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Dune II: The Battle For Arrakis
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Sega Megadrive version FAQ (Virgin Games/Westwood)
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CONTENTS
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--------
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(1) Administrivia.
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(2) Frequently asked questions. (Long)
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(3) Strategy
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(a) Defence
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(b) Offence
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(c) General
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(4) House Strategy
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(a) Atreides
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(b) Ordos
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(c) Harkonnen
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(5) The Passwords!
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-------------------------------------------------------------------------------
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(1) ADMINISTRIVIA :
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Title: Dune II - The Battle For Arrakis FAQ (Sega Megadrive Version)
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Version: 1.50 (21/01/1995)
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Format: Plain Text [HTML version also available]
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Author(s): D.Kennedy@qub.ac.uk Sega Adaptation
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sepollit@teaching.cs.adelaide.edu.au Original PC version
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History:
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This document was put together because there were several requests
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for the same information posted to rec.games.video.sega
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Most people, myself included, have found that the manual fails to
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explain several features of the game.
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I obtained a FAQ for the PC version of this game from
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sepollit@teaching.cs.adelaide.edu.au [E-mail]
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which you can either E-mail him for or use FTP to get it from:
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ftp.uwp.edu
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pub/msdos/games/romulus/hints
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[The file name format will be "dune2_??.lzh" where ?? is the version
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number. The file will be generically LHARC'ed with Unix LHA, so any
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version of MSDOS LHA should de-archive it. Any problems, give
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sepollit@teaching.cs.adelaide.edu.au a yell.]
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Many thanks for Simon's permission to use his work.
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I then used this as a base for a FAQ for the Sega version of the game.
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Availability:
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This FAQ is available by E-mail from
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D.Kennedy@Queens-Belfast.AC.UK
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or by FTP from -
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ftp.netcom.com
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cd /pub/vi/vidgames
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dune2faq.txt [or similar filename]
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Thanks to Andy Eddy (vidgames@netcom.com) for the FTP site.
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A HTML version is held on the WWW off URL -
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http://www.princeton.edu/~cgilmore/dune/dune.html
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This is the 'Dune Home Page' and contains various interesting things!
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Or try the 'Games Domain' pages at URL -
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http://wcl-rs.bham.ac.uk/~djh/index.html
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Disclaimer:
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All the information contained herein is collated from my personal
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experience, and those of others on the net. I don't vouch for the
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correctness of any of it, but all error reports would be appreciated.
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*8-)
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Thanks:
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Thanks to all who contributed to both this version and the PC version
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of the FAQ. Thanks to Bruno Wolff III <bruno@cerberus.csd.uwm.edu> and
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his roomie <someone@somehost> for corrections and new material.
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Request:
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All comments/corrections/suggestions for this document should be posted
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directly to me rather than to the net, where I might miss them.
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I'd appreciate it if you sent in the whole FAQ with the corrections,
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saves me the bother of doing it then! Just send new or revised
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sections by themselves.
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Could people also refrain from posting this document in it's entirety
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to the net, as this could result in different versions floating around,
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as well as a great waste of bandwidth.
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Remember - please post only Sega relevant details to me.
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-------------------------------------------------------------------------------
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(2) FAQ (Frequently asked questions) :
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Q1. When I try to create a vehicle (or trooper) the computer 'uh-uhs' at me and
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the vehicle (or trooper) icon is covered with a 'no' sign.
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~~~~
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A1. This is due to the fact that, using production facilities, you can't
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create more than your quota of units (unit = soldier, trooper, squad or
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vehicles).
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The quota varies from mission to mission.
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e.g. Atriedes last level, 25 units.
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Solutions?
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(i) Send your weaker vehicles (e.g. if you have tanks, get rid of
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quads & trikes etc.) to map out the enemy's structures, and in the
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process, get destroyed. Then use the now empty vehicle slots to
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create stronger units.
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(ii) Build a Starport?
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Certainly on the PC version of "Dune:II" you can only create 25
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units, but then you can buy in extra units from the starport.
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However this doesn't hold true for the Sega version. :-(
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In the Sega version effectively the StarPort is an alternative
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to the vehicle factory, which *may* allow you to purchase cheaper
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vehicles and perhaps ornithopters.
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Its main uses are these:
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(a) When you are playing Ordos then you will *need* a starport in
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order to get missile launchers.
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(b) You need a starport in order to build a Palace. :-)
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Q2. When I try to create a structure I find that the selection has dropped to
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walls and concrete.
