~Skeg's Guide to Completing Specific Scenarios~

by Skeg



Notes

Where a scenario requires a certain number of guests in a park, the park rating must be at least 600. Park values are expressed in £s, but translate directly into other currency units (give or take a couple of zeros). Where names differ in the US and UK/European versions, both names have been given.

  • Original RCT Scenarios

  • AA/CF Scenarios

  • Loopy Landscapes scenarios available here.

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    Original RCT Scenarios

    Forest Frontiers

    Objective: 250 guests, 1 year.

    A nice easy one to start you off with. It's only a year long, so you'll soon know if you messed up! It took me several attempts before I got it right... If you're new to RCT make sure you've read the other guides. Don't try to build the world's greatest coaster. If you've not done it before, it will go wrong. Use the rides that come with the game or build a few small ones. Once the park has over 250 guests, save the game and experiment building raised paths, underground track and things.

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    Dynamite Dunes

    Objective: 500 guests, 3 years.

    A large lake with a path running round it. There is a large area of land to develop at the back of the park. Land is available to purchase, but only buy it if you have to (unlikely). Begin with a coaster on the far side of the lake and then concentrate attractions on the path around the lake. Next, use up any remaining space on the lake itself (build a path right across the water and join rides to it) before expanding the park using the land at the back.

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    Diamond Heights

    Objective:Park value of £20 000 in 3 years.

    There are already a number of rides in this park, although the path structure needs work. Reduce the queue lines for the Indiana Jones Railroad and the carousel. Build your first coasters over the lake, as it's cheaper than removing trees and changing land height. Once you've got enough money expand the path system and then concentrate on building coasters to increase park value.

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    Evergreen Gardens

    Objective: 1000 guests, 4 years.

    1000 guests may seem like a lot of peeps, but you've got 4 years and a large park to attract them. The main problem with Evergreen Gardens is the huge network of paths, most of which go nowhere. It looks pretty, but peeps will get lost. Cut-off sections of path until you're ready to expand your park further. A lot of paths are dead-ends, but don't worry about demolishing these until you have time. Build the park in small sections. When you need more space, you can connect paths up again.

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    Bumbly Beach

    Objective: 750 guests, 2 years.

    This scenario is an early Blackpool Pleasure Beach - with only one coaster. There's a lot of land for sale on the beach itself, but you won't need to buy it. Begin by reducing the number of revolutions on the Big Wheel. Put all of your research into coasters and build gentle and thrill rides until you've developed the smaller coasters. Don't be tempted to build large rides (such as another woody) as you'll run out of space and there's not enough time to save up to purchase the extra land. Don't forget that many rides can be built 'inside' the Big Dipper.

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    Trinity Islands

    Objective:750 guests, 3 years.

    Several small islands linked by a single path. Delete sections of path to stop guests wandering to undeveloped areas and join them when the park expands. There are no large flat sections of land to build on, so you will probably have to custom build rides to fit into awkward spaces. Otherwise, this is a fairly easy scenario to complete.

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    Katie's Dreamland/World

    Objective: Park value of £15 000 in 3 years.

    This scenario is based on the Lightwater Valley Theme Park, close to where I live and is where Chris Sawyer recorded the sounds for the game. It also features a completely underground coaster (The Rat in real life) and The Storm aka The Ultimate - the longest coaster in the world (and also the tamest...)

    Resist the temptation to build anything yet - wait until better rides have been researched. Instead, redesign the Silver Valley Steamer so that it has longer stations and increase the capacity of the ride. Amuse yourself by building bins and hiring more handymen until you are able to build small coasters is the spaces between the existing rides. Then, save some money and begin developing the area in the middle of The Storm (you'll need to buy the land first - good practice for the next scenario).

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    Pokey/Dinky Park

    Objective:Park value of £10 000 in 2 years.

    A very small park with land rights available across the road. This is a tricky scenario to complete as you have to build coasters to meet the objectives, but you have very little space. Begin by changing the Ferris Wheel and Slide rotation and capacity respectively. Buy construction rights for a path to cross the road. Build a coaster with its station on the far side of the path, but construct most of the structure above the existing park. When new, small rides are researched, build them in the existing park. Use the far side of the park for larger rides. Only buy land when you need to and try to build most of the structure on park that you already own.

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    Whitewater/Aqua Park

    Objective: 900 guests, 3 years.

    A large lake with several existing water rides. This scenario is fairly easy to complete (especially after the last one!). Build your first coasters over the water to avoid having to spend money on demolishing trees. Note that the water slide near the entrance will stall regularly - change the settings so that there is no 'maximum wait time'.

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    Millennium Mines

    Objective: 800 guests, 3 years.

    A disused mine with a single station mine train running through it. Add stations to the mine train and consider shortening the track. Build a path to the new stations and develop along the newly built paths.

