default
Eqatlas has something about a shadowpincer?? if there is such thing even if hes rare and random etc. send a pic and tell us where the hell he is i want to see this.
Hunting
# Apr 11 2001 at 8:45 PM Rating: Default
I'm a lvl 13 magician and i have a hard time hunting here without a group. Even when I have a group it is still pretty difficult. Can somebody give me some tips? Everyone says this place has good hunting and I really wanna fight here.



BE CAREFUL
# Apr 05 2001 at 11:32 AM Rating: Decent
If you pull using long range items, they Tormented dead sometimes will go and pick up a few other friends. Death beatles will also come attack you if u are just walking around to scout. Its a good idea to enter as a group at level 11 or under.
Be alone in Unrest
# Mar 26 2001 at 7:49 AM Rating: Default
You can get a lot of money and exp. if you fight alone. Though you could get killed alot faster, fight smart. Unrest is better then crushbone. You should be around 16lvl min. to do this. Have fun. But always run if you don't think you can handel it.
Pudgy the rogue
# Mar 11 2001 at 3:02 PM Rating: Default
where the hell is unreast?
RE: Pudgy the rogue
# Apr 17 2001 at 12:50 AM Rating: Good
48 posts
Unrest is south of Dagnor's Cauldron which is south of Butcherblock.
#Anonymous, Posted: Mar 25 2001 at 6:21 AM, Rating: Sub-Default, (Expand Post)
Unrest clocks.....
# Mar 03 2001 at 6:03 PM Rating: Decent
Has anyone else noticed.....the time in Unrest is always 6 AM? The date changes like it should, the sun comes up and goes down.....but it never changes the time.
RE: Unrest clocks.....
# May 12 2001 at 8:48 PM Rating: Decent
24 posts
Aye, assume it is because undeads dont love the day, and since it is outdoors it would ***** up spawn
Unrest for Levels 9-14
# Jan 28 2001 at 9:19 AM Rating: Good
This can be an extremely fruitful zone for a group of level 9-14 characters. (Despite some opinions to the contrary). A smart group ('smart' always seems to be the key adjective when talking about groups in this game =) Hanging on the wall in the back corner of the courtyard (opposite side of river, between 'deck' and 'back door') can XP in a hurry, with decent loot.

The key is the location that the group sits in. That back corner area described above seems to me to be the only place in the courtyard where you will not be aggro'd by wandering courtyard crits (back wall and gazebo areas, which are popular pull sights, always pick up extra wanderers) If you stick in that corner, and fight as close to the wall as possible, you will (I hate to use the word never)..but dang near never pick up extras in a fight, which is all the difference at this low of level in this zone.
The added benefit to this location is that you are relatively safe from the legendary Unrest Trains. (which is the problem with "bug hunting in the entry-way") The only train problems I had was when someone would come shooting out the back door, with an army in tow, and make the turn to the entry way around the deck side of the house too wide. But of course there has to be some excitement, right?
At any rate, if you're sick and tired of Crushbone Orcs...this might be for you. =)

Akempis Hammerken
24th Paladin
Cazic-Thule
!a dusty werebat
# Jan 12 2001 at 5:22 PM Rating: Default
I found this human in the basement named !a dusty werebat and he con green to my lvl 28 Paladin and died with one hit. He said that his comrades would avenge his death. Then some low lvl undead jumped me. Is he part of a quest or something?
RE: !a dusty werebat
# Jan 18 2001 at 9:51 AM Rating: Default
The dusty werebat spawns there... or SHOULD. Drops a piece for a chanter quest. Been camping it for weeks now and am spending a fortune in tps. Petitoined it 4 times so far too, and nothing. Go figure.
RE: !a dusty werebat
# Jan 21 2001 at 11:55 PM Rating: Default
Ive been camping the same mob and petitioned Gms' with it was told it would be fixed in next patch but couldnt be told when that was....Spent 3 days camping that area (
RE: !a dusty werebat
# Feb 12 2001 at 8:03 PM Rating: Default
Just as general information for those who don't realize it, whenever you see an exclamation point before a mob's or NPC's name, it means that there's a problem with the creature/character and that's Verant's way of flagging it for repair. so !a dusty werebat is an example of an issue Verant is aware of and is in the process of looking at.