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~~~~
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A2: This is due to the fact that there can only be a fixed number of structures
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on the map at any one time. However if you have gotten to the stage where you
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have the maximum number of buildings then you need to worry very little!
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If you *must* have a new building then destroy one of your old buildings,
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and create the new one.
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This is not advised, as with the Death Hand opposing you, you will have
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enough trouble keeping your structures standing. It can, however, be good to
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destroy your rocket turrets and move them forward to let your defences "roll"
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forward as you expand.
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Remember that if you make a mistake or need to replace one building
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with another then you can make your units attack one of your own buildings.
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Q3. How do I stop the computer from rebuilding the rocket turrets that I
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just destroyed ?
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~~~~
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A3. Simple answer, destroy the computer's construction site, then it cannot
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rebuild buildings (though it can repair them).
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This is really the only answer.
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You can try leaving a heavy tank or two (siege tanks or above) beside
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the destroyed turret like this -
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tT
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t T=Turret t=tank
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This is a good position to attack from as well, as the tanks are too close
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to be fired upon with missiles and are able to attack the turret from both
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sides while the turret can only attack on tank at a time.
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When the turret is rebuilt it is damaged from being placed on bare
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rock and so is even easier to destroy.
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Another, slightly too complex method is suggested from the PC FAQ, and
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that is to build concrete up to the turret, destroy it, lay concrete and
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build your turret in the same place. Never tried it, won't vouch for it.
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Note that you *cannot* build on enemy concrete.
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Q4. How do I give orders to my Carryalls and Ornithopters ?
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~~~~
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A4. You can't. Ornithopters automatically attack the enemy base, and
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Carryalls do whatever is judged most appropriate by the computer (Pick up
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harvesters, pickup damaged vehicles etc.)
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Q5. What can I get a Carryall to do ?
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~~~~
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A5. A Carryall can be used to transport Harvesters to and from the spice
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fields, and can be used to carry damaged vehicles to and from the repair
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facility. More useful than most people think.
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Q6. Why does my Carryall not return the harvester to the field, after
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picking it up & dropping it in the refinery ?
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~~~~
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A6. Usually they will! But of course you only notice these things when they
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stop working.
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The Carryalls must "learn" where the harvester was harvesting, and
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then it will be returned there after unloading harvested spice. Two
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things will disrupt this :
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(a) If you have less Carryalls than harvesters, and two need to be
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taken back at once, one will be returned and the other will be deployed
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next to the Refinery. You must send the deployed one back to the spice
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fields manually.
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This will happen less if you have two (or more) refineries.
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(b) If the field where it was harvesting has no spice left, it
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will be deployed next to the Refinery, and you must set it harvesting
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again manually.
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Q7. How do I defend against Death Hand Missiles ?
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~~~~
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A7. You cannot defend against a Death Hand Missile. >8-)
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Anyway, there are a few ways of getting around the problem of a
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destroyed base.
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(a) Spread your base out at the start of the game.
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That way, if a missile hits, it won't destroy too many buildings at once
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before you get properly established.
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It has the disadvantage of making a base difficult to defend in the
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beginning when you have only a few vehicles.
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(b) Build / Buy a MCV to replace your Construction Yard if it gets destroyed.
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Better yet, incorporate the second construction site into your base early in
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the game. Keep the two far apart, so that one hit cannot destroy both.
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(c) If you don't let Harkonnen units get within sight of your base, the
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missiles' hit chance is much lower. To achieve this, build rocket turrets well
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away from your base, in the direction of the Harkonnen, and defend them with Tanks.
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(d) Build another Construction Yard as far away (on another rock section) as
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possible from your first one. That way, if the main one gets destroyed,
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the missiles will start to be targeted on the newly built one, and this
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will get you some breathing room to rebuild.
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(e) Send a large contingent of vehicles to take out the computer's palace
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as quickly as possible.
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Q8. What use is the high tech factory?
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Can I not get carryalls with new refineries? Do I need ornithopters?
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~~~~
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A8. The high tech factory is most useful when you go back to look at your
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Vehicle Factory. On high enough missions it allows you to build the House
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weapons (Devastator, Sonic Tank, Deviator.)
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It also allows you to build ornithopters on later levels.
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(Atreides or Ordos only)
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And yes, you get carryalls with refineries, but you need extras to lift
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damaged vehicles and extra harvesters.
