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.
==Background on Arrakis==
===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.
==House of Atreides==
===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.
==House of Ordos==
===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.
==House of Harkonnen==
===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.
==Structures==
===Concrete Slab===
	Type: Foundation 	Weight: 1,469 kg
	Material: Gravel/Sand base mix	Armour: Medium
	  	
	 	
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===
	Type: Defensive Wall 	Weight: 2,245 kg
	Material: Gravel/Sand base mix	Armour: Medium
	  	
	 	
Walls can be used for structure enhancement and fortification purposes. like the concrete slabs, walls cannot be repaired.
===Wind Trap===
	Type: Power Plant	Armament: none
	Armour: Light 	Generators: ESkort 650 hp EL-2A Dual Turbine
	  	
	 	
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===
	Type: Industrial Facility	Armament: none
	Armour: Medium 	Capacity: 1000 spice units
	  	
	 	
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===
	Type: Storehouse	Armament: none
	Armour: Light 	Capacity: 1000 spice units
	  	
	 	
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===
	Type: Military/Surveillance Structure	Armament: none
	Armour: Heavy 	
	  	
	 	
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===
	Type: Ground Based Turret	Elevation: 0° to 20°
	Armour: Heavy 	Range: 100m
	Armament: 105m cannon 	
	 	
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===
	Type: Ground Based Turret 	Elevation: 0° to 20°
	Armour: Heavy 	Range: 100m
	Armament: 105mm cannon/Twin missile launchers	Armament: 105mm cannon/Twin missile launchers
	 	
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===
	Type: Production Facility	Armament: none
	Armour: Medium 	
	  	
	 	
A Construction Yard is required to build any new structures. It contains all materials required for building structures on Dune.
===Barracks===
	Type: Production Facility	Armament: none
	Armour: Medium 	
	  	
	 	
Barracks are required to produce and train Light Infantry units.
===WOR (Trooper Training Facility)===
	Type: Production Facility	Armament: none
	Armour: Medium 	Capacity: N/A
	  	
	 	
The WOR facility produces Heavy Trooper units by providing advanced training and weaponry.
===Light Factory===
	Type: Production Facility	Armament: none
	Armour: Medium 	Capacity: N/A
	  	
	 	
The Light Factory produces small, lightly armored, combat vehicles. A Light Factory must be built before a Heavy Factory can be constructed.
===Heavy Factory===
	Type: Production Facility	Armament: none
	Armour: Medium 	Capacity: N/A
	  	
	 	
The Heavy Factory produces large, tracked, military or spice harvesting vehicles. Harvesters and tanks can be produced with a Heavy Factory.
===High Tech Factory===
	Type: Production Facility	Armament: none
	Armour: Medium 	Capacity: N/A
	  	
	 	
The High Tech Factory produces airborne units, such as the Carryalls.
===Repair Facility===
	Type: Industrial Facility	Armament: none
	Armour: Medium 	Capacity: N/A
	  	
	 	
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)===
	Type: Technology Facility	Armament: none
	Armour: Medium 	
	  	
	 	
The IX facility provides technology updates on structures and vehicles. Special weapons and prototypes may also become available through the Research Center.
===Starport===
	Type: Advanced Structure	Armament: none
	Armour: Heavy 	Capacity: N/A
	  	
	 	
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===
	Type: Capitol Building	Armament: none
	Armour: Heavy 	
	  	
	 	
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.
==Units==
===Harvester===
	Type: Spice Recovery Vehicle	Armour: Medium
	Armament: none 	Crew: 5
	Speed: 32 km/h (tracked) 	
	 	
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.
===MCV (Mobile Construction Vehicle)===
	Type: Base Deployment Vehicle	Armour: Medium
	Armament: none 	Crew: 15
	Speed: 36 km/h (tracked) 	
	 	
The MCV scout vehicle is used to find rock outcroppings suitable for erection of new installations. Upon locating an appropriate site the MCV will transform itself to a Construction Yard. (See Construction Yard.)
===Infantry===
	Type: Ground Based Military Units	Armour: Light
	Armament: 9mm RP Assault Rifles 	Units: 1 to 3
	Speed: 5 km/h (foot) 	
	 	
