Journey: the story

Every story in the game as the Journey lays it out: the main story, the side stories for each region, the faction war and Lost Harvest. Tick each step as you do it. The Trials of Aql come with the game's own treasure maps.

Main story

1 chapter

The Fall of the Proteus

“Find the Fremen. Wake the Sleeper.” The Reverend Mother who gave me my mission used her voice to sear these words into my mind. When the Proteus was shot down, I believed it was over. When Zantara was butchering prisoners, I believed it again. And when I piloted that ornithopter into the oncoming storm, I believed it one last time. And yet, I live. “Find the Fremen. Wake the Sleeper”. I will.

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  1. 01The Fall of the Proteus0/2 steps

8 chapters

A New Beginning

The first steps in a new world

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  1. 01Getting Equipped0/8 steps

    While Zantara nurses his injured leg, he has offered to guide me through the rudiments of surviving on Arrakis. The first step is to craft a set of basic equipment.

  2. 02The Attitude of the Knife0/11 steps

    Desperate Scavengers cling to survival by salvaging debris from the War of Assassins. Zantara suggests that I kill them and take what I can from their corpses. He has assured me that they would do the same to me as there are no innocents out here.

  3. 03Shelter and Shields0/15 steps

    The sandstorms that sweep across the desert will tear the flesh from my bones. I need shelter, and Zantara recommends using a construction tool to build my own. The first step will be gathering the required materials.

  4. 04Water from Blood0/10 steps

    In order to have a consistent source of water, Zantara suggests that I begin harvesting the blood of my enemies and purifying it. I can drink it direct from the source as well, but the side effects make that an act of desperation.

  5. 05Echoes of the Past0/12 steps

    A dream...a vision... I don't really know. But something is guiding me toward the cave that I saw in my dream.

  6. 06A Touch of Civilization0/12 steps

    Zantara has finally recovered enough that we can meet somewhere in the sector. He instructed me to craft a survey probe, to help reveal the meeting location.

  7. 07The Wreck of the Alcyon0/9 steps

    After missing him at Griffin's Reach, Zantara suggested I explore the nearby shipwreck for specialized military components. It's a dangerous world and better weapons and armor couldn't hurt.

  8. 08Across the Gap0/19 steps

    Zantara has traveled on, north into the Vermillius Gap where he will wait for me once more. Before I can follow, I will need to build a vehicle to cross the Worm Zone, and the components I need lie deep within an Imperial Testing Station.

9 chapters

Find the Fremen

Only hours ago, as a prisoner bound for Neo-Carthag and slave labor, you cut a deal with the Bene Gesserit to find the Fremen in exchange for your freedom. Now, shipwrecked and alone, you must learn to adapt...and fast!

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  1. 01The First Trial of Aql0/3 steps

    A dream lingers. Brought to consciousness by natural exposure to the spice melange, a Fremen test called the Trials of Aql.
    In my stupor I have marked the symbol of a purple eye on my map - perhaps the location of this mysterious trial.

  2. 02The Second Trial of Aql0/4 steps

    The key to the path to the second trial lies in a riddle that I found engraved in the location of the first trial.
    “Para-southeast of the great hammer of Mirzabah… the shattered teeth of the gods… nestled between molar and incisor… a cavity revealed.”
    Perhaps these trials are the key to finding the Fremen, as the Reverend Mother asked. I should follow this path when I am strong enough.

    Second Aql AltarWhere to lookSecond Aql Altar

    A wall carving indicating the next Aql pilgrimage site, located in the Eastern Vermillius Gap.

    “Para-southeast of the great hammer of Mirzabah…the shattered teeth of the gods…nestled between molar and incisor...a cavity revealed.”

  3. 03The Third Trial of Aql0/4 steps

    The path to the third lies in a riddle that I found engraved in the location of the second trial.
    “Para-west of the great hammer of Mirzabah… a table of stone for God’s feast… turn para-north from its bounty and seek the cave of the purple eye.”
    These trials seem to describe the spiritual journey of a people who were persecuted and sent wandering across the cosmos.

    Third Aql AltarWhere to lookThird Aql Altar

    A wall carving indicating the next aql pilgrimage site, located in Western Vermillius Gap.

    "Para-west of the great hammer of Mirzabah... a table of stone for God's feast... turn para-north from its bounty and seek the cave of the purple eye."

  4. 04The Fourth Trial of Aql0/4 steps

    The path to the fourth trial is engraved in yet another stone at the third trial, along with an accompanying riddle.
    “The iron hammer that beats the dead who cannot enter paradise. The head of the hammer awaits.”
    I hope that the next altar is not destroyed and that I might experience the trials of a fremen wali once again.