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Ornithopters *are* very useful, apart from all else when an attack is in
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progress the turrets will fire at an ornithopter first, and leave your
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ground troops alone. On a base without turrets (say after you have destroyed
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them and the construction yard and are about to attack the rest of the base)
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ornithopters are sufficient to destroy the whole thing given time.
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Note that if you send an ornithopter on its own against a base heavily
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defended with rocket turrets chances are it won't last long.
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Q9. How can I defend against Ornithopters ?
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~~~~
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A9. Build Rocket Turrets as soon as you can. Firstly because they provide
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an excellent defence against enemy vehicles, and secondly because they are
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the only unit with any chance of destroying an Ornithopter. Don't worry
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if it seems to take a long time to destroy the Ornithopter - remember it
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is moving very fast and so it takes quite a few shots to get a hit. All
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it takes is one hit to destroy it however, so be patient and repair whatever
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it is attacking. Also don't worry if some of your missiles miss, and hit
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your own buildings - just repair the damage quickly. Before you can build
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Rocket Turrets you must build a Radar Outpost and, depending on the mission,
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you may have to upgrade your construction yard.
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While defending from ornithopters keep a close eye on your
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(a) Vehicle factory
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(b) Repair facility
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as these seem to be the favoured targets.
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Q10. Is it worth trying to steal spice ?
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~~~~
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A10. In general, it is fairly pointless. Once the Silo is damaged "into
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the red" so that you can send a set of soldiers in to capture it, it will
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generally be attacked immediately by the surrounding enemies, and
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destroyed in a short space of time.
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Q11. How many Refineries should I generally create ?
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~~~~
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A11. Don't overdo it. In most later games it is best to build 2 (maybe 3)
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refineries, buy an extra harvester or two, and build Silos instead.
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There are a few good reasons for this : they take up less space, they
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cost less, they hold only 100 units less of spice, and they use less power.
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However at the start of a level, build refineries, you get 1000 units storage,
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a harvester and less power consumption for a great price!
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On a level where you face Death Hand missiles you should definitely have
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two refineries, far apart so that they cannot both be destroyed by one hit.
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Imagine if early on in the game you are hit and lose your construction site
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and your refinery - game over. You cannot recover. If however you still
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have a refinery you at least have the chance to get enough credits to buy
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an MCV and use that to continue building with (assuming you still have a
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vehicle factory of course!)
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Q12. How many Vehicle Factories should I build ?
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~~~~
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A12. Generally, one is enough, but occasionally 2 may be useful. The
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thing to remember is that you can only _CREATE_ 25 units (or whatever
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the limit may be on a mission). After that you must wait for vehicles
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to be destroyed before building more.
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So you can use two vehicle factories for a 'quick start' but in the
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long run save your money. One *is* enough.
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Q13. How can I get repaired units to be transported back to where they
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were picked up from ?
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~~~~
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A13. Build your repair centre in a position that ensures that buildings can
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be placed all around it. i.e.
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...........
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...OOOOO... O = other building
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...ORRRO... R = Repair Centre
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...ORRRO... . = any other stuff
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...OOOOO...
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...........
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(The "O" positions can also be taken up by vehicles, but this is pretty
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pointless, as a wall is cheaper even than a trike)
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This means that the only way a vehicle can get to the Repair Centre is
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using a Carryall, so make sure you have some already made.
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When the Repair Centre is completely surrounded, and a damaged vehicle is
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brought in, it is repaired, and then, instead of just being deployed next
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to the Centre, a Carryall comes and takes it back to the spot where it was
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originally picked up from.
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All this will happen without you having to worry about it.
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You *might* lose a carryall to enemy fire when lifting damaged units, but
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thats a small risk really compared to getting automatic repairs.
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A thing to be aware of is that if you only have one Carryall, and it gets
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destroyed or is doing something else when you have a vehicle ready to be
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returned to the field, the vehicle will eventually smash it's way out of
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the Repair Centre, destroying a building if necessary.
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Q14. Is the amount of spice on each mission limited ?
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~~~~
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A14. Yes. Once it is gone, it can't be replaced. The only thing you can
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do then is to steal it from the enemy, which is pretty hard. This is a
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great incentive not to go overboard building unnecessary buildings (e.g. 5
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Vehicle Factories !)
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Q15. What buildings are worth trying to steal ?
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~~~~
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A15. Vehicle Factories : produce House Weapons (Sonic Tank, Devastator,
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Deviator).
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Windtraps : easier than building your own.
