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
troll bind?
# Aug 13 2001 at 2:25 AM Rating: Default
hiyas. mesa troll warrior and dinking bout coming here for a look but where me get a bind? is it possible for us meelees to bind in bb/gfay zone or what? if so where? otherwise closest would be neriak or someding....hmmmm me not know...maybe best to stay in da swamp..)suggestions appreciated)
RE: troll bind?
# Aug 13 2001 at 5:10 PM Rating: Decent
If you go to the G FAY zone from butcher, u can get a bind right inside there. It is the closest place to bind.

Lvl 31 paladin
Xiaro Ironfist
Hunters of the Undead
What is the rod found in the water?
# Aug 11 2001 at 6:28 PM Rating: Default
I was swimming in the water by the Gazebo, and there is a hole down there with rod laying on the floor in the water. It is a magic, lore, no drop item that is usable by Wiz? Any idea what this is, or what it is used for?
RE: What is the rod found in the water?
# Jan 07 2002 at 3:25 PM Rating: Decent
***
3,705 posts
If I am not mistaken, if is part of the staff of the wheel quest.
Unrest
# Aug 10 2001 at 1:00 AM Rating: Default

I disagree with l lot of ppl that say they hate unrest. I'm a 32 dru so yes i have wolf form and i explore every inch of the place so i knew pretty much where everything spawned before i invited my friend 36 war to come. i just went to 3rd floor where the knight spawns and hit him and jumped out window and ran to my war friend waiting at the fountain yes it did pull almost the whole house but most mobs stoped cause i was to far ahead and we would kill knight get blood steined tunic or mantel and do it again he spans like every 2 or 3 min
Tactical Analysis
# Aug 08 2001 at 11:46 AM Rating: Good
((never change your password *wink*))

I have to disagree with takes on camping and xp. If you are mid-teens, then camping here is great. XP here is great. For about 1 1/2 to 2 hours of play, I made about 2 1/2 or so yellow bubbles of xp. And, I did it with a group that floated between 3 and 4 people, and only died once.

Tactics are key. Ofcourse, most of these will only work up to mid-teens, cause that's what I am :)

1. Pick camp sites carefully. I generally camp in back yard. If you come into zone and face house, it would be the back left corner in back yard. This site is generally free of trains (I've worried about trains all of once here). You can flatten against the wall for med (make sure there is a non-caster or pet guarding, though)

2. Pick your group carefully. I do very well with atleast 1 mage (pet and good nukes) and one tank. Last night our tank was a rogue. Actually, he as a geurilla tank. I and pets took front brunt attack as much as we could and let rogue backstab. Sweet. Groups do not have to be large, just well organized, mature, and balanced. You definately want a healer. If you can get two, great, but you can survive on one.

3. Pick your fights carefully. Undead here have a good agro range, and a good assist range. Also, if you camp the yard, don't hunt the yard. That is what got me killed last night. I hunted and missed the spawns that I inadvertently pulled back to us. I died, the mages gated, so there was no train, atleast. Wait for the spawns and take your pick.
Kill off beetles. They sometimes loot decent, and they are blue in mid-teens. They will agro when you are fighting and can make a managable situation turn bad. The fewer there are around, the better.
Pull Undead one at a time. Even if you can take multiple, only pull one. I say this because, like the coming of death and taxes, beetles will follow. also, there is a fairly good chance that and undead will just wander into agro range as you fight, so you will get the action.

4. Cast off lofty ideas and noble duty (ooc as well as RP suggestion) when you are here. Nobility is great, but if you have to high-tail it, do so. Don't cling to pets. Gating kept us from training, which was nice. Tip to try: most undead react more to proxemity when the attack. If your tank is absolutely dying and you can't keep him alive, healer, back out of battle while trying to heal. When you aren't being agro'd, run or Gate if Druid. Caster, sic your pet to taunt. Tank, stop attacking and try to break out. As soon as you aren't agro'd, run. If you are with a druid, you should already have SoW as a buff. Caster, once your pet has taunted, Gate.
Okay, your chances of pulling this off are so so, but might as well try. 2 advantages to pulling. One, you don't pull a train, and Two, you don't pull a train. Dying in running usually comes because the train killed you. :)

5. When planning to visit, bear in mind you will be dying to figuring your lvl capabilty. You will die here. It is inevitable. If you bear this in mind, you can plan the time you spend here to lvl accordingly. It will be less frustrating if you just accept it. I seemed to die less when I did too. Funny thing.