    Fourth Aql AltarWhere to lookFourth Aql Altar

    A wall carving indicating the next Aql pilgrimage site, located in the Eastern Vermillius Gap.

    "The Iron Hammer that beats the dead who cannot enter paradise. The head of the hammer awaits."

  5. 05The Fifth Trial of Aql0/4 steps

    The riddle for the fifth trial seems to indicate a location in the Hagga Rift, to the east.
    “Where the earth has sundered… across the bridges of stone… where the monoliths lean… always para-east.”
    The next step of this trial follows the path of the Zensunni wanderers, who apparently became the Fremen. Is this what it means to find the Fremen?

    Fifth Aql AltarWhere to lookFifth Aql Altar

    A wall carving indicating the next Aql pilgrimage site, located in the Hagga Rift.

    “Where earth has sundered…across the bridges of stone… where the great stones lean… always para-east”

  6. 06The Sixth Trial of Aql0/4 steps

    The path to the sixth trial shows a lonely canyon somewhere in the north-eastern reaches of Jabal Eifrit Al-sharq.
    “Follow your para-compass to the north and east… amidst the jinn’s towering spires… across the rift…seek eyes among the stones.”
    I cannot say where this journey will end. But the knowledge of the Fremen will surely serve me well on Arrakis, even if I learn nothing else.

    Sixth Aql AltarWhere to lookSixth Aql Altar

    A wall carving indicating the next aql pilgrimage site, located in Jabal Eifrit Al-Sharq.

    "Follow your para-compass to the north and east... amidst the jinn's towering spires... across the rift... seek the eyes among the stones."

  7. 07The Seventh Trial of Aql0/4 steps

    Another engraving, this one indicating a site deep within the Hagga Rift.
    “Red teeth… gaping maw…down, down in the depths…hunger hidden from storm and worm.”
    It looks like I will need to descend into the very depths of the Hagga Rift to find my next trial.

    Seventh Aql AltarWhere to lookSeventh Aql Altar

    A wall carving indicating the next Aql pilgrimage site, located in the Hagga Rift.

    "Red teeth...gaping maw...down, down in the depths...hunger hidden from storm and worm".

  8. 08The Footsteps of the Fremen0/12 steps

    The last trial altar had a map, but this map one differs in its details. It depicts a place at the border of Mysa Tarill in the west and Jabal Eifrit Al-gharb. I will find the source and see to the end of these trials.

    The SietchWhere to lookThe Sietch

    A wall carving indicating the final destination of the Aql pilgrimage, located on the border of Mysa Tarill and Jabal Eifrit Al-gharb.

    "The crevice that hides...the mountain that protects...the sands that provide. Home."

  9. 09Epilogue0/1 steps

    After investigating the Sietch, I stumbled across a mysterious recording which detailed a different man and his attempt to "Find the Fremen". Have others been sent on this quest before me? There are more answers hidden on a minimic film - I gave it to my companion, Ari, who revealed herself as a member of one of the Great Houses.
    Ari will search for a decoder for the minimic film. I must wait for her to contact me with further instructions.

13 chapters

The Assassin's Handbook

Beginning Act 2

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  1. 01Black Market Tech0/4 steps

    Ari reached out to let me know that she has been struggling to find an Ixian decryption device. She suggested I might be able to purchase one from a Black Market Trader in Harko Village.

  2. 02The Paranoid0/8 steps

    After being interrogated and questioned by the Sardaukar, I found myself being questioned by Count Hasimir Fenring, one of the Emperor's most trusted men.
    Fenring explained that I have been given a hypno-ligation, a compulsion, and that we have common cause in trying to find its source.
    I agreed to work with Fenring, and was sent to meet his contact, a woman named Elara Tuek. Elara Tuek has sent me on a mission to assassinate a cult leader, known as the Paranoid. I must travel to Hagga Basin and kill her four chosen who each carry one of the five codes to her pentashield.
    Once that is done, I can use a Shield Dissembler to enter her place of contemplation - and kill her.

  3. 03The Glutton0/4 steps

    After being interrogated and questioned by the Sardaukar, I found myself being questioned by Count Hasimir Fenring, one of the Emperor's most trusted men.
    Fenring explained that I have been given a hypno-ligation, a compulsion, and that we have common cause in trying to find its source.
    I agreed to work with Fenring, and was sent to meet his contact, a woman named Elara Tuek. Elara Tuek has sent me on a mission to assassinate a powerful slaver, known only as the Glutton. I must travel to Hagga Basin and seek her informant, Petyr, who hides among the slavers in their base at the Hand of Khidr.

