Dune Awakening Single Player Guide: Settings & Solo Differences
Choose Dune Awakening Single Player settings, understand Solo Deep Desert, Landsraad and Exchange rules, and avoid current 1.5 known issues.
Read Guide →Game Guide Hub
Find the right Dune Awakening guide for progression, Solo, Trials of Aql, the Scout Ornithopter, Great Convention, bases, classes, and factions.
Recommended Order
Use these guides to find the right Dune Awakening walkthrough, solution or next step.
Guide
Choose Dune Awakening Single Player settings, understand Solo Deep Desert, Landsraad and Exchange rules, and avoid current 1.5 known issues.
Walkthrough
Complete The Great Convention Parts I–III, from Act 3's Bloodline puzzle and Act 4's arena to Act 5 on Zanovar and the Orbital Monitor.
Progression Guide
Follow Dune Awakening progression from the Sandbike through Iron, Steel, Aluminum, the Scout Ornithopter, story quests, and Deep Desert preparation.
Walkthrough
Find all 8 Trials of Aql in Dune Awakening, from Mihna Cavern and The Red Maw to every Footsteps of the Fremen puzzle and final fight.
Guide Cluster
Choose Dune Awakening Single Player settings, understand Solo Deep Desert, Landsraad and Exchange rules, and avoid current 1.5 known issues.
Read Guide →Complete The Great Convention Parts I–III, from Act 3's Bloodline puzzle and Act 4's arena to Act 5 on Zanovar and the Orbital Monitor.
Read Guide →Follow Dune Awakening progression from the Sandbike through Iron, Steel, Aluminum, the Scout Ornithopter, story quests, and Deep Desert preparation.
Read Guide →Find all 8 Trials of Aql in Dune Awakening, from Mihna Cavern and The Red Maw to every Footsteps of the Fremen puzzle and final fight.
Read Guide →Build your first Scout Ornithopter in Dune Awakening with the Mk4 parts list, material locations, assembly steps, fuel, storage, and flight tips.
Read Guide →Find strong Dune Awakening base locations for Hagga Basin South, Vermillius Gap and later stages, plus when building a second base is worth it.
Read Guide →Dune Awakening opens several progression paths at once. Journeys, Trials, faction missions, contracts, research, Testing Stations and vehicle recipes can all be active while only one of them is actually stopping the next meaningful upgrade.
The broad route is:
survive Hagga Basin South → unlock the Sandbike → move into Vermillius Gap → establish Iron and Steel → reach Aluminum → build the Scout Ornithopter → push the later story → prepare for the Deep Desert
You do not need to clear every marker before moving north. When the map becomes crowded, identify what is missing: a harvesting tool, production tier, Journey objective, Trial, vehicle or story step.
The opening hours are about making basic survival reliable enough that it stops interrupting exploration.
Get water production, basic refining, fabrication and repairs working, then follow the Journey toward the Sandbike. The starter base only needs to support that loop; it does not need to become the permanent industrial center for the entire run.
Once the Sandbike is working and the Journey begins pulling north, unfinished activities in Hagga Basin South can wait.
If the question is where to build before or after that move, use Best Base Locations & When to Move. Funcom currently recommends caution with Base Reconstruction, so adding a second staging base can be safer than packing an established structure.
For the actual material order after leaving the south, continue with the Progression Guide.
Character creation gives you four starting Schools of the Imperium:
Your starting choice determines which toolkit you receive first, but it does not permanently lock the character into one School. Other abilities can be learned later through trainers.
Mentat is a strong opening choice if you prefer ranged fights and want another way to pressure enemies without immediately entering melee range.
Its tactical tools work well when clearing camps alone, especially before weapons and armor become strong enough to make direct fights forgiving.
Choose Mentat if you prefer positioning, ranged combat and gadgets.
Bene Gesserit fits a player who values movement and enemy manipulation.
Abilities such as Compel can change enemy positioning, while later movement tools remain useful during exploration well beyond Hagga Basin South.
Choose it when controlling the fight or moving through the world matters more than maximizing straightforward weapon pressure.
Swordmaster is the clearest starting choice for a melee-focused character.