Or not ;)

Good hunting!
19 cleric
# Jan 08 2001 at 9:21 PM Rating: Default
Just curious what a 19 gnome cleric should hunt, I also have been thinking of bringing my 20 monk and was wondering if this was a good zone for him.
Dwarven Ghost?
# Jan 04 2001 at 9:59 PM Rating: Decent
32 posts
Edited my message: Didn't know who the "Dwarven Ghost" I kept hearing about was, found out that's Garanel Ruksif. FYI for anyone else who wants to know where Dwarven Workboots and Jagged Bands come from.
What about greater dark bones.
# Dec 08 2000 at 5:57 AM Rating: Default
Isnt there greater dark bones as well?
Giant Deathbeetle ShadowPincer
# Dec 07 2000 at 11:17 PM Rating: Default
I read on another board somewhere about a Giant Deathbeetle ShadowPincer, an ultra rare spawn at about lvl 27. Supposedly it drops a Shadowed Bone Carapace. Has anyone seen this? Any idea how it spawns?
RE: Giant Deathbeetle ShadowPincer
# Feb 03 2001 at 7:07 AM Rating: Decent
been fighting here almost exclusivly for 12 levels, and I have never seen it spawn, although that does not meen that it does not exist.

Tarland Brewmiester
Imperial Army Of kaladim, drinal server
26th warrior
PULLING FOR DUMMIES
# Dec 01 2000 at 5:38 PM Rating: Default
Rule 1- never jump over a rail while pulling to the outside it will result in one of the mobs mentioned above
Rule 2- invis to undead use whenever possible i.e. ask a cleric
Rule 3- only pull when everyone is ready if possible chances are that you will be fighting more than expected anyway.
Rule 4- if u break one of these rules and need to run make sure that you have a hot button programed to warn the rest of us!!!!!
RE: PULLING FOR DUMMIES
# Jan 24 2001 at 11:09 PM Rating: Default
Hmm - I feel I need to add to this, as the original post is not too specific

1) Jumping over the rail too early will cause the trained mob to go back through the house, through the round room, and out the back door. Instead, walk calmly down the back steps, turning around assuring your desired creature is in tow

2) IMHO this is a BAD IDEA for the puller. If you have invis on you have NO IDEA what will pull when you pull your mob back through the house. Go in slowly but surely, and pull as the mobs aggro

3) big duh here - but I guess its always nice to repeat.

3a) The left side of the house (priest side) is great for pulling just one or two mobs, as long as you follow rule number one about not jumping over the rail.

3b) On the left side of the house is a stairway down, do not under any circumstances go down the stairway, unless you're dying to know what your party would say if you caused them to get slaughtered by werebats and skeletal monks.

3c) pulling from any of the rooms that are not on the left side of the house will cause the mob to do a near full circle of the house halls, bringing everything in its wake. I've found I can pull the front right room alone if I leave through the front door and the go outside to the left part of the yard.

3d) invariably someone will come up with the idea of camping the round room, if you do so please look up above to see what will happen if someone doesn't do things right (esp note #1).

3e) don't even think about going upstairs until you feel confident about taking a skeletal monk, dry bones skeleton, and carrion ghoul all at once.

4) blah blah blah TRAIN TO ZONE!!! - common courtesy
RE: PULLING FOR DUMMIES
# Jan 18 2001 at 7:41 PM Rating: Default
I think something worth mentioning is after a train has been pulled...Please let the house settle for a few minutes!! Often I watch people people immediately start pullin after the mobs have run out the door..well these mob often kill whomever pulled them..they come back into house all riled up. Argh just craziness
RE: PULLING FOR DUMMIES (First Floor)
# Dec 20 2000 at 7:58 PM Rating: Excellent
Important note to pulling:

If starting in the back room, pull the rooms in a Counter Clockwise Order. If you pull the room behind the ball room first, you're training the whole first level on top of you.

Order of pulls from the backroom (below Barkeep)
1) The Backroom itself, and the cubby hole outside
2) The Side room Cubby Hole
3) Wanderer in first hallway
4) Single Spawn in room with stairs to basement
5) Ballroom
6) Front Corner room (East Side)
7) Front Corner room (West Side)
9) West Hallway (2 rooms one with a door)
10)Room Behind the ballroom (my group calls this the lounge because of the couch and to differentiate it from the backroom, died several times due to confusion)

As long as the group can handle 2 or 3 mobs at a time, you won't cause a train here. As always don't let a runner get away.

Lazarius, Shadownknight of The Rathe
Enchanters pay some heed
# Oct 21 2000 at 7:21 PM Rating: Good
If you are an enchanter/enchantress of 16+ seasons you should carry yourself over to this zone.

Why? What better way to practice your dungeon crowd control skills then this place? Befallen is ok, but the key system can get you killed when the party your in gets a heavy pull you can't control. This place is ideal for enchanters to bone up on playing traffic cop...your entralls and mesmerization(AoE mez) work wonders in Unrest, and your party will love you for hasting the tanks, breezing the casters and generally keeping the (for the most part) extra house residents from spoiling any fun you should be having in this Estate.