  4. 04The Next Target0/2 steps

    I have completed my first assassination in accordance with the wishes of Count Fenring and Elara Tuek. Though...something troubled me about the victim. They had a tattoo that glows, similar to mine.
    Nevertheless, I must return to Elara and discover my next target.

  5. 05Further Instructions0/3 steps

    I have completed my second assassination in accordance with the wishes of Count Fenring and Elara Tuek. Another victim with a glowing mark beneath their skin. There is a pattern here that I must discover.
    For now, I should return to Elara for further instructions

  6. 06A Sign from Above0/14 steps

    Another spice-laden dream - even more disturbing than the last. In this dream I saw...well it ended with a ship falling from the sky. And then a call from Ariste, encouraging me to seek the fallen wreckage of an Ixian ship in search of the decoder.
    For now, my work with Fenring must be on hold as I head off to search the Wreck of the Hephaestus.

  7. 07New Targets0/3 steps

    I recovered the Ixian decoder from the Wreck of the Hephaestus with help from none other than Feyd-Rautha Harkonnen - the na-baron himself!
    Despite recovering the device, Ari has told me that she does not have opportunity to meet right now and she will reach out when she can. On the other hand, Elara Tuek has reached out to let me know she wishes to speak with me, as Fenring has sent her new targets.
    I should travel to Harko Village and meet her.
    The Spider has contacted me and Fenring has new targets. I need to return to Harko village to meet with her.

  8. 08The Water Fat0/7 steps

    At Fenring's behest, I have been asked to assassinate a Water Shipper that lives in a mansion just outside of Arrakeen. According to Elara, the mansion will be heavily guarded. I have chosen to try and sneak my way in, though Elara will be guiding me over the communinet.
    I don't know if that is a good or a bad thing.
    I need to get in, poison the water supply with chaumurky, and get out.

  9. 09Last Target0/2 steps

    With the death of the Water Shipper, I should report back to Elara Tuek and let her know about my success - and his mysterious words. I hope she has some answers.

  10. 10The Jackal0/4 steps

    Elara Tuek, on behalf of Fenring has sent me to assassinate the Jackal, a beggar hidden in one of the deep alleys of Arrakeen. According to Elara, he has been spreading sedition amongst the pyons of Arrakis and must be put down. She gave me a shigawire garotte to complete the job - something I can get past the security scanners in Arrakeen.

  11. 11A rendezvous with Ari0/1 steps

    Ari has contacted me and asked that I meet her at the bar in Arrakeen.

  12. 12Searching for Answers0/8 steps

    After decoding the minimic film, we have the co-ordinates of a location beneath the ruins of Old Carthag. I should speak with Zantara in Harko village when I am ready to investigate the location.

  13. 13Epilogue0/1 steps

    After the shock of events beneath Old Carthag, I need to talk to somebody about it. I must wait for Ariste to contact me so we can discuss all that has happened.

8 chapters

The Great Convention: Part I

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  1. 01The Call0/1 steps

    After leaving the lab below Old Carthag, I've had the constant feeling of being watched, observed from the shadows. Who, or what, could it be?

  2. 02CALLED TO A COUNT0/3 steps

    All my trails seem to have run cold, and I have yet to fully understand all that was revealed to me in the old lab under the ruins of Old Carthag. Zantara's passing still feels unreal, and Ariste has remained silent, as if she had also vanished. Not everyone seems to have forgotten about me however. Elara Tuek reached out: Count Fenring wants to speak with me in Harko Village.

  3. 03PROCES-VERBAL0/11 steps

    A killer is loose in Arrakeen. Count Fenring suspects the Bene Tleilax are involved and has asked me to travel to Arrakeen and meet his chief investigator.

  4. 04TOUCH OF EVIL0/4 steps

    Osten's assistant, Hester Klimt, gave us the location of his workshop in the Estern Shield Wall after I convinced her he had been murdered. Prior to his death, Osten met with a redhead that left him distraught, and had a trip arranged for this workshop. Tors has tasked me to investigate the location for further clues.

  5. 05FROM THE ASHES0/11 steps

    A killer is loose in Arrakeen. Following the trail of Osten Laithe's murder, I've been led to investigate our next lead - Phaedra Vye.

  6. 06THE JANUSIAN FAITHFUL0/12 steps

    After finding Phaedra Vye dead in her own apartment with a knife in her neck, the possible suspects has grown to include a long list of nobles, each with a stake in an odd collection of Old Carthag loot. Luckily, they are all gathered at a banquet in Arrakeen. And among them - Sub-Prefect Tors.

