The Estate of Unrest

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UnrestP99.jpg

The Estate of Unrest was once the home of a dwarven noble, in ages past. Following the unholy destruction that created Dagnor's Cauldron and the following takeover of that region by evil creatures, his estate was overrun by the undead, and is now one of the great havens of the unliving in all of Norrath.

Level of Monsters: 10-35
Types of Monsters: Death Beetles, Tormented Dead, Greater Skeletons, Jack-O-Lanterns, Ghouls, Dark Boned Skeletons, Lurking Mummies, Gnomish Spelunker, Lesser Blade Fiends, Blade Fiends, Dry Bones Skeletons, Carrion Ghouls, Skeletal Monks, Zombie of an Unrest Noble, Undead Barkeep, Reanimated Hands, Barbed Bone Skeletons, Dusty Werebats, Werebats, Greater Dark Bones, Undead Knight of Unrest, Mortuary Fungus, Festering Hags, Dark Terrors, Tentacle Terrors
Notable NPCs: Garanel Rucksif, a priest of najena, Khrix Fritchoff, Khrix's Abomination, Torklar Battlemaster, Shadowpincer, reclusive ghoul magus
Unique Items: Bloodstained Mantle, Bloodstained Tunic, Damask Armor, Dark Boned Bracelet, Dusty Bloodstained Gloves, Dwarven Work Boots, Festering Cloak, Gladius, Gossamer Armor, Ivory Bracelet, Jagged Band, Opalline Earring, Pugius, Savant's Cap, Thick Leather Apron
Adjacent Zones: Dagnor's Cauldron
Name in /who: unrest
Spawn Timer: 22:00
Succor/Evacuate: -38, 52 (Zone line to Dagnor's Cauldron)

Map

Estate of Unrest
  • 1. Underground cave with a gnomish spelunker
  • 2. The Gazebo
  • A. Back Room area with the nearby rare spawn lesser blade fiend who drops Gladius (Rare) and Pugius (Rare)
  • B. To Basement.
  • C. Main Room or MR, and stairs to second floor.
The lettered stairs lead to each other.
Unrest Manor
  • A. Fireplace or FP, and stairs to first and second floors.

Dangers

Unrest is a small outdoor estate occupied from top to bottom with undead. The only principal areas of note in the estate are the manorhouse, the yard, and the maze. The manorhouse has five levels, including the basement.

Trains here deserve special mention. A great deal of the hunting in the zone consists of pulling from the house, where some lucky individual runs into the house, whacks a nearby monster, and runs back out with monster in tow. The problem is that these monsters sometimes don't always follow you. They will occasionally take circuits around the house gathering their friends to come with them ("Let's go have a picnic in the gazebo!") or there are other undead within aggro range when you pull. The end result is that very often there are overpulls from the house to the yard. Now, when this happens, usually a train results, and people fighting along one of the walls runs for the entrance. The phenomenon are unique to this zone. The first is that the entryway tunnel is very long. If a train has entered that tunnel, it's safest to wait for it to come back out and disperse rather than go in after it. You will catch it coming back out and likely be torn to bits. The other problem is that often, because of the pathing in the zone, trains will seem to take a little trip around the outside of the yard, especially the higher level trains. One of these trains will result in there being about five people in the tower wondering where everyone else went.

The yard is a very busy part of the zone. There are roaming monsters all over this area, mostly lower level creatures, and the death beetles. Groups pull from the house and fight monsters, mostly along the back and west walls. Dangers in this area are mostly the trains (as described above) and the death beetles. The death beetles will attack anyone fighting in this area. At high levels, they are a constant nuisance, but at lower levels they can be downright dangerous, and many of us have handily fought off undead only to be nibbled away at by several death beetles.

The first floor of the house is where most of the people pull to the yard from. Mostly high-teens level monsters wander around here, nothing special. The second floor has some higher level creatures, but otherwise the only thing of note is the Reclusive Ghoul Magi room in the back, and a NPC named Khrix Fritchoff that spawns in a closet near the Magi room. The third floor contains the barroom, which is also busy. Although a good place to camp, the barroom is so close to the tower above, that you really need to have a group camping each room. What happens otherwise is that if you attack someone in the barroom, the entire tower runs down the stairs to help out. You better order a drink when you hear them pounding down the stairs. The tower is a little safer, and is kind of out of the way. You generally don't have to deal with much else when you're up there. The other area of interest all the way on top of the manor is the Hand Room, where the hand spawns. This room is a nice spot to camp, as it is out of the way of all but the craziest trains (Puller -- "I know, I'll run out through the hand room, that will work!"). It is also a quick escape, as you can run out on the balcony and onto the roof of the patio and it's a straight shot to the zone.

The basement is a different matter. The basement is a deathtrap to someone by themselves or in a group that doesn't know what they're doing. The monsters, many of which are the dangerous Festering Hags, spawn down here in groups and quickly. The pace is fast (22 minute timer) but the experience may make it worth it (assuming you don't die much). Mortuary fungus here are also lethal, as they have a tendency to cast drowsiness on the melee types, making it very difficult to take them out without some magical backup. In the end of the basement is the dwarven ghost, who spawns some of the rarest items in the zone. He is protected by a room full of the toughest monsters in the zone, all of whom will swarm you if you don't kill them off first...

