《过山车之星》生涯模式精通指南:攻克最艰难挑战的方法

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《过山车之星》生涯模式场景指南 作者:TheBedford 《过山车之星》的生涯模式提供了一系列有趣且引人入胜的挑战。虽然大多数目标简单明了,完成起来令人满足,但有些目标却异常困难,可能会让玩家感到沮丧。尽管如此,这些场景仍然是一种有趣且值得体验的经历。 本指南旨在帮助你应对关卡中一些最棘手的目标。 重要说明: - 本指南仅聚焦于玩家普遍认为难以完成的部分极具挑战性的目标。 - 我将专门介绍那些我重点强调的目标。 简介 《过山车之星》是一款引人入胜的主题公园建造与管理模拟游戏。其突出特色之一是生涯模式,玩家需要管理由开发者设计的预制主题公园。目标是完成一系列任务,每个关卡设有三个难度等级的挑战。成功完成这些任务可获得铜星、银星和金星,以体现玩家的成就。积累星星不仅能提升游戏内等级,还能在完成所有关卡后解锁备受瞩目的【Star Studded Career】成就。 虽然许多任务简单直接,例如通过添加大量游乐设施来达到特定的月利润,但其他任务则颇具挑战性,需要玩家运用策略思维。就我个人而言,我在完成一些棘手任务时也遇到过不少困难,这启发我创作了本指南。我的目标是帮助你克服这些障碍,轻松完成那些最具挑战性的目标。

Factors That Affect Income: Factors That Affect Income: Guests Guests are a crucial factor in shaping your career playthrough in *Planet Coaster*. Some scenarios require attracting specific guest demographics to complete objectives. Here's a breakdown of guest types and how they influence your park's income: Adults Adults are your versatile guests, fitting both casual and thrill-seeking profiles. They don't have strong ride preferences, so you can build a variety of attractions. However, adults have **low nausea tolerance**, meaning rides with high nausea ratings can make them sick. To keep adults happy, place **First Aid stations** strategically throughout your park. Interestingly, you can also turn their nausea into an opportunity. When adults get sick and vomit, they become hungry. Hungry guests will buy food and drinks, helping you generate income. This tactic can be particularly useful for meeting shop-related objectives. Teens Teens are your thrill-seekers, drawn to intense rides and coasters. They favor **thrill rides** and **high-intensity coasters**, which typically have the highest prestige. This makes teens your most profitable demographic for objectives that focus on generating income. Teens also have **high nausea tolerance**, so they can enjoy even the most intense rides without issue. However, they aren't fans of gentle rides, often expressing thoughts like, “...is too gentle for me.” Keep this in mind when designing your park for teen-centric objectives. Families Families consist of adults accompanied by children, and their spending habits differ from other demographics. They prioritize **shops over rides**, making them ideal for scenarios involving shop-related objectives. Families have ride restrictions: they avoid attractions that are too scary and favor rides with **low fear ratings**. Coasters without the "Adults and Teens Only" description can accommodate families, but these coasters typically lack inversions, resulting in **low excitement and fear ratings**. Fortunately, families don’t prioritize excitement, so as long as the rides are gentle, they’ll be satisfied. For shop-focused objectives, attracting families can be a key strategy, as they are more likely to spend on food, drinks, and merchandise. --- Understanding these guest types and their preferences can help you optimize your park's layout and income generation strategies for specific objectives. Ride Profit Maximization For maximizing ride profits, I highly recommend referring to this guide: [Prestige vs. Ride Cost](http://planetcoasterplanningguide.blogspot.com/2018/01/prestige-vs-ride-cost.html). Throughout my career playthroughs, I’ve found it to be an invaluable resource for pricing rides effectively. However, it requires a few adjustments to work optimally, which I’ll outline below. Understanding Ride Pricing and Prestige Ride pricing in *Planet Coaster* is primarily determined by a ride’s **prestige**—the higher the prestige, the higher the price guests are willing to pay. Prestige is influenced by factors such as: - **Queue scenery:** The visual appeal of the ride’s waiting area. - **Ride sequence:** The order and type of elements included in the ride’s operation. - **Track scenery:** Specifically for coasters and track rides, the surrounding environment affects prestige. Prestige not only impacts pricing but also determines the ride's popularity. High-prestige rides naturally attract more guests, while lower-prestige rides, such as gentle rides, often struggle to fill their queues. **Note:** Prestige resets every time you load a saved game, so you may need to adjust your pricing after reloading. --- Applying the Guide with Tweaks When placing a new ride, it will start with a baseline prestige, which I’ll refer to as the **Default Prestige**. Follow these steps to optimize pricing: 1. **Set Initial Pricing Based on Default Prestige:** - Match the prestige value with the recommended price from the guide and subtract **$0.50**. For example, if a ride's Default Prestige is 200, set the price at **$5.50**. - If you skip this adjustment, guests may find the ride “too expensive.” 2. **Activate the Ride for Prestige Adjustment:** - Start the ride at least once to allow the **Scenery Rating** to factor into the prestige calculation. - After the ride completes a sequence, its prestige will increase based on the formula: **Current Prestige × Scenery %** 3. **Adjust Pricing Based on Scenery Prestige:** - Once the ride's Scenery Prestige is calculated, you can match the exact price from the guide. However, I recommend subtracting **$0.20** for a balance between profit and guest satisfaction. --- By following these steps, you’ll maximize ride profitability while maintaining guest happiness. Optimizing prestige and pricing is one of the best ways to ensure your park thrives financially!