6. Trains are inevitable, unfortunately. even if you try and try to run without agro'ing, chances are you will get a train. The worst ones are house, and I guarantee my above suggestion won't work. I know that having never been inside. :) It is a yard tactic, and really untested. Don't camp the front yard unless you intend to pick off from trains. You will die and zone constantly. If train is called, and nothing has agro'd you, instead of zoning, hide in the hedges. (tip given already. verified. it works).

Casters: Bind outside unrest zone in Cauldron. The tunnel is realitively safe. If you are a goodie and want to be really safe, when you enter cauldron from BB, one of the first camps has elves and a dwarf. They offer sanctuary. Bind there. Bind your non-casters in Gfay right at entrance to BB.

If you are a druid, save mana for heals. I had great sucess pulling. I used wimpy firespell because it is cheap to draw, and melee'd. I only used nukes if we had an abundance of mob's, and it was my AoW, lightning. Keep everyone SoW'd and buffed. Don't bother with harmony. Waste of space and mana. Same with camo.

My two copper

LOADING, PLEASE WAIT...

Tatiyanna
14 druid
Quellious
blah blah blah
Here's How You Survive This CrapHole
# Aug 06 2001 at 4:56 AM Rating: Good
It took me awhile, but I finally figured out how to survive this hellhole:

Rule # 1: Never-never-never camp A) in front of the estate where the fountains are, B) to the left of estate where too many greens spawn, and C) behind the estate where a lot of trains come and go like New York street traffic.

Rule # 2: Never-never-never camp in the estate. My experience has been that, even with a large group, you're luck eventually runs out and everyone gets bought. (Note: all it takes, folks, is one more ghoul than you can handle and then all your mages are sawdust and maggots. One minute later, you're next on the menu.)

Rule # 3: Only camp by the porch located on the right side of the estate (that's the right side when you're facing the estate). Yes, I know, greens still spawn there, too. But the greens are fewer there compared to the other locations around the estate. Plus, you can avoid the trains coming from the other entrances.

Rule # 4: Have a minimum of two--that's TWO--healers in your group. Ideally, two clerics would be nice, but make sure they are of the same alignment (nothing's worse than a good cleric and an evil cleric arguing while people are dying).

Rule # 5: When your life bar gets down to two bubs, splitzo. And I mean SPLITZO. Don't stick around to make fancy moves or play cards. Get the hell out of there and head for the tunnel (or exit as it's sometimes called). Oh, and remember to shout that a train is coming just out of courtesy to the other bimbos camping in the wrong places.

Rule # 6: Whoever you're sending in to make the pulls, make sure they never-never-never use Root or Fear. Root just leaves the monster behind so that everything but the kitchen sink comes running out to kick your ace later. Fear does just the same thing. REMEMBER: greens swarm in this place and so do the blues. A red wouldn't hesitate to follow along either.

Rule # 7: If your clerics are getting hit and you can't help them, tell everybody to RUN. Clerics getting beaten is a good sign that the pull was more than your group can handle. Don't stick around and flex your biceps. Run and tell the others to do the same.

Rule # 8: Watch out for the Ghost! This guy is mean and will kill anybody below 30th level. Five whacks from him was enough to kill my 20th level cleric. Ouch!

Rule # 9: Don't be nosey. Leave the basement and the upstairs for those that actually have the hit points to survive whatever is there. I don't know how many times some 15-25th level dumbace pulled a train from the attic or basement and nearly wiped out everybody in the zone. Unrest is like safe sex, folks: Don't be pokin' in places you know you'll pay for later.

Rule # 10: Pay attention! You see a train coming, don't act like a cow and wait for it to hit you. Run!

PS: Moooooooooooo!