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Spice Silos: instant money, if you could be bothered!
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If you capture a building inside the enemy base try and surround it
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with rocket turrets to hit enemy vehicles etc as they are produced.
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The rocket turrets however will not fire upon enemy buildings.
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The negative points of capturing buildings are :
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(a) The soldiers take forever to get there.
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(b) The soldiers often get killed before getting to the building.
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(c) It's very hard to keep a building in the red without destroying it.
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Q16. How do I aim the Death Hand Missile correctly ?
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~~~~
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A16. You can't. If it always hit where you aimed it, Harkonnen would have no
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trouble winning every time on level 8 & 9!
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Your best bet is to pick the middle of the enemy's base, that way it has more
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chance of landing on *something*!
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Q17. Which have a longer range, Sonic Tanks or Missile Launchers ?
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~~~~
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A17. Missile launchers (*not* Ordos Deviators) have a longer range by one
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'square'.
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Q18. When can the Ordos build Missile Launchers ?
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~~~~
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A18. The Ordos can never build Missile Launchers, but they may buy them
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from the Starport, when available. If they capture an enemy Vehicle
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Factory, they will be able to use that to produce them also.
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Q19. How can I capture a building ?
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~~~~
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A19. Damage the building until it is in the "red" damage sector, then move
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an infantry unit in to take it over. If the damage is not in the red,
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then the unit is destroyed, and the building is damaged. You can only capture
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certain buildings. If your troopers will not invade then it cannot be
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captured eg Palaces.
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Q20. Why can't I build Ground Vehicles, but I can build Carryalls ?
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~~~~
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A20. This is due to the fact that there is a separate count for the total
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number of Carryalls & Ornithopters owned by everyone, just like the building
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quota. If the computer has too many, shoot them down as they are picking up
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a damaged vehicle.
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Q21. How do I tell a Harvester which Refinery to return to ?
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~~~~
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A21. Harvesters generally return to the last Refinery they unloaded at. If
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you want it to go to a different one, you have to instruct it to move there,
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and after that it should return to that one, if possible.
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Q22. How is the score calculated ?
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~~~~
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A22. The score doesn't depend on time at all, despite what it looks like.
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The only things that factor in to it are amount of spice harvested, number
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of enemy units destroyed and number of enemy buildings destroyed.
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Buildings that are taken over don't count as buildings destroyed. To
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maximise your score, take time at the end, before destroying the last
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building, to harvest all available spice. Even better, let the last
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building left be a Refinery, and harvest spice while destroying the
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continual supply of Harvesters the computer will get.
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Q23. How can I make my troops move in a group?
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~~~~
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A23. Simply pick a unit to be the 'leader' and then 'aim' the rest of the
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group vehicles at the 'leader' as if he were an enemy to be destroyed.
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Then move the leader to whatever destination and the rest of the vehicles
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will follow. You *can* aim 'tank1' at 'tank2' and aim 'tank2' at 'tank3' and so
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on and then move tank3, but this makes the game slower.
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One thing to beware of, if you have X number of vehicles following a tank, say,
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and that leading tank is destroyed the rest of the group will cease to move and
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happily sit there, often in range of enemy turrets.
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Q24. How do I use the MCV?
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~~~~
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A24. The MCV allows you to build a new construction yard, simply move
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the vehicle as normal to where you want the new construction site and then
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double click on the MCV (with the A button). Hey presto!
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The new yard will appear as shown below.
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.... .... ie The MCV is placed where you want the top left
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.M.. .CC. hand corner of the new construction yard to be.
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.... .CC.
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.... .... . = Rock M = MCV C = Construction Yard
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Q25. How can I self destruct a Devastator?
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~~~~
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A25. Simply double click on the Devastator (with the A button) and it will
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start to beep (as for the MCV). After a few beeps it will explode.
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Why destroy one of your own units?
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Well if it is lying beside a turret and well into the red the more powerful
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self destruct explosion (as compared to the usual explosion when it is killed
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by the enemy) may be enough to destroy the turret (or windtrap or silo etc)
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This is much more useful if you are playing the Ordos and being attacked by
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Devastators, simply Deviate them and then self destruct them!
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Q26. How much spice does a harvester hold?
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~~~~
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A26. About 700 units of spice.
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Q27. My windtraps were damages so that the 'low power' icon was flashing
|
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and then I found other buildings damaged - why?
