Arrakis, third planet of Canopus - commonly known as Dune - a planet so inhospitable and barren that
it barely seems credible it can sustain life. A planet at the mercy of its cruel climate with ground
temperatures that soar as high as 350 degrees making it desperately hard for vegetation to grow or
animal life to survive.
Much of Dune save its small polar caps is covered in endless sand plains and hills punctuated only by jagged
outcrops of the rock scarring out of the surface. There are giant tidal dust basins too, and the air is often thick
with dust particles which rapidly clog machinery. Frequent, violent storms with raging winds blow up without
warning proving fatal to anything caught in the open.
But there is life on Dune - small burrowing creatures survive in this furnace world: kangaroo mouse, kit fox,
desert hare, sand terrapins and countless insects which thrive in the heat. And there are worms too - the shai
- hulud or Old Man Of The Desert, giant sandworms which grow to hundreds of metres in length.
Each worm guards its own territory jealously, rippling at great speed across the sand and burrowing
voraciously through the under-soil to attack anything setting up vibrations.
Dune is home to intelligent life as well, in the form of a tribal race known as the Fremen who eke out a living
in a constant battle against the elements. They are fierce, independent and instantly recognisable by their
liquid blue eyes caused by contact with a spice which occurs naturally there. Water is the most precious thing
on Dune and the Fremen do everything possible to preserve it, wearing special suits to collect the body’s
moisture.
The stillsuit recycles perspiration by a process of filtration and heat exchange. Water is so central to Fremen
existence that many customs and rituals have grown up around it: a person’s moisture is considered to belong
to the tribe and is ritually extracted when they die while spitting is a sign of respect.
The Fremen simply sought to survive against the odds before the arrival of a man who gave them a dream of
changing their lives by transforming their environment. Pardot Kynes was an Imperial ecologist despatched to
the planet by the Emperor for research purposes. He at once saw the planet could be changed, that its people
could lead a better life.
He offered them a vision of Dune that was covered in vegetation, where water was abundant. Convinced by
Kynes that the dream was achievable, they set about reclaiming its deserts by creating catch-basins to collect
underground water and wind-traps to gather moisture from the air.
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Why would anyone choose voluntarily to come to a place like Dune? One good reason - its unique natural
resource, the Spice, known as melange, a substance currently fetching a cool 620,000 solaris a decagram. The
spice which has an odour not unlike cinnamon, is linked to the existence of the sandworms in a complex ecomelange,
a substance currently fetching a cool 620,000 solaris a decagram. The
spice which has an odour not unlike cinnamon, is linked to the existence of the sandworms in a complex ecochain
and must be extracted from the planet like ore.
While it has life prolonging properties and pleasant side effects the real reason it is so precious lies in its ability
to provide the key to deep space navigation (the folding of Space).
As such it is in great demand with the peoples of the universe - run as a giant feudal empire controlled by an
all powerful autocrat and a giant corporation served by great Houses.
The Emperor controls the rights to mine Spice and it is a lucrative contract for anyone to possess. When he
offered it to the House Of Atreides, which had lived for generations on Caladan, the third planet of Delta
Pavonis, it was an opportunity too good to pass up - particularly since those very rights had once been held
solely by the House Of Harkonnen, their sworn enemies in what they call a kanly or vendetta stemming back
many years.
The Harkonnens alone had been profiting from Spice and had enslaved the Fremen to mine it for them.
It was a chance that could not be turned down despite the possibility that there would be treachery and
conflict.
So Duke Leto transferred his entire Imperial House to Dune including his son, Paul. At 15 years old, Paul was
already demonstrating powerful skills of leadership and fighting, but he had special powers too, powers which
not even he fully understood which came from his mother, Jessica a member of the powerful female Bene
Gesserit sect. They were powers that he would have to master far sooner than anyone realised…
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FRANK HERBERT - DUNE MESSIAH
“Adapt or die that’s the first rule of life.”