And, finally, Rule # 11: Don't group with morons. You know, the ones that never let the magic-users med and treat emoticons like retarded monkeys on a Tonka toy. Yep. They'll get you killed every time.


BurpFart NibblePoop
20th level Klerick
Poopshaft server
RE: Here's How You Survive This CrapHole
# Aug 13 2001 at 8:07 PM Rating: Decent
Ya know, low level people like yourself are the ones that make unrest seem sooooo scary. The fact is, u need to watch how your pulls come out. THAT IS THE KEY TO UNREST!!!!!!! With the new ghost they added, even me (a level 30 paladin) can get whooped. U need to watch how your pull comes out. These BETTER tactics:

If you are camping at the:

1) 2 fountains- This is a camping area made for the newbies. You should have plenty of time for your healers to med up during down time. Make sure that when u pull, you get a maximum of 2. If you enter the house, and go to the left or right there will be 2 spawns that will probably aggro on you. DO NOT RUN OUT OF THE HOUSE LIKE A PSYCHO!!!! This will allow them to run back inside and get more friends. If you plan on taking out the second floor, I suggest you either take out the ENTIRE first floor, or you invis vs undead and camp up by the crazed spawns.

2) camping the side porch. If you are camping this area, you can pull just about everything if you are careful. ONCE AGAIN, DO NOT PULL FROM THE SECOND FLOOR!!! This camp is mainly for newbys due to the fact that if you pull from the room up the stairs, the magus room (which spawns about 5 things) will also join them. If you are a higher level group, try to pull out the 2 basement spawns right at the bottom of the stairs. To get there, go down the hall to the right, and the first door on the right. There is a secret door that looks like a book case. That's the door to the basement.

3) The back wall. If you want to pull to the back wall, then you should either be high enough that yard trash doesnt aggro or plan on only pulling the trash. WARNING!!! If you are sitting or medding, no matter what level u are, anything will aggro. I suggest to just camp the round room if you plan on the back wall. The spawns arent that hard to kill if u have a group about 18 or up. You should have a healer though.

4) The basement. Several people think that the basement is a death trap. There is one thing u need to know about it. The first thing your group should do is check to see if TOKLAR is up. If he is, I warn u now. He has been known to come down and join on the pulls. Take out the 2 spawns at the bottom of the stairs. Then, if you have a druid, have your druid harmony the next room in wolf form. Then have a tank get only one spawn. THINK ABOUT WHAT AND WHEN U PULL. If there is a hag, and you dont have a healer, i suggest to kill it if you dont have sow, and if you have sow, get the hell out if you cant handle it. You should have atleast one person that can bash to interupt there spells. They dont have many HP so they arent hard to kill.

5)Second floor- If you have a group, even 2 people about level 29 or 28, you can easily take the crazed spawns and the 2 spawns right by them. You need to be able to Invis undead to get there. THE MOST IMPORTANT THING IS THAT YOU ROOT OR ENSNARE. IF THEY RUN, YOU HAVE TO KILL IT BEFORE IT EXITS THAT ROOM OR ELSE TOKLAR WILL COME.

6) Knight room- If you camp here, you need to have the bar room all the way cleared out. Ususally some hags or bats or skellys will be with the knight. Just rememeber hags are first.

7) Bar room- The bar room has about 7 spawns i think. If you can harmony them and pull one by one out to the hallway, i highly suggest that. You might even consider taking out the magus room.

8) Magus room- located just to the right at the top of the first flight of stairs in the back of the house. This spawns some magus that can spell very badly. Everything in the room will probably aggro so once again, clear a space to pull to not far from that room. Harmony and pull.

9) Ghost room (basement)- This is the only camp that is a death trap. There is a pit right by it. The only person that can fall in and be ok is a druid in wolf form. To camp here you need to have a full group of 30's. Including atleast one healer is a very good idea. Always fight between your enemy and the wall. NOT THE PIT!!!!!

This is about the only info i can give that might be of some help.

The key to unrest is knowing the mobs pathing. Pathing is the route that the mob is set on to get to a certain place. You need to study these. The only bad thing is you learn by mistakes. So be ready.

