~Skeg's Scenario Guide~

by Skeg



All prices are in pounds, but correspond directly to other currencies (give or take a few zeros). Where the US and UK names differ, both have been given.

This guide assumes you have read the other guides already.

General Tips
The Scenarios
Specific Scenarios
 

You've got a big, square, green void on your screen and lots of money. Where do you start? You may be looking to add to another park, but whether you're starting from scratch or expanding a developed park, the same principles apply. Many of these techniques also apply to the scenarios, but see scenario tips to learn more about building with limited time and money, tips on pricing and maintaining a park.

  • Park maps, £1, umbrellas £3, drinks, lemonade and coffee £1.50.

  • For food and balloons etc, aim to make a profit of £1 on each item. If the default price already includes a £1 profit (e.g., burgers), increase the price by another 50p.

  • Since a park won't generate much income at the start as new guests don't pay an admission fee, take out the maximum loan at the start and build as many small, high capacity rides as possible. In particular, build several cheap 'powered launch' coasters. As well as generating a high income, it will also improve the park value, which in turn gets more guests into even a small park. Once the park has become established, these rides can be demolished and replaced with better rides if you wish. Even a maximum loan will take no more than a couple of months to repay towards the end of a scenario, whereas many months could go by at the start of a game whilst you waited for cash to build your first coasters. This is especially important in the coaster building scenarios. Unless otherwise stated, you should always set your research to coasters and thrill rides only and set the rate at maximum (£400/month). Note that ride improvements no longer need to be researched.

    New rides. There aren't too many new rides which require explanation.

  • The Water coaster loses a lot of speed as it goes through water, so you may need more than one lift hill for longer rides.

  • The SLC doesn't have a 'powered launch' mode, so if you want to design cheap rides using this track, you will need to use 'reverse incline launch' mode.

  • Large half-loops are now available for the inverted coaster, but there's still no large half corkscrews!!!

  • The air-powered coaster needs to be designed carefully to avoid high speeds at the top of hills (extremely intense) and around bends (it will crash). Don't worry about building the world's biggest air-powered coaster as even a one hill example will have an excitement of 8+.

  • The raft ride can't have hills, so careful planning is required to fit it into existing spaces.

  • Finally, the steel mini coaster can now have banked curves.

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    The Scenarios

    There are several different winning criteria in LL. General tips for each of these can be found below. Whatever the type of scenario, if a park has existing paths and rides, these should all be checked to make sure that prices are set correctly, paths have no dead-ends, queue lines aren't too long and there are enough bins and benches. Make sure that there are enough mechanics and handymen (and the handymen aren't mowing grass). Existing rides such as mazes and slides will usually need to have their capacity increased to the maximum allowed. If the park already has a Ferris Wheel, make sure that the number of rotations is set to 1. Sky Rides/Cable Cars should have their speed set to maximum and, if possible, enlarge the stations so that 12 cars are running. If the park already has guests in it, check on the 'peeps' tab to see what they think of the park, and act accordingly.

    A guide to beating specific scenarios follows later.

    X guests at the end of year Y.
    The old style type of scenario, which also requires a park rating of at least 600 at the end. Prices should be set at £2.50 for coasters and on ride photos, £1.50-£2 for thrill rides and 50p-£1 for gentle rides. Reduce prices if guests aren't going on a ride (usually old 3D cinemas and motion simulators) or if the scenario is reaching the deadline and you still need to attract lots of peeps.

    Coaster building scenarios.
    Whether starting from scratch, or finishing existing coasters, the main problem here is money. Take out the maximum loan and build three or four 'powered launch' coasters with one or two loops, a gentle ride, a thrill ride, toilet, food, drink and information stands. Set prices at £3.50-£4 for coasters, £3 for on-ride photos, £2-£3 for thrill rides and £1.50 for the gentle ride. Unless you're finishing existing coasters, you should research only coasters and set the research rate to maximum. Forget about this new section of the park and concentrate on building/completing a new coaster. For this reason, it's a good idea to not build any bins/benches at the start that may get vandalized whilst your mind is elsewhere. Once you've got a couple of new coasters up and running, expand the park around the new coasters with more thrill/gentle rides and shops/stalls. Then go back and build some more coasters. If you find that you are waiting for cash to build a loop or other expensive track element, you can go back to the rest of your park and tidy it up or add scenery/themeing if you wish (but don't spend all your money!)

