Dune (Virgin) - Part 2 Solution by Roy Sims (played on an IBM PC) @~Continued from last issue (ix) Stage Nine - Smugglers' Villages Get Harah if she is not already with you and talk to her about the villages too . She will tell you to fly near "the fishes mouth..." to find a village. Look at the map. The rock formation to the west of the palace looks not unlike a fish. Fly near this and you should find the village Oxtyn-Pyons. In this village you can buy harvesters or ornis if you need them. Argue the price down. You must pay in spice, so it's a good idea to return to the palace after completing a deal and talking to Duncan to ensure that the smuggler is paid promptly. NB 7: To get the bought equipment to Fremen who need it, move them to the sietch nearest to the village then ask them to go and search for equipment. You cannot just 'move' a troop to a village as they won't go. There is another way of getting ornis to Fremen who need them, but this can't be done until later... (x) Stage Ten - Chani Return to the Palace. Talk to Harah and at this stage she should ask to be taken back home to Tuono-Timin. Go back there with Stilgar and leave her there. Now talk to Stilgar and he will ask you to go to a new sietch at Oxtyn-Tabr. Fly there and meet Chani. Talk to her then leave Stilgar in the sietch and take her alone into the desert. Wait until night if you have to. You will form a close relationship and Chani will now want to follow you around the planet instead of only short distances from her home. A message from the Emperor for more spice will prompt a vision. Return to the palace with Stilgar and Chani. Sort out the latest request for spice with Duncan. Talking to Duncan will also reveal the location of another village in the east, south of Tuono-Tuek. (xi) Stage Eleven - The Duke's Death and calling worms Visit this new village and see what is on offer. A vision will tell you of Jessica's desire for you to return to the palace. Return there at once to be told that the Duke was shot down and killed flying over Harkonnen territory in an orni. Talk to Thufir Hawat. He will wonder how the Fremen manage to travel around Arrakis without ornis. Talk to Stilgar about this and he will tell you about the worms and ask you to go into the desert and call one. Leave the palace and walk into the desert for a short while, then try the new 'Call Worm' option that is now selectable. Select your destination on the map then listen and watch as the thunderous noise and sight of a giant sand worm approaches! You can now use worms to travel around Arrakis. You no longer need an ornithopter. NB 8: You can now deliver ornis easily to Fremen in need. Buy or take an available orni and fly it to them. Use the 'modify equipment' option to give it to them and then call a worm to take you to your next destination. (xii) Stage Twelve - Increasing powers and the greenhouse Return to the palace by worm. View any messages that might be waiting for you (from the Emperor). Talk to Thufir. He still thinks that there is something else to discover within the walls of the palace. Find Jessica and once again search the palace. She believes that your powers have now increased and that you can contact people further away than before. You will find the incredible greenhouse room. Jessica should be left there. Get Chani in there and talk to her. She will reveal that she is the daughter of the planetologist Liet Keynes and where he is located. (xiii) Stage Thirteen - Keynes Chani will tell you to travel to Oxtyn-Tabr first. Once there she will tell you to go W to meet Keynes. Once there you should talk to him. You are told about the Fremen's dream of turning Dune into a living breathing vegetating planet with plant life that can grow in the desert. You are shown the bulbs which Keynes has cultivated. He asks for some Fremen to help him start the process. New sietchs are revealed nearby. Visit them and ask two sietchs of Fremen to train in ecology. Move them to Keynes' location then modify the equipment and make them take a bulb each (there will be plenty spare there). NB 9: Bulbs can only be grown by Keynes whilst there is enough water there. Also, if you move ecologists with bulbs to new locations, they must set up wind traps first to gather water if there isn't already a water cache at the location. Vegetation once planted will spread northwards. Any land turned into vegetated land cannot be mined for spice anymore. Keep this in mind when planning where to place bulbs next. Try and do it near land where the spice has already been exhausted (black or very dark brown on the spice density map). (xiv) Stage Fourteen - Diseases and new weapons At some point you will receive a vision telling you of an outbreak of disease at Habbanya-Timin. Chani will say that she wants to go there as she thinks she can cure them. Take her there and leave her to cure them. There is a village W of the palace at Tsympo-Pyons. It has on offer Weirding Modules and Laser Guns! (As usual you will have to have been told about this before you will find it). NB 10: There is an unwritten law that shows that Fremen must be trained in weapons in the following order - Crysknifes (incorrectly spelt with a 'K' in the game), Lasers, Weirding Modules and finally Atomics. Some can start off with a higher weapon than a knife but they seem to take longer to be trained if they do it this way. If this happens, find them the weapons earlier in the list than the weapon they have. This seems to speed up the training process. Of course, they should ALL train with Gurney. If they are sent to 'search equipment' and the village doesn't have the weapon next in order according to the list, then the Fremen won't go. A vision will tell you that Chani has cured the men at Habbanya-Timin. (xv) Stage Fifteen - Kidnapping and espionage Return to the sietch to get Chani. She will have disappeared. Return to the palace. A message from Feyd-Rautha will tell you that the Harkonnens have kidnapped Chani. Speak to Thufir. He will suggest that the Harkonnens wouldn't keep her in their palace but probably in a fortress away from it. Sending out spies should be able to find her eventually. NB 11: Unless the Harkonnens have starting attacking your own sietchs, you will only know of one Harkonnen fortress near Ergsun. Send an already trained army on an espionage mission. They will go to the fortress and find out how many soldiers are there. They will also tell you if they find Chani. You might not find her in this first fortress. If you send out another army on an espionage mission, they will go to the nearest