  7. 07THE BLOODLINE0/13 steps

    Ariste has finally reached out, once again she is waiting to meet with me at the Salusan Bull in Arrakeen. She wants a personal account of what transpired beneath Old Carthag and told me that she has something important to discuss with me. I should meet her in Arrakeen as soon as I can, she doesn’t know when she’ll be able to find time again.

  8. 08Noctua's Return0/1 steps

    I have that feeling of being watched again. Could it be that Noctua is still around, after all this time?

8 chapters

The Great Convention: Part II

0/76
  1. 01Call to Arms0/2 steps

    The mysteries only seem to deepen. The Face Dancer slipped through my grasp in Arrakeen, and I have yet to learn much about my origin save that it is somehow related to the “Zanovar incident”. Elara Tuek promised to contact me when she has more information.

  2. 02The Art of Kanly0/5 steps

    I must infiltrate this illegal dueling ring and discover who is the face dancer. Perhaps the best plan is to participate as a combatant myself…

  3. 03Secrets of the Exile0/12 steps

    The fighting arena awaits. Soon, I will face my next opponent: Aren the Exile. They say he was a warlord among the Kirab until they cast him out...

  4. 04Breaking the Chains0/11 steps

    With two victories under my belt, I will soon face my next opponent: the Master of Chains. I understand he’s a former slaver who only enters the fighting pit for the thrill...

  5. 05Extinguishing the Flames0/16 steps

    My victories multiply, but the fighting arena is insatiable. Soon I will face my next opponent: Thrax the Flamer. Even Maksim seems a little nervous of Thrax’s lust for fire...

  6. 06A Deadly Poison0/17 steps

    The fighting arena awaits. Soon I will face my next opponent: Sinnu the Poisoner, some sort of worm-cultist from the wastes. He is my last opponent before I can face the Dancer of Veils... our face dancer.

  7. 07Outside the Law0/12 steps

    Before dying, the Face Dancer mentioned some sort of trouble amongst the Smugglers. I should report back to Elara Tuek before pursuing this new lead.

  8. 08Call of the Night0/1 steps

    For now, I must wait until I’m contacted by Elara Tuek… or someone else.

5 chapters

The Great Convention: Part III

0/40
  1. 01Dangerous Allies0/5 steps

    I received a call from Elara Tuek. It seems her father, the Smuggler leader Esmar Tuek, has been looking into the mystery of Zanovar. I am to travel to Fallen Light and see what he’s learned.

  2. 02Prelude to a Journey0/3 steps

    I managed to acquire the sensitive shigawire reel from Staban Tuek at the besieged Smuggler base. I should gather more information, contact a representative of House Vernius, and meet with Elara Tuek to figure out my next step.

  3. 03The Tragedy of Zanovar0/13 steps

    The preparations have been made. Elara Tuek is my pilot. Answers lie on the doomed planet of Zanovar. It is time to go off-world.

  4. 04Forty Fears0/18 steps

    I awoke on the Orbital Monitor, imprisoned by Count Fenring and his forces. The Face Dancer Scytale freed me. Can I trust such a creature? I must find answers. I must find the Sleeper. I must remain undetected.

  5. 05A Fall from Heaven0/1 steps

    I crashed into Arrakis, yet again. The Fremen Stilgar cut me out of my escape pod, and I was reunited with the bat Noctua. We spoke of the death of Stilgar’s friend, Zantara. Stilgar does not trust me, but he allowed me to leave with my water intact. He told me not to seek the Fremen any further.

Side stories

10 chapters

Vermillius Gap

Explore the Vermillius Gap and discover its secrets

0/65
  1. 01Moving On0/2 steps

    With my Sandbike, I am ready to cross the Vermillius Gap. I need to cross the gap without getting eaten by the worm. I should take the shortest, flattest route, which looks to be just northeast of the Griffin's Reach Tradepost. Once I cross, I should abandon my old Sub-Fief to cover my tracks.

  2. 02Preparing for life in Vermillius0/9 steps

    The salvaged metal cutteray has gotten me this far but it feels almost useless when mining iron. I need to upgrade it using the copper I have obtained. I should also craft a shield to protect me from my enemies...but shields on Arrakis have been known to attract sandworms. I must be careful.