锁颚船长的埋藏宝藏 与锁颚船长一同在这些场景中寻宝吧。你准备好了吗? 场景主题:海盗/海岸 难度:新手 地点:马达加斯加北部某处? 作为首批可用的生涯选项,锁颚船长的埋藏宝藏主要旨在帮助玩家熟悉过山车之星的操作方式。这些场景在达成目标的方式上给予玩家充分自由,通常还会提供相当完善的公园基础设施,让你轻松上手。 第一关:海盗之战 目标概述 简单:吸引800名游客并建造2个游乐设施。 中等:吸引900名游客并建造4个游乐设施。 困难:吸引1100名游客并获得15,000美元。整体难度:非常简单 “海盗之战”场景更像是一个演示而非真正的挑战。它向玩家介绍了《过山车之星》的许多独特功能和机制,同时展示了精心打造的场景。预先建造的公园虽小但功能齐全,配备了满足游客和运营需求的所有必要设施。

### 初始条件 - 初始资金:5000美元,可申请1000美元贷款(利息3%)。 - 游客:约690人,主要为成年人。 - 游乐设施: - 海洋骚动(Rocktopus温和型 ride)。 - 公海(高声望木质过山车)。 两个设施均为全新,无磨损。 - 商店与设施:1个Chief Beef摊位,售卖汉堡。 - 员工: - 2名清洁工。 - 1名机械师。 - 1名Chief Beef服务员。 - 研究:未研究任何过山车或轨道类设施,本关卡的研究树相当有限。 - 地形:主区域附近有大片平坦土地可供扩建。 ### 游戏计划 基础要点 - 建造额外游乐设施以快速达成目标你可以选择任何游乐设施并将它们放置在可用空间中。 - 在【公海】出口附近添加一个饮料摊和一个卫生间。这种战略性的布局能确保游客满意度并最大化收入潜力。 安全功能 - 在此场景中,安全功能是可选的。 - 跳过安全措施的优点: - 避免支付保安的额外工资成本。 - 防止因劫匪被驱逐出公园而导致游客数量下降。 - 如果你启用安全措施: - 沿 pathways 放置安全摄像头以 deter 盗窃。 - 用刺激的游乐设施让游客保持忙碌,以降低盗窃的可能性。 人员配置策略 - 只要你不过度扩张,初始员工足以维持公园运营。- 若想缩短游玩时间,你甚至可以跳过雇佣机械师,因为游乐设施初始状态即为完好。 【游乐设施定价】 - 现有游乐设施的定价与其声望相符,但稍作调整可进一步最大化利润。使用前文讨论的声望-价格比来微调设施价格。 【研究与扩建】 - 虽然本场景无需进行研究,但如果你有雄心,可随意投资建造过山车或轨道类设施。轨道类设施通常能产生更高收入,轻松满足15,000美元的资金要求。 - 将本场景视为练习过山车设计和试验公园布局的机会,因为后续关卡对轨道类设施会有更严格的要求。结论 凭借其适中的难度和丰富的资源,“海盗之战”是《过山车之星》生涯模式的绝佳入门关卡。专注于满足游客的基本需求、战略性地放置游乐设施,并进行合理扩建,就能轻松达成目标。无论你想快速完成该场景,还是慢慢尝试,这个关卡都能提供一个低压力的环境,让你尽情享受并学习游戏玩法。 第二关:生物觉醒

Objectives Easy: Hire 2 Janitors, and build 2 rides. Medium: Hire 2 Mechanics, and build 5 rides. Hard: Hire 2 Entertainers, and attain 1000 guests. Overall Difficulty: Easy Creature Awakens provides a more minimalistic starting point, featuring only an Information Booth and a powered track ride called The Kraken's Lair. The Kraken's Lair is an exceptionally high-prestige ride that takes guests on an extensive underground tour. This ride is also equipped with a priority pass queue system, utilizing passes sold at the Information Booth. It's worth taking a moment to view the ride's camera, as a great deal of effort has gone into crafting its impressive scenery. Most of the park's starting guests are teens, who tend to prefer thrilling rides with higher intensity levels. Unfortunately, while Kraken's Lair is beautifully designed and highly prestigious, it lacks the excitement that teens typically seek. This contributes to the relatively low guest happiness at the beginning of the scenario. Financially, you start with $10,000 but no option to take out loans. This makes constructing expensive tracked rides risky, as you could quickly exhaust your funds before finishing the build. It’s recommended to establish a steady income from simpler rides before attempting any large-scale projects. Terrain modification is disabled in this scenario, which is a restriction you’ll encounter in other stages as well. The park’s hilly landscape can make it slightly more challenging to place rides, but the custom terrain and scenery surrounding The Kraken's Lair make it a key feature to keep intact. Removing it would negate the intricate design work integrated into the area. Your initial ride options include a range of standing rides, a powered track ride similar to Kraken's Lair, a log flume, and a steel roller coaster. The research tree in this scenario offers more variety compared to the Pirate Battle, providing room to experiment. The layout of paths suggests several expansion opportunities, though they are surprisingly littered with trash despite the absence of food stalls. With this in mind, let’s move on to the game plan. Game Plan The first priority is to hire the necessary staff, particularly janitors, to address the messy pathways. Once this is handled, begin setting up additional rides to increase guest satisfaction and park revenue. The Information Booth in this scenario is of limited utility. Consider demolishing it to make room for more productive rides or stalls. If you choose to keep it, ensure priority pass queues are set to high priority and kept as short as possible to maximize their effectiveness. Offering a significant advantage to priority pass users on popular rides is one of the few ways to make the system profitable. The order of staff hiring in the objectives corresponds to their relative importance. Begin with janitors to maintain cleanliness and guest satisfaction, as trash from food and drink stalls will quickly pile up. Mechanics become essential once your network of rides expands, aligning with the medium objective to build five rides. Entertainers are less critical but can help draw guests to specific areas of the park and maintain their happiness. Keep your early efforts simple to avoid financial strain. By steadily adding new rides and managing your park's fundamentals, your income will naturally grow. The objectives can technically be completed in any order, but following the sequence listed is optimal for maintaining a stable flow of income while meeting guest and park needs efficiently. STAGE #3 STAGE 3: Pirate Cove Objectives Easy: Reach a Monthly Profit of $1000, and attract 600 guests Medium: Build a coaster, and reach a monthly profit of $2000 Hard: Pay off your loans, and reach a monthly profit of $4000 Overall Difficulty: Easy/Medium Pirate Cove is both a financial challenge and a stage that introduces some interesting mechanics. You start with a well-crafted entry area, which includes a few existing food and drink stalls—two Chief Beefs and two Cosmic Cow Milkshake stalls, one opened and one closed for each. There are several dead-end areas with "coming soon" signs that you can sell to clear the path, generate some money, and make room for more rides. Your starting staff consists of the usual setup: 2 janitors and 1 mechanic. This is enough to handle a semi-developed park, although the park isn’t fully developed yet. The initial guest demographic mainly includes families, but with a low population, this isn't a major issue at the start. The park is dominated by a large sandy area, with caves and scenic elements. A coaster station sits at one end of this area. For the medium difficulty objective, the game will push you to complete this coaster, but you’ll find yourself in a tight financial situation: You start with $7,000, but you’ve also already taken out a $10,000 loan. You’ll have to manage upkeep on the stalls and pay interest on the loan with no existing rides bringing in income. This makes it critical to act quickly. Game Plan The primary challenge of this scenario is the financial tightrope caused by the loan. However, there’s a hidden advantage: If you explore the caves beneath the entryway to the sandy coaster area, you’ll discover a glowing treasure box—Peg-Leg Pete's lost treasure! This box, made of pure gold, can be sold instantly for $7,500, making it the most valuable single item in the game. While this won’t solve all your financial troubles, it will give you a solid starting point to design your rides and secure further income.