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===
	Type: Ground Based Military Units 	Armour: Light
	Armament: 10mm Rotary Cannons; FS Rockets	Units: 1 to 3
	Speed: 12 km/h (foot) 	
	 	
Troopers are armed with 10mm Rotary Cannons firing armor piercing incendiary rounds and FS Rockets. Troopers wear heavy, mechanized power suits which enhance performance and speed.
===Trike===
	Type: Light Recon/Strike Vehicle	Armour: Light
	Armament: Dual 20mm cannons 	Crew: 2
	Speed: 72 km/h (wheel) 	
	 	
The Trike is a lightly armored, three-wheeled, vehicle which fires armor piercing rounds. It has limited firing range, but moves rapidly.
===Quad===
	Type: Light Attack Vehicle 	Armour: Light
	Armament: Dual 30mm cannons	Crew: 2
	Speed: 59 km/h (wheel) 	
	 	
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===
	Type: Medium Battle Tank	Armour: Medium
	Armament: 155mm gun 	Crew: 2
	Speed: 40 km/h (tracked)	
	 	
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===
	Type: Battlefield Support Vehicle	Armour: Medium
	Armament: Missile launcher 	Crew: 3
	Speed: 48 km/h (tracked) 	
	 	
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===
	Type: Main Battle Tank 	Armour: Heavy
	Armament: Dual 155mm cannons	Crew: 3
	Speed: 32 km/h (tracked) 	
	 	
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===
	Type: Airborne Unit 	Armour: Light
	Armament: none 	Crew: 4
	Speed: 160 km/h (airborne)	
	 	
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===
	Type: Close Support Attack Aircraft	Armour: Light
	Armament: Battle Support Rockets 	Crew: 2
	Speed: 340 km/h (airborne) 	
	 	
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===
	Type: Creature of Dune	Armour: Heavy
	Armament: Appetite 	Speed: 56 km/h
	  	
	 	
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===
	Type: Ground Based Military Units 	Armour: Light
	Armament: 10mm Assault Rifles/Rockets	Units: Unknown
	Speed: 17 km/h (foot) 	
	 	
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===
	Type: Advanced Battle Tank	Armour: Medium
	Armament: Sonic Amplifier 	Crew: 2
	Speed: 44 km/h (tracked) 	House: Atreides
	 	
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===
	Type: Battlefield Support Vehicle	Armour: Medium
	Armament: Missile Launcher 	Crew: 3
	Speed: 48 km/h (tracked) 	House: Ordos
	 	
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===
	Type: Quick Strike Vehicle 	Armour: Medium
	Armament: Dual 20mm cannons	Crew: 2
	Speed: 90 km/h (wheel) 	House: Ordos
	 	
The Ordos Raider is similar to the standard Trike, however, it sacrifices armor to gain speed and maneuverability.
===Saboteur===
	Type: Espionage Unit 	Armour: Light
	Armament: Dual 20mm cannons	Crew: 1
	Speed: 95 km/h (trike) 	House: Ordos
	 	
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===
	Type: Battlefield Support Missile	Guidance: Inertial
	Dimensions: 8.12m (length) 	Range: 1120km
	Warhead: H355 HS cluster bomb 	House: Harkonnen
	 	
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===
	Type: Advanced Battle Tank	Armour: Heavy
	Armament: Dual 190mm guns 	Crew: 3
	Speed: 20 km/h (tracked) 	House: Harkonnen
	 	
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===
	Type: Ground Based Military Units	Armour: Light
	Armament: Classified 	Units: 3
	Speed: 15 km/h 	House: Emperor
	 	
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.
==Manuals==
File:Dune_II_-_English.pdf|Dune II manual (color reconstruction)
==External links==
* Dune II manual at the Internet Archive
* Dune II manual text transcript at FED2k
Category:Dune II