  3. 03Styles of Sand0/5 steps

    The deserts of Arrakis are vast and varied in their shape and color, and even the very sands themselves have different characteristics. I must learn to identify the various types of sand and what resources I can gather from them, if I hope to survive.
    Look for plumes of white dust above open sand

  4. 04Reap and Stow0/8 steps

    Water continues to be an issue, but the CHOAM research manual mentions a special purpose device known as a Dew Reaper. Dew Reapers can be used to pull dew from flowers, using a specialized Holtzman field. Dew reaping is always most efficient in the hours before dawn.

  5. 05Weapons of War0/12 steps

    As I move further from the south, I will encounter increasingly formidable enemies, but with access to iron, I can craft stronger, more effective gear to meet the challenge.

  6. 06Touring the Gap0/8 steps

    The Vermillius Gap, a vast area of red sand and black stone, seems dotted with interesting locations. I should survey the region and explore its hidden mysteries, there is much to be discovered here.

  7. 07The Vermillius Contract0/4 steps

    The Anvil Tradepost in Vermillius has its own selection of contracts to fulfil. Some of these employers seem more than a little shady, but if the pay is good, it's probably worth the risk. Perhaps some of these people even deserve help…

  8. 08Maintenance0/9 steps

    Arrakis is hard on equipment, the baking sun and wind-whipped sands cause my gear to degrade fast. I must learn the skills for maintaining my gear and my vehicles.

  9. 09Interior Decoration0/3 steps

    Though the world is harsh and death is always near, my base is a shelter from the outer world. A place I can make my own.

  10. 10Buried Treasure0/5 steps

    The Static Compactor seems a powerful tool. Not only is it used for gathering resources, but it can clear one's path of both poison and fire. Combined with a Handheld Scanner, I wonder what it could achieve on the open sand... After some research, I should gather my tools and set out into desert, in the wake of a sandstorm, who knows what lies buried out there?

9 chapters

Jabal Eifrit & Hagga Rift

Explore Jabal Eifrit and the Hagga Rift

0/66
  1. 01Specialized Fabrication0/15 steps

    The general fabricator has served me well, but as I progress into more exotic materials and items, it can no longer handle the load. I must construct specialized fabricators which will allow me to craft even more specialized gear.

  2. 02A Bigger Haul0/9 steps

    The sandbike has a limited inventory capacity and is of limited use for large material runs. The CHOAM Four Man Groundcar, aka "Buggy" is perfect for carrying large amounts of cargo. I should assemble one to improve my building efficiency.

  3. 03Weapons of War II0/12 steps

    New materials mean more advanced weapons, and more advanced weapons mean I become more lethal. I should fabricate some new styles of weapon and try them out, Arrakis might be dangerous, but so am I.

  4. 04The Jabal Spires0/10 steps

    Jabal Eifrit's endless spires feel like a maze, and it seems infested with bandits and worse. I should watch my back while investigating the region, and remember to look up as well as down.

  5. 05Depths of the Rift0/4 steps

    Lurking between Jabal's spires is a vast canyon, falling deeper down than the spires reach up. I must be especially careful navigating this area, precipitous drops are everywhere, and who knows what lies at the bottom.

  6. 06Calling the Worm0/3 steps

    The Fremen had a special connection to the great sandworms of Arrakis, they held them in religious awe. But that didn't stop them from developing tools which could manipulate the creatures -- something I must also learn if I wish to survive.

  7. 07A Light in the Darkness0/4 steps

    Arrakis is riddled with caves and dark places like the Hagga Rift. To effectively explore these areas, I must have a light source I do not need to hold in my hands.

  8. 08Stormproof0/3 steps

    I've learned of another piece of Fremen equipment, a Stilltent, which preserves moisture and provides shelter from sandstorms. This would surely be useful to me, I should acquire one.

  9. 09Life from Death0/6 steps

    In the Sietch, I discovered and analyzed a curious Fremen device, akin to a strange bed. Reviewing my data, I think I now understand its barbarous purpose…and I believe I can construct one of my own. I should experiment, in order to confirm my conclusions...

5 chapters

Shield Wall & O'odham

Explore the O'odham and upgrade your gear

0/38
  1. 01Radiation Mitigation0/3 steps

    Looking south from Mysa Tarill, the glow hanging over the starship graveyard looks unhealthy, much like that wreckage in the Vermillius Gap that turns out to be highly radioactive. If I want to explore the graveyard, I should probably find a way to protect myself.

  2. 02Weapons of War III0/12 steps

    As my foes become more powerful and more sophisticated, I need to keep pace. Aluminum allows for another widening of my arsenal, and I must make use of this if I am to reach my goals.

