Summary
- Players start in Hagga Basin & can widen their map view by building a Survey Probe or speeder bike.
- Visit key locations like the Wreck of the Alcyon for resources & quests.
- Explore Imperial Testing Station #2 & Griffin's Reach Tradepost for missions, vendors, & training.
Dune: Awakening is an open-world survival game, which means plenty of exploring, gathering, and training. Players go through an initial tutorial that introduces them to the map, how to survey, and a few key locations to help grind through those first few levels.
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The area where players start is called the Hagga Basin, and it widens to include the Deep Desert, the Hagga Rift, and the Vermillius Gap. When a character learns how to build a Survey Probe or a speeder bike, they can widen their view of the map and find other important locations.
7 Wreck of the Alcyon
A Treasure Trove For New Characters
- Easily found in the western central Hagga Basin.
This is the first shipwreck that most players will encounter, and it sets the tone for more to come. It's primarily a rich salvage site, and visiting it is part of the Tutorial as the player learns how and where to scavenge certain materials for crafting and fabrication.
The Wreck of the Alcyon is in the western part of the Hagga Basin, but still a fair distance away from the quicksand. The resources there are mechanical in nature, and include generous amounts of useful Mechanical Parts and Plasteel Microflora Fiber. Both are useful for repairs and fabricating new items, gear, and weapons.
6 Imperial Testing Station #2
Ample Resources And An Easy Quest
- The first one that most players visit, despite the name.
Imperial Testing Station #2 is almost in the exact center of Hagga Basin, at a high vantage point in a rocky outcropping. Players are directed towards this location during the Tutorial to gather key components, and they can also finish a fetch-quest that's available in Griffin's Reach Outpost, available from the bulletin board.
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Derek Chinara is the lonely resident here, but he's up top, in a shelter above the actual testing station, which has entrances at ground level. Derek is up top, and he'll ask the player to bring him some records from the Testing Station, and it's possible to find and grab them even if the character isn't on the quest, and return them later.
5 Griffin's Reach Tradepost
Finally, A Vendor
- The first lawful outpost in the wilderness.
Another important location players will find during the tutorial is Griffin's Reach Tradepost. There's a lot to do here, and characters visit early in the game to learn how tradeposts work, in a section of the tutorial entitled "A Wider World."
Early in the game, this is an important location for in-game activities typical of MMPRPGs, like vending, travel, and training. The Trooper Trainer is found here, which gives the character access to some useful combat skills, along with an ornithopter pilot, which is the only option for fast-travel until the player learns how to build a speeder bike.
4 Traitor's Grotto
Lots Of Handy Materials, Including Blood
- Combat and collecting, so bring those blood bags.
Most of these kinds of campsites that harbor raiders or scavengers aren't that big, sometimes consisting only of a small cave or single building, but this one is more generous with its space and resources. This is an ideal location for farming some of the most important early materials.
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Copper and granite are scattered nearby and on top of the cliffs, and there are plenty of hostiles here that drop various materials that the character needs for desert survival. The most important of these is blood, and this is a great place to harvest it, so don't forget that extractor and bring extra storage.
3 Olef's Cellar
Small, But Handy
- And a useful reference point for the southwest part of the Vermillius Gap.
Olef's Cellar is a small, solitary cave on a rocky outcropping in the southwestern part of the map, fairly close to where the Haggi Basin meets the Vermillius Gap. Players can travel there from outposts on either side and make a quick visit to gather some valuable spare parts and specific crafting materials, along with some blood if the cave is occupied.
It's not only the cave itself, which is an easy gathering spot for parts, but the locations nearby. The Southwest Ironworks, which is a great place for collecting minerals, is only paces away, and there's also The Squat, to the south, which has a few Intel points available.
2 Southeast Ironworks
Stockpiling Iron And Metal Parts
- Only slightly easier to find than its western counterpart.
South and slightly east of the cave where players can complete the Second Trial of AQL, they'll find the Southeast Ironworks. Unlike most of the other places that players visit early in the game, this imposing steel structure doesn't make any effort to blend into the desert and is easily found.
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This might be one of the first places where the player can farm iron ore, and there's plenty of it on the ground without even having to go into the structure. There are likely hostiles here, so bring weapons and blood bags along with clearing the inventory for useful rocks.
1 Southwatch Shelter
A Convenient Central Location
- One of many places to explore in this large rocky outcropping.
There's a lot to see and do in this part of the Hagga Basin, but players should prioritize this resource-rich cave within easy walking distance of a few scavenger camps and the Threeway Outpost, which has both rare materials and Intel points to offer.
The EMF Generator is a rare and valuable spare part that players need for building, crafting, fabrication, and repairs, but it can't be built. These parts are only found in the open world, and there are several here. Other goodies include Microsandwich fabric, which is essential for clothes and first aid kits, and enemies can provide essential moisture for those long days of building and exploring.
Dune: Awakening
- Released
- June 10, 2025