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    Karts and Coasters

    Objective:1000 guests, 3 years.

    Keep the existing coasters and attractions. There's not much space in this tree-filled park. Squeeze in rides where you can and custom build coasters around attractions.

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    Mel's World

    Objective:1200 guests, 3 years.

    There are lots of great rides already built in this large park. Getting 1200 guests shouldn't be a problem. There's already an extensive network of paths, so fill in the spaces between existing rides before you expand to the back of the park.

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    Mystic/Mothball Mountain

    Objective:800 guests, 3 years.

    An empty park with land available for purchase at the back of the park. Build to your heart's content and only buy land at the back of the park once all other space has been used.

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    Pacific Pyramids

    Objective:1000 guests, 4 years.

    A large desert full of pyramids and paths but hardly any trees (hurrah!). Demolish or cut off most of the paths, especially the underground one (which is easy to miss). Only remove they pyramids if you need to (it's supposed to by a park with pyramids after all). Land is available for purchase on the right hand side (looking from the entrance) if needed. Attracting 1000 guests in four years shouldn't be a problem - this is a great opportunity to build a perfect park.

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    Crumbly Woods

    Objective:1200 guests, 3 years.

    Lots of very old, unreliable rides. Keep the larger rides until you can afford to replace them. Demolish the smaller rides and replace them (with different rides - otherwise the computer thinks it's the same ride). Shorten the path to Crazy Critters. Consider building a path from the entrance to Crazy Critters if you have any spare cash.

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    Paradise/Big Pier

    Objective:600 guests, 2 years.

    An undeveloped grid of paths over water. Resist the temptation to demolish any paths - you'll need them to accommodate 600 guests. Build small coasters in the squares between paths and thin powered launch mode coasters around the edges. Fill in gaps with other attractions. Go-kart, car ride and water ride tracks can be built underneath the paths and other attractions.

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    Lightning Peaks

    Objective:900 guests, 3 years.

    Mountainous terrain with a thin section of land leading into a square shaped area. Demolish the skyride - the paths leading to it will cause more problems than they're worth. Demolish all paths but the one on the thin section of land from the entrance. Build a thin powered launch coaster near the entrance and then concentrate your efforts on the square piece of land, beginning with any remaining sections of path.

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    Ivory Towers

    Objective:1000 guests, 3 years.

    A badly vandalised park. Close the park and all rides (there's not that many guests in the park and most of them want to go home anyway). Hire about 5 handymen and set them to work whilst you replace the vandalised objects. Remove the dead-end path that goes up the hill. Once the park is clean and tidy, re-open and begin constructing your own rides. Apart from the tedious start, this is a very easy scenario.

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    Rainbow Valley

    Objective: 1000 guests, 4 years.

    The local authority won't allow any trees to be removed or land to be changed. Guess what - there's lots of trees. However, the park is quite large and 4 years is a long time. Use the cliff walls to build coasters underground and build above the trees. To do this, build sections of track until the required height is reached, construct the station and then delete the unwanted sections of track that lead to the ground. Before building any rides, be sure to lay paths first.

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    Thunder Rock

    Objective:900 guests, 4 years.

    A large, square rock in the middle of nowhere. Leave the paths intact. The path to the top of the rock is the only such one you will need. Increase the speed of the chairlift and shorten the queue. Build rides on top of and coming off the rock (but note that the land level is too high for paths, entrances and exits and the smaller rides). Build other rides at the bottom and into the rock.

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    Mega Park

    Objective:Have fun!

    Once all the other scenarios have been completed, you can access the mega park. It's fun to play with, but if you want to start from scratch (with lots of money and all research completed) then download one of the blank parks.

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    AA/CF Scenarios

    Whispering Cliffs

    Objective:Park value of £17 000 in 3 years.

    A small strip of land with a cliff running through it. This is quite an easy start that allows you to discover some of the new features of the add-on. Develop one side of the cliff at a time. Cut-off the path to the other side of the park (don't just put up a no entry sign as staff will still wander down there). Build small rides on top of the cliff. Construct a path down to the sea and build coasters at the bottom of the cliff. Repeat with the other side of the park if necessary. Join the two paths down to the sea.

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    Three Monkey's Park

    Objective:1400 guests, 3 years.

    A large park with three racing coasters. Start by checking on the mechanics and removing their patrols. Then either cut the paths or begin development on the far side of the park.

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    Canary Mines

    Objective:1300 guests, 3 years.

    A fairly small park with a few existing rides. Notice that the path from the entrance is a long underground stretch. Either build some coasters next to it or build more paths that reach ground level sooner. Shorten the queue for the coal train. The centre of the park is short on space so concentrate new development on the hills.

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    Barony Bridge

    Objective:1200 guests, 3 years.