一旦你获得了宝藏资金,建造一些简单的站立式游乐设施来启动你的收入。用剩余的资金尽快偿还贷款,以减少利息支出并摆脱债务。 虽然初始“海盗村”区域的部分建筑处于锁定状态,但所有商店和设施均已解锁。该区域布局杂乱,难以在摊位附近放置游乐设施,因此可以考虑拆除或迁移这些建筑,为更多游乐设施腾出空间。为了最大化收入,在“即将开放”指示牌之外建造景点,缩短游乐设施与摊位之间的距离。保留那两个关闭的摊位,直到公园扩展到足以支撑它们运营为止。 如果你已找到宝箱,目前可以解雇机械师。只要你有足够的资源自行处理任何 rides 维护工作,这就是一个可行的方案。 如果你有更大的目标,可以设计未完成的过山车来填满沙地区域,并为你的公园打造一个坚实的核心景观。过山车不需要很高的属性来完成“建造过山车”目标——只要保持在可接受的恶心度和恐惧度范围内即可。过山车周围大量的景观很可能会确保它有较高的声望等级。 如果你错过了宝箱,仍然可以通过放置像“疯狂之旅”这样便宜的预制设计来完成过山车目标,它只需约3000美元,并且从一开始就可以使用。为进一步增加收入,你可以出售公园各处散落的树木或其他物品——其中许多已解锁。根据游乐设施的声望最大化其价格,以确保稳定的收入流。通过精心管理,你将能够完成目标并将公园发展成为成功的企业。 艾梅丽公主的童话 艾梅丽公主请求你帮助重振她的王国。 场景主题:奇幻/中世纪/经典 难度:简单 地点:东欧 艾梅丽公主的挑战保留了一些相当简单的设定,但在挑战的完成方式上有了更多的结构性要求。职业生涯的这部分中,大多数关卡都侧重于从零开始建造你的公园,为目标的解读留下了相当大的空间。 阶段4 大树

目标 简单:达到110的景观评分,并实现每月3000美元的利润 中等:达到130的景观评分,并建造一个过山车: - 至少5点刺激度 - 低于5点眩晕度 - 至少500米长 困难:达到160的景观评分和750的公园评分 总体难度:简单 巨树是一个侧重于打造美观公园的场景。初始设置非常基础,留有充足的扩展空间。公园的核心特色是位于中心的巨树,从那里延伸出路径,通向一个名为魔法旋转的平缓游乐设施。 公园初始没有员工、商店或设施,游客群体主要是家庭。游戏初期可做的事情不多,大多数游客都不太满意。 小径和树木本身都装饰着一排排灯笼,使公园在夜晚焕发出美丽的光彩,并提供104的初始风景评分。由于对地形修改没有限制,你可以选择改变公园的景观,但移除灯笼会降低风景评分,使达成目标变得更加困难。 你初始拥有5000美元,并且可以选择申请10000美元的低息贷款,这让公园的财务扩张相当容易。科技树内容相当丰富,包含游戏内所有景观物品,以及少量固定设施和轨道设施,但不包含过山车,这在尝试完成银星目标时尤为重要。 游戏计划 首先搭建基础:雇佣员工,并建造一个刺激的游乐设施来搭配温和的魔法旋转。由于公园的大部分开发都将围绕魔法旋转进行,要确保游客能够使用各种景点和设施,以保持他们的参与度和满意度。 由于目标侧重于景观,你可以设计精美的景观部件,或者使用创意工坊物品,这些物品通常细节丰富,能显著提升你的评分。你使用的物品越多,在打造这些场景装饰上投入的资金越多,你的场景评分就会越高。如果你更喜欢使用预制物品进行建造,研究更多的场景物品也会有所帮助。 对于中等难度目标,你有两种过山车可供选择:矿车过山车和木质过山车。木质过山车是完成此目标的更佳选择,因为它能够达到所需的各项数据,包括兴奋度、眩晕度和轨道长度。注意保持设计紧凑且多弯道,以避免对 ride 的数据产生负面影响。你可以自己设计过山车,也可以使用预制设计。对于困难难度目标,公园评分可通过用游乐设施、食物和饮料让游客保持开心,以及持续打造景观来达成。如有需要,你可以通过投放广告提升公园评分。结合精心设计的景观和游乐设施,你将能快速达成公园评分目标。 第五关 银匠庄园