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~~~~
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A27. If you are short of power your buildings will accumulate damage until
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they reach half damage. Its likely that the rate of damage depends on how short
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power is. Factories especially seem vunerable.
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Q28. Why do I lose 2-3 credits now and again when building nothing?
|
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~~~~
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A28. Unsure of the correct answer here, but by hints in the manual this
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might represent 'wear and tear' due to exposure to the elements.
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Though you would expect this to be represented by slight damage to buildings.
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Q29. How much money do you get at the start of each mission?
|
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~~~~
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A29. Table of Starting Credits for each house -
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Level Atreides Ordos Harkonnen
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|
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1 990 990 990
|
|
2 1200 1200 1200
|
|
3-5 1500 1500 1500
|
|
6 1700 1700 1700
|
|
7 2000 2000 1800
|
|
8 2000 2000 2000
|
|
9 2500 2000 2500
|
|
|
|
Q30. I got vehicles dropped off by carryall, but I don't know how!
|
|
~~~~
|
|
A30. Nope. What you got were reinforcements that arrive on certain levels.
|
|
They are dropped in by carryall, usually beside your base, but sometimes they
|
|
appear anywhere on the screen.
|
|
What you get doesn't vary each time you play the level, though they vary
|
|
between levels.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
(3) STRATEGY
|
|
This section of the FAQ is divided into three:
|
|
(a) Defence - how to avoid getting wiped out.
|
|
(b) Offence - how to wipe out the enemy.
|
|
(c) General - things you *should* be aware of.
|
|
|
|
|
|
(3)(a) STRATEGY - DEFENCE :
|
|
|
|
T1. Use your harvesters to run over approaching enemy troops before you
|
|
get hit by them.
|
|
|
|
T2. Once you can get tanks, use them to run over troops; it is much
|
|
quicker than shooting them. Especially when being attacked by Sardukar or
|
|
Fremen.
|
|
|
|
T3. As soon as you start a new level, use the vehicles that you are given to
|
|
explore in all directions to find :
|
|
(a) Spice, and those little "bumps" in the sand that often have
|
|
spice under them.
|
|
(b) The approximate location of the enemies base.
|
|
Once you have done this, RESTART THE LEVEL, and start building!
|
|
|
|
T4. Don't explore too far until you have built a good defence up. The
|
|
computer at the start works on a strategy of "If you can't see him, he
|
|
can't see you!"
|
|
|
|
T5. As soon as you can build Rocket Turrets, build about 3 and put them
|
|
in a line, facing in the direction of his base, about 3 squares apart.
|
|
Make sure that you have "explored" at least 2 squares greater than the radius
|
|
of the Turret. This allows the turret to get a lock on approaching vehicles/
|
|
soldiers, and attack them before they can hit the base.
|
|
|
|
T6. Build about 5-7 of your heaviest direct combat vehicle (i.e. Tank),
|
|
and set them up in a flat U, with Missile Launchers (if you have them) on
|
|
the sides i.e.
|
|
|
|
LX XL
|
|
|
|
X X X
|
|
|
|
{L : Launcher; X : Tank}
|
|
The most important point is that the left and right "horns" should be far
|
|
enough away from the centre to not be attacked.
|
|
|
|
Then, when the enemy vehicles (Y) arrive :
|
|
|
|
Y
|
|
|
|
Y
|
|
LX Y XL
|
|
|
|
X X X
|
|
|
|
Wait for the enemy to get past the "horns" and start being attacked by the
|
|
front tanks. Then move the horns inward to attack from the side/rear,
|
|
using the launchers from a distance.
|
|
|
|
Above all, do not let your front line break. keep a few vehicles as
|
|
backups, and move them up if part of the line is taking a beating.
|
|
|
|
T7. Defend Missile Launchers well, as they are devastating from a distance,
|
|
but easily destroyed from close up.
|
|
|
|
T8. Make sure you leave a few units at the rear of your buildings, to
|
|
defend against the enemy units that will be dropped by Carryalls.
|
|
|
|
T9. Keep an eye on your radar, if you see circular gaps appear near a spice
|
|
field it generally means that a missile launcher (or a rocket turret) is
|
|
firing upon one of your harvesters.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
(3)(b) STRATEGY - OFFENCE :
|
|
|
|
T1. Destroy his harvester when it gets too far from his base. It will
|
|
explode, releasing however much spice it had harvested. Make sure you
|
|
destroy it while it is on sand, as if it is destroyed over rock then the spice
|
|
is lost.
