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The following is a transcript of a game manual. The manual(s) can be directly accessed here:
  • Do NOT change this article or section. It needs to be an accurate copy of the original source.
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The following article serves as a partial transcript of the Dune 2000 manual. All material written in this article is of copyright ©1998 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:

  • Playing the Game
  • Advanced Game Controls
  • Multiplayer Game
  • Credits
  • Trouble Shooting
  • Technical Support

The Situation on Arrakis[]

Reported by: Lady Elara Moray Trieu - Bene Gesserit Truthsayer and Bound Concubine to Frederick IV - Emperor of the Known Universe. At: The Planet Arrakis

Submitted to: Reverend Mother Marius Alethea Blasco of the Bene Gesserit Sisterhood, Proctor Superior. At: The Wallach IX Bene Gesserit School.


My Reverend Mother;

I pray that this communiqué finds you well, my Bene Gesserit Sisters thriving, and myself, somewhere in the great dunes of Arrakis, alive. In these times, one can only hope. On the following pages, I entrust my report to the Sisterhood. Attend these facts carefully.

I have carried out the first stage of my mission, and taken our candidate to Arrakis on the Emperor's own heighliner. (Unwise, I know. Perhaps I thought my Reverend Mother would appreciate the irony.) We have chosen well. There is great strength in this warrior - can it be? The warrior of the Prophecy, the One who will rise to lead the people to bloody peace? We shall see.

The situation on Arrakis is critical. The Emperor is not to be trusted. His demand for the Spice grows unchecked. As my report notes, not only has he challenged three great houses of the empire - House Atreides, House Harkonnen, and House Ordos - to compete for mining rights, but he offers Dune itself as the prize. The Governorship of Arrakis goes to the victor. Why such a generous offer? I rather suspect the Emperor of a darker purpose, yet to unfold. Plans within plans.

There is one small matter I must disclose regarding the Emperor. Frederick no longer trusts me, I fear. Though I will continue to serve the Sisterhood, there must be no further communication between us.

Know that I will see our project on Arrakis through to the end. If our candidate, our hero, is indeed the warrior of the Prophecy, the Bene Gesserit will never want for Spice again.

Deputations from all three houses have arrived. Spice harvesting will surely commence, and with it, the great Spice wars. Our spies are in place. All will be made manifest soon enough.

Your more than humble servant, Lady Elara Moray Trieu

The Padishah Emperor Frederick IV Ruler of the Known Universe[]

The Emperor Frederick IV, of House Corrino, rules the galaxy from the Golden Lion Throne on Kaitan. The Emperor’s strength lies with his Sardaukar terror troops — his soldier fanatics. The Sardaukar training facility is on Salusa Secundus, the Imperial prison planet. One Sardaukar can take ten ordinary Landsraad conscripts.

Aside from military might, the Emperor controls the one true source of power in the galaxy - the Spice Melange, found only on Arrakis. With the price of Melange on the Imperial market up beyond 500,000 Solaris per decagram, the Emperor knows that every Major - and Minor - House in the Empire seeks the wealth of Arrakis for itself. And so the Emperor trusts no one. Which brings us to the Emperor’s challenge for Arrakis. It is highly illogical that Frederick would offer all Dune to the victors. Frederick would never volunteer Governorship of Arrakis, and a share in revenues, to either the Harkonnen, Atreides, or the Ordos. I suspect he is playing each House against each other, to increase Spice production, and eliminate all potential threats to his throne in one bloody contest.

Whatever the case, knowing my Lord as I do - somewhat intimately - I assure you, there is rather more to the situation on Arrakis than meets the eye.

The Planet Arrakis[]

ALSO KNOWN AS DUNE, THE DESERT PLANET
CLIMATE: DESERT / PRECIPITATION: NONE
VEGETATION: NONE

Terrain[]

The surface of Arrakis is covered by endless dunes. There is no climate control of the planet. When the Fremen planetologist, consultant to the Harkonnen Governor, was asked how long it would take to transition Dune into a verdant, water-giving planet, he presented the figure of 500 years.

Miles of barren deserts hold little more than basins, dunes, and the occasional out-cropping of rock. The sands are dangerous, shifting constantly and unpredictably. Rock shelves and mountain ranges rising through the dunes provide the only possible building sites on the planet.

There are five major types of terrain on Dune.

Spice generally occurs along the surface and is a reddish-orange color which distinguishes this priceless terrain from normal sand.

Obviously, sand is the most common type of terrain found on Dune. Most vehicles on Arrakis are varieties of sandcrawlers, vehicles specially designed to travel upon this terrain. Giant sandworms are a danger when traveling across sandy stretches.

Extensive sand dunes are formed by the constant windstorms that plague the surface of the planet. Dunes are difficult to traverse, especially for ground based units.

Rock formations are the only terrain features that provide acceptable building sites. Sandworms avoid and can not cross rock formations.

