Dune II manual

The following article serves as a partial transcript† of the Dune II manual. All material written in this article is of copyright ©1992 by Westwood Studios, Inc. The author of this article claims no right of the material written.

† The following sections were removed to preserve only or mostly the lore-related information:


 * System Requirements
 * Windows Installation
 * DOS Installation
 * Keyboard Commands
 * How to Play
 * Notes

Cover Letter
''Dear Reverend Mother Marius Alethea Blasco:

''The situation on Arrakis is critical. I have collected the information that you requested and strongly urge you to make a decision soon on this matter.''

''Frederick's political gamble has proved dangerous. Desperate for spice, he has challenged the three great Houses to compete for mining rights. The possession and Governorship of Arrakis has been offered as incentive for the House that delivers the most spice.''

''We have considerable self-interest in this war. Arrakis is the only known source of the spice, and it cannot be manufactured. We must make certain that whichever of the competing Houses prevails, our supply to the Gesserit remains continuous. We cannot afford to make enemies now.''

''I hope this report is useful to you. Please let me know if there is additional information that you require.''

Your Servant

Lady Elara Moray Trieu

The Emperor
We should be wary of this man's true intentions. Removed from the throne by his brother during the Years of Treason, Frederick eventually overthrew his brother and again assumed the throne. In this effort he has incurred a vast debt and now owes considerable sums of spice to his debtors. It is rumored that he owes CHOAM, the Intergalactic Merchants Guild, over three billion K units.

Although still in possession of several significant holdings, his biggest asset is the small dusty planet Arrakis. As you know, Arrakis is valuable because it is the only source of Melange in the universe, and all attempts to replicate it have failed. The Emperor is extremely anxious to harvest the spice quickly and repay his debts.

To encourage rapid spice harvesting, Frederick has offered a unique opportunity to the House that delivers the most spice: sole governorship of the planet Arrakis and a share of the tax revenues. He has made this offer to the three great Houses: House Atreides, House Ordos, and House Harkonnen, and granted them special concession to mine the spice.

Deputations from all three Houses have now arrived on Arrakis, and we expect harvesting operations to commence soon. Our spies are in place, and we have reason to believe that the Emperor may have certain favorites in this competition. We will advise you as more information becomes available.

Terrain
The planet surface is covered by endless dunes. There is no vegetation, and no terrestrial source of water has been found. Miles of barren deserts hold nothing more than basins, dunes, and occassional rocky outcroppings. The dangerous sands shift constantly and unpredictably. Shalves and mountain ranges rising through the dunes provide the only possible building sites on the planet.

Weather
Nearly uninhabitable, Dune is extremely hot and oppressively arid. Windstorms with speeds exceeding 200 km/hr rake the planet surface, and generate violent electrical storms. Clouds of noxious gases accumulate in lower areas. Ultraviolet reflections will eventually blind the unprotected eye. Maintenance of vehicles and structures is extremely difficult under these conditions.

Indigenous Life-forms
Two known species represent the native life-forms of Dune: Fremen and Sand Worms. Legends suggest the Fremen are descended from survivors of an ancient interstellar shipwreck. Although reclusive and secretive, the Fremen and quite numerous. The mystery of their survival in these hostile conditions is eloquent tribute to the nurturing effect of Melange.

The Sand Worms travel easily beneath the surface of the sand. A possible component of the Melange complex, these hideous creatures have gained a justified reputation for attacking anything that moves on the surface, and will devour either humans or their vehicles when the opportunity arises.

Spice
Often called Melange, Spice serves many purpose. It makes interstellar travel possible by allowing Guild Navigators to warp the fabric of space. Spice can also prolong human life. Those who consume Spice regularly can live for hundreds of years. The widespread use of spice as a component of dermal unguents has also maintained the youthful appearance of millions of consumers.

Spice is a rare and valuable commodity. It is used in trade, barter, and monetary systems throughout the universe. We, the Bene Gesserit know the spiritual value of Spice, for without it, our Reverend Mothers could not achieve their visions.

Planet Information
Caladan, home planet of the Atreides, has a warm, calm climate and the lands are lush and green. The rich soils and mild weather support an extensive variety of agricultural activities. In recent centuries industrial and technological development has added to the prosperity of the Caladanian peoples.

