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Chapter 2: The Search for the Fremen Leader ...................... 0703
Dune: Awakening

Chapter 2: The Search for the Fremen Leader ...................... 0703

Complete the Chapter 2 quest in Dune: Awakening to find the Fremen leader Stilgar. Learn how to recruit Fremen and progress the story.

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Complete the Chapter 2 quest in Dune: Awakening to find the Fremen leader Stilgar. Learn how to recruit Fremen and progress the story.

Walkthrough
  1. 1
    Speak with Harah, who cannot recall the leader's name.
  2. 2
    Use your vision and select "Dune Map" to contact the Fremen in Habbaya Timin.
  3. 3
    The Fremen in Habbaya Timin will reveal the leader's name: Stilgar.
  4. 4
    Speak with Harah again; she will instruct you to travel westward from the palace.
  5. 5
    Fly your ornithopter to the far west sietch (Sihaya Clam) from the palace.
  6. 6
    Speak with Harah again, and she will direct you to fly your ornithopter in a north-west direction.
  7. 7
    Enter the sietch (Ergsun Timin).
  8. 8
    Speak with Stilgar and ask him to accompany you.
  9. 9
    With Stilgar, you can now recruit all Fremen in Dune by finding their sietches.
  10. 10
    Visit four other sietches: Ergsun Tabr, Ergsun Tsymyn, Ergsun Clam, and Ergsun Tuek, and recruit the Fremen.
  11. 11
    Note that the "Work for Me" command has changed to "Rally Me," allowing you to specialize troops.
  12. 12
    Return to the palace and introduce Stilgar to your parents.
  13. 13
    Meet Thufir, who suggests Gurney as an instructor for handling arms.
  14. 14
    Meet Gurney in the weaponry room (a trapped room) and speak with him.
  15. 15
    Gurney will offer to teach the Fremen combat by accompanying you to a sietch in the Ergsun area. Ask Gurney to come with you.
  16. 16
    You will have a vision that your father has found something terrible at the palace.
  17. 17
    Return to the palace and meet your father, who will inform you of a new message in the communication room.
  18. 18
    View this message and speak with your father, who plans a punitive expedition with the personal guard.
  19. 19
    Speak with Thufir, who disagrees with Duke Leto.
  20. 20
    A new message arrives; view it.
  21. 21
    Thufir suggests attacking Harkonnen in Stilgar's native area (Ergsun).
  22. 22
    Speak with your father, but Duke Leto is stubborn.
  23. 23
    Speak with Duncan, who will tell you about a smuggler village you should find.
  24. 24
    Speak with Stilgar.
  25. 25
    Speak with Harah, who mentions the tale "the village in fish mouth."
  26. 26
    Speak with Stilgar for more details.
  27. 27
    Go to your ornithopter cockpit and locate a fish-shaped marking.
  28. 28
    Fly your ornithopter to this fish-shaped mouth to find the village (Oxtyn Pyons).
  29. 29
    Talk to the smuggler.
  30. 30
    Harah will ask you to bring her back to Tuono Timin; do so.
  31. 31
    Speak with Stilgar after leaving Harah; he will ask you to meet someone.
  32. 32
    Go to Oxtyn Tabr and enter the sietch.
  33. 33
    Go upstairs and meet Chani; ask her to accompany you.
  34. 34
    Go to the desert and wait until evening.
  35. 35
    Speak with Chani; she knows of two other sietches to the south (Habbaya Harg, Celymin Harg).
  36. 36
    Visit these sietches and recruit the Fremen.
  37. 37
    After visiting these sietches, you will have a vision of your mother asking you to come to the palace.
  38. 38
    Visit two more sietches: Oxtyn Timin and Oxtyn Tuek.
  39. 39
    Go back to the palace.
  40. 40
    Your mother will inform you that your father is dead.
  41. 41
    Speak with Thufir for more details; he will mention another means of transportation.
  42. 42
    Speak with Stilgar, who will ask you to ride a sandworm.
  43. 43
    To ride a sandworm, go to the desert, call the worm, and travel to another sietch.
  44. 44
    Speak with Chani, who asks you to tell Thufir about riding sandworms.
  45. 45
    Speak with Thufir; he will tell you that you still lack something and that the answer is in this place.
  46. 46
    Speak with your mother, who will tell you that you can contact the Fremen in a wider range.
  47. 47
    Ask your mother to come together to explore.
Tips
  • If you revisit the Fremen in Chartag Tuek, they will tell you about the sietch (Habbaya Clam) in the south-west direction. Go there. Visit the two nearest sietches and ask them to pick up the stuffs.
  • As you can contact Fremen within a certain range, your charisma will increase, so recruit the Fremen in Habbaya Tabr (who previously refused to work for you).
  • After Stilgar joins you, you can select army troop occupation in the Ergsun area. Ensure your army troop has at least 2000 people; otherwise, change it to spice troop.
  • In the Ergsun area, there is one more hidden sietch (Ergsun Harg) to explore, located east of Ergsun Tuek.
  • Before bringing Gurney to the Ergsun area, it's better to bring him to teach the army troop in the Chartag area. Tuono Clam is the best place since you can equip the krys to your army troops. Regroup all army troops on this sietch.
  • From this point, you will receive reports of sabotage from your spice troop several times. You can send your army troop to investigate and find the saboteurs, but unless you have an excessive amount of army troop, there is no need to do so.
  • If you go back to the palace, Duncan will tell you about another village to the east, south of Tuono Tuek. Go to Tuono Tuek. The Fremen chief will mention a sietch in the southward (slightly east) direction. Visit this sietch (Tuono Pyons), which is actually a smuggler village.
  • From this point, you will have two more hidden sietches to explore (Chartag Clam, Oxtyn Harg). Fly your ornithopter to Oxtyn Pyons. You should fly your ornithopter in a northward direction to find Chartag Clam and fly your ornithopter in a westward direction to find Oxtyn Harg.
  • Don't visit the sietches yet. If you do, you will trigger the Duke Leto died scenario and also trigger the Harkonnen invasion on the Chartag area. It's better to wait until your army troops in the Chartag area have reached expert level. Then move Gurney to the Ergsun area to teach the army troop and wait until they have reached expert level too.
  • After you can ride the sandworm, you can give your ornithopter to the Fremen. You can give your ornithopter to the prospector (for improving his movement speed) by going to his location and giving him your ornithopter, then returning by riding the sandworm. The same method applies to the Spice troop (for keeping them safe from the sandworm).

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