  3. 03The Spice Must Flow0/4 steps

    It is no longer avoidable: I must harvest the Spice, the source of all wealth and woe on this planet, in order to proceed. The obvious danger is the worm, but I am told that the subtle danger is the spice itself…

  4. 04Airborne!0/9 steps

    Aluminum is the first metal I've found that's light enough for a viable aircraft. I briefly flew a Sardaukar ornithopter with Zantara after the crash, it's time I got back into the skies on my own.

  5. 05The Wall and the Valley0/10 steps

    The Shield Wall, famous across Arrakis for its solidity and strength and air of safety. And here, tucked behind it, a place spoken of only in whispers, half-awed, half-afraid. I must map them both.

2 chapters

The Sheol

Explore the Sheol and discover what lies within the radiated zone

0/6
  1. 01The Graveyard0/3 steps

    This final area of the Hagga Basin must be the most hazardous of all, worms, sun, and hard radiation from many fractured reactors. I must be well-prepared before exploring its heart.

  2. 02Mitigation Iteration0/3 steps

    The Radiation Suit allows exploration of the Sheol, but my time in the radiation must still be carefully limited. The CHOAM manual suggests Iodine Pills can be fabricated from various biological compounds, including some found in Agave Flowers. Such flowers can be found in the O'odham! Perhaps I can improve my capabilities further here.

5 chapters

Deep Desert

Explore the Deep Desert and increase your spice production

0/22
  1. 01Charting the Depths0/2 steps

    I have reached the Deep Desert, and must reckon with its fickle nature. I can't hope to permanently map such a shifting landscape, but I can determine what opportunities might await.

  2. 02Operational Readiness0/10 steps

    Spice: the more we acquire, the more we seem to need. When will this cycle end? If we want to acquire really serious quantities, we'll need to fabricate specialised hardware. And we do want to, so we must fabricate it.

  3. 03Logistical Issues0/3 steps

    The regular Coriolis Storms make a permanent settlement out here impossible, but we will need safe staging areas if we're to harvest the bounty on offer. We must learn to quickly construct temporary bases for this purpose.

  4. 04Smoke Trail0/4 steps

    Near the end of the CHOAM manual are plans for fabricating a handheld Missile Launcher. That will surely have some utility in such a vast and contested space. I can't help but feel the design looks oddly familiar, though.

  5. 05There Is Never Enough0/3 steps

    We have the equipment, we've conducted test runs, now it's time to begin in earnest. We must harvest the largest Spice fields, we must claim their bounty, we must cement our control. We know the worms will come, but we have the tools to deal with them. We are no longer afraid.

7 chapters

Greater Arrakis

0/31
  1. 01Of Politics and Recollection0/5 steps

    While this Journey is active, you cannot defect from your faction.

    I must trigger the process of recollecting my mnemonic training by doing favors for the Houses of the Landsraad, proving to both my House and the others that I can carry out difficult tasks.

  2. 02Of Politics and Recollection0/5 steps

    While this Journey is active, you cannot defect from your faction.

    I must trigger the process of recollecting my mnemonic training by doing favors for the Houses of the Landsraad, proving to both my House and the others that I can carry out difficult tasks.

  3. 03Mnemonic Devices0/6 steps

    While this Journey is active, you cannot defect from your faction.

    I have recalled the knowledge of weapon augmentation, locked in my mind through mnemonic training. Now I must put that expertise into practice by making a weapon more deadly.

  4. 04Mnemonic Devices0/6 steps

    While this Journey is active, you cannot defect from your faction.

    I have recalled the knowledge of weapon augmentation, locked in my mind through mnemonic training. Now I must put that expertise into practice by making a weapon more deadly.

  5. 05Raider of the Broken Lands0/4 steps

    To find the schematics needed to upgrade my weapons, I must fight the most dangerous hostiles on Arrakis. In these broken lands, I must raid the raiders and retake their spoils.

  6. 06Exponential Growth0/2 steps

    Increased growth only comes with increased difficulty. By seeking the dungeons and deep places of Arrakis, and choosing more difficult encounters, I will achieve greater rewards. Testing to destruction: they call it the Amtal rule.

  7. 07Terminal Profits0/3 steps

    The normally reclusive Water Shipper families have been sighted at several locations, but are suspiciously tight-lipped regarding their unusual activities.

    The Yafengs have established a secretive operation in the former Harkonnen settlement in Wind Pass.

    And strange and frightful stories are coming out of an old mineral quarry that was long abandoned by the Bewts... or so it was thought.

