User Guide
18
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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