|
|
|
|
T2. Don't use soldiers or troopers to attack harvesters - the harvester
|
|
turns and runs over the attackers. The only time you should do this is if
|
|
the Foot unit is standing on a mountain range - the only units that can go
|
|
over mountains are the foot units. They still can be attacked while on the
|
|
mountain, just not run over.
|
|
|
|
T3. Concentrate your attack on one structure at a time. If the computer is
|
|
pumping money into repairing while you are attacking, you won't be able to
|
|
keep pace unless you have a *very* concentrated attack.
|
|
|
|
T4. When attacking buildings, use the Missile Launchers to attack the Rocket
|
|
Turrets first (moving the tanks behind the launchers to defend them from
|
|
vehicle attacks). Remember that the radius of detection of a launcher is one
|
|
greater than that of a turret. That is :
|
|
|
|
|
|
X T X
|
|
X X <- radius of the turret (T)
|
|
X X
|
|
X X
|
|
X X
|
|
XX XX
|
|
XXX XXX
|
|
XXX
|
|
L <- best position for the launcher (you don't get hit!)
|
|
|
|
The easy Idiot-proof way to get a launcher in the safe position.
|
|
----------------------------------------------------------------
|
|
|
|
Place the launcher in a straight line very far away from the turret.
|
|
When you are ready to attack lock a couple of tanks onto the missile launcher.
|
|
Then aim the missile launcher at the distant turret, the launcher will trundle
|
|
forward until it is just within range, and just out of the turret's range.
|
|
The tanks will follow and provide protection for the launcher.
|
|
|
|
After the turrets are down, use the tanks and launchers to destroy the buildings.
|
|
Remember that the computer will rebuild his Turrets (in the same place), so
|
|
don't hang around - move in and destroy him quickly.
|
|
It is often useful to leave a couple of strong vehicles in the squares
|
|
directly around the turret, so if it is rebuilt, they will immediately attack
|
|
it again. Remember units very close in cannot be fired upon with missiles.
|
|
The turret can only fire back with normal guns which do much less damage.
|
|
As an added bonus as the turret wasn't rebuilt on concrete it takes less hits to
|
|
destroy it.
|
|
|
|
T5. Before attacking the enemy in force, use some kamikaze units to scout
|
|
the base and locate the Construction Yard. Then launch a heavy attack on the
|
|
construction yard! Once the construction site is destroyed you settle in for
|
|
a war of attrition.
|
|
On low levels trikes are best for scouting, for higher levels use a combat
|
|
tank.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
(3)(c) STRATEGY - GENERAL :
|
|
|
|
|
|
(1) Create a Repair facility as soon as you can. It is a lot cheaper and
|
|
faster to repair vehicles, rather than build new ones.
|
|
|
|
(2) Build one Carryall for each harvester you have, as well as 1-3 to use
|
|
for transporting damaged units.
|
|
|
|
(3) Don't bother building 4 Refineries. It is much more efficient to
|
|
build about two, along with an extra harvester (or two), and to use
|
|
Carryalls for transportation.
|
|
|
|
(4) Build a Starport early on, as that is the only way you can get a palace.
|
|
Watch the vehicle prices carefully, as there is a lot of fluctuation.
|
|
Remember the Starport needs payment *before* sending your vehicle. You must
|
|
have sufficient funds to buy straight away. And, unlike a vehicle factory,
|
|
you can order multiple items in a short time.
|
|
|
|
(5) After Level 4, build two refineries and a few Silos to increase your
|
|
cash for the more expensive units.
|
|
|
|
(6) Sand Worms remain dormant until a unit (yours or the computers) comes
|
|
within a couple of squares of it, or it is fired on. If all the vehicles
|
|
on the map are over rock, then the Sand Worm will just stay still until it
|
|
is reduced to half damage, or until a vehicle goes on to the sand.
|
|
|
|
(7) Sand Worms will disappear when they have been reduced to half damage,
|
|
or have eaten 3 units. If you are in a hurry to get rid of one, send a
|
|
Trike towards it, and lead it towards the enemy base. When you are just
|
|
about to be fired on, let the enemy vehicles get drawn onto the sand, then let
|
|
the Sand Worm eat the Trike and then watch it eat the fleeing enemy :-).
|
|
|
|
(8) When you choose the region to attack in Mission 8, remember that the
|
|
house controlling the region will have a palace, whereas the other house
|
|
doesn't.