Benefits

The Estate of Unrest is one of the great zones in the game. I have friends and know a lot of people who essentially lived there for ten levels. It is a fast-paced, dangerous zone, but that is also what makes it fun. People can gain experience quicker than many other places in here, and also become rich while doing so. A lot of the mainstay items in the game come out of Unrest, so there's a ready market for your excess loot.

The other benefit, and something that is probably key to its success, is that the zone is broken up into specific areas designed for various levels. The rooms are designed for characters of a certain level range, and if you fit that range, you're going to have a good time there.

Astuce's Guide to Unrest

The wonderful world of Unrest!

Some classes can begin hunting in Unrest as early as level 9, although it's safer to wait until around level 12 to go there. The earliest hunting you can do here is what's commonly referred to as yard trash; death beetles, tormented dead, greater skeletons, and jack-o-lanterns. These areas can be taken on either solo or in a group; yard groups will usually claim the left, back, or right ("Gazebo") wall. Everything but the death beetles are undead, so classes with anti-undead direct damage spells will have a strong advantage (Cleric, Necromancer, Paladin, and Shadow Knight). For Rogues, several poison making materials commonly drop from the yard trash as well. The experience is amazing -- on account of the zone's high experience multiplier -- and you'll find yourself ready for the next camp in no time.

When pulling mobs from the inside of the estate to the outside, bear in mind the dangers of pulling them through the front door, an oft-trained area. The side and back doors are generally a safer bet. Ghouls and Carrion Ghouls can proc Ghoul Root on you stopping you in the train tracks. Druids and Rangers are the best pullers in Unrest because it's considered an outdoors zone, allowing them use of the Harmony spell (unresistable area of effect pacify).

Once you are level 14 to 16 as a priest or caster, you can handle camps inside the house on the first floor without too many problems; for melees your mileage will vary depending on gear, and duoing or grouping is usually suggested. You can hunt either inside the side door (where the lesser blade fiend who drops Pugius and Gladius spawns), usually considered an extension of the back room (BR), or in the center room known as main room (MR). The main room is more risky because of the stairs leading to the second floor where trains sometimes path. Notable mobs are the an undead brewer who drops Preserved Hops, an item needed for the Cleric-only Brell Serilis symbol quest.

At around level 22 to 24 (for main healers, Greater Healing will often be necessary; Cleric gets this at 24) when the experience rate slows down and mobs begin to con green, you can graduate to the second floor. The most common camp spot here is called fireplace (FP) with an average mob level of 24-25, and from there you can reach quite a few named mobs with noteworthy loot drops. There are two mobs all but the strongest groups will be careful to avoid: the gnome Khrix Fritchoff and a priest of Najena. Named mobs this camp can pull from the various rooms on the floor (which is easily manageable with a solid group and a Druid or Ranger using Harmony) include the reclusive ghoul magus (Savant's Cap, Dusty Bloodstained Gloves), an undead barkeep (Thick Leather Apron, Opalline Earring), a reanimated hand (Ivory Bracelet), and if your group is brave you can also pull the third floor that holds 3 festering hags (Festering Cloak), with the one in the middle being the placeholder for the undead knight of unrest (Bloodstained Tunic, Bloodstained Mantle), a Shadow Knight who will cast Harm Touch and Fear -- so be ready!

The second floor experience rate will be good until 30 or so. When it slows down, or if you're at least level 28 and want a change of scenery, it's time to descend into the bowels of Unrest and camp the dreaded basement. A fake library on the wall on the first floor is the door to it. Many stronger mobs await you in this gruesome area. Torture props and blood everywhere are the standard decoration for this camp. Greater dark bone skeletons, dusty werebats (drops an Enchanter quest item), skeletal monks, and festering hags populate the first section. Dark terrors, tentacle terrors (knocks back players and drops Tentacle Whip and a Shaman quest item), and mortuary fungus (drops a Necromancer quest item) are further in. There is even fake lava in one hall to trick players into trying to go around it where they'll fall into a trap. Other than the numerous quest items that drop here fairly commonly, there is one notable mob: the ghost of the estate's dwarven owner, Garanel Rucksif, who drops Jagged Band rings and the popular Dwarven Work Boots.

Overall, Unrest is a great XP zone that someone can stay at until about level 35 if they so choose, soloing, duoing, or grouping. There is usually at least one group even in the morning, and by prime time hours the zone can reach about 30 people. The trains can be frequent and deadly but as long as you stay off the tracks you should remain safe.

Traveling To and From

The Estate of Unrest is reached by passing through the length of Dagnor's Cauldron to a small tunnel on the south end. Most people run along the west end of the lake close to the water, but you need to be careful of the numerous aqua goblins moving throughout the area. At least one swims out a little bit into the lake.

Connected zones:

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