I am level 21 now because of this, I was level 20 whence I came, with a charisma of 125 (buffed up) my entralls were sticking to barbed bones, carrion ghouls, skeletal monks, and on one occasion, the Lesser Blade Fiend...all of these mobs are a few (understatement!!!) levels above me and I was basically telling them to stay put till my group was ready to obliterate them!

I'm as surprised as you all; I didn't think my powers were strong enough to stick to the higher level mobs, that would MOST certainly cut me in half if they resisted, and they did at times, but didn't really aggro me (luv that taunt warriors!).

Bits of advice, if the groups strong enough, mez two or three and KEEP them mezzed! If lawn trash intervenes (and they will, if you are pulling from the house at times) charm them and sic them on whatever you are fighting, BUT NOT WHAT YOU MEZZED! Assist the tanks with your new 'pets', and when battles are over, have the charmed mobs guard a specific point so everyone will know where it is, if the charm breaks (I usually try and get the pet's health pretty low, when the charm breaks). Hehehe I had a lurking mummy charmed and fighting a carrion ghoul!

It's good to know our limitations too; charm will not work on mobs OVER level 18, so don't complain you can't charm a skeletal monk...that's Beguile, level 24. Another tip: you are better off using entrall than mesmerization. Why? Well if you are resisted EARLY in the fight, you have to get the 2-5 other mobs off of you with enthrall anyhow! Enthrall the ones that are undamaged and you aid your group immensely! Slip in a Tashani and re-enthrall...trust me, your group will luv ye a ton!

Good luck, and hope this has helped a lil'

Kelilye Furykryztal within The Circle of the Shadows on The Nameless server
Cleric and paly 30 in Unrest
# Oct 19 2000 at 2:04 AM Rating: Default
Where could we hunt? Camp the basement is dangerous? Or is it easy to pull... thx :)
RE: Cleric and paly 30 in Unrest
# Oct 19 2000 at 7:23 AM Rating: Default
At 30s groups of 6 are great for the pit (though it is a toughie to break without a druid or monk to reduce the odds). Groups of 4 could camp the blood pool.

For just the two of you I'd suggest pulling from the 2nd floor as the first floor mostly ignores you. The spawns on either side of the stairs that lead up from the large room on the 1st floor (ballroom) can be pulled singly but others are dangerous because they will bring more .
Serra:quest?
# Oct 03 2000 at 2:28 PM Rating: Default
Serra is located next the gnomish spelunker spawn, after some dialoque, I recieved a letter from her to presumably give to someone in exchange for her doll. The only hint I have is the note is a "Torn Queynos Bards Guild Flyer".I doubt I will pursue this further...Im not a bard.:).
RE: epic bard quest
# Oct 24 2000 at 6:26 PM Rating: Default
This is part of the epic bard quest for the Singing short sword you have to give her her doll and she give you a note. see everlore for more info
Serra's Doll
# Oct 16 2000 at 12:37 PM Rating: Default
I'm not 100% sure of this, but I think there's a story about a missing girl who had a doll - bringing back the doll should be proof of her existence. The only person I could find related to this is the Indria's (sp) doll quest, which IS different, but might provide a clue. Talk to the male human looking in the pool outside the bank (just over the bridge).
RE: Serra:quest?
# Oct 10 2000 at 1:31 AM Rating: Default
If I can get a druid buddy to help me out this should be easy to firgure out. Serra, who has less than 208hp, despite looking undead, is NOT. I tried to use my undead nuke on her but it said this can only be cast on the undead. After getting the note from her I promptly killed her. But anyhow, Im gonna take the note to the bards guild in Queynos and see if I perhaps give it to each npc if I get some doll or something. Puzzling though that shes not undead... wonder if shes got a mask...
seventh hammer
# Oct 02 2000 at 4:21 PM Rating: Default