Born in Tacoma, Washington in 1920 and educated at the University Of Washington in Seattle Frank Herbert
enjoyed a varied career before becoming a full - time author which included professional photography, oyster
diving, jungle survival instruction, journalism (he held a senior position on a San Francisco newspaper) and
news commentary.
Herbert took up science - fiction in mid - life and began publishing stories in various publications which
catered for the genre, beginning in 1952 with a piece entitled ‘Looking For Something’. Over the next ten years
he was an occasional contributor to sci-fi magazines, publishing his first novel ‘The Dragon And The Sea’ a
perceptive tale of nuclear submarines, which like the best sci-fi predicted several strands of development.
It was a short novel, ‘Dune World’, in 1964 which brought him greater attention. To this he added ‘The Prophet
Of Dune’ before he amalgamated the two into what we now know as ‘Dune’ in 1965 in the process winning
two of science fiction’s most prestigious accolades the Hugo and the first ever Nebula.
Following its success Herbert wrote five sequels to the extraordinary social and religious eco-structure he
created with Dune: ‘Dune Messiah’ (which continued the story of Paul Atreides with catastrophic
consequences, ‘Children Of Dune’ which follows the fates of his sister Alia and two children Ghanima and Leto.
These were joined in the ’80s by ‘God Emperor Of Dune’, ‘Heretics Of Dune’ and ‘Chapter House Dune’ which
leapt millennia into the future from the original arrival of Paul.
Frank Herbert died in February 1986 aged 65, but that has done nothing to slow sales in his work. To date
Dune has seen a print run of 3,000,000 copies world-wide and, 27 years since its publication it’s still regarded
as one of the most effective attempts in science fiction to create a convincing alien environment - author
Arthur C Clarke compared it to Tolkien’s ‘Lord Of The Rings’ in its scope - in which the planet and its eco-system
is genuinely credible and supportive of the broad socio-economic infrastructure. The ideas have resurfaced in
countless books, films and comics ever since - not to mention computer games. Dune is the first interactive
entertainment game to embrace Frank Herbert’s achievements in this field.
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DUNE - THE FILM
1984
Directed: David Lynch
Starring: Kyle MacLachlan, Francesca Annis, Jurgen Prochnow, Brad Dourif, Jose Ferrer, Kenneth MacMillan,
Linda Hunt, Sean Young, Sting, Max Von Sydow, Freddie Jones
Following the critical and box office success of Bladerunner in 1981, the film based on Philip K Dick’s sci-fi
classic ‘Do Androids Dream Of Electric Sheep’, took up the option to transfer Frank Herbert’s magnum opus to
the cinema. Ridley Scott, the director of the Bladerunner was linked to the script at one time, as was Roger
Corman and Alexander Jodorowsky. The job finally fell to David Lynch then known as the creator of the cult
classic Eraserhead and the man who wrote and directed Blue Velvet, Wild At Heart and, most recently, Twin
Peaks. Lynch embarked on an ambitious $50 million attempt to screen the book with a star - studded cast.
Herbert and Lynch met and rapidly became aware that much of the film’s impact had been robbed by George
Lucas’s 1977 classic Star Wars, which seemed to owe a heavy debt to ‘Dune’. In fact the pair counted sixteen
points of similarity between the two films, though no action was ever taken. Ironically Lynch had been offered
the third of the Star Wars trilogy, Return Of The Jedi a year previously in 1984.
Kyle MacLachlan, now famous as Peaks’ Agent Cooper plays the young Paul Atreides in a film sprawling across
140 minutes, however producer Dino De Laurentiis wanted it to be longer and so did Herbert who favoured
a TV mini series. The writer was nevertheless brought in to advise during shooting in Mexico. A longer version
(190 minutes) was eventually re-cut for TV against Lynch’s wish.
Dune opens with a voice - over from the Emperor’s daughter Princess Irulan describing the cosmos circa 10,191
and the tactical importance of the planet before the film heads into a lengthy exposition about the characters
and feudal politics central to the plot. The second half contains much more swashbuckling action in an attempt
to balance out the rather slow first half. The breathtaking sets, constructed by Oscar winner Carlo Ramballi,
styling and costumes - based on feudal Italy - owe a great deal to the classic old Flash Gordon series but the
film struggles to significantly transfer the grand scope of the novel and is forced to omit a great deal. For the
full story read Ed Naha ‘The Making Of Dune’.