|
|
|
|
(9) You can't order more than 10 of any one vehicle, at one time, from the
|
|
Spaceport. The Spaceport does replenish 'Sold Out' stock over time though.
|
|
|
|
(10) Damaged building produce slower than undamaged ones. There is not
|
|
much difference while in the green, but below that the production rate is
|
|
noticeably lower. Rocket Turrets also fire less often when damaged.
|
|
|
|
(11) Damaged units fire less frequently. If a unit is down to below
|
|
green, they fire at half the rate.
|
|
|
|
(12) Palaces don't cost anything to repair, so keep them in top condition
|
|
all the time.
|
|
|
|
(13) At the start of a scenario, there will be a set of units guarding each
|
|
enemy construction centre. When they are destroyed, they aren't replaced.
|
|
Make sure to take these units out before your main offensive.
|
|
|
|
(14) The computer attacks only on one front, and doesn't look for
|
|
weaknesses in your defensive belt. Therefore only defend on one front,
|
|
you need leave only a few units to guard your back from enemy units dropped
|
|
by carryall.
|
|
|
|
(15) (REPORTED) A square that contained a building that was destroyed by a
|
|
Saboteur can't be rebuilt on for quite some time.
|
|
I don't know about this, I have never even managed to destroy a building
|
|
with a Saboteur.
|
|
|
|
(16) When the computer rebuilds buildings, they can be placed over your
|
|
units, destroying them. So don't leave units where something like a vehicle
|
|
factory was without making sure that you have already destroyed the enemy
|
|
construction site.
|
|
Note that the computer only rebuilds what was there, its will not build
|
|
something different.
|
|
|
|
(17) The computer can build buildings unconnected to it's construction site.
|
|
Not a problem unless you dislike computer games 'cheating' but be aware that
|
|
you may be attacking a 'dummy' base, in that the construction site isn't there
|
|
and if you damage the base, it will only get rebuilt so you wasted time and
|
|
effort. Scout around first.
|
|
|
|
-------------------------------------------------------------------------------
|
|
(4)(a) HOUSE STRATEGY - ATREIDES :
|
|
|
|
|
|
Q1. How are the Fremen best used ?
|
|
~~~~
|
|
A1. Send out your Fremen as often as possible, and overwhelm the enemy with
|
|
sheer numbers of them. They are very useful for mapping out the enemy base,
|
|
but as you can't control their movement, it makes the mapping somewhat erratic.
|
|
Try and aim them at the area you intend to attack later on, that way any
|
|
vehicles that are guarding the area may be destroyed.
|
|
Another way to use Fremen later in the game is as shock troops, simply add them
|
|
to a heavy offensive to keep it going, and in the end game just sit back while
|
|
they tear the base to bits with their hands.
|
|
|
|
Q2. How are Sonic Tanks best used ?
|
|
~~~~
|
|
A2. They are most effective against foot units, which they can destroy in two
|
|
hits. They are also very useful against rocket turrets at close range.
|
|
Best used in defence and for destroying undefended buildings.
|
|
|
|
Q3. Atreides units won't fire on worms without being ordered too. How else
|
|
can I guard against worms?
|
|
~~~~
|
|
A3. You cannot really. Either order vehicles to attack them (sonic tanks are
|
|
best) or just wait for the worm to eat harvesters at the beginning of a level.
|
|
If you lose your last harvester you get a free replacement.
|
|
So build only one refinery and wait until the worm gets three free meals!
|
|
-------------------------------------------------------------------------------
|
|
|
|
(4)(b) HOUSE STRATEGY - ORDOS :
|
|
|
|
Q1. How are the Deviators best used ?
|
|
~~~~
|
|
A1. The Deviator is the best weapon you can use for indirect offensive
|
|
purposes, and the best time is close to the opposing forces' buildings. Aim
|
|
the Deviator at the strongest vehicle you can find, and get it to attack it's
|
|
own structures. The defences of the enemy won't recognise that it is an
|
|
enemy, and let it destroy the structure. Once it has destroyed a
|
|
structure, it's allegiance will revert, but it can easily be re-Deviated!
|
|
The problem comes if you use it to attack vehicles, as they will return fire,
|
|
and the vehicle will revert to it's original allegiance. They are also very
|
|
effective against defending Devastators - deviate them and destruct them!
|
|
If you have deviated unit selected when it reverts, you will be able to
|
|
give it one last order (with it's allegiance set to the enemy). This
|
|
allows it to attack it's own buildings without being attacked. Beware of the
|
|
fact that Deviators have a significantly shorter range than Missile Launchers.