目标 简单:达成公园价值15,000美元和300点公园评分 中等:达成公园价值20,000美元和600点公园评分 困难:达成公园价值30,000美元并还清贷款 总体难度:中等 银匠庄园位于银匠家族开阔平坦的庄园内,中央的银匠庄园主楼高耸于中心位置。地形固定,庄园建筑不可移动,这限制了这些建筑周围的扩建空间。公园初始拥有一个游乐设施:名为“Rolling River”的水上 ride,它具有不错的声望值,但存在一些磨损。由于其位置较为尴尬,且是初始唯一可用的景点,因此最好不要移除该 ride。你初始拥有10,000美元资金,并获得一笔25,000美元的贷款,贷款利率为10%,这个利率相当高。此外,你还可以申请第二笔10,000美元的贷款,利率更高,达到18%,这意味着管理好你的财务状况将至关重要。 如前所述,在这种情况下出售景观物品的回报会大幅降低——仅为原价的25%,而通常情况下为75%。初始的游乐设施较为温和,虽然公园一开始没有过山车,但你解锁的第一批过山车体型小巧。公园初始没有任何设施或员工,且大部分游客是青少年。 游戏计划 从庄园入口的桥附近开始建造基础设施和游乐设施。虽然可以在庄园内开辟路径(尽管具有挑战性),但最好将重点放在庄园外的区域来扩展游乐设施。 【翻滚河流】的排队设置效率很低,游客必须一直走到后面才能离开。一个好策略是交换入口和出口的位置,这样可以提供更长的排队空间并改善游客流动,不过这可能会限制庄园附近额外摊位或设施的空间。 由于【翻滚河流】很可能在某个时候发生故障,最好尽早雇佣一名机械师。不过,只要你有其他游乐设施准备好接替,其较短的排队队列能将故障的影响降到最低。初始的游乐设施相当普通,所以提升公园评级和偿还贷款的最佳方法是研究并解锁过山车。铁路可以提升公园价值,但本身不会产生太多收入。像【魔法猫兹】这样装饰精美的动力轨道 ride 是不错的备选,其轨道和景观的结合能打造出既有名望又能盈利的 ride。 最后,投放广告时,针对家庭群体以吸引合适的游客。或者,专注设计大型木质过山车,但必须控制好刺激度,避免超出限制。 第六关:好家伙,莫莉小姐

目标 简单:月利润达到1500美元,吸引400名游客。 中等:月利润达到3000美元,公园评分达到600。 困难:连续2个月保持6000美元的月利润,并建造一座过山车: - 兴奋度5或以上 - 眩晕度低于6 - 长度至少900米 - 最高速度达到70英里/小时 - 最大落差必须达到65米或更高 总体难度:简单 【好谷】一开始是一张空白画布,没有游乐设施、设施、员工或游客。你初始拥有5000美元,并且可以申请两笔贷款:一笔10000美元、利率20%的贷款和一笔5000美元、利率25%的贷款。地形具有限制性,有46米的隐形高度限制,以及布满洞穴、悬崖和深谷的丘陵景观。尽管地形复杂,但你初始就能建造极致且盈利的刺激游乐设施,包括过山车,这将是你成功的关键。 地图的挑战包括固定地形、无法移除的龙形电子动画装置,以及需要围绕地形结构来打造高效的公园布局。此外,这里没有预设的路径结构,需要你自行规划。 游戏策略: 从在入口附近的中心区域放置站立式游乐设施开始。由于平地有限,要高效利用平地,并在这些设施周围设置商店。一旦拥有几个游乐设施和良好的基础,就可以着手建造更大、声望更高的轨道设施和过山车。多样的地形提供了设计独特游乐设施的机会,尤其是利用现有的洞穴和山谷。由于这是一个从零开始的场景,管理财务和布局是关键。确保你有足够的商店和定价合理的游乐设施,以最大化收入。一旦引入困难难度目标,游戏难度会显著提升,尤其是过山车的建造要求。 对于过山车目标,建造一个65米或更高的落差似乎因高度限制而不可能实现。然而,入口对面的区域明显低于海平面(约-26米),为建造所需落差提供了空间。另一个解决方法是利用峡谷本身来实现大落差。

“均衡器”超级过山车模型擅长大型落差,是个不错的选择。你可以设计它坠入峡谷后再返回起始站。虽然可以使用预制过山车设计,但手动围绕公园地形建造过山车会更容易且减少麻烦。 建造好过山车和其他几个游乐设施后,重点要放在最大化收入上。要达成【困难目标】——连续两个月维持每月6000美元利润,需尽量减少不必要的开支,比如研究费用和人员过剩。公园一旦运营起来,资金就会稳定流入。可以考虑扩建更多游乐设施或景点来确保获得所需收入。 首席牛肉的肉类挑战 加入首席牛肉的热狗小队,打造美味的公园吧。场景主题:城市/综合主题公园/写实 难度:中等 地点:美国南大西洋地区(南北卡罗来纳州?) 正如生涯模式此章节的“中等”标签所示,这里的管理难度开始提升。Chief Beef的许多场景都侧重于管理已建成的公园,并思考如何通过扩张或改造实现盈利。 Chief Beef的挑战也是首个强制启用安全功能的关卡系列。是时候开始习惯使用那些保安了! 第七关 Chief Beef Raceway

目标 简单:建造一条900米的卡丁车赛道,并建造两个刺激度3.0的游乐设施。 中等:建造两条500米的卡丁车赛道,并连续两个月从商店获得2500美元的月收入。 困难:建造三个刺激度4.0的游乐设施,达到1500的公园评分,并建造一个过山车: - 刺激度7或以上 - 长度至少750米 - 平均速度25英里/小时或以上 总体难度:困难 Chief Beef Raceway是一个意大利主题公园,布局广阔,有许多现有员工。你初始拥有10000美元,没有初始贷款,但在这个场景中只能申请一笔5000美元的贷款。公园的核心是Chief Beef Raceway,一条479米的卡丁车赛道,声望非常高。这条赛道包含公园内的未完工路段,这些路段将作为达成卡丁车赛道长度目标的基础。不过,由于存在不可移动的建筑,赛道扩建变得复杂,需要仔细规划以避免阻碍你的进度。

初始拥有相当规模的员工队伍(3名清洁工、3名保安、1名机械师、1名娱乐员),员工工资较高,因此建议通过降低工资或解雇娱乐员等非必要员工来削减成本。 Chief Beef Raceway是公园的主要景点,但要注意避免过度扩建。其排队时间可能会变得很长,除非你谨慎管理,否则吞吐量可能成为瓶颈。关键是适度扩建轨道,避免过度复杂而对 ride throughput 产生负面影响。 至于地形,你可以进行调整,但要注意赛道通常离地面较近。建议关闭轨道与地形的碰撞检测,以避免在建造轨道时出现穿模问题。如果赛道发生故障(这种情况肯定会发生),请迅速修复,以避免因游客退款而造成损失。