fortress (which will be hidden at this point). This way you will discover about a dozen Harkonnen fortresses in the northern area of the planet. There is a way of stopping the Harkonnens from attacking your own sietchs. See later on for more details. (xvi) Stage Sixteen - The Water of Life After a while of sending troops out on espionage missions and fighting the Harkonnens in their fortresses, you should return to the palace and talk to Jessica in the greenhouse. She will tell you that can now take the water of life. Never attempt to take it before this has happened. You should always refuse when Stilgar offers the opportunity. Find a secret water cache with Stilgar and accept the chance to drink the water. Return to Jessica and talk to her. Now you have no limits on who you can talk to telepathically. (xvii) Stage Seventeen - The rescue You should now be training your soldiers with Gurney, equipping them with crysknifes, lasers and weirding modules and then sending them out to attack Harkonnen fortresses. Save before sending anyone into battle. At first you will experience some Fremen troops getting captured. Restore the save game and keep them in training for a while longer and send in an extra troop next time too. Only send in troops who are expert at being an army and who are armed with all three weapon types. Once they have successfully taken over a Fortress send the prospector there and fly there yourself. New Fremen troops who were slaves in the fortresses can be recruited. You will also come across some Harkonnen captains. Secure them with handcuffs then get information out of them regarding the location of new hidden fortresses. NB 12: Once a Fortress has been taken by the Fremen, those Fremen involved with the attack cannot be used for anything else as they assign themselves the task of turning the fortress into a usable sietch. Each time you send an expert army on sabotage they will reveal the number of enemy troops within. Eventually they will also locate Chani. Take the relevant fortress as you have the others but be prepared that the fortress she is in will more than likely be very heavily protected. Talk to Chani and ask her to follow you. The Fremen's morale will be lifted again now that she is free. (xviii) Stage Eighteen - The spice drain and final preparations The attacking Fremen will begin to discover Atomics within those fortresses that they have taken. They won't be able to use them until the final assault is in hand. Note that if troops who aren't expert in army get atomics, they will take longer to train up to expert than before. You will start getting messages from Duncan asking what is going on at certain sietchs. This will happen if you have many miners working in areas where the spice is practically exhausted. It seems to be a gentle reminder to move them onto to more prosperous regions, (like the new areas you took from the fortresses that have recently been prospected. They are very rich in spice). NB 13: You must regularly assign some of the Fremen to ecology. Having vegetation spring up all over Arrakis raises the Fremen's motivation to 100% and higher. (The highest I have had was 113%). Talk to Chani. She should now be saying "I understand the final attack is imminent". Talk to Stilgar. He will say that only the Harkonnen palace remains. If he doesn't then there must be at least one other fortress that you haven't discovered yet. He also recommends that you talk to Thufir. Return to the palace and speak with Thufir. He will ask you to take him to a sietch near the Harkonnen palace. Take him to one, e.g Arrakeen-Tabr. Once there he will ask to stay there. Once you have told him to stay he will suggest that you gather Jessica, Chani, Gurney and Stilgar with him in the sietch. (xix) Stage Nineteen - The final attack Gather the people as requested and ask them to stay in the sietch. You will also have to gather all of your armies near the Harkonnen palace. Once everyone is in the sietch, a conversation will take place. Thufir will say you need 10,000 men placed in the three nearest sietchs to the palace. They must all be armed with Atomics. You should have over 10,000 available and there should also be enough atomics for each troop. Once this has been done, talk to Thufir again and he will confirm the situation and tell you that Stilgar can launch the attack. NB 14: At this late stage, the Harkonnens should only have about 100 men left if you look at the results on the Dune globe map. They should only own 1% of the planet and spice production should be at zero or thereabouts. If you are ready, talk to Stilgar and accept the launch. Keep an eye on the attacking Fremen on the map. It won't take long for the atomics to break down the shield around the palace. Once this has happened, take an ornithopter or worm and enter the Harkonnen palace. Once inside the end sequence is initiated. Duncan will also be present, as will the Baron Vladimir Harkonnen, Feyd-Rautha and the Emperor himself! GENERAL TIPS Every spice miner should have a harvester and an ornithopter as soon as possible to get spice quickly. If the water runs out at Keynes' sietch, he will disappear! Don't worry about it - it doesn't seem to matter or affect the outcome of the game. Just ensure that you have set up as many men as ecologists with bulbs from him as possible before this happens. Don't take any notice of Thufir's comments on the Emperor hiding something whenever he asks for more spice. You must keep the spice going to him throughout the entire game. Don't pay over the odds for equipment from a smuggler. Always argue the price to see how low he will go first. Just ask him again and he will offer the item again although this time you will know the minimum that he will accept. Keep an eye on the spice density map. Near the end the planet will be exhausted of spice. Move miners to the new sietchs (converted from Harkonnen fortresses) as soon as possible, once the area is being/has been prospected. Setting up say half a dozen troops as ecologists should suffice to raise the motivation of the Fremen. You don't have to have converted the whole planet to vegetation by the end. Save regularly, especially before you attack a Harkonnen fortress. One important quirk - it seems that if you keep a buffer zone of two sietchs between you and the Harkonnen Fortresses (before you begin taking them over) then they won't attack any of your sietchs. This makes winning the game much easier. Once you have a few of their fortresses it doesn't really apply anymore, but early on this tactic will give you more time to prepare.