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The Estate of Unrest

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Unrest.jpg Unrestmanor.jpg

Contents

Description

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.

Location Key

Estate of Unrest

The lettered stairs lead to each other.

1 Underground cave with Gnomish Spelunker

2 The Gazebo

Unrest Manor

Lettered Stairs lead to each other

1 Back Room spawns Reclusive Ghoul Magi who drops Savants Cap (Common) and Dusty Bloodstained Gloves (Rare)

2 Barroom where spawns: Undead Barkeep who drops Opalline Earring (Common) and Thick Leather Apron (Rare), and Zombie of Unrest Noble

3 Room with Reanimated Hand which drops Ivory Bracelet

4 Tower that spawns Priest of Najena who drops Polished Brass Key

5 Tower Room

6 "Tower" with Undead Knight who drops Bloodstained Mantle (Common) and Bloodstained Tunic (Rare)

7 Main Basement Room, filled with Werebats and Festering Hags

8 Blood Trap, be sure to walk *through* the lava, going around it will make you fall in pits

9 "Dwarf Room" with Garanel Rucksforth who drops Jagged Bands (Common) and Dwarven Work Boots (Rare), also has Tentacle Terrors who drop Tentacle Whips, and Dark Terrors

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 Krix that spawns in a closet near the Magi room. Krix may be involved in a quest, although details are unknown at present (by me, at least). 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 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 start hunting at Unrest at lvl 9, but it's safer to wait until lvl 12 to go there. The first group, or solo'ing you will do will be what is commonly referred to as "yard trash"; death beetles, tormented dead, greater skeletons, jack-o-lanterns. Everything but the death beetles are undead, so all classes with undead type spells rejoice. The experience is amazing, and you'll find yourself ready for the next camp in no time. The first floor is the natural next area of unrest to get experience. You can either pull to outside from the side door or the back door, (the front door is not recommended because if you look closely on the ground, train tracks have been laid there and are used quite often). Druids and rangers are the best pullers in unrest because since it is tagged as an outdoor zone, harmony is available (unresistable AE pacify).

Once you are lvl 14 as a priest, or 16 as an int caster, you can handle camps inside the house on the first floor without too much problems, for melees your mileage will vary depending on gear. You can hunt either inside the side door (where lesser blade fiend spawns)or in the center room. The center room is more risky because of the stairs leading to the second floor where trains sometimes path. Notable mobs are Lesser Blade Fiend (pugius), and undead brewer (hops).

At lvl 19 when the experience rate starts to slow down, you can graduate to the second floor. The most common camp spot is called the Fireplace (FP), and from there you can reach quite a few named mobs. There are 2 mobs to avoid at all costs when hunting there; Khrix Fritchoff a gnome npc, and a priest of najena (unless your group is insanely overpowered for their level). Harmony is best to break the Bar room, but anyone with pacify should be able to limit early pulls to 2-3 mobs at the most, then it's great xp grinding. Notable mobs are Reclusive Ghoul Magus (Savant's Cap, Dusty Bloodstained gloves), Undead Barkeep (Thick Leather Apron, Opaline Earrings), reanimated hand (ivory bracelet), and if your group is brave, you can also pull the 3rd floor, 3 festering hags, the one in the middle is the placeholder for the undead knight of unrest (bloodstained mantle, bloodstained tunic). He is a shadow knight that will cast harm touch and fear, so be ready.

While second floor xp will be good until about 25, it doesn't mean you have to wait to be that high to go to the bowels of unrest, the dreaded basement. A fake library on the wall is the door to it on the first floor. I'd wait at least until 21-23 to go there, but your mileage, again will vary depending on gear and group makeup. Lots of tougher mobs with quest items await the adventurers in this gruesome area. Torture props and blood everywhere are the standard decoration for this camp. Greater Darkbone skeletons, dusty werebats, skeletal monks, festering hags populate the first section, Dark terrors, tentacle terrors, and mortuary fungus are further in. There is even fake lava in one hall, to trick players into trying to go around 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 owner, Garanel Rucksif.He drops the popular Jagged Bands, and the Dwarven Workboots.

Overall, Unrest is a great xp zone that someone can stay until until about lvl 35 if they so choose, as a solo or duo. 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 deadly (ghouls and carrion ghouls proc ghoul-root), but as long as you stay off the tracks it won't affect you.

Cheers!

Travelling 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.

Adjacent Zones