Xiaro
Lvl 30 paladin of morell thule
Hunters of the Undead
crazyness
# Aug 05 2001 at 4:41 PM Rating: Default
man.. i can here for the first time last night. like a good explorer i got my maps and read about the commint posted about the zone but damn....none of that gives this zone justice. me 38 necro and a friend 36warrior went to grab the eye for harverster quest and maybe get that key from the priest guy right. soon as we zone in we both nearly die as a train from HELL runs us down. a few hours later spending more time zoneing than fighting we gave up. as a 38 necro my pet should be able to solo most of this place but 2 greens where able to take my pet. when i come back in about 10lvs the tables will be turned..im going to rape this zone mwhahahahha.
Unrest unappealing
# Aug 01 2001 at 8:59 PM Rating: Default
Hunt here at your own risk! Weak monsters cluster like flies on ogre manure. Creatures that can make a decent kill grant few exp if you're in a large group. Large groups, however, are almost an imperative in order to deal with the clustering weaklings. Watch out for trains! The ghost of the dwarf that used to own Unrest Ages ago packs quite a punch. I've been slain twice by the undead *******!

Summary: Sure, players in their low teens can hunt here, but I wouldn't show up 'il you are at least 25+ lvl. And bring plenty of body bags.

Player on Morell-Thule server
RE: Unrest unappealing
# Aug 02 2001 at 2:37 PM Rating: Default
I've travelled thoughout much of norrath and have to say that this zone is now bottom of my list to fight. I don't mind the difficulty of the zone (i play for the challenge, not the levels), but the players in the zone are simply below par. My cleric has died three times in three different groups without once having a warning of an overpull that the groups couldn't handle. By the time my head's out of the book, the whole group's out the house or at the zone. It's fustrating for a cleric to die with full mana!

So go over to the karanas... the experience is slower but the players are so much better!
Wolf form
# Jul 31 2001 at 10:58 AM Rating: Default
I am a lvl 29 pali on Xegony. My party got group wolf from from a lvl 52 druid, and wandered into the castle.

No sooner we we inside, then the undead came after me. But only me. The rest of the party was fine, but I got the snot aggro'd out of me. What gives?

I have a ghoulbane. Is it the sword, or the fact that I am a paladin?

Garylian Bonebane
lvl 29 Dwarven Paladin
Xegony server
RE: Wolf form
# Aug 13 2001 at 8:10 PM Rating: Decent
Wolf form will only fully work on aggros if you are a druid and u casted it. I havent reported it as a bug yet because i have been told that it is just the undead. If you just run by whatever it is, and you dont stand there by it, then it wont attack. Druids are the only class with full protection of wolf form.
Love - Hate relationship
# Jul 31 2001 at 10:45 AM Rating: Decent
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243 posts
I went to Unrest the first time last night. Is there an XP bonus here, because even killing blues in a full group and dying twice I still pulled good xp for the 3 hours. Also, we made bookoo's of money. The mushroom things (that is what they look like, don't remember what they are) sell for 8gd a peice on the trail in BB. Also, we found bronze things.
My problem is that for the 3 hours we spent there, as a group we zoned 8 or more times. Ouch. It really got annoying. I'm used to Trains from CB, but this was bordering on insane. *thinks a moment* No it was insane. :)

Okay, so I'm not here to gripe. I did that last night. I have a question and an idea (if the idea is a good one, then I plan to implement it, if not, it'll be interesting to see suggestions).

Question: Is there a place for a group to camp outside the yard to avoid trains -or- a place that a crafty druid could place her group with Levitate to keep them out of aggro range of the trains?
I've read that the hedge is a good place, but it sounds more solo or small group. what if it is a full group?

Idea: Alright, it seems to me that the people going into the house are high enough lvl to have a druid or other caster with Harmony/Lull/etc. I also notice from posts and experience that people send tanks in to pull. WHAT?
Eh. Okay, tanks are good for the yard or lesser zones. I would think that obtaining a druid for pulling would be best. Maybe put a Tank, a Rogue, 2 clerics (1 earmarked to heal), and a druid in your group (or other caster with spell like harmony). Harmony lasts a good 45 seconds or so. From what i've read, your druid can start in, harm before in agro range/seen, then move in a little more. harm. pull. everyone enjoy. Ofcourse, i'm not sure the space in the house, so this might take practice.
Anyway, being a druid, I take great pride in being a puller. So, any suggestions on this idea are welcome. I do look forward to the day I can raid Unrest.