House Profile
House Atreides has been prominent for thousands of years and has a long tradition of being fair and just administrators. Their people are loyal, hard working and peaceable. Both intelligent and noble, the Atreides leaders have endeared themselves to their subjects. Unusual devotion to duty is a common feature among the Atreides soldiers. According to all recent reports, the Atreides military is in top operating condition, as are their vehicles and structures.

Our sources indicate that the Atreides campaign on Dune is being advised by the brilliant Mentat, Cyril. As expected, the Atreides have been passive and have not attacked the other Houses to date, although they have successfully defended themselves against a series of raids, sabotage, and larger offensives. True to their nature, the Atreides have attempted to achieve their goals through diplomacy, a strategy which will undoubtedly fail on Dune.

Planet Information
The home planet of the Ordos is a frigid and ice-covered world. We presume the Ordos import their agricultural and technological goods from nearby star systems. Acting as traders and brokers, the Ordos produce no physical product of their own and rely upon their merchandising skills to survive.

House Profile
Our sources indicate the House Ordos represents a cartel of wealthy families, brought together by the desire for greater security. The Ordos have little conscience and seem to gain strength through their sabotage and terrorism. Protected by their great wealth, the Ordos' status as a great House is unaffected by their long history of manipulation, trickery, and deception.

Recent reports suggest the cunning Mentat, Ammon, is in charge of Ordos' Dune operations. This is a rare opportunity to get a clear view of Ammon in action. It will be interesting to learn more about these clandestine peoples.

Planet Information
From the dark world of Giedi Prime the terrible House Harkonnen has spread across the universe. A cruel people, we can expect the Harkonnen to be ruthless towards both friend and foe in their pursuit of control of Dune.

House Profile
House Harkonnen is the most savage House in the universe. The Harkonnens have a long history of employing violence and fear to achieve their objectives. Status is not bestowed in House Harkonnen, it is taken. If a subordinate kills a superior, he assumes that position and is respected. Their military organization changes constantly and is almost impossible to follow.

Our current reports on House Harkonnen indicate their Dune strategies are being dictated by the unstable Mentat, Radnor. A true Harkonnen, Radnor reached his position by assassinating the previous Mentat Marko, his former teacher and guide. We do not know the extent to which Radnor is trusted by his people or the House he serves. The Harkonnens on Dune have spent most of their efforts assembling a considerable military force. We doubt they plan to actually harvest spice for the Emperor. They seem convinced that they can merely conquer the other Houses. The combination of Radnor's lust for power and his ability to persuade is dangerous. We shall continue to monitor the Harkonnens closely, for they are quite unpredictable.

Concrete Slab
Concrete Slabs may serve as roadways and make up the foundations that are required before erecting structures. Concrete Slabs cannot be repaired if damaged, and must be replaced or abandoned.

Walls
Walls can be used for structure enhancement and fortification purposes. like the concrete slabs, walls cannot be repaired.

Wind Trap
The Wind Traps provide power and water to an installation. Large, above-ground ducts funnel wind underground into turbines which power the generators and humidity extractors.

Refinery
The Refinery is the basis of all spice production on Dune. Harvesters transport mined spice to the Refinery where it is converted into credits. Refined spice is automatically distributed among the silos for storage. All Refineries will be provided with a Harvester.

Spice Silos
Spice Silos hold harvested spice. When the Refinery completes the conversion process, it automatically distributes the spice evenly among the silos. Note: When harvested spice quantities exceed Silo capacity, the excess will be lost.

Outpost
The radar capabilities of an Outpost are used for military command purposes. An on-screen radar is activated when construction of the Outpost is complete. An Outpost is required before any new military units can be produced.

Turret
This stationary turret fires armor-piercing rounds at a close range. Turrets are maintained by a single tactical ground commander, who handles targeting and guidance. Turrets will fire on any enemy units within range.

Rocket Turret
An upgraded version of the standard Turret, the missile turret also has long range, high explosive projectiles. The additional missile launchers are attached to the head of the turret.

Construction Yard
A Construction Yard is required to build any new structures. It contains all materials required for building structures on Dune.

Barracks
Barracks are required to produce and train Light Infantry units.

WOR (Trooper Training Facility)
The WOR facility produces Heavy Trooper units by providing advanced training and weaponry.

Light Factory
The Light Factory produces small, lightly armored, combat vehicles. A Light Factory must be built before a Heavy Factory can be constructed.

Heavy Factory
The Heavy Factory produces large, tracked, military or spice harvesting vehicles. Harvesters and tanks can be produced with a Heavy Factory.