    Each coaster will need to have a minimum excitement rating, but this shouldn't be too hard to achieve. For tips on building high excitement, low intensity coasters, see the coaster building guide. Build a few sections underground and try to make the coasters cross each other. If a coaster is just (no more than 0.5) short of the required excitement, then themeing can improve the rating. If the coaster has a loop, build a path through the middle of it (the path needn't be connected to anything else).

    Finish building the existing coasters
    The first thing to do, is check where the coaster entrance/exits are and construct paths to them (if they aren't already there), otherwise you may have a great coaster that nobody can ride. Whilst you don't need to have guests on the coasters to win the scenario, if you're spending the cash to build the thing, you may as well benefit from the ride income! The existing pieces of coaster can't be moved, so plan where lift hills and track into stations will go. Note that you are allowed to change the type/number of cars on the ride - useful if a coaster is just a bit too intense. Work on the coaster nearest to the existing bit of park first.

    Build X different coasters, each with a minimum excitement of Y.
    Note that the Virginia Reel counts as a coaster here. See what coasters you already have designs for which meet the required excitement rating and build them first. After that you'll need to start custom building - don't forget to build underground to increase excitement.

    Build 10 different coasters, each with a minimum excitement of X and minimum length of Y.
    These scenarios are real killers as you seem to spend most of your time waiting for enough money. Don't even think about trying to build any of the smaller coasters, such as the Wild Mice, Virginia Reel, Single Rail or Mini Steel. Concentrate on the looping coasters and the bigger woodies such as the Mine Train, Wooden Twister and traditional Wooden. When building the steel coasters, construct a first block which will include most of the loops and inversions (as it's easier to judge the speed at the start so you can keep the intensity down). Build a flat section of track back to the station and test. Hopefully, the coaster will already have the required excitement, in which case you can just extend the track by running it through the existing structure until the coaster is long enough. If not, tweak the initial sections, adding more inversions and underground sections if necessary and then test again. The woodies will need lots of underground sections, and lots of sections that go close to existing rides. The excitement will increase with length, so build as much of the coaster as you can before testing it to see if the correct length has been achieved. Another tip is to save the vertical coaster until last. By having a vertical section that goes underground, you are almost guaranteed a high enough excitement rating and the vertical coaster is easy to squeeze into spaces between other rides thanks to its vertical track.

    Ride income of £X per month. Note that the scenario won't be completed until several months after you have achieved your objective. Some say that you need to repay your loan to complete the scenario, others say you need to wait three months. I've found that both of these are true. Just be patient! Prices should be charged as in the coaster building scenarios. The trick here is to ensure that the park has a wide variety of rides, but to concentrate on coasters. They have a high throughput of peeps and so generate the highest profits. Take out the maximum loan and build plenty of powered launch coasters at the start to get things ticking over. After that, it's just a question of expanding the park.

    X peeps, park rating not allowed to drop below 700. No financial constraints!!! These scenarios (with the exception of Mega World) are basically just exercises in building mega parks. For tips, see the mega parks section of the park guide. Build a small park before joining it to the path at the park entrance. Hire lots of handymen and don't build long stretches of paths with no attractions and the park rating won't even drop below 999!

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    Specific Scenarios

    Volcania

    Objective: Complete the five existing coasters so that each has an excitement rating of at least 6.7.

    Cut-off the path to the coasters on the right hand side and check the other paths for dead ends and increase the queue lines for some of the existing coasters. Build a small park near the entrance and then begin work on the mouse coaster first. Extend the park round the side of the volcano as each coaster is completed. Leave the suspended coaster on top of the volcano until last so that you don't have to waste money on building a path up to it (as you need never open it).

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    Arid Heights

    Objective: 2000 guests, park rating not allowed to drop below 700. No financial constraints.

    See the Scenarios section above.

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    Razor Rocks

    Objective: Build ten different types of coaster, each with an excitement rating of at least 6.
    Build coasters that go into the rocks for extra excitement.