The rugged mountains are formed by layers of rock and give the otherwise featureless planet surface its only notable elevations. Mountains are impassable to all vehicles but may be crossed by infantry units at certain locations.

Weather[]

To most human life forms, Dune is considered hot and oppressive in the extreme. Windstorms ravage the surface of the planet with speeds exceeding 200 km/h often generating intense electrical storms. Gaseous clouds accumulate in the lower sinks and dunes - through the quanats, or canals, which cross the surface. Ultraviolet reflection eventually blinds the unprotected eye, though the local Fremen (Dune’s nomadic population of sand-dwellers) blacken their eyes with stain to reduce these effects.

All who venture into the deserts must do so wearing special stillsuits, built to preserve and reclaim the natural moisture of the body recycling it into catchpockets, where it is made available for ingestion through a network of tubing. Needless to say,maintenance of vehicles and structures is adversely affected under these conditions.

Indigenous Life Forms[]

There are two.

Sandworms[]

Far beneath the surface of the sand,giant sandworms cross the dunes - unseen and unheard. At the first signs of an impending worm attack, a Sandmaster or Duneman will call "wormsign", alerting those involved in the Spice harvesting operations to evacuate. The local Fremen population respectfully worship the enormous worms as "Shai-Hulud", the Worm God. Sandworms can grow from tiny sandtrout to worms more than 400 meters in length. Sandworms can be slain, or drowned in water which is toxic to their species.

Fremen[]

Fremen are the other indigenous population of Arrakis. Fremen are the desert- dwelling sand warriors, the Free Tribes of Dune. Their nomadic ancestry descends from the legendary Zensunni Wanderers, who roamed the galaxy until they were shipwrecked on this barren desert planet. The Fremen are reclusive and secretive; it is unknown how many they number in their tribal dwellings, or sietches, hidden deep in the Desert. However, they are a fierce warrior people whose women and children can outpace most military conscripts. They have no allies, but if they did, they would be a powerful asset in battle.

Duke Leto of House Atreides believes there to be a great number of Fremen, and has sworn to ally them to the Atreides Forces. The Fremen do not reciprocate - yet. My spies will inform us, should the situation change.

The Spice Melange[]

The Spice Melange is the most powerful substance in the Universe. The Spice enables all interstellar space travel, allowing the Spice-mutated Guild Navigators to warp the fabric of space. Without the Spice,our Bene Gesserit Sisterhood can have no visions, no future Sight. With the Spice, human life can be extended by hundreds of years.

In all the Galaxy Spice is found only on the planet Arrakis. The native Fremen possess the Blue-Within-Blue eyes indicative of Spice saturation. Spice is harvested from the desert Spice fields, and exported throughout the Empire. Without the Spice the Padishah Emperor would have no empire.

We watch Arrakis closely now. We must, beyond all else, insure that our Spice allotments are not interrupted. The Spice must flow.

The Great Houses[]

The House Atreides[]

D2K Atreides Logo

HOMEWORLD: The Planet Caladan. Verdant. Lush. Prosperous. The water world.

LEADER: Duke Leto Atreides. Noble. Just. Diplomatic. Intelligent. Duty-Bound.

MENTAT MASTER OF ASSASSINS: Noree Moneo. A Mentat, or human computer, of the most traditional education and schooling. Noble and intelligent, like the House.

MILITARY STRENGTHS: An exceptional air force composed of Ornithopters; high-quality and good condition of vehicles and structures; intense loyalty among the conscripts to their honorable Duke; a highly-skilled Mentat of premier strategic training; the potential of a diplomatic alliance with the Fremen warriors.

HOUSE PROFILE: Virtue is clearly on the side of the Atreides. While not one of the richer Houses, the Atreides have ruled Caladan with a generous, noble spirit for ten generations. Their people are hard-working and desire both peace and honor. Atreides troops are exceptionally devoted to their Duke. Our spies have seen nothing like it in any other House of the galaxy, excepting, perhaps, the Fremen. It is possibly this shared devotion to duty, the fierce honor of the people, that makes the Duke believe the Fremen will come to fight with him. It is perhaps also the Duke’s noble nature which makes the Baron Harkonnen so loathe and swear to destroy him.

Our spies confirm that the Atreides campaign is being advised by the brilliant Mentat Noree Moneo, long-time Mentat to the Duke. Moneo appears to have advised caution; of all the Houses, the Atreides seem most suspicious of the Emperor’s challenge. As expected, the Atreides have been holding off attack of both the Ordos and the Harkonnen, simply defending themselves against a series of raids, sabotage, and larger offensives. True to their nature, the Atreides have first attempted diplomacy. Yet, Arrakis tolerates nothing of diplomacy. Soon, the Atreides will crush their opponents in the sand.