:)

okay, so peace and tree-hugger stuff.
RE: Love - Hate relationship
# Aug 01 2001 at 3:09 AM Rating: Default
If you pull from the back room, you can stand near the wall and avoid MOST trains. You will be subject to abuse from yard trash, however (this is exceptionally bad for casting classes, and if the cleric is getting hit, the tanks wont be getting much healing). This is much safer than standing in the house, but be warned that trains will come out the back door, but will probably not go after you if you don't provoke them--you will be far enough away from the normal paths (they do deviate, sometimes) that they will not detect you.
Once you are a little higher, you can camp in the back room to avoid yard trash, but be warned that trains will come through there but, again, will not attack unless provoked (on most cases). Standing against the wall opposite the door and a little away from the hallway seems fairly safe. This is much more dangerous than camping outside, but will eliminate yard trash problems. At 22, I still get plenty of exp there (although a recent venture with two level 28 paladins proved much better than the back room ever was).

As far as pulling is concerned, undead are fairly resistant to magic (especially charm and lull spells, it seems) and like to aggro, so a tank stands the best chance of surviving the pull. There are also a lot of areas where there are only single spawns, so you don't need to worry about anti-train spells before the pull. You will undoubtably pull trains of your own, as you pass spawn points that were empty on the way in, and may find somebody else's train, and so will benefit from having an enchanter present for mez. I almost never fail a mez on anything that cons yellow to me, and only fail about 50% of the time against red mobs. Mez is a wonderful anti-train... just beware the dreaded "lom" or "oom" message from your enchanter--that means its time to run/gate.

If you are in the front of the house and need to avoid a train, the hedges seem very safe, and so are the walls between the tunnel and the fountains--festering hags and tentacle terrors have walked right past me as I was standing there, and they would hardly have to exert themselves to kill me.
On my server (Brell), very few trains pass by the right of the house. I don't know why, but it is relatively safe there, if your goal is to kill yard trash.
Well, I hope you have found something useful in this.
Oh, final word or caution: If you see a big translucent dwarf (size of a troll), run. The torklar Battlemaster can be killed if you play him right, but should not be taken lightly. My 18-24 group took him with little difficulty, but there were some...complications... read about it if you want on the page about the battlemaster.
RE: Love - Hate relationship
# Aug 01 2001 at 12:08 PM Rating: Default
The above post really does hit the spot, but I have something to add to it that makes it all the better.

When pulling through the back door to your group, the person pulling should exit the door and head at a diagonal AWAY from the group, who should be slightly left of the door (as you come out the doorway) at the wall.

Why, you ask? Because in Unrest, you will sooner or later get a train. If you go right, away from your group slightly, then the others in your party can SEE what you pulled. Often, the puller doesn't know what jumped onto the caboose until it is too late.

So, go diagonal right, and then turn around and see what you got, and let your party evaluate the train vs. the party's ability. If you can handle it, then pull to the group. If you can't, then the party can go one way around the house, and the puller can run around a little before following (if you have SOW). This way, the party gets clear, and the puller should, as well. And if the puller doesn't, one death is better than a whole party. Bad pulls happen, but it is how you manage them that makes the difference!

Garylian Bonebane
lvl 30 Paladin
Xegony server
RE: Love - Hate relationship
# Aug 02 2001 at 8:44 AM Rating: Decent
*
243 posts
Thank you for the replies. To update, we tried Unrest again the next night. It was not as crowded, so there were less trains. I think I only had to zone to avoid a train...maybe twice. First time, I took advice and hid in the hedges. That worked well.

Our puller was pulling from either the yard or back door. It worked well. With a group of 3+, we rarely ended up over extended, and our xp was still good (so was loot, dang). We camped the corner of the back yard, opposite side form the gazebo-thing. There was one train that was inconsequential to us, so that was not bad.

