Dune: Awakening Testing Station 195 (Poison) Walkthrough — Maze Route, Poison Bloom Survival, and Burrbridge Boss Guide

Testing Station 195 (Poison) Walkthrough — Maze Route, Poison Bloom Survival, and Burrbridge Boss Guide

Daniel Haša
magicstark
Bývalý profesionální esportový hráč, nyní SEO specialista, streamer, influencer a zakladetel společnosti Gamers Together s.r.o. Miluje deskové hry, žánr RPG a MMORPG.

Testing Station No. 195 (Poison) is one of the Chapter 3 Challenge Mode Testing Stations in Dune: Awakening. Like the other Challenge stations, it’s repeatable up to difficulty 100, but this one stands out as the most punishing overall: a toxic maze filled with poisonous blooms, plus what is currently considered the hardest boss fight of the five.

The core threat isn’t just raw enemy damage it’s the environment. Poison blooms, spores, and boss-laid mines can delete you through shields if you misstep, and later phases reduce your safe space even further.

Estimated time: ~20–25 minutes
Overall difficulty: Very Hard
Core challenge: 2 lock-ins + final boss


Quick Links

  • Testing Station 195 Layout Overview
  • Prep Checklist (what you really need)
  • Walkthrough: Section 1 (Yellow ID + Lock-in #1)
  • Walkthrough: Section 2 (Lock-in #2 + loot doors)
  • Boss Guide: Burrbridge (Phase 1–4)
  • Survival Tips (how not to get instantly deleted)

Testing Station 195 Layout Overview

Station 195 is mostly linear:

  1. Entrance corridors with web blocks
  2. First combat room → Yellow ID Band
  3. Yellow shield gate → Cutteray door section
  4. Lock-in Room 1
  5. Corridor with optional loot door
  6. Lock-in Room 2
  7. Final small room → Boss Room

Navigation is simple; surviving poison hazards is the test.


Preparing for Testing Station 195 (Poison)

This station punishes under-prep harder than any other. If you’re pushing difficulties, treat the checklist as required—not optional.

Must-have items

  • Static Compactor (for clearing poison/blooms when they block progress)
  • Cutteray (multiple locked doors)
  • Bandages and/or Medkits (crucial because healing removes poison)
  • Gear with solid durability (long fight + hazard chip damage)
  • Enough water in your Literjon for optimal hydration (stamina = positioning)

Recommended for higher difficulty / optimization

  • Bene Gesserit Poison Tolerance passive skill (big consistency boost)
  • Forge armor set (poison mitigation)
  • Experimental Toxin Pills (noted as boss-only drops—strong when you have them)

Walkthrough — Section 1 (Up to and including First Lock-in)

  1. Enter and move down the corridor on the right.
  2. Cut through web blocks until you reach the first room with two enemies.
  3. Clear them, then grab the Yellow ID Band at the back of the room (behind the stairs).

Important warning: grabbing the Yellow ID triggers poison blooms. Move immediately so you don’t get poisoned right at the start.

  1. Proceed through the Yellow shield door and follow the path through webs to a locked door you must open with a Cutteray.

This door area is usually surrounded by poisonous blooms:

  • You can pop blooms and wait for poison to clear, or
  • Use the Static Compactor to clear them more safely/quickly

Lock-in Room 1 (easy)

Lock-in #1 is intentionally light:

  • 6 enemies total
  • Three mini-waves: each wave is 1 melee + 1 unshielded trooper

Clear and move on.


Walkthrough — Section 2 (Up to and including Second Lock-in)

As you move onward, watch the left side of the corridor:

  • There’s a Cutteray-locked optional loot door with good materials (worth it if you’re not speedrunning)

Lock-in Room 2 (harder, heavy enemies)

Lock-in #2 is a step up:

  • 8 enemies total
  • Includes two heavy machine-gun enemies

Best strategy: camp the heavy spawn

  • The heavy enemy spawns consistently from the spawn location to your right as you enter
  • Holding that angle lets you delete the heavy before the rest reach you, reducing the “snowball” risk

After the lock-in, there’s another optional Cutteray loot room directly opposite your entry door. When ready, head through the unlocked door at the top of the stairs, clear the final small room (two enemies), and enter the boss arena.


Boss Guide — Burrbridge (Testing Station 195)

Overview: why this boss is so dangerous

Dune: Awakening Testing Station 195 (Poison) Walkthrough — Maze Route, Poison Bloom Survival, and Burrbridge Boss Guide

Burrbridge is punishing for two reasons:

  1. His Poison Mines become lethal from Phase 3 onward (you can die extremely fast)
  2. The room itself is a minefield—poison blooms/spores trigger when you get close, pop after ~1 second, and:
    • deal high damage through shields
    • stagger you (which often leads to a chain death)

Worse: spores respawn throughout the fight, so you can’t “clear the room once” and relax.

Poison management rule:
If you get poisoned, heal immediately. Bandages/medkits remove poison on use—delaying often means you lose the run.


Phase 1: Basic Abilities (no adds, settle in)

Phase 1 is the calm before the storm.

Burrbridge fights like a Swordmaster, using abilities like:

  • Knee Charge
  • Eye of the Storm

His basic attacks are slow enough to:

  • dodge cleanly
  • parry/block reliably

Melee is viable here, but ranged is generally safer because it helps you avoid bloom triggers and keeps your pathing simpler. Push him into Phase 2.


Phase 2: Add + Single Poison Mines

At the phase shift, Burrbridge retreats briefly and spawns a shielded melee add (commonly described as appearing on the right side when facing from the entrance).

Priority: kill the add quickly, then reset spacing.

New mechanic: Poison Mines

  • Burrbridge throws large green globules that trigger like spores
  • If you don’t move as they land, they can detonate instantly
  • They remain on the ground, reducing safe paths over time

In Phase 2 he throws one at a time, so this is the “learn it now” version.


Phase 3: Add + Cluster Mines (real danger starts)

Phase 3 escalates sharply:

  • Mines become a cluster of 3
  • He often throws a cluster right at the start of the phase, making early positioning awkward
  • Another melee add appears (kill when safe)

Key rule: do not greed DPS.
Any stumble into mines/spores can delete you, especially if you get staggered into a follow-up explosion.


Phase 4: Add + Poison Nova (arena shrinks)

Phase 4 is the peak difficulty moment.

Burrbridge casts Poison Nova, covering the outer edge of the arena in a poisonous cloud that rapidly stacks poison. This reduces your playable space and forces tighter movement—exactly when mines/spores are already choking the floor.

Win condition in Phase 4:

  • Kill the add first (so you’re not getting clipped mid-dodge)
  • Stay moving, but move cleanly no panic zig-zags into blooms
  • End the fight fast once you have control (Phase 4 drags = death)

Survival tips that actually matter

  • Treat the arena like it’s trapped: don’t hug walls, don’t backpedal blindly
  • Save medkits/bandages for poison removal timing, not “top-offs”
  • Use ranged pressure to reduce how often you need to step into bloom zones
  • In Phase 3–4, prioritize staying alive over perfect DPS uptime

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