If you’ve been wandering the scorched sands of Arrakis in Dune: Awakening, you know that the "Find the Fremen" questline isn’t exactly a walk in the park. It’s more like a desperate crawl through a meat grinder. By the time you hit the Fourth Trial of Aql, the game basically takes the training wheels off and throws them into a Coriolis storm.
Most players get stuck before they even see an enemy. Why? Because the Fourth Trial of Aql isn't just a combat test; it’s a vertical navigation nightmare that tests whether you’ve actually been paying attention to the environment or just following quest markers. If you're looking for a waypoint, give up now. It's not coming.
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Where is the Fourth Trial of Aql?
Honestly, the riddle is kinda cryptic if you aren't looking at your map with a specific lens. The clue mentions "The iron hammer that beats the dead who cannot enter paradise."
You need to head to the Eastern Vermillius Gap, right near the border of the Western Gap. Look for the massive, unmistakable rock formation that looks like—you guessed it—a giant hammer.
Finding the Hollow Hammer Cave
Don't bother looking for a cave at ground level. I spent twenty minutes circling the base like a total newbie before realizing the entrance is halfway to the stars.
The entrance you’re looking for is called The Hollow Hammer. It’s tucked away at a high elevation on that central pillar.
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You’ve got two real ways to get up there:
- The "Official" Path: There’s a guided climbing route with ropes, rune carvings, and—grimly enough—a trail of bodies. If you follow this, you can usually make it on foot, but it’s a slog.
- The Suspensor Method: If you’ve got a Suspensor Belt (and a decent power pack), just brute-force the climb. It saves a ton of time.
Surviving the Trial: Spice and Prescience
Once you actually make it inside the cave, things get weird. You'll find an altar. You'll inhale some spice. And then, you're basically in a fever dream.
The Combat Waves
You aren't just fighting for your life; you're fighting to unlock one of the most important mechanics in the game. You'll be handed a Crysknife and told to go to work.
The first few waves are easy. One enemy, then two. But around wave seven or eight, the game stops playing fair. You’ll get swarmed by three or four enemies at once. Here’s the kicker: It’s actually okay to lose here.
The Big Reward: Unlocking the Prescient State
This is where the Fourth Trial of Aql becomes a literal game-changer. During that overwhelming final wave, a cutscene triggers. You’ll be prompted to "Awaken Prescience."
Once you do, you enter the Prescient State.
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Basically, you become a god for a few minutes. This state grants you:
- Access to a third ability slot (massive for build variety).
- Significantly reduced ability cooldowns.
- Increased raw damage output.
- Total immunity to poison.
Why This Trial Actually Matters for the Endgame
A lot of people think the Trials of Aql are just flavor text or "filler" quests. They aren't. Completing the fourth trial is the specific gate that allows you to start consuming Spice to trigger Prescience in regular combat.
Without this, you’re basically playing the game with one arm tied behind your back. If you’re planning on hitting the "Raiders of the Broken Lands" content or the upcoming 2026 "Water Wars" DLC, you need that third skill slot. Arrakis doesn't care about your feelings, and it definitely doesn't care if you're under-leveled.
Pro-Tips for the Climb
- Check your stamina: If you aren't using a belt, stop at every ledge. If you fall, you’re likely going back to the very bottom.
- Grab the Radio: Before you enter the main arena room, there's a radio device. Pick it up. The lore actually explains a bit more about the "shades of the Sardaukar" mentioned in the quest logs.
- Team Up: If the climbing or the combat waves are giving you a headache, you can do this in a party. Only one of you needs to reach the altar to progress for the group.
What to Do After the Fourth Trial
Once the enemies vanish and you touch the final wall, you're done. You’ll get your 100 XP and the schematic for the Unfixed Crysknife.
But don't just head back to base. Since you're already at such a high elevation, this is the perfect time to use that Suspensor Belt to glide out and scout the surrounding Gap. The Fifth Trial of Aql is located in the Hagga Rift to the east, and having the high ground makes spotting the "leaning monoliths" mentioned in the next riddle a lot easier.
Get your gear repaired, slot that third ability, and start practicing your Prescience timing. You're gonna need it.
Next Steps for Your Journey:
- Craft the Unfixed Crysknife immediately using the schematic you just unlocked; it’s a significant upgrade over basic melee tools.
- Head para-east toward the Hagga Rift to begin the search for the Fifth Trial.
- Equip a Thumper in your utility slot—the next trial involves a platforming challenge where you’ll need to distract a Sandworm to survive.