High Tech Factory
The High Tech Factory produces airborne units, such as the Carryalls.

Repair Facility
A Repair Facility is required to repair damaged vehicles. Credits are charged according to the extent of damage and type of vehicle repaired.

IX (Research Center)
The IX facility provides technology updates on structures and vehicles. Special weapons and prototypes may also become available through the Research Center.

Starport
The Starport allows you to engage in intergalactic trading with the Merchant's Guild. They provide a trading market for vehicles and airborne units at premium rates.

Palace
Palaces are awarded to chosen leaders who show great bravery and prowess in their missions. A Palace cannot be purchased or built. The Palace will also serve as the command center as soon as it is occupied. Many Palaces feature unique additional options.

Harvester
The Harvester separates spice from the sand. Unusable sand is then dumped through the exhaust system. Once filled, the Harvester will automatically take raw spice to the Refinery for processing.

Infantry
Infantry consists of lightly armored foot soldiers, equipped with 9mm RP assault rifles which fire armor piercing rounds. Infantry have a limited firing range and speed.

Troopers
Troopers are armed with 10mm Rotary Cannons firing armor piercing incendiary rounds and FS Rockets. Troopers wear heavy, mechanized power sits which enhance performance and speed.

Trike
The Trike is a lightly armored, three-wheeled, vehicle which fires armor piercing rounds. It has limited firing range, but moves rapidly.

Quad
The Quad is a lightly armored, four-wheeled vehicle which fires armor piercing incendiary rounds. The slower Quad is stronger than the Trike in both armor and firepower.

Combat Tank
The Combat Tank is a medium armored, tracked tank firing high explosive rounds. It is slower than the average tank and has limited maneuverablity.

Missile Tank
The Missile Tank fires a battle support missile similar to the Rocket Turret. The Missile Tank has long range strike capability, and although inaccurate, it fires two missiles for greater coverage, and moves faster than the heavier battle tanks.

Siege Tank
The Siege Tank is a tracked vehicle with dual cannons. These cannons fire armor piercing incendiary rounds, giving it more than twice the firepower of the smaller Combat tank. It has twice the armor, and is slower that most tanks.

Carryall
The Carryall is a lightly armored aircraft with no weapons. It is able to lift and transport heavy machinery and vehicles. Carryalls are utilized primarily for transporting Harvesters.

Ornithopter
The Ornithopter is a lightly armored aircraft capable of firing battle support rockets. The Ornithopter utilizes the unusual M-Flex technology which creates the distinctive "flapping" motion of the wings. The Ornithopter is highly maneuverable and the fastest aircraft on Dune.

Sand Worm
The Sand Worms are indigenous to Dune. Attracted by vibrations, they frequent battlefields and often devour numerous combatants. Sand Worms are almost impossible to destroy, have a voracious appetite, and will consume military hardware.

Fremen
The Fremen are native to Dune. Elite fighters, the Fremens' familiarity with the hostile terrain makes them a difficult adversary. Informed sources say they may soon forge an Alliance with the Atreides.

Sonic Tank
Developed by the Atreides, this enhanced tank utilizes sound waves technology to fire a powerful blast of sonic energy at its target. The high energy frequencies break down the molecular structure of affected victims.

Deviator
The Ordos Deviator is a standard Missile tank which fires a unique warhead. The warhead contains a nerve gas that does not damage vehicles or structures, but its effects confuse enemies and may temporarily change their loyalty.

Raider
The Ordos Raider is similar to the standard Trike, however, it sacrifices armor to gain speed and maneuverability.

Saboteur
The Saboteur is a special military unit belonging to Ordos. Trained in the art of espionage and terrorism at the palace, a single Saboteur can destroy almost any structure or vehicle.

Death Hand
The Death Hand is a special weapon based at all Harkonnen Palaces. This ballistic missile is unable to be guided or targeted accurately, yet its multiple warheads can inflict great damage across a wide area.

Devastator
Developed by the Harkonnens, this tank fires dual plasma charges. It is the most powerful tank on Dune, yet it is very slow. The Devastator is nuclear powered, and may become unstable in combat.

Sardaukar
The Sardaukar are the Emperor's elite troopers. They have superior firepower and armor. Spies report the Sardaukar's armament includes a rotary cannon which fires armor piercing rounds in addition to a mobile missile launcher that fires shaped charges.