I will remember that about lulling spells. If Harmony isn't going to work, why waste the mana. I saw one of the ghost dudes my first night, in a train. I zoned right away.

Fire spells did seem to be a little more effective on the undeads, and area spells are a godsend when more than one mob attacks.

Thanks again.

LOADING, PLEASE WAIT...
RE: Love - Hate relationship
# Aug 06 2001 at 3:10 AM Rating: Decent
16 posts
If you are wanting to med, go into the center of the maze. You can sit and med there without ever having a problem. As long as nothing is aggroed onto you before you go in, you'll be fine.

Also, when by the gazebo, be careful with the pathing. If you dart down the wall behind the hedge, the pathing will take the mob around the hedge the long way and probably pick up extra friends on the way to slice and pound on you.

Just my two coppers. I love Unrest, a great place for paladins and clerics IMO.
Preserverd Hops??
# Jul 22 2001 at 2:37 PM Rating: Decent
Yesterday i killed an Undead Brewer in unrest and looted some Preserved Hops. It`s a magic/Lore item and is probably used in a quest. Anyone knows about it? I didn`t find anything here or other websites about a quest with this item.
RE: Preserverd Hops??
# Jul 28 2001 at 3:58 PM Rating: Default
Preserved Hops and Battleworn Canteen (which drops off that ouchly Toklar Battlemaster ghost) are used in the Disciple Symbol of Brell Serilis quest for Brell-worshipping clerics.
NO PRIEST WTF?!?!
# Jul 19 2001 at 10:48 AM Rating: Default
OK...heres the deal...I am a lvl 36 chantr on the Brell server...I looked this item up cause a friend told me about it I have tried everything I can possibly think of to get this guy to spawn....I heard that he spawns like every 3 spawns and each one is like 52-55 minutes the other 2 are just the PH's....Well, I camped this guy on 3 seperate occasions....1 time for 6 hours..NO SPAWN another time for ANOTHER 6 hours...NO SPAWN....and then AGAIN after they shut down the server to put in patches...I heard from a VERY reliable source that the system is automatically reset when the patches go through...and since the priest CANNOT be killed in the same 24 hour period ( so I have heard ) the 24 hour period would have been reset by the patch.... WHATEVER! ! After the last patch I camped this guy for 12 hours strate...NO PRIEST! ! I even heard rumors of having to hail Linara parlon located in the Jail of najena 1st to get him to spawn BULL $#it that dont work either....IN closing a total camping of 24 hours and then some hailing of ppl tht dont do squat and at least 3 hours of research ALL FOR NOTHING and down the drain....was this item nerfed? I am still trying to get the guy to spawn to start the quest for this nice item....so whats the deal?? My name is Zirconious on the brell server if ya know somthing I dont...PLZ let me know OR plz send me an email it should be posted...thanks hopfully I will get to at least SEE the reclusive priest of najena....
RE: NO PRIEST WTF?!?!
# Aug 13 2001 at 8:20 PM Rating: Decent
ok here. Have you been camping the right place?????? I have ran into the priest quite a few times. Here are the directions to him if ya dont know. Enter the front of the manor. Take a left. Then a right and another right into a medium sized room with stairs to the right and 3 spawns inside. Got to the stairs and go up the right side. You will see a hallway going to the right and stairs going up the left. The priest spawns up there. Be carefull. They moved the crazed ghoul in the closet just below the priest spawn. keep killing them all until you get the priest.