    A single path over water (i.e. a bridge!) with construction rights on either side. Note that construction rights are sufficient here since everything is automatically built 2 levels above the level of the water. Build some looped paths and construct rides near them.

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    Funtopia

    Objective:1400 guests, 3 years.

    This park contains two coasters and a Ferris Wheel and spans a road. Construction rights are available to cross the road. Notice the stripy grass? Take handymen off grass mowing duty and place them on a path. There's plenty of space for expansion but remember that rides can cross the road. Build at least one more path across the road to stop the existing one becoming too crowded.

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    Haunted Harbour

    Objective:1200 guests, 3 years.

    A small park, but land can be purchased inland. Change the number of rotations on the Ferris Wheel and shorten the queue for the carousel. Increase the capacity of the slide and remove the paths near the flowerbeds. Begin construction on the beach and sea first and then expand the park inland.

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    Fun Fortress

    Objective:1300 guests, 3 years.

    A set of parapets with an inner fortress. Remove the path leading into the fortress. As there are a nightmare number of paths in the fortress itself, it's easier to build rides over the fortress, just removing paths when you need to. Cut the path up to the parapet until it's needed.

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    Future World

    Objective:1500 guests, 3 years.

    An alien landscape with a couple of pre-built coasters and a monorail. There's plenty of space here (and no trees!!!) for big coasters. Concentrate initial development near the monorail stations.

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    Gentle Glen

    Objective:1200 guests, 3 years.

    An island with a couple of small rides. All guests have a preferred intensity rating of less than four and this value will not change. They will still go on rides with a (slightly) higher intensity rating if the price is right. Remember that many thrill rides are fairly low on the intensity scale. You'll need to custom build coasters, so try to keep them as tame as possible. (See coaster tips for help).

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    Jolly Jungle

    Objective:1600 guests, 4 years.

    A large jungle with lots and lots of trees... Build a coaster at the end of the path from the entrance and a couple of smaller rides along the path and then open the park. 1600 guests looks a lot, but 4 years is a long time and there's plenty of space to build on.

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    Hydro Hills

    Objective:Park value of £20 000 in 3 years.

    A number of lakes and a boat hire. Either demolish one side of the pre-built path near the entrance or extend it to form a loop around the first lake. Build lots of coasters and a few other rides, developing one lake at a time.

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    Sprightly Park

    Objective:1500 guests, 3 years.

    A park with very old rides and a huge debt. Demolish the smaller rides, but leave the larger ones intact until you can afford to replace them. Hire plenty of mechanics to inspect them. Be sure to remove excess paths after demolishing attractions. Increase the station length and capacity of the train. The park is in debt, but you can still increase the loan.

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    Magic Quarters

    Objective:Park value of £30 000 in 4 years.

    A large empty park split into 4 sections. Demolish the cross-sections of red and green path near the flowerbeds and place no entry signs at the exits of the miniature railway. Develop the areas around the railway stations first and then continue along the paths. Hire extra handymen and mechanics to cover the large distances in this park.

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    Fruit Farm

    Objective:1100 guests, 2 years.

    A fruit farm with lots of annoying trees and paths. Decide which section of park to develop first and cut all other paths. Place a station on the railway in that section. Repeat for other sections. Try to build above areas with small bushes, unless you just love removing them.

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    Butterfly Dam

    Objective:1400 guests, 3 years.

    A dam with very deep water on the upper level. Build shops and stalls on the existing pillars at the side of the dam. The area behind the dam can only accommodate steel coasters because of the height above the bottom of the lake. The level of the land there will need to be raised to build paths, so concentrate initial development in the valley below.

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    Coaster Canyon

    Objective:1200 guests, 3 years.

    A relatively shallow, wide canyon. Build on only one side of the bridge to begin with. Cut the unneeded path and form a large loop with the other. Thin, powered launch mode coasters can be built at the sides of the canyon, both above and below ground. Use the canyon floor for larger rides.

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    Thunderstorm Park

    Objective: 1400 guests, 3 years.

    A giant pyramid in the middle of a rainy park. Build as many coasters as possible underground and inside the pyramid. Stations can be built outside to make it easier to keep an eye on queue lengths etc. Build indoor rides as soon as they've been researched. Lay plenty of paths so that when it does rain it won't get too crowded. If you run out of space, begin construction on top of the pyramid.

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    Harmonic Hills

    Objective:1200 guests, 3 years.

    No construction above tree height is allowed and no trees can be demolished nor land moved. This is an absolute swine! Begin coasters on top of hills and build lift hills going into stations. If you get stuck, build coaster track above the path (tree free!) When building coasters, save the game first. When you've finished the track, save the design, reload the game and build the saved track. Whilst 1200 guests in 3 years may look like a lot of peeps to attract to what will be a rubbish park, they will arrive in their hundreds, so don't panic!