商店和摊位也会在你的公园收入中扮演重要角色。虽然你有一些初始的食品和饮料摊位,但披萨店位置不佳,应该关闭,并将其员工工资降至零。在赛道和新游乐设施附近设置一个带有商店的中央广场,将能最大化收入。留意游客的需求(饥饿、口渴、纪念品),确保你的商店有充足的库存和合理的定价。 当你在商店和财务方面取得一些进展后,下一步是建造一个能满足困难目标的过山车。动力发射过山车是此场景的理想选择,因为它无需链条提升或大落差就能达到高速。你可以设计过山车在轨道上高速行驶,在满足速度和刺激要求的同时,保持较低的眩晕度。

Overall, while Chief Beef Raceway offers a unique challenge, managing staff costs, expanding the park wisely, and focusing on efficient income generation will help you progress through the objectives. Once the shops are properly set up, it becomes easier to focus on building the required rides and achieving the park rating needed for the Hard objectives. STAGE #8 Oak Island **Objectives** Easy: Build a ride with 3.0 Excitement, and build a coaster: - 5 Excitement or more - 400 meters or longer - At least 1 inversion Medium: Build two rides with 5.0 Excitement and build a coaster: - 6 Excitement or more - 700 meters or longer - At least 5 inversions Hard: Build three rides with 6.0+ Excitement, and build two coasters: - 6 Excitement or more - Below 4 nausea - 1500 meters or longer - At least 10 inversions And the other one... - 8 Excitement or more - Below 6 fear - Reaches 80 mph **Overall Difficulty**: Medium **Oak Island** starts you off with a scenic park on a secluded island. However, the terrain is fixed and many structures are locked, limiting your ability to modify the park at will. Your starting budget of $3000 is tight, but it's manageable if you plan well. You have access to a loan of $10,000, though it comes with an 18% interest rate. **Park Overview** The park includes several rides, most of which are about a decade old, with a "Classic" reputation that boosts their popularity. These rides include: - Tornado: A wooden roller coaster - Flying Chairs: A standing ride - Hyperspin: A low-popularity standing ride - Steam: A powered track ride, the most popular ride in the park - Big Wheel: A ferris wheel - Venetian Carousel: Surprisingly popular carousel - Oak Island Steam Train: A transport ride with low stats and just one station You start with 6 janitors, 1 mechanic, 1 entertainer, 2 security guards, and 17 stall attendants. The park is already popular with guests, most of whom are adults, though teens are underrepresented. Your goal is to overhaul the park with thrilling new rides while managing aging rides and tight finances. **Game Plan** 1. **Staff and Ride Maintenance**: The first priority is to hire another mechanic due to the aging rides, which will frequently break down. Refurbish rides when needed, especially high-traffic attractions like Steam and Tornado, to avoid loss of income. The Steam Train is not a valuable attraction, so consider selling it to recoup some funds. 2. **Guest Money Management**: Many guests are low on money because there's no ATMs. To address this, build ATMs around the park to ensure that guests can keep spending money on rides and shops. This will help you maintain cash flow as you expand. Additionally, reduce food stall staff wages and consider closing some stalls that aren’t performing well, especially near the entrance promenade. 3. **Park Expansion**: The park has a lot of potential for expansion, especially the flat land beyond the Steam ride. There's also a small beach village area you can exploit for new rides. However, since older rides have a strong reputation, newer rides will struggle to attract guests unless you advertise to draw in more visitors. Focus on attracting teens, as they’re more likely to enjoy the thrill rides you’ll be building. 4. **Coaster Design**: Given the flat terrain, importing coaster blueprints is a viable strategy. Start by focusing on the required thrill rides and coasters, as these will meet the objectives. You’ll need to build large coasters with inversions and high excitement ratings. By the end of the scenario, you’ll likely have a large looping coaster with 10+ inversions and a giga or launched coaster for the final objectives. 5. **Standing Rides**: Not all standing rides in the game will meet the excitement requirements, especially for the Hard objectives. Research new standing rides that offer higher excitement, such as the Wild Blue, Looper, or Cube. Experiment with the animation sequences of various rides to increase their stats, but don’t spend too much time on this unless it’s necessary. **Key Challenges**: - The tight budget and limited loan options will force you to carefully manage staff wages, maintenance, and expansion. - The lack of ATMs can lead to guests running out of money, which can affect income from rides and stalls. - Replacing and upgrading old rides while keeping the park's reputation intact will be important for meeting the goals. - Attracting enough teens to satisfy the demand for high-thrill rides will require advertising. By carefully managing your resources, hiring and maintaining staff, and building thrilling new attractions, you'll be able to meet the objectives and achieve success on Oak Island. STAGE #9 Downtown Objectives: Easy: - Hire 2 security guards - Catch 4 pickpockets - Raise average guest happiness to 40% (with at least 600 guests in the park) Medium: - Catch 15 pickpockets - Keep less than 2% of the park population from robbery for 2 months - Raise average guest happiness to 60% (still with 600 guests) Hard: - Keep less than 2% of the park population from robbery for 6 months - Raise average guest happiness to 80% (still with 600 guests) - Get a monthly income of $5000 for 3 months - Pay off all your loans Overall Difficulty: Medium/Hard --- Game Plan: This park is in disarray with neglected rides, unhappy guests, and a lot of work to do. The key to turning things around is to focus on staff management, cleanliness, and improving the rides for increased guest happiness and income. Initial Setup: 1. Clean up the trash: Start by focusing on getting your park cleaned up. Trash bins and benches are destroyed, and the park is filled with litter. Direct your janitors to central park, where most of the trash is located. 2. Reassign janitors: Set your janitors to a centralized work roster in the park's busiest areas to clean up trash effectively. Ensure that their wages are fair, so they stay motivated to do their work. 3. Add a mechanic: Hire an additional mechanic to maintain the rides and fix any broken paths. It's important to ensure the rides are constantly operational, as ride downtime can harm guest happiness. 4. Remove unnecessary attractions: Sell off the Zozo ride (as it's outdated and unpopular) and the Monorail, which is more of a hindrance than a benefit at this stage. This will free up money for more effective investments. Staff Management: 1. Security Guards: Hire 2 security guards immediately. Pay them well to keep them happy and effective at catching pickpockets. Security cameras will help, so place them in high-traffic areas where theft occurs. 