10 chapters

Miscellaneous

0/69
  1. 01A Wider World0/3 steps

    The Tradepost I found feels almost civilized…almost. They cannot be surviving out here alone, there must be a larger settlement supporting them. If I can uncover their supplier, I might be able to locate that settlement.

  2. 02A Backup Plan0/6 steps

    The sandbike gives me a way to safely cross longer stretches of sand, but if I lose it while far from my base, I'll be fatally stranded. I need a fallback plan for such circumstances.

  3. 03Location, location, location0/3 steps

    I can use my map to abandon bases from a distance. The Solido Replicator in the Research Menu is a better way to relocate structures, which will be useful in the near future.

  4. 04Banking Solaris0/3 steps

    The solari is the standard unit of currency throughout the Imperium, and while not as valuable as spice, solaris are still used as the most common medium of exchange on Arrakis. I should protect my solaris by depositing them in a bank. I can take a flight from one of the tradeposts to a settlement and locate a bank when I get there.

  5. 05Knowledge of the Planetologist0/11 steps

    Understanding the ecosystems of entire planets is a powerful thing. If I wish to unlock the knowledge and skills of a Planetologist, I must find a proper trainer and learn their rigorous science and ecological literacy.

  6. 06Rigor of the Trooper0/11 steps

    If I wish to unlock the martial skills of a Trooper, I must find proper trainers to drill me, condition me, and remake me into an engine of war.

  7. 07Discipline of the Mentat0/11 steps

    When humanity purged itself of thinking machines, we set a path to unlock the true potential of the human mind. If I wish to fathom the depths of a Mentat’s mental discipline, I must find proper trainers and convince them to share their methods with me.

  8. 08Prowess of the Swordmaster0/10 steps

    The Swordmasters of Ginaz were legends. If I wish to emulate their fabled martial prowess, I must find proper trainers who can hone my inner mettle to a monomolecular edge.

  9. 09Mysteries of the Bene Gesserit0/10 steps

    The Bene Gesserit know secrets and techniques that some consider preternatural. If I am to explore those mysteries, I must find a rare trainer who both knows these abilities and is willing pass them on to someone not of that order.

  10. 10The Song of Shai-Hulud0/1 steps

    When I was eaten by the sandworm, I awoke with a strange melody in my head. I followed the melody to an odd man, a man who spoke to me of the Shai-Hulud, the Maker.

Factions

19 chapters

Factions

Arrakis is the battleground of a long and brutal war between House Atreides and House Harkonnen. Will you be caught in the crossfire? Or seize the opportunity to make new allies?

0/53
  1. 01Join a House0/5 steps

    The War of Assassins has turned into a protracted nightmare on Arrakis. With resources and troops dwindling, House Atreides and House Harkonnen seek allies and agents at the Anvil Tradepost. The Great Houses can be powerful friends… and worse enemies. Whom do I dare back?

  2. 02A Test of LoyaltyAtreides0/1 steps

    While this Journey is active, you cannot defect from your faction.

    Anton Tolliver asked me to aid the Atreides cause by helping him covertly neutralize his Harkonnen counterpart, Maxim Kazmir.

  3. 03A Test of TreacheryHarkonnen0/1 steps

    While this Journey is active, you cannot defect from your faction.

    Maxim Kazmir asked me to aid the Harkonnen cause by helping him covertly neutralize his Atreides counterpart, Anton Tolliver.

  4. 04Climb the ranks0/1 steps

    It takes time to build trust, especially in the world of espionage. I found a sponsor and proved my worth, albeit as a deniable asset. I’ll need to put time and effort into cultivating this relationship with my adopted House if I want to improve my status.

  5. 05The Kytheria WreckAtreides0/2 steps

    While this Journey is active, you cannot defect from your faction.

    The dead spy's cryptic report revealed that Skorda was awaiting the arrival of the Kytheria in Arrakeen, but the ship never made it to its destination. All that remains is the wreck of the Kytheria and a single known survivor on the run...

  6. 06The Kytheria WreckHarkonnen0/2 steps

    While this Journey is active, you cannot defect from your faction.

    The dead spy's cryptic report revealed that Skorda was awaiting the arrival of the Kytheria in Arrakeen, but the ship never made it to its destination. All that remains is the wreck of the Kytheria and a single known survivor on the run...

  7. 07Deadly Intelligence0/4 steps

    A mysterious and gory ailment ravages Arrakeen, presenting the exact same symptoms as those victims we found in the wreck of the Kytheria. Is it a disease or chemical? Is it an accident or something weaponized? Who could be behind this? More importantly: could this give my House and I an edge in this war?

