DUNEPEDIA / A PLAYABLE ARRAKIS ADVENTURE

Call of the Desert.

Every step has an echo.
Find the spice. Conserve your water. Return.

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WATER RESERVE100%
SPICE0 / 3
The desert is calm
EXPEDITION0:00
Sietch surroundings
Nearest spice

SPICE EXPEDITION / 01

The trail of the missing scouts.

Two scouts set out to survey spice deposits. Their last message arrived before a sandstorm. The naib sends you to investigate their trail. Collect three samples scattered across four regions and find the scouts’ records. To cross the great sand sea on Shai-Hulud’s back, first visit the hookmaster near the sietch.

  1. 01 Follow the golden arrow to the spice fields.
  2. 02 Stop and hold E or Collect to gather.
  3. 03 At the camp, press E to get hooks. On open sand, press R to call a worm; hold E at its side ring to mount. Press R near rock to dismount.

No headphones needed · Keyboard and touch controls
Select Step into the desert to begin the mission.
01 / Following the trail0 / 2 clues found

The naib’s mission: Bring samples from three regions; investigate the missing scouts’ trail.

Collect three spice samples and return to the sietch.

Equipment: hookmaster’s camp
Expedition log Clues and samples you found

    An original side story written for Dunepedia; not a direct adaptation of an event in the novels.

    Desert survival guide +

    Worm riding

    Get equipment with E at the hookmaster’s camp. Once away from rock, set a thumper with R or the Call a worm button. Approach the marked side ring, stop, and hold E / Collect for 1.4 seconds. Once mounted, steer with the direction keys. Press R near rock to dismount; you cannot dismount on open sand. On the minimap, golden dots mark spice, pale green dots camps, and turquoise dots water caches.

    Movement and exploration

    W A S D or the arrow keys to walk. Shift lets you run. Q switches to irregular sandwalking: you slow down, but vibrations decrease. On a phone, use the directional buttons.

    Water and spice

    Stop beside spice and hold E, Space, or Collect. After three samples, the golden arrow points to the sietch. The blue water cache replenishes your reserve once. There are three additional caches in distant regions. Activate the wind measurement tower with E; sandstorms increase water consumption on open ground.

    The danger beneath the sand

    Worm encounters occur on your first open-sand expedition and after your second sample. Fast, regular footsteps trigger additional encounters. When rings appear in the sand, leave that area within 3.5 seconds. Rocks are safe. If water reaches zero, the expedition ends. P or Escape pauses the game.

    An original fan game inspired by Dune’s world of stillsuits, spice, and sandworms. The terrain and mission are fictional; this is not a geographic map of the novels. Explore the universe in the encyclopedia ↗

    House Atreides · Maps appendix · Expanded universe