Xiaro
Lvl 30 paladin of morell thule
Hunters of the undead
#Anonymous, Posted: Jul 19 2001 at 3:38 PM, Rating: Sub-Default, (Expand Post) Um... shouldn't you place this rant on the Najena page. What does this have to do with Unrest?
RE: NO PRIEST WTF?!?!
# Jul 30 2001 at 1:58 PM Rating: Decent
Umm, he's refering to the Priest of Najena, who spawns in Unrest.
#Anonymous, Posted: Jul 18 2001 at 10:00 AM, Rating: Sub-Default, (Expand Post) tish ******* game sucks
#Anonymous, Posted: Jul 18 2001 at 9:59 AM, Rating: Sub-Default, (Expand Post) UNREST ******** *** SUCKS BECAUSE THERE ARE TO MANY ******* *** TRAINS GOING TO THE ZONE AND GOING TO KILL YOU. I HATE UNREST 100%. UNREST IS ******* GREAT EXP BUT TO MANY TRAINS BASTARDS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
#Anonymous, Posted: Jul 18 2001 at 9:58 AM, Rating: Sub-Default, (Expand Post) nnnnnnnooooooo mmmmooooorrrrrrreeee currrrissing asssssss wwwwiiiiipppeeeessss
Battleworn cantine
# Jul 18 2001 at 9:49 AM Rating: Default
I looted a battleworn cantine off of Torklar Battlehammer last night. Does anyone know what quest it's for?
???
# Jul 15 2001 at 4:02 AM Rating: Default
i just want to know whts the best thing to kill in unrest to get a lvl up from lvl 14...i want to stay lvlin there till i get to lvl 20
Whoops
# Jul 14 2001 at 8:49 PM Rating: Default
Err...that last message should've said the "Tunnel to Dag Cauldron", not Dalnir.
Advice
# Jul 14 2001 at 8:48 PM Rating: Default
OK, this should be common sense, but evidently isn't, and I cannot stand to see more people die this way...

When a train follows someone down the tunnel to Dalnir,

*****DO NOT RUN IN THE TUNNEL BEHIND IT****

You will get churned up. Instead, wait for train to finish with its victim and wander back out of tunnel, then make a run for it.
Traina =(
# Jul 14 2001 at 4:16 AM Rating: Good
Watch out for trains, especially when your on the porch and another group is pulling out from there.

Today I was there and another group came in, and started pulling out to the wall. Bad mistake, most of their pulls aggro'd on us aswe fought. Also be weary of people fleeing from trains as they usually have something nasty ebhind them. We ended up with 2 Festering Hags and a couple Carrion and Crazed Ghoul on our asses along wiht our own pull's (We survived though, just had to keep ward undead down)

Tip for unrest, Always have a cleric and maybe a Paladin 20+ with Ghoulbane and a high Evocation skill (High DEX helps to) more than one cleric, one can blast them and do back up healing whic is nice )
lvl 14 warrior
# Jul 13 2001 at 4:35 AM Rating: Default
I am a just dinged 14 Barbarian Warrior and have ventured into unrest. i got killed and have looted my corpse... any tips for trying to keep more than one npc off me? everytime i pull something, in a matter of seconds backup comes..
thanks.

Eddhead
14th Barbarian Warrior
Tunare Server
RE: lvl 14 warrior
# Jul 13 2001 at 1:18 PM Rating: Decent
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64 posts
That's a pretty low level for soloing, I think. Everything will aggro you, and everything wanders.

I also think that Unrest changed somehow in the last patch. They specifically mentioned that Crazed Ghouls would be fixed -- they're very tough, and wandered a lot. But now the place seems strangely empty, both of characters and MoBs.

A week or two ago, I would have suggested soloing the hedge. But last night, while waiting to join a group, I thought I'd wander around the hedge a bit, even though I don't get experience from stuff in there anymore. Tormented dead still drop Zombie Skins for me.

But guess what? Things are different in there now - where I usually found nothing more than beetles, Tormented Dead, and an occasional Jack or Greater Skel, this time there was a Ghoul there (not Crazed, but bad enough). And of course it's the one time I decide to not hide before rounding the corner . . . it was blue to me, but too tough for a lone Rogue.

So, you can try wandering around in the hedge, but that may be too tough now. Best bet is to get in a group, of course; you could also sit right at the entrance to the tunnel and pull beetles and TD. But many people will be coming and going, so remember to tell people what you're doing.

Kharlisht of Kaladim
19th level rogue (#^$*@ Ghouls!)
Drinal

Closest bind spot
# Jul 10 2001 at 4:03 PM Rating: Default
Closest bind spot for non-casters is at the BB/GFay zone.

