EverQuest II: Estate of Unrest

The entrance to this new, instanced, single group zone looks deceptively like any other dungeon. There are level 72 triple up-arrow group mobs to fight in the courtyard of the Estate’s mansion. Once you get up to the locked front door, however, you get your first hint that this zone is actually a series of puzzles. If you want to get through that door, you need to pay attention to the text on your screen and find a way to unlock it. This is just the first in a series of obstacles you will need to overcome to progress through the zone.

Much of the layout of the zone is similar to its namesake from the original EverQuest, so those who played the original will enjoy a sense of nostalgia as well as some advantage. For instance, if you want to get to the basement, original EQ fans will know exactly where the entrance is. But don’t let the feeling of familiarity lull you into a false sense of security. There are surprises down every hall and around every corner, so an undisciplined group can expect to run into trouble quickly.

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