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CRYO
Company profile by Philip Ulrich
CRYO is a communication tool whose function is to promote products developed in France for the world
market.
CRYO is a young woman’s face. Asleep inside a self - support cryogenic container, she is passing through our
time on her way to another age. What is her past? What does her destiny hold in store? Can she safely be
woken from her timeless sleep? What is the mysterious fascination she exercises on all those who approach
her? Infinite travel, magic, beauty, technology, adventure and mystery; the communications received from
CRYO will be multi-faceted. CRYO evokes long - lasting high quality. Its design is confidently strong and as
peaceful as the surrounding deep night. Its concept is resolutely New Age, confident in the future, open to
fresh ideas, new music and endless visions. CRYO intends to open the way to the next generation of software
designers: graphic artists, musicians, writers, programmers, directors, sound engineers and special effects
designers. They will create expanding horizons for our imagination in tomorrow’s world.
DUNE PERSONNEL
REMI HERBULOT
The consciousness of the third millennium.
This bionic pinball ace has left an indelible mark on the history of computer games. Along with Didier Bouchon,
he organised the very first intergalactic Olympics, somewhere near Saturn.
Molecular alterations provoked by the CORPO WW particle tide have given him an extraordinary psy-power:
he can execute the most complex sheet music without touching a piano and plays lunar golf without an
outsized ball discovered in Picardy.
Game background: Macadam Bumper, Get Dexter, Get Dexter II, Purple Saturn Day.
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PATRICK DUBLANCHET
A subtle blend of mind and matter.
Dublanchet is the perfect illustration of the entropy principle. His digital doings have left an imprint on the ’80s.
He has taken multiple choice to the height of gaming glory with the development of arborescences hitherto
found only in the forests of remote CORPO WW. He knows that interactive entertainment is the major art form
of the ’90s.
The cryogenic particles caught him in his sleep. Since then his nights have become stunning astral voyages.
Game Background: Amelie Minuit, Robbot, Crash Garrett, Kult.
JEAN JACQUES CHAUBIN
More than merely human, he exercises total control over bio-tech sciences; he creates.
His eye acts as a hypersensitive war-space captor, able to track elements of whatever nature beneath several
layers material existence. Everything vibrates.
The CORPO WW cryogenic wave has granted him mastery of a terrifying psy-power: any dream can come true,
and any nightmare.
DIDIER BOUCHON
Without him would God have created Man in quite the same image?
Recognisable by the sparkling of cosmic dust on his black Larsen-hide knebs, Didier changes everything he can
lay his hands on. Countless planetary systems have been modelled by his touch. A hyper-space spell-caster and
seducer of defenceless neurones, he also holds the rank of Special Forces Controller. Commander (ex Captain)
Blood has said of him “DADA/LAUGH/CRY/LAUGH”. CORPO WW’s cryonic particles have revealed his
long hidden psy-power: he can perform simultaneous unknown wave decoding.
Game background: Captain Blood, Purple Saturn Day.
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SOHOR TY
Messenger of time, brewer of heroic potions.
Specialists in Fantasy can only scratch their bewildered heads at the way Sohor survived the leap from a weird
adventure universe to the real world. It is a secret he’s keeping to himself. That he was a Torbakkan mega-
wizard is beyond doubt; his continued existence proves it. One of his party tricks is transmuting the pickled
bodies of enemies into miniature plastic figurines. Only he has learned to energise the so-called Dead
Dogperson of Bulgaria.
The cryogenic particle storm has granted him another exciting psy-power: turning base metal into purest gold.
STEPHANE PICQ
Your guide to the trip into the mind. Generator of digitised ecstasy. Seer of a new age, Picq builds harmonic
structures of haunting strangeness and power. His sound palette reveals precognitive sensitivity. A new pulse,
a star vision brought to shining life by sophisticated technology.