Likewise, if you are hunting MM, best place to bind is GFay/LFay zone. :-)
RE: Closest bind spot
# Aug 01 2001 at 5:18 AM Rating: Default
i was told that you could not bind at bb/gfay hmmm
RE: Closest bind spot
# Aug 15 2001 at 7:26 AM Rating: Decent
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243 posts
You can only bind there on the Gfay side. Because Kelethin is part of the zone, all of zone is condsidered a city (just like binding anywhere in the yard at the West Gate or South Gate in Freeport)
;)
Re: Shops
# Jul 01 2001 at 10:26 AM Rating: Default
I routinely swim to island to sell stuff. i cast camo but rarely see anything in the water and then only aquagoblins. I sell weapeans there to get ride of encumber save everything else for better prices in Kelethin. I am wood elf ranger(19). And killed enoung Orcs to command high faction with merchants of Kelethin
shop?
# Jun 29 2001 at 7:52 AM Rating: Default
Hello there-

I'm a level 14 cleric who's doing decent soloing in unrest. I just wanted to know... where is the closest shop so I can dump all this wonderful loot off? (i'm human)

Sendarak
RE: shop?
# Jul 09 2001 at 7:27 AM Rating: Decent
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82 posts
There's a merchant in Butcherblock along the road between the Faydark zone and the crossroads. I don't remember her name, but she's the closest merchant. If you have to bank, I usually go to Felwithe, but if you're just selling, she's the closest.
RE: shop?
# Jun 29 2001 at 6:11 PM Rating: Decent
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64 posts
Pretty much Kaladim, although some other folks think that Kelethin is closer if you take the shortcuts and don't follow the path. There is evidently a rogue merchant on the island in the middle of the zone, but I don't think you want to be swimming in that water. Levitation is the commonly accepted mode of transportation in this zone. I hate it, however, and just crawl along slowly with Hide/Sneak.

Kharlisht of Kaladim
16th season rogue
Drinal
Specializing in backstabbing, corpse recovery, and Butcherblock Mountains guide service
RE: shop?
# Aug 14 2001 at 2:01 AM Rating: Default
there is a mervhant on the top of the island in DC....but it is very dangerous
Keys in Unrest?
# Jun 26 2001 at 3:08 AM Rating: Decent
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82 posts
Hi all. Tonight I went back to Unrest for the first time since about 26th level. On a Ghoul Magi I found a key. Keys in Unrest? Are there upstairs or basement rooms that are locked now?
The PIT
# Jun 21 2001 at 11:25 AM Rating: Decent
I'm not sure if those of you reading this are familiar with the pit. The pit is right by the ghost room in the back of the basement. I thought i would warn you that the walls only look like walls. I was in the ghost room beaten on the ghost witha levl 34 group and found out a tentacle terrror had popped up on us. So I decided to help the guy fight him. When the terror was about three fourths dead, he started to attack me. I thought nothing of it until he hit me with his spell. The beam threw me through the "wall" and into the pit where there were about 7 hags and morturary funguses waiting to beat on me. The majority of my group ran out alive. How i'm not sure. But if you are going to go camp the ghost room, dont stand between the enemy and the pit. I'm almost possitive that the same thing will happen to you. Also, before you consider going to the ghost room, make sure you can kill hags very very quickly. Another time I went with a group but didnt even get to go to the ghost room. The puller/leader for our group took a look at the pit to find 3 hags and 5 fungus men on him. He died and we only killed the hags and one fungus before our healer evacuated us. I suggest, if you have the power, clean out the pit. Have a level 30 or so possibly lull the targets so they come one at a time. Also one last thing. When traveling back to the ghost room, there will be a pool of lava and a path around the lava. I know it sounds crazy, but walk through the lava. The lava will NOT give you any damage. I warn you now, If you walk around, you will fall into a pit with either a mortuary fungus or anything of that sort. A level 30 can easily die in that area if he falls in. Just so ya know. Keep safe and happy hunting.
Xiaro
Lvl 23 paladin of Morell-Thule
Guardians Of Kaladim
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