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    Roman Village

    Objective: 1500 guests, 3 years.

    A Roman Village with an aqueduct running through the centre. Demolish unnecessary paths (there's a lot of them) and raise land at the entrance to the aqueduct to prevent boats getting lost. Build a couple of small rides over the lake and then develop the rest of the park in small sections.

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    Swamp Cove

    Objective: 1600 guests, 3 years.

    A series of small islands with two racing coasters near the entrance of the park. There's lots of space, so this scenario is fairly easy to complete. Cut paths until needed and remove dead ends.

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    Adrenaline Heights

    Objective: 1600 guests, 3 years.

    Great fun! A fairly hilly park with plenty of room for expansion. All guests have an intensity preference of more than nine, but will go on (slightly) less intense rides (such as the existing coaster) if the price is right. Build lots of small powered launch mode coasters since it's easy to tweak the intensity by changing the launch speed. Remember that some thrill rides can have high intensity ratings too. Plan paths carefully to avoid congestion when peeps all leave coasters at the same time and hire lots of handymen to clean up the inevitable puke. Eventually you may wish to demolish the existing coaster, as it always seems to be in the way...

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    Utopia Park

    Objective: 1400 guests, 3 years.

    A small oasis with plenty of land available for purchase. Fully develop the area around the lake before buying up land at the back and sides of the park. If you've just finished playing Adrenaline Heights, remember to include some gentle rides too!

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    Rotting Heights

    Objective: 1200 guests, 3 years.

    Nearly everything in this park is broken. Clear the area on the hill near the entrance and build a few rides. This will tempt guests into the park whilst you demolish the rest of the park. You could keep the twister/scrambled eggs and the Ferris Wheel but since they're not very popular rides, you may as well get rid of them.

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    Fiasco Forest

    Objective: 900 guests, 1 year.

    All the rides in this park will either crash or are so pathetic that they need demolishing. Pause the game as soon as it starts (or the rides will crash). Reset all the rides but don't re-open them. Demolish them all, pausing in between. Cut all sections of path from the entrance except the one that leads to the pizza stall on the left. Build a wild mouse on the lake along with a couple of more gentle rides. Pause the game and pick up all the guests and drop them into the newly developed area. As you have only one year to attract 900 guests, you'll have to use the pause button a lot and take out the maximum loan available. Only build the cheapest coasters, even if this means having more than one coaster design in the park. Don't bother about making the park look pretty and only spend time demolishing unwanted paths if they get in the way or you're desperate for cash. Use any spare money you have on constant advertisements for the park. Easy!

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    Pickle Park

    Objective: 1400 guests, 3 years.

    A large, undeveloped park. No advertising is allowed, although this shouldn't be a problem. Build lots of high capacity coasters and plenty of paths. Keep the park entrance fee below £20. Hire lots of handymen to keep the paths clean and the park rating high to attract guests.

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    Giggle Downs

    Objective: 1250 guests, 2 years.

    A fairly large park with a four lane steeplechase. Shorten the queues to the steeplechases and reduce the number of rotations on the Ferris Wheel. Place no entry signs on paths leading to ride exits. Stop handymen from creating stripy grass and place them on paths. When the steeplechases begin breaking down, unsynchronise them. Develop the land near the entrance and the area where the other rides are first.

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    Mineral Park

    Objective: Park value of £10 000 in 2 years.

    A square version of Coaster Canyon. Use the same techniques, but be sure to concentrate on building coasters, as this is a 'park value' scenario. If you run out of space, build coasters with their stations at the top of the quarry so that they go over rides at the bottom.

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    Coaster Crazy

    Objective: To have 10 different types of coaster in the park, all with a rating of more than 6.

    There is no time limit to this scenario and there's a large area available to build on. Use pre-built coasters only if they have an excitement rating of 6+. You'll usually have to design your own. Stick to the larger steel coasters and check out the coaster tips page if you have difficulty. The only problem you may encounter is lack of money. If this happens, save the game and then go and have a cup of tea whilst the cash builds up. Note that the computer only checks to see if the objectives have been met at the end of each month, so don't panic (like I did) if you've got all the required coasters, but the guests still have their balloons. Just wait and admire the view...

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    Urban Park

    Objective: 1000 guests, 3 years.

    Lots of pretty houses make it very difficult to see what you're doing in this park (so use invisible scenery!) Use construction rights along the roads to build paths to the areas of land that are available to buy. These areas are quite small so eventually you'll have to purchase the larger areas of construction rights. These rights never seem to be in the right places, so you'll have to plan ahead, buy hey, you're getting good at this game now.

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    Geoffrey Gardens

    Objective: 2000 guests, 4 years.

    A large undeveloped area with lots of paths and pretty flowers. Remove the paths but keep the Geoffrey giraffes. Develop in small sections.

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