Its early toolkit supports closing distance, blade combat and surviving at close range, making it a natural fit if you already expect melee weapons to carry most early encounters.
Trooper combines ranged combat with explosives and suspensor technology.
The Shigawire Claw is particularly useful outside combat because it can pull you toward elevated terrain and structures, shortening many awkward climbs.
Trooper can also be learned relatively early through Ghavouri at Griffin’s Reach Tradepost. If the long-term plan is to collect several Schools anyway, that makes one of the other three a reasonable starting choice before adding Trooper shortly afterward.
There is no need to design a permanent endgame build during character creation. Pick the first toolkit you want to use, then broaden the character as trainers become available.
House Atreides and House Harkonnen each have their own faction progression, contracts and rewards.
The faction decision does not replace the normal material, Journey and vehicle route. Iron still leads into Steel, Aluminum still requires the correct harvesting and refining setup, and the Scout Ornithopter remains an important mobility upgrade regardless of House.
If you already know which guild you intend to join, check its faction alignment before pledging. That matters more than trying to identify one universally superior House.
Without a guild commitment, choose the storyline, rewards and House identity you actually want to follow. Switching allegiance later has consequences, so the first pledge is worth treating as a meaningful choice rather than a temporary reward selection.
Vermillius Gap is where Dune Awakening starts presenting more useful activities than you need to do immediately.
Iron, Testing Stations, Trials, new research and contracts can all appear together. The main material sequence is:
Iron → Steel → Cutteray Mk3 → Medium Ore Refinery → Aluminum
A visible resource is not useful if the current Cutteray cannot harvest it, and a newly unlocked recipe is not automatically more important than the machine or material tier required for the next major upgrade.
The Progression Guide covers that sequence, including the first Aluminum route, the difference between handheld and Buggy Cutterays, and when the Scout Ornithopter should become the next priority.
There are eight Trials of Aql, and they do not all use the same structure.
Some are traversal or combat challenges, while others have unusual approaches or story-only objectives. The final Trial, Footsteps of the Fremen, is considerably longer than the earlier sequence.
If the Fremen Journey itself has stopped moving, use the All 8 Trials of Aql Walkthrough for the locations, routes and puzzle solutions.
Keep Trial solutions there rather than trying to solve an unrelated map marker while the Fremen objective is still active.
Flight becomes the next major target once Aluminum production is repeatable.
The Scout Ornithopter costs enough that building it immediately after the first few Aluminum Ingots can leave several parts unfinished. Once the refinery can keep producing while you leave for rarer components, the aircraft becomes much easier to finish.
The Scout Ornithopter Guide covers the Mk4 parts, Industrial Pumps, Particle Capacitors, Armor Plating, assembly, fuel and optional storage.
The important progression change is simple: once the Scout is flying, distant objectives across Hagga Basin stop consuming the same amount of travel time.
The Great Convention covers the later Book One story across Parts I–III / Acts 3–5.
Once that Journey becomes the main story objective, follow it as one continuous chain rather than repeatedly breaking it up with unrelated regional activities.
The Great Convention Walkthrough covers the investigation, Neo Carthag sequence, Zanovar, Orbital Monitor and Book One conclusion.
Single Player keeps the full story and progression while removing other players from the world and giving you much more control over resource, survival and progression settings.
Several multiplayer-dependent systems are adapted for Solo. The Deep Desert persists, the Landsraad simulates the missing guild competition, and the Exchange works without relying on listings from other players.
There are also current known issues involving custom settings and Base Reconstruction, so check those before heavily customizing a save or moving an established base.
The Single Player Guide covers the recommended settings, character rules, Deep Desert behavior, Landsraad, Exchange and current warnings.
Reaching the Deep Desert and being ready to use it regularly are different milestones.
Before making it the center of the run, ordinary high-tier Hagga Basin trips should already be sustainable. You should be able to leave with the Scout Ornithopter, collect the intended materials, return, repair, refuel and replace the supplies without emptying the entire base.
A practical readiness check is:
If one component trip still feels like an expedition that empties your reserves, there is useful progression left in Hagga Basin.
Once those trips become routine, the Deep Desert starts functioning as the next normal stage rather than a destination you can technically reach but cannot yet sustain.