|
|
|
|
Q2. How are the Raider Trikes best used ?
|
|
~~~~
|
|
A2. The most important thing is to keep them moving. Due to their speed,
|
|
they can outrun anything, and a missile launcher is pretty useless against
|
|
them if you get up close. They should be used to map out the enemy base,
|
|
as their speed should keep them out of most trouble. As an offensive
|
|
weapon they aren't much good unless you are continually moving them.
|
|
|
|
Q3. Are the Saboteurs any good ?
|
|
~~~~
|
|
A3. In general, nope.
|
|
They are terrible compared to the Death Hand or the Fremen.
|
|
They are highly unlikely to break through a strong defense and will not
|
|
destroy a building by themselves, not even a turret. They will however destroy
|
|
any vehicle which may be hampering your advance.
|
|
What seems to happen is that after a building has apparently 'absorbed'
|
|
a Saboteur without damage any hits taken do more damage than usual.
|
|
i.e. Throw the Saboteur at a turret and then attack the turret, it should
|
|
be destroyed much more quickly than usual.
|
|
There is a rumour that perhaps a building destroyed by a Saboteur is harder
|
|
to rebuild over, but that is hard to check. (See above)
|
|
|
|
T1. More than any other house, it is of paramount importance for the Ordos
|
|
to build a Starport and to buy Missile Launchers. Destroying rocket turrets
|
|
is a *bit* tricky otherwise.
|
|
Though you can always try an attack with massed seige tanks on a selected
|
|
turret...a bit frantic but effective. :-)
|
|
|
|
T2. Early in the game, when the other houses have Siege tanks and you
|
|
don't, you must split up attacking Siege tanks, and attack them with 3-4
|
|
combat tanks each.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
(4)(c) HOUSE STRATEGY - HARKONNEN :
|
|
|
|
Q1. How are Devastators best used ?
|
|
~~~~
|
|
A1. A group of them is a formidable offensive / defensive force, but make
|
|
sure you have a Repair Centre surrounded with walls, as well as a couple
|
|
of Carryalls. This way, they can attack, do what damage they can, get
|
|
repaired, and start attacking again. If one is about to be destroyed, it
|
|
is better to destruct it than to let it explode as it does more damage on
|
|
Self-Destruct.
|
|
If you are using them to spearhead an attack on a base they will suffer from
|
|
rocket turrets using them as target practice due to their slow speed.
|
|
Its best to pick a section of base leading straight to the construction
|
|
yard, group your vehicles along that front, weaken a turret with a missile
|
|
launcher and then throw all the Devastators forward at the one turret with
|
|
the intention of punching a hole in the defence and taking out the yard.
|
|
Once inside missile range their firepower is .. well, devastating!
|
|
|
|
Q2. How are Death Hand missiles best used ?
|
|
~~~~
|
|
A2. Launch them and target them in a group of buildings - if you're lucky
|
|
they might hit the target! What you aim for and what you hit are
|
|
generally two very different things, but their power is undeniable!
|
|
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
THE COMPLETE PASSWORD LIST
|
|
--------------------------
|
|
|
|
HOUSE ATREIDES HOUSE ORDOS HOUSE HARKONNEN
|
|
-------------- ----------- ---------------
|
|
|
|
(1) DIPLOMATIC DOMINATION DEMOLITION
|
|
(2) SPICEDANCE SPICESABRE SPICESATYR
|
|
(3) ETERNALSUN ARRAKISSUN BURNINGSUN
|
|
(4) DEFTHUNTER COLDHUNTER DARKHUNTER
|
|
(5) FAIRMENTAT WILYMENTAT EVILMENTAT
|
|
(6) ASHLIKENNY SLYMELANIE ITSJOEBWAN
|
|
(7) SONICBLAST STEALTHWAR DEVASTATOR
|
|
(8) DUNERUNNER POWERCRUSH DEATHRULER
|
|
|
|
Q: Only 9 levels? I thought there were 10!
|
|
A: Yes, there *are* only 9 levels, its the inaccurate manual again.
|
|
|
|
Q: Any bonus passwords?
|
|
A: We're *hoping* that there are some hidden/secret/bonus passwords lurking
|
|
around somewhere but so far no one has found any. :-(
|
|
|
|
|
|
|
|
---------------------End Of The Dune II FAQ (Sega Version)---------------------
|