Chapter 3 Fire Trial Ranged Build Testing Station 136 Walkthrough
This guide gives a complete, battle‑tested plan for a ranged build tailored to Testing Station 136 in Chapter 3 of Dune Awakening. It focuses on practical weapon choices, augment and armor priorities, consumable and belt selection, movement and positioning, and a phase‑by‑phase boss plan that turns the station’s fire hazards from threats into tools. The approach balances damage output and survivability so you can clear the station reliably solo or lead a small squad through higher difficulties. Key takeaways: favor mid‑to‑long range rifles for single‑target windows, keep an SMG or fast rifle for add control, stack fire mitigation only as a contingency, and use the Suspensor Belt to survive the final lava phase.
Why a Ranged Build Works Here
Testing Station 136 is the Fire trial: rooms are compact but the boss and many adds use flamethrower attacks and homing fire projectiles. That environment rewards ranged players who can kite, pick off priority targets, and exploit explosive environmental objects. A ranged approach reduces exposure to melee cleaves and lets you control engagement pacing, especially during the boss’s aerial and homing phases. Ranged kits also let you exploit the station’s verticality and shoot explosive canisters to thin waves quickly. For higher difficulties, ranged players who master damage rotation and movement will outpace melee clears in consistency and safety.
Core Build Philosophy
The build centers on three pillars: precision, mobility, and resource management.
Precision: prioritize weapons and augments that reward headshots and weak‑spot targeting. Use skills that mark or debuff the boss to amplify single‑target damage windows.
Mobility: keep stamina and suspension tools to dodge aerial fire and the lava floor finale. The Suspensor Belt is essential for the last phase.
Resource Management: balance ammo economy and medkits; bring water for stamina regen and bandages for quick heals. Swap to Weakness Exploit or similar skills before the boss to maximize ranged burst windows.
Weapons and Loadout
Primary Weapon (Rifle) Choose a high‑precision rifle with good single‑shot damage and manageable recoil. Look for crit chance, weak‑spot damage, and a scope that keeps the boss in view during aerial phases. Rifles excel at the boss’s stagger windows and let you pick off ranged troopers before they close. Recommended mods: stability, weak‑spot damage, and armor penetration.
Secondary Weapon (SMG or Fast Rifle) Carry an SMG or fast‑firing rifle for close quarters and add control. SMGs are ideal for shredding flamethrower troopers and finishing stunned adds. Choose an SMG with high fire rate and magazine size; mods that improve reload speed and hip accuracy are valuable.
Tertiary Option (Explosive or Shotgun for Emergencies) A compact explosive launcher or shotgun is useful if you need to clear a room quickly or punish groups clustered near explosive canisters. Use sparingly to conserve ammo and avoid friendly fire in co‑op.
Weapon Priorities Summary
Rifle: single target, headshot focus.
SMG: add control, close range.
Explosive: emergency room clear.
Equip attachments that reduce recoil and increase weak‑spot damage. If you have a weapon with a built‑in stagger or stun proc, prioritize it for the boss’s add phases.
Armor, Augments, and Passive Choices
Armor Set Choose armor that balances durability and mobility. The Forge set is a good option if you expect to push higher difficulties because of its fire mitigation properties, but it’s not mandatory for normal clears. Prioritize pieces that increase stamina regen and reduce incoming elemental damage.
Augments
Damage to Marked Targets: any augment that increases damage to marked or debuffed enemies is high value.
Weakness Exploit: switch to this skill before the boss to apply a debuff that increases damage to the boss’s marked area.
Stagger or Slow on Hit: helps control adds during the boss’s summon phases.
Passives Invest in passives that improve stamina efficiency, crit damage, and reload speed. A passive that reduces damage taken while sprinting or increases movement speed after dodging is especially useful for avoiding aerial fire and the lava floor.
Belt and Consumables
Suspensor Belt The Reactive Planar Suspensor Belt or equivalent is essential for the final phase where the floor becomes lava. It gives you the vertical mobility to avoid sustained floor damage and reposition quickly during the boss’s homing fireball barrage. Always equip it for Testing Station 136.
Consumables
Bandages and Medkits: bring both; bandages for quick heals during movement, medkits for heavy damage windows.
Water: keep your Literjon topped up to maintain stamina buffs.
Ammo Packs: if you plan to spam explosives or SMG bursts, bring extra ammo.
Use consumables proactively rather than reactively; a well‑timed medkit during a stagger window can keep you in the fight and prevent a costly reset.
Skill and Rotation Recommendations
Pre‑Boss Setup Before the boss room, switch to Weakness Exploit or any skill that marks the boss’s weak spot. This increases your rifle’s burst value during stagger windows. Ensure your SMG is loaded and your Suspensor Belt is active.
Standard Damage Rotation
Mark the boss with Weakness Exploit.
Use single‑shot rifle headshots to build stagger and exploit the mark.
When adds spawn, switch to SMG and clear them quickly, using explosive canisters where possible.
Return to the rifle for the boss’s reload or recovery windows and land high‑value shots.
This rotation keeps your damage focused on the boss while preventing adds from overwhelming you. Maintain movement between shots to avoid predictable patterns that the boss’s homing fire can punish.
Positioning and Movement
Room Control Testing Station 136’s rooms are short and often contain explosive canisters. Use these to your advantage: lure groups near canisters and detonate them with a precise shot to clear waves quickly. Keep to mid‑range positions where you can see the boss and retreat routes are available.
Boss Arena Movement
During Phase 1, the boss fires patterned fireballs. Learn the pattern and use strafing to avoid the salvo.