The cryogenic frequency dust has given him a psy-power whose implications defy the imagination: he can tune
into mental broadcasts from distant stars and astonish us with hits from beyond the galaxy…
Game background: Lombrix, Bubble Ghost, Birdie, Kult, Purple Saturn Day, Crash Garrett, Get Dexter.
8
DUNE INSTRUCTIONS
THE OBJECTIVE OF DUNE
You play Paul Atreides, son of Duke Leto. You have just arrived on the desert planet Dune with your family
which has been granted the right by the Emperor to mine the galaxy’s most precious resource - spice.
Previously this right was held solely by the Harkonnens, sworn enemies of the House of Atreides, who still
control a third of the planet. As Paul you must win over the local inhabitants of Dune the Fremen - slaves of
the Harkonnens - and to side with you in a war to rid Dune of all Harkonnens.
Dune is a tactical adventure game and therefore we do not cover everything in the manual. It is up to you, as
Paul, to discover the way to rid Dune of the Harkonnen threat and liberate the Fremen.
• NB There is an ancient Fremen prophecy concerning a Mahdi ‘The One Who Will Lead Us To Paradise and a
Lisan Al Gaib or ‘Voice From The Outer World’ - an off-world prophet who would free them from bondage.
SYSTEM REQUIREMENTS
Required:
386 IBM PC or compatible running at 20 MHz
500K of base memory
256 Colour VGA graphics
Hard Disk (50K free)
DOS supporting MSCDEX
CDROM drive with transfer rate of 150 K per second
Sound Cards-Adlib, Adlib Gold, Midi LAPC1, Sound Blaster, Sound Blaster Pro Mouse, Keyboard or Joystick.
Dune CD will run on the minimum required system listed above but for best results we recommend that you
run the game on a 386 IBM PC or 100% compatible running at 33 MHz, with 1Mb of extended memory, a CDROM
drive with a transfer rate of 150K per second or better and a sound card. For additional details on
memory requirements, consult the READ me file contained on the CD.
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LOADING INSTRUCTIONS
Insert the compact disk into your CD-ROM drive. Select the CD-ROM drive (for example, if your CD-ROM is drive
D then type D: at the DOS prompt and press the RETURN key. Then type INSTALL at the prompt and press
RETURN and follow the on-screen instructions.
CONTROLS
Dune is played using a point and click system which allows the player to move through the game, perform
actions and interact with other characters without doing any typing. We recommend that you use the mouse
but Keyboard or Joystick can also be used. The game screen is divided into a Main Screen and a Control Panel
(described later). To interact with characters who appear in the main screen, or issue commands shown on
the Control Panel just use the mouse to point at the character/command, then click with the left mouse button.
In certain situations clicking the right mouse button will also bring up further information.
The keyboard option allows you to use the keys from the Numeric Keypad or the Arrow (Cursor) Keys to flip
through the available icons/options. To select and option press SPACE or RETURN. Additionally CTRL + Arrow
Keys allows the cursor to be positioned anywhere on the screen. The Joystick option performs identically to
the Mouse.
THE MAIN SCREEN
The game is played through the eyes of Paul Atreides. The top three quarters of the screen is the Main Screen
is the Main Screen and shows the currant location and any characters present there. It is mainly just a depiction
of the location, with all controls provided in the Main Control Panel at the bottom of the screen. However, by
pointing at a character shown in the window and clicking with the left mouse button, you can choose to
interact with them and the options shown in the Main Control Panel will change to those that are available to
you. (At various times you can ask characters to "Talk to me", "Come with me" and "Work for me)."
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THE MAIN CONTROL PANEL
The bottom quarter of the screen contains the Main
Control Panel. On the right of this panel is the compass.
This shows which of the four directions (North, South, East
and West) you are able to move from your current
location. Whilst inside the Palace, clicking on the centre of
the compass will provide a map showing its rooms and the
location of other characters. Paul is shown on this map as
a red dot.