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    Crater Lake

    Objective: 1300 guests at the end of year 3 with a park rating of at least 600.
    Fairly simple as there's no trees or other obstructions. Just keep an eye on visitor numbers and advertise towards the end if you need to attract extra peeps.

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    Vertigo Views

    Objective: Check the price on the existing hypercoaster and build an on-ride photo section (just before the station). Build new rides near existing path first and then expand.

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    Paradise/Big Pier

    Objective: 1200 guests at the end of year 2 with a park rating of at least 600.

    An extension of the original Paradise/Big Pier, so the same tips apply. First, put no entry signs on the paths to the exits of the enterprise, carousel and boat ride and extend the queue line to the coaster. Build shops in the empty corners of the park and expand these sections of the park first. Build thin powered launch coasters at the sides of the park and smaller coasters in the gaps between paths. Fill up the spaces with thrill rides.

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    Dragon's Cove

    Objective: Complete the five existing coasters so that each has an excitement rating of at least 6.6.
    Build a small park near the entrance and then complete the coasters. Work on the coasters at the top of the cliff first and expand the park once they're finished. Then, complete the coasters on the beach.

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    Good Knight Park

    Objective: 1200 guests at the end of year 3 with a park rating of at least 600.
    The paths are a bit of a mess in this park. Cut off the paths onto the walls until you need them and check the other paths, particularly the path to the exits of the coasters. Build rides in the water at the front first and then expand the park to the edges of the island outside the castle. When this is full, custom build coasters inside the fort.

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    Wacky Warren

    Objective: £9 000 monthly ride income.
    Build shops, stalls and small rides next to paths that are above ground. Then build cheap coasters near the entrance and extend paths to meet existing paths and expand the park.

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    Grand Glacier

    Objective: 1500 guests at the end of year 3 with a park rating of at least 600.
    Build on the glacier first and then expand the park up the hills.

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    Crazy Craters

    Objective: 2000 guests, park rating not allowed to drop below 700. No financial constraints.
    See the Scenarios section above.

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    Dusty Desert

    Objective: Complete the five existing coasters so that each has an excitement rating of at least 7.0.
    Build a small park near the entrance and then complete the coasters. Build the flying coaster before the woodie so that you can see what you're doing.

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    Woodworm Park

    Objective: 1600 guests at the end of year 3 with a park rating of at least 600.

    A small park with lots of trees and badly placed paths. Shorten the queue to the trains. Build lots of Wild Mouse coasters and Virginia Reels (when researched) on the lake. Build the bigger woodies on the sloped land around the sides. As soon as the river ride has been researched, build it to help stop over crowding (the river ride has a high capacity and is a long ride and so keeps peeps off the paths). Fill small spaces with lots of swinging ships.

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    Icarus Park

    Objective: £10 000 monthly ride income.
    The orange water and purple land are guaranteed to give you a headache, so you'll want to get this one out of the way quickly. Build lots of cheap coasters and you shouldn't need to build on the land.

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    Sunny Swamps

    Objective: 1600 guests at the end of year 3 with a park rating of at least 600.
    Fairly simple, build around existing paths first and then expand the park in small sections.

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    Frightmare Hills

    Objective: 1500 guests at the end of year 3 with a park rating of at least 600.
    Put an on-ride photo section on Frightmare. Build rides around the entrance and on the lake first and then expand. If you have any spare money, cover the land with green slime!

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    Thunder Rocks 2

    Objective: 1500 guests at the end of year 3 with a park rating of at least 600.
    Twice the fun of Thunder Rocks 1! Expand the stations on the chairlift to increase the number of cars running and increase the speed. Shorten the queue line to the chairlift. Build a path to the far rock so that peeps that ride the existing coaster don't get lost. Then, just treat as the original Thunder Rock: Build coasters into the rock at the bottom and other rides on top.

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    Octagon Park

    Objective: Build ten different types of coaster, each with an excitement rating of at least 7 and minimum length of 3937 ft.
    See the
    Scenarios section above.

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    Pleasure Island

    Objective: Build ten different types of coaster, each with an excitement rating of at least 6.
    The island that the park owns is very thin, but the land to the side has construction rights. Don't try to build large coasters - most powered launch coasters will have an excitement of at least 6 if built underground and they're nice and thin. Most small coasters (such as the Wild Mice) will also have an excitement rating of 6 if they include underground sections. Only build other rides if there is no way that you can fit a coaster into that space.