In Phase 2, the boss will perform aerial dives and summon adds. Use vertical movement and the Suspensor Belt to avoid dive damage and reposition to clear adds.
In Phase 3, homing fireballs become frequent. Keep moving and use cover or the arena’s geometry to break line of sight.
In the final lava phase, use the Suspensor Belt to stay off the floor and pick safe windows to land shots.
Boss Phase‑by‑Phase Tactics
Phase 1: Patterned Fireballs The boss opens with a predictable fireball pattern. Observe whether it fires 3, 4, or 5 shots and dodge accordingly. Use this time to land a few high‑value rifle shots when the boss reloads. Avoid sprinting into the boss; instead, strafe and take single shots to build stagger.
Phase 2: Aerial Dives and Adds When the boss takes to the air, it will summon adds and perform dive attacks. Prioritize adds that close distance or use flamethrowers. Use your SMG to clear them quickly, and punish the boss during its landing recovery. If the boss summons many adds, use explosive canisters to thin them before they reach you.
Phase 3: Homing Fireball Barrage Homing projectiles force constant movement. Use the arena’s cover and keep a medium distance. If a homing fireball is locked on, sprint perpendicular to its path and use a short jump or Suspensor burst to break the lock. When the boss pauses to reload, land your heaviest rifle shots.
Phase 4: Floor Is Lava Finale The final phase turns the floor into a damage zone. Activate the Suspensor Belt and stay airborne as much as possible. Use short bursts to land shots, then reposition. If you’re low on suspension time, use medkits and bandages to survive brief landings and sprint to the next safe zone. Prioritize staying alive over maximizing DPS in this phase; the boss’s damage ramps quickly if you get pinned.
Advanced Tips and Tricks
Exploit Environmental Damage Explosive canisters are your friend. A single well‑placed shot can clear a wave and create a stagger window on the boss if adds are clustered. Learn the canister locations on the map and plan your pulls around them.
Adaptive Loadout for Difficulty Scaling On higher difficulties, swap to armor with fire mitigation and increase your medkit count. Consider a heavier rifle with higher burst damage if the boss’s health pool scales up significantly. If you’re running co‑op, designate one player as the add clearer (SMG) and another as the boss focus (rifle) to maximize efficiency.
When to Use Melee Although this is a ranged guide, a quick melee can finish staggered adds or conserve ammo. Use melee only when safe; the station’s flamethrower mobs can punish close engagements.
Practice the Pattern The boss’s mechanics are consistent: learn the fireball counts, the timing of aerial dives, and the homing projectile cadence. Once you can read the boss’s tells, the fight becomes a rhythm game where movement and timing beat raw gear power.
Loadout Examples
Balanced Solo Build
Rifle: High crit, weak‑spot mod.
SMG: Fast fire rate, reload speed mod.
Armor: Balanced set with stamina regen.
Belt: Reactive Suspensor.
Skills: Weakness Exploit, Stagger on Hit.
Consumables: 2 medkits, 4 bandages, full Literjon.
High DPS Speedclear
Rifle: Highest single‑shot damage.
SMG: Minimal, for emergency.
Armor: Damage boosting set; minimal mitigation.
Belt: Suspensor.
Skills: Damage to Marked Targets, Crit Boost.
Consumables: Ammo packs, 1 medkit.
Survivable Tanky Ranged
Rifle: Stable with sustain mods.
SMG: For stagger.
Armor: Forge set or fire mitigation pieces.
Belt: Suspensor.
Skills: Damage Reduction on Dodge, Health Regen.
Consumables: Extra medkits, bandages, water.
Common Mistakes to Avoid
Standing still during homing phases: homing fireballs punish predictable positioning.
Ignoring explosive canisters: they are free AoE damage and can turn a bad wave into a manageable one.
Not equipping Suspensor Belt: the lava finale will punish builds without vertical mobility.
Overcommitting to melee: the station favors ranged control; melee exposes you to flamethrower cleaves.
Quick Checklist Before Entering
Swap to Weakness Exploit or equivalent.
Equip Suspensor Belt.
Top off Literjon and bring medkits.
Load rifle and SMG with appropriate mods.
Plan canister usage and note their locations.
FAQ
What is the best primary weapon for Testing Station 136? A high‑precision rifle with strong weak‑spot damage and stability is the best primary. It lets you exploit stagger windows and deal consistent single‑target damage during the boss’s reloads.
Do I need fire mitigation armor to clear this station? No, fire mitigation is not strictly required for normal clears. It becomes useful on higher difficulties or if you struggle with positioning. The Forge set is a solid choice for pushing difficulty.
Is the Suspensor Belt mandatory? Yes. The Suspensor Belt is highly recommended for the final lava phase; it provides the vertical mobility needed to avoid sustained floor damage.
Should I play solo or co‑op for Testing Station 136? Both work. Solo clears are very doable with a ranged build that emphasizes mobility and resource management. Co‑op allows role specialization (add clearer vs boss focus) and makes higher difficulties easier.
How do I handle the boss’s homing fireballs? Keep moving, use lateral strafes, and break line of sight when possible. Use short Suspensor bursts to dodge locked homing projectiles and punish the boss during reload windows.
This guide is written to be actionable and directly applicable the moment you step into Testing Station 136. Follow the loadout templates, practice the boss patterns, and use the environment to your advantage. With the right ranged build, careful positioning, and the Suspensor Belt, the fire trial becomes a predictable, repeatable challenge rather than a gamble. Good hunting on Arrakis.
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