The centre of the panel is devoted to the options window
which lists the actions available to you at the time. The initial commands are;
See Dune Map-This takes you to the Dune map screen, from where you can give orders to your troops and
check on the spice density.
Mixer Panel- This takes you to the screen that controls Music and speech volume/balance as well as subtitles
and language.
Duke Leto Atreides- The Duke is the only character you can interact with in the first location. Choosing this
option has the same effect as clicking on the character in the Main Screen. As well as giving a close up of the
character, the options will change to those for character interaction.
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On the top left of the Main Control Panel is the book icon. This brings up your current history. At the beginning
it provides basic information, divided into subsections explaining the politics of Dune, Pauls role there, the
importance of Spice and Fremen. AS you progress, so extra information is recorded. Click on the book to open
it, click on the page to move through the book and click on the spine of the book to close it and return to
the game.
Below the book are three small windows. The far left shows a sun or moon to denote the time of day and a
number to show how many days have passed. To the right of this are two small square windows which show
the faces of the characters who accompany you. A
maximum of two characters will travel with you at one
time, if you click on the option "Come with me".
OTHER CONTROLS
P–pause: Looking in the bedroom mirror while in the
Palace also pauses the game and offers the option to
SAVE/LOAD and RESTART the game. You can also save
by clicking on the DUNE globe in the control panel
and selecting SAVE GAME.
SEE DUNE MAP
Selecting SEE DUNE MAP from the main screen takes
you to a scale map of Dune showing the visible sietchs
or caves of the Fremen. Scrolling with the compass
reveals more. Each little character represents a troop chief—if he is not moving the troop is not busy. Lighter
characters represent chiefs not rallied to you. Troop chiefs change colour depending on the occupation you
assign to them: yellow—spice mining, red—soldier, green—ecology.
For further explanation see ECOLOGY and CONFLICT.
Use the command box or click on a chief to receive a report or give an order.
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Clicking on a sietch (left button) will let you see the equipment (used or unused) in this place, however if you
have not yet visited this place then only the name will be displayed.
Clicking on the red hawk centres the map on your current location.
The menu options available allow you to:
EXIT MAPS -Returns you to Paul’s view and the Main Control Panel.
CONTACT FREMEN TROOPS - Allows you to contact a visible troop and give orders.
SEE SPICE DENSITY MAP (Not available at first). Scroll around the map by using the compass or moving the
cursor to the edge of the window. The spice density map may also be used to show your troops occupation
by toggling ‘Spice Density’ to ‘Troop Occupation’. The functions of your troops are shown in the appropriate
colour (yellow - spice mining, red - soldier, green - ecology). To close this window, click on the icon in the
upper left corner of the window.
TAKE ORNITHOPTER/CALL A WORM - Latter not available at first, see below for further info.
FIND PROSPECTORS - Once you have a prospector working for you, you can click on this to automatically
scroll the map straight to wherever they are. There is a representation of DUNE at the left of the panel. Click
on the DUNE GLOBE icon for further options (see DUNE GLOBE below).
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DUNE GLOBE
Shows the whole planet and allows you to examine any part of
it in detail. Rotate the planet using the DUNE GLOBE icon and
click on the section you wish to see. The menu presents these
options:
EXIT GLOBE to return to the DUNE MAP
SEE RESULTS to see your current status. This will show how the
Atreides House is performing with data on spice stocks, number
of men in control, and at the top Paul’s charisma level (see
CHARISMA). Rotate the globe to see the full extent of the area you control (red) and the Harkonnen (blue).
When the game commences Paul controls 1 per cent, the Harkonnens 21 per cent. STANDARD VISION returns
you Dune Globe.
SAVE GAME
LOAD GAME
OPTIONS AND QUIT GAME - see MUSIC options below
MUSIC -The music option allows the soundtrack to be switched off and on. The music sequence may also be
altered to play depending on the location or CD–style. Selecting CD-style will play every track in sequence or
at random.
Dune -the Computer Game soundtrack is available on Compact Disc from Virgin Records.
