User Guide

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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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