Just to show simple steps I may go with.
(1) Hide out rest of mesh

(2) Mask the area (for local subdivision purpose; very end of the edge to the open eye socket was masked as well… it’s kind of hard to see from this image)

(3) ‘Divide’ (the unmasked will be only be affected)

This’d save # of unnecessary polys.
You may also save the mask as alpha map for another editing in future.
In ZB 2, you will find lot less brushes then ZB 3.1, but you still have various brushes work with (Standard, Inflat, Standard Dot, Inflat Dot, Layer, Nudge, Pinch, and smooth)
Also transform tool (moove, scale, rotate) can be useful from time to time, so don’t hesitate to use it.
Nevertheless, unless you have access to only ZB 2, I’d either go with closed eye socket or bring the mesh into 3d apps then model the eye socket grooves in there.
*Note: Base mesh was originally created by Mashru Mishu.