2. Path item repair: Have your mechanic monitor and repair broken path items. This helps to keep the park looking clean and functional. Guest Happiness: 1. Fix the paths and items: Once the trash is under control, focus on fixing broken paths and benches. Ensure that the park is navigable and comfortable for guests. 2. Prevent vomiting: Consider placing a first-aid station near the Gears of Fear ride to address the inevitable guest vomit. 3. Invest in rides: Focus on upgrading the thrill rides. The existing rides, like Rush Hour and Gears of Fear, are old, but with some TLC, they can draw in guests. You should also focus on creating more prestigious rides to increase your park's appeal. 4. Shops and income: For now, close most of the shops except for those near the Rush Hour ride. You want to avoid spending too much on high staff wages at the beginning. Once you have income from rides, consider reopening shops. Security and Pickpocketing: 1. Catch Pickpockets: Use your security guards and cameras to catch pickpockets. Place security cameras near popular attractions where theft is likely to happen. 2. Monitoring Theft: Keep track of the robbery rate. The goal is to ensure that less than 2% of the park's population falls victim to pickpocketing. Long-Term Goals: 1. Build better rides: After fixing the basic issues, focus on creating highly rated thrill rides with good excitement and prestige to bring in more guests and higher income. 2. Achieving financial stability: Avoid relying too much on shops for income due to the high staff costs. Focus instead on building rides that will increase guest satisfaction and park prestige. 3. Keep your finances under control: Pay off loans as soon as you can to avoid the heavy interest rates, and work toward achieving the $5000 monthly income. By focusing on improving park cleanliness, upgrading the rides, and focusing on security, you'll be able to gradually boost guest happiness and meet the objectives over time. The key is to balance staff wages, security, and ride quality to increase both income and happiness. Dex-R's Science Shenanigans THIS ONE IS HARD Dex-R's Science Shenanigans Scenario Theme and Setting: Sci-Fi/Industrial Difficulty: Medium Location: Australia Dex-R's scenarios offer more esoteric challenges than those under Chief Beef's roof, and emphasize key features of the game such as wages, specific profit, and research over general park building. Most of your parks will start relatively under-developed, and will place you under some odd restrictions. Thankfully, Dex-R's challenges don't require you to have security features enabled, and I highly recommend having it done this way. Reputation features might also be best disabled as well, as some of the levels in this set take a while to complete (i.e. due to research...) --- **Shops N' Drops** This futuristic park's shop franchisors have questioned their long term commitment after underwhelming financial results. Retain their trust by squeezing as much profit as possible from your shops and facilities. **Objectives:** - Bronze: Reach a monthly profit from shops, facilities, restaurants, and hotels of $2000, and 500 guests. - Silver: Reach a monthly profit from shops, facilities, restaurants, and hotels of $4000, and 1000 guests. - Gold: Reach a monthly profit from shops, facilities, restaurants, and hotels of $6000, and a park rating of 1000. This level mainly focuses on achieving a high profit from your shops, facilities, restaurants, and hotels. The hardest challenge in this level is that you have to reach $6000 from your shops, facilities, restaurants, and hotels. It is a very huge figure, actually. I usually reach only about $2000 to $3000 from shops and facilities throughout my playthrough. On top of that, the park is also limited for expansion. You will notice that you have a space junkyard bazaar in the middle of the park, which consists of rooms for rental, a quite huge room for expansion to the right of the entrance, and a little room for expansion to the front. So basically, the park is a long narrow shape. The limited rooms for expansion means that you can't trick the game by having as many guests as you can. Instead, you have to use strategy here. As I stated before, families spend the most on shops and facilities. Gift shops will earn you the most profit here. Hat's Fantastic and Loony Bloons are the best ones. Don't build Just a Momento, that gift shop is useless. For some reasons, Just a Momento never does well. Avoid it! To attract a lot of families, you need to build gentle rides. So, focus your research tree on gentle rides and shops. You will want a lot of families in your park. Your second best friend here is adults. Adults also spend a lot on shops and facilities. As you can see in my demographic chart, I attracted families the most. You will notice that they spent a lot on my shops, and it really helped me achieve the objective. Aside from families, adults also do well in this level. Even though I had more teens in my park, the adults actually spent more on my shops. So attract those two types of guests. Next, DON’T build too many variants of shops. In my playthrough, I only built Chief Beef, Cosmic Cow Milkshake, Gulpee Slush, Hat's Fantastic, and Loony Bloons. Just build those shops as they sell quite expensive goods anyways. You'll also need to set the right shop's pricing in this scenario. Here's the price list: - Chief Beef: $14.10/$16.10 - Cosmic Cow: $8.20 - Gulpee Slush: $9.30 - Hat's Fantastic: $15.70 - Loony Bloons: $12.20 - Toilets: $.50 - ATM: $.10 I find that price is the best price. Any higher than that, your guests will think it's too expensive. Also, many people suggest to add "a lot" on all extras. I actually don't recommend that at all. The more extras you give, the higher your shop's operation cost is. In my playthrough, I actually used those extras strategically. You will see that each extra has different effects on customers. For example, marshmallow causes your guests to be happier, less hungry, and thirstier. You can actually take advantage of that by putting "a lot" as it will make your guests thirstier, thus leading to more frequent drink purchases. However, keep in mind that it will also make your guests less hungry. Lastly, limit your park expansion. Try to keep a short distance between park expansions. The bigger your park is, the longer your guests will have to walk. Remember, you can't control guests' destination, so they might walk from one expansion to another. Also, don't forget to add one food stall, one drink stall, and one gift shop at each expansion. In the bazaar, I put two drink shops because Cosmic Cow is for the guest traffic between the first expansion and the second expansion, and Gulpee Slush is for Looper and Kick-Flip. Looper has really small capacity, so guests will get hungry and thirsty after waiting and riding the ride. Keep the ride exit close to your shops. Just keep at it, you'll eventually reach $9000 like I did! STAGE #10 Night Encounters