HOUSE INSIGNIA: The Hawk

The House Harkonnen[]

D2K Harkonnen Logo

HOMEWORLD: The Planet Giedi Prime. Dark. Industrial. Toxic. Cruel.

LEADER: The Baron Harkonnen, or Siridar-Baron - Planetary Governor. Like Giedi Prime, the Baron is dark. Cruel. Savage. Driven by greed and a kanly, or vendetta, to use the Ancient Tongue, against Duke Leto and the entire House Atreides.

MENTAT MASTER OF ASSASSINS: Hayt DeVries. Hayt is a Ghola, a re-animated corpse, purchased from the flesh-vats of the Planet Tleilax. Ruthless. Brilliant. Cold. Cruel. Egomaniacal. Like the House.

MILITARY STRENGTHS: Brute force; illegal atomic weaponry, or so it is rumored; the ruthlessness of the Baron and his Mentat; the degree to which the Baron’s Troops fear him - and thus, fear disappointing him. (He has been known to personally drink the blood of those who bear unfortunate news to his chamber. Indeed, it is said the Harkonnen are forced to wear heart plugs, such that the Baron can loose their blood with greater ease.)

HOUSE PROFILE: Giedi Prime is a dark, deranged world as are the creatures of House Harkonnen. The Harkonnen are a cruel people, equally ruthless toward friend and foe, if necessary. The Harkonnen have a long history of employing violence and fear to achieve their objectives. In House Harkonnen status is not bestowed. It is taken. Treachery upon treachery, assassin upon assassin, our spies cannot keep up with the rapid shifting of military rank in the Harkonnen forces, excepting, of course, the nearly totalitarian control of the Baron. Nothing will stop the Baron Harkonnen in his pursuit of Dune. Formerly the sole stewards of the Spice harvesting operations on Arrakis, the Harkonnen feel deprived of something which they believe to be rightfully theirs: the Governorship of Dune. As the Baron has sworn to cut the ducal ring from the hand of Leto, it is highly unlikely that he would tolerate an Atreides victory over Dune.

HOUSE INSIGNIA: The Ram

The House Ordos[]

D2K Ordos Logo

HOMEWORLD: Little is known of the icy, remote planet of the Ordos. The economy of the planet is based entirely on trade and smuggling, to be certain. Our spies can tell us that much, if nothing else.

LEADER: Unknown. A reclusive cartel of wealthy noblemen who seem to control the finances of House Ordos, and thus, House Ordos itself. No one has ever seen them except the few generals who formerly controlled what troops the Ordos could muster. One by one, those generals have been eliminated under mysterious circumstances.

MENTAT MASTER OF ASSASSINS: None. The previous Mentat, known only as Ammon, was executed on the alleged charge of embezzlement. Spies have reported on the possibility of an Ixian clone, a computer in the form of a human male, smuggled from the Ixians in exchange for a fortune in Spice. However, since the Butlerian Jihad, there has never been a computer in the likeness of a human mind, so these reports have been largely disregarded.

MILITARY STRENGTHS: Immense wealth. They have the kind of wealth that buys incredibly powerful forbidden technologies, illegal weapons purchased from the house of Ix and then smuggled to the Ordos troops.Aside from wealth, there is little military strength to House Ordos. Their troops are largely mercenary, and tend to desert with great frequency.

HOUSE PROFILE: House Ordos cannot be profiled. We do know they have a tendency towards sabotage, expensive weaponry, and illegal technologies. We believe the Ordos may have Ixian weapons the Harkonnen and Atreides could only dream of. But this could all be speculation. We know nothing else for certain.

HOUSE INSIGNIA: The Snake

Structures[]

Building: Concrete Slab[]

Type: Foundation

Requires: Construction Yard

Purpose: If buildings are not placed on concrete they will be damaged. Buildings can be repaired, but unless the building sits completely on concrete, the building will suffer continual weathering damage from the erosive desert environment. Upgrading your construction yard will allow you to build larger concrete slabs.

Armour: Medium. Concrete is vulnerable to most types of weapons Concrete cannot be repaired if damaged, and must be replaced or abandoned.

Building: Wall[]

Type: Defensive Wall

Requires: Wind Trap

Purpose: Base defence. Concrete walls are the most effective barriers on Dune. Concrete walls will block most direct fire weapons - and prevent units from moving through its perimeter.

Armour: Medium. Walls can only be damaged by explosive weapons - missiles and shells. Like concrete slabs, walls cannot be repaired if damaged.

Building: Construction Yard[]

Type: Production Facility

Requires: Nothing (Built by Mobile Construction Vehicle)

Purpose: The Construction Yard is the foundation of any base built on Arrakis. Construction Yards produce a small amount of power, and are required for the building of any new structures. Protect this structure! It is critical to the success of your base.

Armour: Medium. Construction yards are fairly strong, but vulnerable in varying degrees to all types of weapons.

