Dune Awakening Final Trial Answers: How to Pass the Footsteps of the Fremen

Dune Awakening Final Trial Answers: How to Pass the Footsteps of the Fremen

Look, Arrakis is a brutal teacher. If you've spent dozens of hours surviving heatstroke and outrunning sandworms, getting stuck on a door quiz or a spinning floor puzzle is the last thing you want. You’re at the finish line of the Footsteps of the Fremen quest, and the game suddenly decides it’s time for a lore exam.

I’ve been there. Honestly, it’s kinda frustrating when you just want your Deathstill schematic so you can finally start processing water from... well, "organic sources."

This quest—officially the Eighth Trial of Aql—is the climax of the first major story arc. It’s located in Sietch Ta’lab, a hidden cave tucked into a crack in the cliffside near the Eastern Shield Wall. If you’re standing in the desert of Mysa Tarill and looking at the massive rock walls to the north, look for a narrow gap marked with a purple sign. That’s your gateway.

The First Door: Dune Awakening Final Trial Answers

The very first hurdle is a heavy stone door and a voice that wants to know if you've actually been paying attention to the world around you. This isn't just flavor text; if you get one answer wrong, the whole sequence resets. It’s a bit of a slog if you’re guessing, so here are the exact responses you need to pick from the dialogue tree.

The Question Sequence:

  1. Nilotic al-Ourouba
  2. Poritrin
  3. Salusa Secundus
  4. Bela Tegeuse
  5. Rossak
  6. Thurgrod
  7. Harmonthep

Basically, you’re reciting the history of the wandering tribes. Some players try to brute force this by clicking randomly, but with seven stages, the math is against you. Just follow that order and the path will open.

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Solving the Three Lessons (Ecology Puzzle)

Once you’re inside and past the initial corridors, you'll hit a room with purple projections on the walls. This is the Ecology Lesson. You’ll see three sets of symbols that you need to cycle through using the buttons in the center of the room.

The trick is to match the symbols to the "language of ecological transformation" mentioned in the nearby holograms. If you don't feel like listening to the lecture again, here is what you need to input.

Lesson One: Binding the Dunes
You need to select the symbols that represent Bind - Dune - Grass. Once you hit the right combination, the projection will glow.

Lesson Two: Creating Shelter
The second set of symbols focuses on the wind. Choose the icons for Planting - Shelter - Downwind.

Lesson Three: Aeration
The final piece of the puzzle is about the local fauna. Set the symbols to Animal - Aerate - Soil.

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Once all three are active, a door at the back of the room will grind open. Don't forget to use your Cutteray on the large boulder blocking the path shortly after this section. If you forgot to bring your Cutteray, you're going to have a very long, sad walk back to base.


The Ancient Deathstill Ring Puzzle

This is the one that usually trips people up because it looks more complicated than it actually is. You’re looking at three concentric rings on the floor. To activate the ritual, you have to align them so the channels connect, allowing the "blood" (spice-water mix) to flow into the center.

The most efficient way to solve this is to work from the inside out.

  • Inner Ring: Rotate this 3 times.
  • Middle Ring: Rotate this 1 time.
  • Outer Ring: Rotate this 2 or 3 times (depending on your starting position) until the pattern locks.

Basically, if the lines look like a continuous path leading to the center altar, you've done it. Interact with the device to offer your blood. This is a big narrative moment—it links your character to the Fremen bloodlines and marks your transition from an "off-worlder" to something more.


The Final Ambush: Survival Tips

Thought you were done? Not quite. After you interact with the safe in the back left of the final room and watch the cutscene with Ari, the Maas Kharet will crash the party.

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This is a high-intensity combat encounter. These guys are well-armored and they hit hard.

  1. Use the environment: There are pillars and ledges you can use for cover. I actually found that falling to the lower level by accident (near the sandworm statue) gave me a perfect bottleneck to pick them off one by one.
  2. Shields up: If you haven't upgraded your personal shield lately, do it before entering this trial.
  3. Prescience: Don't forget to use your spice-enhanced abilities. This is the perfect time to burn through some of your spice stash to thin out the crowd.

Once the room is clear, you can't go back the way you came. Look for the exit underneath the large Sandworm statue.

What You Actually Get for Finishing

Completing this trial is probably the single most important thing you can do for your mid-game progression.

  • Fremen Deathstill Schematic: This is the big one. It lets you build a device in your base to extract water from the "water of life" (and other sources). It makes the water grind significantly less annoying.
  • Iris Pistol: A unique weapon that serves as a solid backup.
  • Fremen Clothing Schematics: Better protection and water retention for the deeper desert.

After you exit the cave, the quest will update to an "Epilogue." All you have to do is return to your base to officially complete the Finding the Fremen chain. This unlocks the rest of the research tree, giving you total freedom over how you build your character.

Actionable Next Steps:

  • Craft the Deathstill immediately. It requires specific materials you might have been hoarding, so check your crafting bench the moment you get home.
  • Visit the Research Terminal. Since the full tree is now unlocked, spend those Intel Points you’ve been sitting on to grab the high-tier Ornithopter or weapon upgrades.
  • Prepare for the Deep Desert. The trials were essentially a tutorial. Now that you have the Deathstill and the Fremen gear, you're finally ready to survive the Coriolis storms in the endgame zones.