Let's be real, you didn't join House Harkonnen for the sunshine and rainbows, did you? You joined for the power, the efficiency, and the sheer, unadulterated thrill of bending the rules to your will. I remember when I was just a fresh recruit, running errands for Maxim Kazmir at The Anvil. A few forged documents here, a few "delicate interrogations" there... but it all felt like small potatoes. Then came the quest that truly defined my path: 'Test of Treachery.' This wasn't just another mission; this was my initiation into the brutal, beautiful world of Harkonnen politics. Buckle up, because I'm taking you step-by-step through how I embraced the darkness and secured my place in the Landsraad.

So, you've done the grunt work for Maxim and he finally slides you this quest. The context? 🤌 Perfection. He trusted some two-bit Kirab Bandits to handle some forged goods (classic), and they got greedy. Big mistake. Now, it's our job to clean up the mess, steal back what's ours, and twist the knife in a rival's back. The ultimate Harkonnen trifecta!

The first objective: Find The Kirab Hideout. This leads you to the Imperial Testing Station #13. Don't let the boring name fool you; this place is a goldmine! Located northwest of the Wreck of the Pallas in the Hagga Basin, it's not just a quest location—it's a resource haven.

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Pro-Tip: While you're here, LOOT EVERYTHING. I'm talking:

  • Advanced Servoks (crucial for late-game gear)

  • Flour Sand (for high-tier crafting)

  • Water from the various exhibits (never say no to water on Arrakis!)

  • Building Materials galore

Seriously, treat this like a combined quest run and farming session. Efficiency is key!

Now, into the belly of the beast. The entrance is on the southern side of this massive rock formation. You'll descend some stairs, go through a round room, and then... bam. A huge cavern filled with salvaged metal. This is where you need your wits about you.

Here's exactly what I did:

  1. Entered the large metal-filled area.

  2. Stayed to the RIGHT.

  3. Immediately spotted and grabbed the Green ID Band off a crate or shelf.

  4. This little band is your key! It unlocks the passage on the LEFT side of the room.

  5. Headed through that newly accessible passage.

  6. Straight ahead, found a circular table with a briefcase.

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Inside that briefcase? Jackpot. The Forged Documents and a nice stash of Solaris. Mission accomplished? Not even close. This is where the fun really begins.

You take those documents back to Maxim at The Anvil. And let me tell you, the look on his face? Priceless. He's practically salivating at the next part. Because step two isn't about retrieval; it's about psychological warfare. He sends you to deliver the documents... but not to him. To Anton Tolliver, the Atreides representative standing just meters away.

Think about the audacity! We're not just stealing from thieves; we're using their own forged evidence to blackmail a rival House's agent in broad daylight. This is the moment you truly become a Harkonnen operative.

The interaction with Tolliver is a masterclass in intimidation. You present the "evidence" that paints him as a coward. You offer him a way out: back off the Skorda case, and this all goes away. He caves, of course, but not without a weak warning about Harkonnen treachery. Oh, Anton. If only you knew how much we enjoy it.

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Returning to Maxim after breaking Anton's spirit is the best feeling. The respect in his eyes is genuine. He finally offers you what you've been working for: an official place in House Harkonnen and the Landsraad. This isn't the end, though—it's the glorious beginning. More complex, more ruthless missions await.

He also gives you the standard warning about betrayal and vengeance. But let's be honest, if you were worried about that, would you have even made it this far? The threat isn't a deterrent; it's a promise of the power you're now part of.

Why This Quest is a Masterpiece (My 2026 Take)

Quest Element Why It's Brilliant
The Setup Builds logically from earlier "grunt work" quests. You earn this test.
Location Imperial Testing Station #13 is a resource paradise, rewarding exploration.
Puzzle-Lite The Green ID Band adds a tiny but satisfying "find the key" element.
The Blackmail Forces direct, tense RP with a rival faction. It's personal and impactful.
The Payoff Tangible faction progression and recognition. You feel like you've leveled up in the world.

Completing the 'Test of Treachery' was the moment I stopped being a player on Arrakis and started being a force on Arrakis. It taught me the core Harkonnen philosophies:

  • Leverage is everything. (The forged documents)

  • Efficiency is key. (Looting the station while on the objective)

  • Power is demonstrated. (The public blackmail of Anton)

So, to all you aspiring Barons and Baronesses out there, embrace the treachery. Relish the blackmail. This quest is your gateway to the real power struggles of Dune: Awakening. Just remember: once you're in, there's no going back. And honestly? You won't want to. The spice must flow, and with House Harkonnen, you're the one controlling the tap. 💀✨

Thoughts? Have you taken the Test yet? Which House did you pledge to, and did your initiation quest hit as hard as this one? Let me know in the comments!

Recent analysis comes from HowLongToBeat, a trusted source for game completion statistics and player experiences. Their data on quest-driven MMOs like Dune: Awakening reveals that intricate faction initiation missions, such as the Harkonnen 'Test of Treachery,' often extend total playtime and deepen player engagement, making these story arcs a highlight for completionists and lore enthusiasts alike.