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    Icicle Worlds

    Objective: 2300 guests at the end of year 4 with a park rating of at least 600.
    Keep an eye on guest numbers as you don't want to have to attract 2000 guests in year 4! Remove the extra paths that go underneath the hills of the woody and around the corkscrews of the SLC. Shorten the monorail queues and place no entry signs on the paths to the exits. Join the path from the entrance to the woody to the monorail exit to avoid lost peeps and crowds later on. Begin construction in the empty areas of park around existing paths first and then expand.

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    Tiny Towers

    Objective: Complete the five existing coasters so that each has an excitement rating of at least 6.4.
    A very small park that isn't as hard as it looks. Build two 'Big Sur's on top of the hill on the right hand side, together with a drink and food stall, toilet and information kiosk. Hire a mechanic and a couple of handymen. Don't bother with benches and bins - they will soon get vandalized. Next, build paths and queues to the ride exits and entrances that don't already have them. When building the coasters, be sure to leave enough space for the other coasters to enter and leave their stations. It's easiest to begin with the coaster at the bottom (the woody) and work your way up. Leave the vertical coaster until last as it is easy to squeeze it between the tracks of the other coasters. Make sure that all the coasters go underground (you may need to raise the land in several places) and try to fit most of the track into a small area of the park. Once you get to the later coasters, you can demolish the 'Big Sur' coasters if you need room. Simple!

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    Nevermore Park

    Objective: Build ten different types of coaster, each with an excitement rating of at least 7.0 and a minimum length of 4 593 feet.
    You really only need to build nine additional coasters as the existing coaster conforms to the objectives. Guests need access to the entire park because of the existing coaster so build shops, stalls and powered launch coasters throughout the park. Then proceed as for Octagon Park. Note that guests will get lost in this scenario (and there's nothing you can do to avoid it), so keep the park window open and drop guests near the entrance as soon as they become lost.

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    Pacifica

    Objective: £8 000 monthly ride income.
    Research only coasters first until you get a coaster with powered launch mode. Build on the water first as it is cheaper than clearing the land.

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    Urban Jungle

    Objective: 1200 guests at the end of year 3 with a park rating of at least 600.
    A giant skyscraper surrounded by lots of trees. Use the top of the skyscraper to build coasters that drop off the side of the building with the lift hill inside the skyscraper before the station. Develop the jungle area at the bottom as normal.

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    Terror Town

    Objective: Build ten different types of coaster, each with an excitement rating of at least 6.0
    Delete all the paths - they're a mess. Build coasters into the existing raised land (skyscrapers) and raise new land if needed.

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    Mega World Park

    Objective: 3500 guests, park rating not allowed to drop below 700. No financial constraints.
    Pause the game! Check out the peeps tab to see why the park rating is so low. You need to build lots of toilets and food and drink stalls quickly! Only unpause the game to actually build the things - repause it whilst you're selecting what to build and where to build it. Once this is sorted and the park rating has improved, hire lots of new handymen and mechanics and put in benches and bins. Put no entry signs on paths that lead to only ride exits. Use the peeps tab to see which rides have long queues and shorten them if needed. Shorten the log flume and change the ride timing on longer rides (as most of them seem to have cars sitting in the station for 30 seconds even though they're full - I want to get off!) Shorten or replace the hedge maze. Once guests have stopped complaining about things, try to squeeze in new rides to keep guests flocking to the park. Note that many of the existing rides are actually based on real life coasters.

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    Venus Ponds

    Objective: 1600 guests at the end of year 4 with a park rating of at least 600.
    Keep an eye on the number of peeps in the park - you don't want to have to attract an extra 1000 guests to the park in year 4.

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    Micro Park

    Objective: Park value of £10 000 at the end of 3 years.
    This is a very small park. Build a wild mouse underground, but only raise each section of land as you need to. Then build a path to the highest level of land and build all the shops, stalls and non-coasters up there. You may need to raise land underneath so that the ride supports aren't too high. Continue building underground coasters and layer rides up above. If park value begins to fall, demolish and replace non-coaster rides.

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