Overland Locations

From Dune: Awakening Community Wiki
(Redirected from Dungeons)
Jump to navigation Jump to search
This page contains changes which are not marked for translation.
Other languages:

While every player starts their journey in Hagga Basin, the Northern Hemisphere of Arrakis holds plenty of other locations accessible via ornithopter on the Overland Map.


Interactive Map

Loading scripts

Location Types

There are several distinct types of Overland Locations.

  • Settlements serve as common social hubs offering various services and merchants.
  • Regions are the only persistent instances that support base building.
  • Story Locations are typically a one-time experience tied to Journeys.
  • Minor Landmarks are accessible only with an active compatible Quest, most of which are replayable.
  • Dungeons are replayable challenges with scalable difficulty.

Settlements


Battle-scarred capital of the Atreides, home for merchants and refugees alike.
Location Type Settlement
Player AccessShared
Vehicle UsageNone
Base BuildingNo


Interim headquarters of the Harkonnens, and nexus of the Carthag slave trade.
Location Type Settlement
Player AccessShared
Vehicle UsageNone
Base BuildingNo


Regions


Region laid to waste by the war, partly sheltered by the Shield Wall.
Location Type Region
Player AccessShared
Vehicle UsageAll
Base BuildingYes


Dangerous but bountiful expanse to plunder... until the next Coriolis storm.
Location Type Region
Player AccessShared
Vehicle UsageAll
Base BuildingYes


Story Locations


File:Overland Fallen Light.jpg
Placeholder
Location Type Story Location
Player AccessSolo
Vehicle UsageNone
Base BuildingNo


File:Overland Neo-Carthag Arena.jpg
An illicit fighting arena located near the construction size of Neo-Carthag.
Location Type Story Location
Player AccessSolo
Vehicle UsageNone
Base BuildingNo


Former capital of House Harkonnen, razed to the ground.
Location Type Story Location
Player AccessSolo
Vehicle UsageNone
Base BuildingNo


High-security housing complex surrounded by dew fields, just outside Arrakeen.
Location Type Story Location
Player AccessSolo
Vehicle UsageNone
Base BuildingNo


Burning remains of an Ixian freighter.
Location Type Story Location
Player AccessSolo
Vehicle UsageNone
Base BuildingNo


Minor Landmarks


A former military outpost, abandoned after the destruction of Carthag.
Location Type Minor Landmark
Player AccessSolo
Vehicle UsageNone
Base BuildingNo


A small rock island with bandit camps atop a large cave of erythrite.
Location Type Minor Landmark
Player AccessParty
Vehicle UsageOne-Man Groundcars
Base BuildingNo


A small rock island with a well-defined and challenging road suitable for driving ground vehicles.
Location Type Minor Landmark
Player AccessParty
Vehicle UsageOne-Man Groundcars
Base BuildingNo


A large, well-defended bandit stronghold located on the shield wall.
Location Type Minor Landmark
Player AccessParty
Vehicle UsageOne-Man Groundcars
Base BuildingNo


A boxcanyon village decimated during the war, haunted by the ghosts of past and present.
Location Type Minor Landmark
Player AccessParty
Vehicle UsageNone
Base BuildingNo


A windswept canyon village repurposed by the secretive Water Shippers.
Location Type Minor Landmark
Player AccessParty
Vehicle UsageNone
Base BuildingNo


An irradiated shipwreck crashed inside the shield wall.
Location Type Minor Landmark
Player AccessParty
Vehicle UsageOne-Man Groundcars
Base BuildingNo


Dungeons


The entrance is halfway hidden in the dark, unfinished construction. It seems abandoned.
Location Type Dungeon
Player AccessParty
Vehicle UsageNone
Base BuildingNo


High radiation readings are registered around the entrance.
Location Type Dungeon
Player AccessParty
Vehicle UsageNone
Base BuildingNo


The Station is surrounded by fire-scorched earth and a strong smell of burnt flesh.
Location Type Dungeon
Player AccessParty
Vehicle UsageNone
Base BuildingNo


The electromagnetic reading of the Coriolis storm is exceptionally high in this location.
Location Type Dungeon
Player AccessParty
Vehicle UsageNone
Base BuildingNo


Vines are covering the entrance and a faint smell of burnt elacca wood emanates from below.
Location Type Dungeon
Player AccessParty
Vehicle UsageNone
Base BuildingNo


An abandoned Water Shipper-owned quarry on the outskirts of the Polar Sink.
Location Type Dungeon
Player AccessParty
Vehicle UsageNone
Base BuildingNo


Trivia

  • Due to the instability of the magnetic field of Arrakis, the paracompass was developed by the Fremen to aid in navigation. Paranorth depends on local magnetic anomalies and is rarely true north.