目标 简单:达到50的风景评分,并实现每月(来自游乐设施的)利润3000美元 中等:建造5个游乐设施,并实现每月游乐设施利润5000美元 困难:达到1000的公园评分,并实现每月游乐设施利润10000美元 总体难度:中等 这个公园有好消息也有坏消息。首先,本关卡的地形广阔且平坦。虽然你无法修改地形(而且地图中间有一艘燃烧的大船),但地形的平坦度将使你很容易在其边界内建造各种类型的新游乐设施。 你的游客群体一开始就相当满意,主要由青少年和家庭组成。你有1名清洁工和1名机械师,公园的地图近角落处已经各配备了2个熔炉游乐设施。入口下方是基础设施——急救站和卫生间。 好了,现在来说说坏消息。首先是你的财务状况:初始资金为500美元,且无法申请任何贷款,所以如果不知道如何最大化利润,资金将成为大问题。此外,场景描述并非玩笑,所有研究成果都已被盗,在完成研究前你无法建造任何游乐设施或商店。由于你唯一的收入来源和吸引力来自两个初始游乐设施,在解锁新物品前,你必须充分利用它们! 游戏计划 【夜间遭遇】无疑给你出了个难题,并设置了一些非常严格的限制。然而,一旦你理解了它所要求的游戏方式,有限的选项会让这成为一个相当简单(且枯燥)的关卡。首先,分配研究基础食品和饮料摊位,并选择一个游乐设施开始规划。同时,最好开始着手提升风景评分标准。在你的锻造厂周围放置更多装饰,这不仅能提高公园的评分,还能通过排队区风景增加锻造厂的声望,让你可以对其收取更高费用并获得更多收入!你只需要将排队区风景评分提升到100%即可。 当你的锻造厂价格根据其提升的声望进行适当调整后,它们将足以完成青铜难度目标。继续在路径附近进行装饰,并坚持下去,直到你能够放置新的设施和游乐设施。一旦你设置好第三个游乐设施,白银收入目标也会很容易达成。只要有一个食品和饮料摊位,就能在很大程度上让游客留在公园并乘坐你的游乐设施。 这个关卡的真正挑战在于困难难度,它要求较高的公园评分和极高的游乐设施收入,收入需达到之前的两倍。更糟糕的是,这个关卡的研究树中没有任何轨道类游乐设施或过山车,这意味着通常能带来高额收入的项目在这里无法使用。最好的建议是回归基础:添加更多的站立式游乐设施,用各种建筑部件装饰每个设施,并合理定价。最终,当你拥有足够多装饰精美的游乐设施后,你的游乐设施收入应该能突破阈值(装饰简陋的设施无法收回成本),而且景观本身也会进一步提升公园评分,直到达到要求。阶段#11 傀儡肆虐