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MAIN CHARACTERS
To talk to characters choose from the highlighted options. A close–up will be displayed.
DUKE LETO: Your father, the head of the Atreides family who resides in the Palace. Like any good father he
will give you advice when you need it.
LADY JESSICA: Your mother a woman of extraordinary powers—almost equal to your own. When you have
visions she will explain their meaning to you. She never leaves the Palace so knows it better than anyone.
DUNCAN IDAHO: Your close friend and trusted family lieutenant. He also keeps an eye on spice stocks
and will advise you on shipments.
THURFIR HAWAT: The family Mentat or strategist.
GURNEY HALLECK: The military instructor who will provide important battle training. His charm and
intelligence make him a useful intermediary.
THE EMPEROR: The Padishah Emperor Shaddam IV, head of the mighty feudal empire and the most powerful
character in the game. Not a man to be crossed lightly—should you do so it could result in a visit from his
feared Saudaukar storm-troops.
STILGAR: The Fremen leader, the man whom all Fremen respect and follow. Before you can rally the Fremen
as troops you must first make contact with him.
KYNES: The Planetologist or ecologist. Kynes is the only man with the vision and knowledge to transform
Dune from a desert into a habitable planet with abundant water and vegetation.
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THE FREMEN
These are the native inhabitants of Dune, a fierce independent people who have learnt to adapt to the terrible
environment of their planet by inventing a protective suit known as a stillsuit, which preserves the body’s
moisture. They live in caves known as sietchs. Since they have suffered at the hands of the Harkonnens they
are keen for liberation and can be persuaded to work and fight on your behalf. The Fremen have a dream,
which is to make Dune more habitable by covering it with vegetation. Help them achieve their dream by
reclaiming Dune and defeating the Harkonnens.
TRANSPORT
To begin with your only mode of transport is by ornithopter, a
winged helicopter which will take you to any part of Dune. Should
you select it, a screen pops up with a map and control panel. The
direction cursor at the bottom right scrolls the map—since it is a
globe it wraps around. To select a destination such as a sietch place
the pointer over a cave entrance and click the left mouse button.
The top line will tell you the direction or sietch name you are
travelling to. • NB: Beware of entering Harkonnen territory.
THE PALACE
You begin the game inside the Palace now occupied by your family. You have the choice of exploring or
leaving the Palace and taking an ornithopter to explore the planet.
• NB: This palace was once occupied by the Baron Harkonnen and his entourage. They are untrustworthy and
may have left unwanted gifts…
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SPICE
The most precious commodity in the universe with miraculous properties. The Emperor has granted the
Atreides the lucrative licence to mine it on Dune—the only place it exists. In return he expects a percentage
so it is crucial you keep up stocks. Failure to comply with his requests is likely to result in a visit from the
Saudaukar. Alternatively sending him a generous shipment could keep him off your back for a while.
SPICE MINING
You can employ the Fremen population in any one of three roles the first of which is spice mining.
To obtain spice you must begin mining it. By visiting the many sietchs and contacting their leaders Paul can
persuade the Fremen to work for him mining spice. This is done by selecting TROOP OCCUPATION to specialise
in spice mining.
However beyond the initial three sietchs you must persuade a prospector to work for you and despatch him
to other sietchs to search for the stuff. Fremen occupied in spice mining are shown as yellow on the map.
MOTIVATION
The Fremen will only work for you if they are motivated. This is expressed as a percentage which will drop if
Paul fails to visit them regularly. If motivation drops, so correspondingly will spice production. There are hints
such as sabotage occurring when motivation drops. Motivation can be increased further by helping the Fremen
achieve their dream (see ECOLOGY).
EQUIPMENT
Abandoned sietchs contain useful equipment: e.g. harvesters (to speed up mining), ornithopters and
weapons. Smugglers who refuse to take sides will also sell equipment and weapons.
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WORMS
The shai–hulud or sandworm is inextricably linked to spice and is exceedingly dangerous. It will attack without
provocation, homing in on rhythmic vibrations from vehicles like harvesters making it a menace to spice
production.