  8. 08Poisoned SpiceAtreides0/7 steps

    While this Journey is active, you cannot defect from your faction.

    The spice I found in the Sandflies base needs to be analyzed before any conclusion can be drawn. Was Skorda purposefully smuggling a lethal poison on Arrakis? Until we get more answers, I must move swiftly to neutralize the main peddler of this poison in Arrakeen.

  9. 09Poisoned SpiceHarkonnen0/6 steps

    While this Journey is active, you cannot defect from your faction.

    It is time to share my progress with Piter de Vries, quite possibly the most dangerous man on Arrakis. I must proceed carefully. I have information on what is not only a potentially powerful weapon but also a situation which could alter the playing field on Arrakis and beyond. Now to enter the vipers' den...

  10. 10Hunting Skorda0/3 steps

    Where does this mysterious “bad spice” come from? One thing is certain: it was smuggled onto Arrakis. Only one man can tell me its origins. It is time to finally find him... before it is too late.

  11. 11The Doomed DelphisAtreides0/3 steps

    While this Journey is active, you cannot defect from your faction.

    There are two more containers of the tainted spice out there. It seems House Harkonnen has already sent troops to one of the wrecks, the Delphis. They might not know what they're looking for, but I do. One further complication: the wreck lies in the heart of the contaminated zone known as the Sheol.

  12. 12Euporia FallenHarkonnen0/3 steps

    While this Journey is active, you cannot defect from your faction.

    There are two more containers of the tainted spice out there. It seems House Atreides has already sent troops to one of the wrecks, the Euporia. They might not know what they're looking for, but I do. One further complication: the wreck lies in the heart of the contaminated zone known as the Sheol.

  13. 13Called to DutyHarkonnen0/1 steps

    While this Journey is active, you cannot defect from your faction.

    The circulation of tainted spice seems to have slowed. But I have a feeling my work for House Harkonnen is far from over...

  14. 14Called to DutyAtreides0/1 steps

    While this Journey is active, you cannot defect from your faction.

    The circulation of tainted spice seems to have slowed. But I have a feeling my work for House Atreides is far from over...

  15. 15The Art of Making Friends0/5 steps

    The protracted conflict that is this War of Assassins can only be won through politics and alliances. I was commanded to gain the favor of the Houses of the Landsraad by completing missions for them.

  16. 16Revenge Most ToxicHarkonnen0/3 steps

    While this Journey is active, you cannot defect from your faction.

    Once again, Beast Rabban demands my presence. Another task, another opportunity to prove my usefulness to House Harkonnen.

  17. 17Honorable DeathAtreides0/3 steps

    While this Journey is active, you cannot defect from your faction.

    Once again, Duke Leto Atreides commands my presence. Another task, another opportunity to prove my loyalty to House Atreides.

  18. 18Betray the Atreides0/1 steps

    While this Journey is active, you can no longer progress with the Atreides. Complete the betrayal contract to continue climbing up the ranks with the Harkonnen instead.

    I have made my choice. It is clear to me now that I never could have reached my full potential as long as I worked for the Atreides. I now need to prove to House Harkonnen that I can be useful to them. It is time to join the winning side of the war. The side that does not burden itself with stale idealism... and petty morality.

  19. 19Betray the Harkonnen0/1 steps

    While this Journey is active, you can no longer progress with Harkonnen. Complete the betrayal contract to continue climbing up the ranks with Atreides instead.

    I have made my choice. The Harkonnens have used me, I have used them. I'm calling it quits before I find myself with a blade in my back or chaumurky in my drink. I am joining House Atreides, but first I must prove to them that I am willing to make an enemy of their enemy...

Lost Harvest

4 chapters

Lost Harvest

A cry for help leads to dangers past and present

0/14
  1. 01The Fall of the Mithra0/7 steps

    I received a distress call from the spice harvester Mithra. They were attacked in transit and their carryall shot down. Let's see where this leads.

    Map of the MithraWhere to lookMap of the Mithra
  2. 02Villari's Prize0/1 steps

    The celebrated dune man, Keif Villari, has asked for my help in recovering a valuable asset stolen from the wreck of the Mithra.

  3. 03Digging Deeper0/4 steps

    Keif Villari has asked me to recover a stolen package and complete the mission his fallen agents could not.

  4. 04Secrets of the Past0/2 steps

    Elara Tuek has asked me to investigate two more secret labs and to bring her the gelspheres of any thinking machines I may find there.

Stories, contracts, card art and treasure maps come from the Dune: Awakening game files. Game content © Funcom Oslo AS. Fan site, not affiliated with Funcom.