Dune: Awakening – Places to First Visit

Summary

  • Players start in the Hagga basin and can expand their view of maps by creating a reconnaissance probe or speed wheel.

  • Visit key places such as Alcyon's wreck for resources and tasks.

  • Explore the Imperial Test Station No. 2 and Griffin's Reach Trade for missions, sellers and training.

Dune: Awakening It is a game to survive the open world, which means a lot of exploration, collection and training. Players are undergoing an initial tutorial that introduces them on the map, as a survey and several key places to help crush themselves in the first few levels.

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The area where players start is called the Hagga basin and extends to include a deep desert, Hagga Rift and Vermillius Gap. When the character learns how to create a reconnaissance probe or speed wheel, he can expand his view of the map and find other important places.

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Alcyon's wreck

Treasure Trove for new characters

Alcyon's wreck in the dune and awakening

  • It is easy to find in the Western Central Hagga pan.

This is the first shipwreck that most players meet and sets the tone for another. It is primarily a rich place for rescue and its visit is part of the tutorial when the player learns how and where to clean up certain materials for creation and production.

The wreck of Alcyon is in the western part of Hagga Basin, but still at a relative distance from Quicksand. Sources are mechanical nature and include a generous number of useful mechanical parts and microflora fiber Plastel. Both are useful for repair and production of new items, equipment and weapons.

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Imperial test station #2

Enough resources and easy task

Derek Chinara 2 Dune Awakening Test Station

  • The first one attended by most players despite the name.

Imperial testing station No. 2 is almost in the precise center of Hagga basin, in a high bargain location in rocky default. Players are directed to this place during the tutorial to collect key components, and can also complete the load available in Griffin's range available from the bulletin board.

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Derek Chinara is lonely here, but he is upstairs, in a shelter above the real test station that has inputs at the ground level. Derek is upstairs and asks the player to bring him some records from the test station, and can be found and caught, even if the character is not on the task, and return them later.

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Griffin's reach

Eventually the seller

Griffin's Reach Tradepost Dune Awakening

  • The first legal base in the desert.

Another important location that players find during the tutorial is Griffin's Reach Trade. There is a lot to do and visit the characters at the beginning of the game to learn how the tradeposts work, in the part of the tutorial called “Wider World”.

At the beginning of the game it is an important place for activities in the game typical of MMPRPG, such as sales sales, travel and training. Trainer Trooper is found here, which gives character access to some useful combat skills, along with the pilot Ornithopter, which is the only option for fast travel until the player learns how to build a speed wheel.

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Cave traiter

Lots of handy materials, including blood

Hagga Basin Traitor's Grotto Dune Awakening

  • Fight and collecting, so bring the blood.

Most of these species of campsites that have robbers or gadgets are not so large, sometimes they consist of only a small cave or a single building, but this is more generous with its space and resources. This is an ideal place for breeding some of the most important early materials.

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Copper and granite are scattered near and at the top of the cliffs, and there are plenty of enemies that will fall different materials that the character needs to survive the desert. The most important of them is blood, and this is a great place for its harvest, so do not forget this extractor and do not bring further storage.

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Cellar

Small but useful

Olef's Cellar Dune Awakening

  • And a useful reference point for the southwest part of the Vermillius gap.

Oleph's cellar is a small lonely cave on a rocky starting in the southwestern part of the map, relatively close to the place where the Haggi pelvis meets the vermilius gap. Players can travel out of outposts on both sides and quickly visit to collect valuable spare parts and specific craft materials, along with some blood if the cave is occupied.

It is not only the cave itself, which is an easy place for gathering for parts, but for placement in the area. Southwest IronWorks, which is a great place to collect minerals, is just steps away and the south is also a squat that has several points of Intel.

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Southeast

Skew out of iron and metal parts

Awakening southeast IronWorks Dune

  • Only a little easier to find than his Western counterpart.

South and slightly east of the cave, where players can complete the second AQL exam, will find a southeast hardware store. Unlike most other places attending players at the beginning of the game, this impressive steel structure does not make any effort to mix into the desert and is easily found.

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This could be one of the first places where the player can be agricultural iron ore, and there are plenty on the ground without having to go into the structure. They are probably hostile, so bring weapons and blood bags along with cleaning the inventory for useful rocks.

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Shelter Southwatch

A comfortable central position

Awakening Southwatch Shelter Dune

  • One of the many places to explore in this large rocky outcropping.

In this part of the Hagga River Basin, there is a lot to see and do, but players should prefer this cave rich in sources at a walking distance of several capture camps and Threeway base, which has both rare materials and Intel Body.

The EMF generator is a rare and valuable spare part that players need to build, craft, production and repair, but cannot be built. These parts are only in the open world and there are several. Other goodies include Microsandwich Fabric, which is essential for first aid clothing and sets, and enemies can provide basic humidity for those long days of building and exploring.

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