The worm has a greater role to play as the game progresses when you will discover how to use it to travel.
CHARISMA
Paul’s success is indicated by his charisma level which rises and falls depending on his performance throughout
the game. As you convince Fremen to work for you so his charisma rises - as his charisma rises so Paul’s
telepathic ability increases allowing him to communicate across greater distances allowing him to motivate
troops from afar without the necessity of travel. Paul will have visions during the game depending on the length
of time and amount of spice in his blood (which turns his eyes blue like the Fremen’s). The visions give you
information concerning anything of consequence happening on Dune: e.g., messages from the Emperor,
attacks on sietchs or harvesters.
• At various points in the game there is an update sequence which engages automatically.
CONFLICT
Training An Army
Once you have made contact with Stilgar, the Fremen leader, you can begin to mobilise an army against the
Harkonnens. On contacting him the occupation can be altered to allow the Fremen to begin military training.
The amount of training they get is crucial to the performance as armies.
You can speed up their training by taking Gurney Halleck (see CHARACTERS) to the sietchs.
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Espionage
Once you have selected the military option you can allocate some of your troops to ESPIONAGE in order to
find the location and strength of Harkonnen fortresses. Only fortresses in range of individual sietchs can be
selected. Troops on spying missions can be ordered to attack at any time. They also run the risk of being
captured, their ability being dictated by their training.
Weaponry
Being well armed before engaging the Harkonnens in battle significantly improves your chances of victory.
There are four types of weapon:
Crysknife: a sacred Fremen fighting knife.
Lasgun: a hand–held laser pistol.
Weirding Module: a powerful voice powered box which concentrates sound to devastating effect.
Atomics: atomic weapons which can only be found by conquering Harkonnen fortresses.
Attack
After discovering the Harkonnen fortresses check their whereabouts on the SPICE DENSITY MAP given to you
in the game. By clicking on TROOP OCCUPATION you can find out the whereabouts of your own forces. A blue
fortress denotes a Harkonnen stronghold. By clicking onto a sietch and on to a fortress you can move troops
into attack. It can take them several hours to get into position but once assembled they will automatically
engage.
You can stay in contact to how they’re doing and send reinforcements (though this takes time) or withdraw.
Once troops are lost they cannot be replaced though sometimes you can liberate Fremen from captured
fortresses.
It is also possible to capture some Harkonnen captains who may give up precious information. If they are
victorious Paul has a vision of a Harkonnen fort transformed into a sietch.
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ECOLOGY
Part of the Fremen dream is to turn Dune into a more habitable planet by reclaiming the desert with vegetation
and providing abundant quantities of Dune’s scarcest resource—water.
Helping the Fremen achieve their dream serves a twofold purpose central to winning the game:
i) It increases their motivation
ii) By planting vegetation in place of spice, Harkonnens can be forced out of their forts, since vegetation
grows north where they reside.
You cannot begin ecology until you make contact with Kynes the ecologist (see CHARACTERS) who has the
bulbs necessary to begin cultivation on Dune. Once this is done you can begin altering troop occupation at
sietchs to ecology, altering their colour to green.
Windtraps
To begin ecology you must first create a windtrap. Since water is so scarce on Dune it must be collected from
every possible source. Windtraps grab the moisture from the air and store it in reservoirs in the sietchs. By
changing troops to ecology you can get them to begin assembling windtraps at sietchs which do not possess
one thus extending their ability to cultivate. To check whether there is water or a windtrap at a sietch simply
click the left mouse button on it to bring up a breakdown on the information.
Cultivation
You cannot plant vegetation until you have a bulb in your inventory. Send troops to Kynes to obtain one or
send a troop in search for equipment in the hope they find one. Once they return with a bulb they will
automatically begin cultivating the land. • NB Keep an eye on troops throughout the game. If a man stops work
his motivation is low or, in ecology, he has run out of equipment i.e., bulbs. Despatch him to find one.
Game End
The game ends when Paul and the Fremen control the Harkonnen Palace after taking all the forts on Dune.
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