If you play on seventh hammer server, at lvl 14-20, and wanna repeating group member for the unrest send tells to gromble...15th lvl dwf pal...I can tank/heal both faily well. Im looking for one more tank type as well as a cleric. Others also welcome...no Iksar/**** burglars.
#Anonymous, Posted: Oct 02 2000 at 4:12 PM, Rating: Sub-Default, (Expand Post) seventh hammer server:
Serra 2
# Sep 30 2000 at 8:04 PM Rating: Default
Forgot to say, when I killed her she dropped nothing. No coin, no items.
Serra
# Sep 30 2000 at 8:03 PM Rating: Default
Saw a new mob in the Spelunker cave today. She was standing in the spot next to him. Looked like a zombie/tormented dead, conned indifferent in wolf form, and green to 43. I hailed her, and she said something to the effect of "I lost [something]"... What something, I said. She then said something about a bad man who hurt her, and she didn't get her doll for her birthday. She asks you to return her doll, but I couldn't make heads or tails of it, so I nuked the ***** (standard procedure for me, hehe) and she went down in 1 firestrike, < 300 damage.
Bronze drops....
# Sep 29 2000 at 4:14 PM Rating: Decent
The ones that drop the small bronze are the Barbed Bone Skeletons and the Dry Bone Skeletons. Carrion Ghouls,Barbed Bone Skells, and Dry Bones also drop FS weps. These MOBs can be found on the second story and up.
RE: Bronze drops....
# Oct 19 2000 at 7:18 AM Rating: Default
Also the greater dark bones drop bronze
RE: Bronze drops....
# Dec 15 2000 at 10:23 PM Rating: Default
Guys if you talking about bronze weps aswell i killed a tormented dead that had a bronxe axe.
what lvl are they un-aggro??
# Sep 20 2000 at 12:44 AM Rating: Default
I want to know at what lvl you can go in here with wolf form, attack something, and not get attacked by the things around it, i know you can do it at 45, but i was wondering if u could do it earlier.
RE: what lvl are they un-aggro??
# Jan 22 2001 at 9:39 PM Rating: Default
Your statement is incorrect.
Undead are very stupid in that they will attack things which they have no chance against. (ie things still aggro'd on me when I was level 48 and in wolf-form)
He's right, no such thing as un-aggro (gets annoying)
# Mar 27 2001 at 7:36 AM Rating: Default
Need some help!
# Aug 25 2000 at 9:14 PM Rating: Default
Which of the monsters give you small bronze armor?
RE: Need some help!
# Jun 28 2002 at 3:02 PM Rating: Default
most of the mobs indoors can drop ringmail and small bronze armor as well as fs weapons
READ IT i need help
# Aug 25 2000 at 12:54 AM Rating: Default
hey im lvl 21 will i have a hard time finding a group? 21 is shaman hell spot i cant seem to get xp anywhere!
RE: READ IT i need help
# Sep 10 2000 at 4:57 PM Rating: Default
Should be ok finding a group. My 15 paladin actually found a few people to group with there.
lvl needed
# Aug 02 2000 at 8:01 PM Rating: Decent
What lvl should u be to hunt in unrest?
RE: lvl needed
# Aug 20 2000 at 11:05 PM Rating: Default
12 to hunt the small stuff in the yard.. but be warned.. a level 60 character could probably get killed if they just stood there in front of one of the trains. You will see what I mean if you go in there at a busy time... more player corpses lying around than monster corpses.
RE: Read this for great help
# Apr 02 2001 at 11:44 AM Rating: Decent
It is a good idea to go in as a group. I have a level 14 paladin that i hunt in unrest with. Unrest can either be hell or the best hunting on earth. I have hunted with level 8 and 9 characters and they level faster than I have ever seen. You do need to be careful of the trains that stupid people seem to drag in. If u enter unrest and follow the right wall until u come to a ratty looking cage (usually the spawning place for some death beatles and tormented dead) u will be safe from trains. Have your highest member in your group pull a couple of beetles to figure out how well u can kill them and see how much exp u get. There is no sense in pulling big hard stuff for great exp if your gonna spend most of your time getting your corpse back. If u stay near the wall while pulling these, you shouldn't pick up any drifters. MAKE SURE THAT AT LEAST ONE PERSON HAS A MAGICAL WEAPON!!!! LARGE WISPS AND GHOULS SOMETIMES CAN BE PULLED IF YOUR NOT CAREFUL. THESE CAN ONLY BE DAMAGE USING MAGICAL NUKING OR A MAGICAL SWORD.
RE: Read this for great help
# Apr 02 2001 at 11:43 AM Rating: Decent
It is a good idea to go in as a group. I have a level 14 paladin that i hunt in unrest with. Unrest can either be hell or the best hunting on earth. I have hunted with level 8 and 9 characters and they level faster than I have ever seen. You do need to be careful of the trains that stupid people seem to drag in. If u enter unrest and follow the right wall until u come to a ratty looking cage (usually the spawning place for some death beatles and tormented dead) u will be safe from trains. Have your highest member in your group pull a couple of beetles to figure out how well u can kill them and see how much exp u get. There is no sense in pulling big hard stuff for great exp if your gonna spend most of your time getting your corpse back. If u stay near the wall while pulling these, you shouldn't pick up any drifters. MAKE SURE THAT AT LEAST ONE PERSON HAS A MAGICAL WEAPON!!!! LARGE WISPS AND GHOULS SOMETIMES CAN BE PULLED IF YOUR NOT CAREFUL. tHES CAN ONLY BE DAMAGE USING MAGICAL NUKING OR A MAGICAL SWORD.
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