Building: Wind Trap[]

Type: Power Plant

Requires: Construction Yard

Purpose: Wind Traps provide power and water to an installation. Large, above-ground ducts funnel wind currents underground into massive turbines which power generators and humidity extractors.

Armour: Light. Wind Traps are vulnerable to most types of weapons.

Building: Refinery[]

Type: Industrial Facility

Requires: Wind Trap

Purpose: The Refinery is the basis of all Spice production on Dune. Harvesters transport mined Spice to the Refinery where it is converted into solaris. Each Refinery holds one thousand solaris worth of Spice. Refined Spice is automatically distributed among the silos and refineries for storage. Building a Refinery immediately deploys a Spice Harvester.

Armour: Medium. Refineries are vulnerable to most types of weapons.

Building: Barracks[]

Type: Production Facility

Requires: Wind Trap

Purpose: Barracks are required to produce and train light infantry units. Barracks need to be upgraded for the production of more advanced infantry.

Armour: Medium. Barracks are vulnerable to most types of weapons.

Building: Gun Turret[]

Type: Ground Based Turret

Requires: Barracks

Purpose: Base defence.The Gun Turret has a medium range-gun which is effective against vehicles, especially heavily armoured vehicles.The Gun Turret will fire on any enemy unit within range.

Armour: Medium. The Gun Turret is resistant to bullet and explosive weapons, but vulnerable to missiles and high-calibre guns.

Building: Outpost[]

Type: Military Surveillance Structure

Requires: Barracks

Purpose: If the player has sufficient power, the Outpost will generate a radar map. Radar is automatically activated when construction of the Outpost is complete.

Armour: Medium. The Outpost is vulnerable to most types of weapons.

Building: Rocket Turret[]

Type: Ground Based Turret

Requires: Outpost and upgraded Construction Yard

Purpose: Base defence. The substantially upgraded Rocket Turret has a longer range and a higher rate of fire than the Gun Turret.The Rocket Turret’s advanced targeting equipment requires power to operate.

Armour: Heavy. The Rocket Turret is resistant to bullet and explosive weapons, but vulnerable to missiles and high calibre guns.

Building: High Tech Factory[]

Type: Production Facility

Requires: Outpost

Purpose: The High Tech Factory is required for the production of Carryalls. House Atreides can upgrade the High Tech Factory to build Ornithopters for an air strike.

Armour: Light. The High Tech Factory is vulnerable to most types of weapons.

Building: Starport[]

Type: Advanced Structure

Requires: Heavy Factory and Outpost

Purpose: The Starport allows you to engage in intergalactic trading with the C.H.O.A.M. merchants’ guild. The Starport provides a trading market for vehicles and airborne units at premium rates. You cannot purchase units from the guild without this facility.

Armour: Heavy. The Starport is vulnerable to most types of weapons.

Building: Light Factory[]

Type: Production Facility

Requires: Refinery

Purpose: The Light Factory is required for the production of small, lightly armoured, combat vehicles.The Light Factory can be upgraded to produce advanced light vehicles.

Armour: Medium. A Light Factory is vulnerable to most types of weapons.

Building: Silo[]

Type: Storehouse

Requires: Refinery

Purpose: The Spice Silo allows the player to store harvested Spice. When the Refinery completes processing, Spice is automatically distributed evenly among the Silos. When harvested Spice exceeds Silo capacity, the excess will be lost. When Spice Silos are attacked and destroyed or captured, the amount stored will be deducted from your account.

Armour: Light. The Spice Silo is vulnerable to most types of weapons.

Building: Heavy Factory[]

Type: Production Facility

Requires: Refinery

Purpose: The Heavy Factory allows the player to build heavy vehicles like Harvesters and Tanks. When upgraded, this facility allows the construction of advanced vehicles, though some vehicles will also require other buildings.

Armour: Heavy. The Heavy Factory is vulnerable to most types of weapons.

Building: Repair Pad[]

Type: Industrial Facility

Requires: Upgraded Heavy Factory

Purpose: With a Repair Pad, vehicles can be repaired for varying prices. Without this facility, damaged vehicles cannot be repaired.

Armour: Medium. The Repair Pad is vulnerable to most types of weapons.

Building: IX Research Centre[]

Type:Technology Facility

Requires: Outpost and Upgraded Heavy Factory

Purpose: The IX Research Centre provides technology upgrades for structures and vehicles. This facility is required for production of a number of advanced special weapons and prototypes.

Armour: Light. The IX Research Centre is vulnerable to most types of weapons.

Building: Palace[]

Type: Capitol Building

Requires: IX Research Centre

Purpose: The Palace serves as the command centre as soon as it is occupied. Many palaces feature unique additional options, making available a number of advanced special weapons.

Armour: Heavy but the Palace is vulnerable to most types of weapons.

External links[]

Command & Conquer official manuals and guides
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