User Guide
19
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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