Objectives Easy: Achieve a park value of $35,000, and a park rating of 350 Medium: Achieve a park value of $50,000, and a park rating of 700 Hard: Achieve a park value of $75,000, and build a coaster like this: 5 excitement or more under 6 nausea 1000m or longer an average speed of 25 mph Overall Difficulty: Medium/Hard Once you get over the initial shock of the giant death monster looming over your park, we can see its starting setup is very strange. While the map is mostly separated into flat plateaus, a big wall runs down the center of it (that the golem is kind of stumbling through). The golem also has left a wake of destruction behind it, creating a deep ravine. Overall, this terrain divides the park up into 4 openings. Our starting setup includes a Monorail with 4 stations (corresponding to each opening). The entrance quadrant is decorated with a sort of missile-base getup, and includes a food and drink stall (designed as a dropship. Unfortunately it can't be moved). Two of the lots that the monorail stops at are mostly empty behind the golem, while the last stop includes a couple of orbital cannons attacking the creature. The starting selection of rides at your disposal are actually quite extensive, including a great array of coasters and track rides (which is good news). You have no starting staff aside from the stall attendants – neither of them are trained, and they are both demanding a $300 wage. All wages are doubled in this level. Also, the paths are covered in trash, people are disappointed in general, and most of your guests are adults. You start with $8000 and have no loans you can take out. Time to get to work! GAME PLAN Even though the level description states that it wants you to build around your monorail, as well as the fact that the entire monorail track contributes $15,000 to your park value, it might be worth it to destroy the monorail in favor of just joining the four corners of the park together with path. This would make it easier for smaller staff groups to navigate the park or otherwise focus your development on just one quadrant. Regardless of what you do, the starting quadrant is crowded with a bunch of scenery buildings, and likely won't be a great place to start planning development. If you do decide to join some of the separate parts of the park together, make sure to use lots of benches, and set some work rosters for your staff. Spreading into another quadrant via monorail will pretty quickly fill it up, especially if you have a high-prestige ride over there. This will necessitate the inclusion of separate janitors, mechanics, and shops for that part of the park, as well as likely extra pathways (otherwise, people get crowded in and tons of people will clamor to queue for the monorail to get back to the entrance). Balance park attractions and shops carefully. With the opening area covered in trash, it’ll be a good idea to place a janitor there. The high wages of the staff will mean you likely will want to start hiring mechanics once a ride has broken down. (Also, another reason to trash the monorail – each individual station breaks down independently, and will require a separate mechanic for each station.) While building rides will be the fastest way to increase your park value, it's not the safest, as you don't have loans to fall back on. While placing rides, consider investing heavily in scenery once again. Maximizing prestige will allow you to charge more for your rides, enabling you to offset your higher staff wages. You'll also want to make sure you're maximizing stall output, as your guests will quickly crowd the existing shops. Make sure to charge lightly for facilities to minimize their impact on income, and make back losses. After gaining enough residual cash, you'll likely want to use the enclosing area near the main entrance to design a modestly-sized coaster. Make sure to capitalize on the coaster's main advantage of throughput and choose a design with large seating, as this will enable you to get a much greater flow of income. With that in place, the cash will be rolling in big time, enabling you to offset most of the setbacks that were imposed on your park in the first place. With that in place, it should be a piece of cake to get the easy and medium objectives out of the way. The final objective requires you to create a pretty large coaster. While the EFN stat requirements aren't anything outstanding, 1000m is extremely long (literally a kilometer, almost a mile), and the resulting ride will likely be a massive coaster that covers all over the park. The minimum nausea rating makes it difficult (though probably not impossible) to create a tight, twisting coaster that fits the length requirement. The biggest challenge of this scenario is managing expansion properly. Things might seem to be going well, with funds solidly in the black for a while, but if you get too cocky and expand your paths too thin, you'll find things going sour pretty fast. Pace your additions to the park carefully, and this scenario shouldn't be too much of a hassle. STAGE #12 Shops 'n' Drops Objectives Easy: Achieve a park value of $35,000, and a park rating of 350 Medium: Achieve a park value of $50,000, and a park rating of 700 Hard: Achieve a park value of $75,000, and build a coaster like this: 5 excitement or more under 6 nausea 1000m or longer an average speed of 25 mph Overall Difficulty: Medium/Hard Once you get over the initial shock of the giant death monster looming over your park, we can see its starting setup is very strange. While the map is mostly separated into flat plateaus, a big wall runs down the center of it (that the golem is kind of stumbling through). The golem also has left a wake of destruction behind it, creating a deep ravine. Overall, this terrain divides the park up into 4 openings. Our starting setup includes a Monorail with 4 stations (corresponding to each opening). The entrance quadrant is decorated with a sort of missile-base getup, and includes a food and drink stall (designed as a dropship. Unfortunately it can't be moved). Two of the lots that the monorail stops at are mostly empty behind the golem, while the last stop includes a couple of orbital cannons attacking the creature. The starting selection of rides at your disposal are actually quite extensive, including a great array of coasters and track rides (which is good news). You have no starting staff aside from the stall attendants – neither of them are trained, and they are both demanding a $300 wage. All wages are doubled in this level. Also, the paths are covered in trash, people are disappointed in general, and most of your guests are adults. You start with $8000 and have no loans you can take out. Time to get to work! GAME PLAN Even though the level description states that it wants you to build around your monorail, as well as the fact that the entire monorail track contributes $15,000 to your park value, it might be worth it to destroy the monorail in favor of just joining the four corners of the park together with path. This would make it easier for smaller staff groups to navigate the park or otherwise focus your development on just one quadrant. Regardless of what you do, the starting quadrant is crowded with a bunch of scenery buildings, and likely won't be a great place to start planning development. If you do decide to join some of the separate parts of the park together, make sure to use lots of benches, and set some work rosters for your staff. Spreading into another quadrant via monorail will pretty quickly fill it up, especially if you have a high-prestige ride over there. This will necessitate the inclusion of separate janitors, mechanics, and shops for that part of the park, as well as likely extra pathways (otherwise, people get crowded in and tons of people will clamor to queue for the monorail to get back to the entrance). Balance park attractions and shops carefully. With the opening area covered in trash, it’ll be a good idea to place a janitor there. The high wages of the staff will mean you likely will want to start hiring mechanics once a ride has broken down. (Also, another reason to trash the monorail – each individual station breaks down independently, and will require a separate mechanic for each station.) While building rides will be the fastest way to increase your park value, it's not the safest, as you don't have loans to fall back on. While placing rides, consider investing heavily in scenery once again. Maximizing prestige will allow you to charge more for your rides, enabling you to offset your higher staff wages. You'll also want to make sure you're maximizing stall output, as your guests will quickly crowd the existing shops. Make sure to charge lightly for facilities to minimize their impact on income, and make back losses. After gaining enough residual cash, you'll likely want to use the enclosing area near the main entrance to design a modestly-sized coaster. Make sure to capitalize on the coaster's main advantage of throughput and choose a design with large seating, as this will enable you to get a much greater flow of income. With that in place, the cash will be rolling in big time, enabling you to offset most of the setbacks that were imposed on your park in the first place. With that in place, it should be a piece of cake to get the easy and medium objectives out of the way. The final objective requires you to create a pretty large coaster. While the EFN stat requirements aren't anything outstanding, 1000m is extremely long (literally a kilometer, almost a mile), and the resulting ride will likely be a massive coaster that covers all over the park. The minimum nausea rating makes it difficult (though probably not impossible) to create a tight, twisting coaster that fits the length requirement. The biggest challenge of this scenario is managing expansion properly. Things might seem to be going well, with funds solidly in the black for a while, but if you get too cocky and expand your paths too thin, you'll find things going sour pretty fast. Pace your additions to the park carefully, and this scenario shouldn't be too much of a hassle. BONUS STAGE: Gulpee's Island Paradise Scenario Theme and Setting: Tropical Difficulty: Medium Location: Africa (roughly around Botswana) Introduced with the new Anniversary Update, Gulpee's scenario adds an extra level to the game, mainly focused on introducing the new Staff Management features. Objectives Easy: Attract 500 guests (with an average happiness of 60%) Obtain a park value of $15,000 Hire 5 vendors (who stay on staff for 1 month and are 60% happy) Have no staff member leave for 2 months Medium: Attract 1000 guests (with an average happiness of 70%) Obtain a park value of $35,000 Hire 10 vendors (who stay on staff for 1 month and are 70% happy) Have enough staff buildings to accommodate 10 staff members Hard: Attract 1500 guests (with an average happiness of 80%) Obtain a park value of $60,000 Clear your loans Hire 15 vendors (who stay on staff for 1 month and are 80% happy) Train 10 of your staff to Expert status (rank 4) Overall Difficulty: Medium Starting in a pretty beach area, Gulpee's Island Paradise is essentially a fledgling park. The location is scenic but has very little infrastructure, and visitors will leave almost immediately unless action is taken. At the start of the scenario, your park has only 30 guest groups, and the terrain cannot be modified. This makes building rides, especially blueprints, a bit of a challenge. The layout does offer a few flat areas, allowing you to place standing rides deeper into the park layout. You begin with a selection of family-oriented rides, including the new Water Coaster design, the Weisshorn, and Monte Leone standing rides. The research tree favors older crowds, but remember that family groups will spend the most at your shops. Game Plan The focus of this scenario is staff management. You start with 3 janitors, an entertainer, and one vendor, and two Gulpee Soda stalls. Staff members in this scenario will accept smaller paychecks but will need to be well cared for to ensure they stay on top of their work. Your first task is to handle some basic housekeeping: You don't need 3 janitors right away, nor do you need the entertainer, so feel free to fire those extras. The entertainer can be kept happy with a lower paycheck. Since you are just starting, it’s wise to close one of your Gulpee Soda stalls to reduce operational costs until the park expands. Next, focus on creating rides, ideally near the food court area. This area serves as a base for both guest traffic and staff. Since the scenery is locked and terrain cannot be edited, your expansion will be challenging. Adding a bathroom in this area will help, and a good combination of a standing ride and a track ride will get you started. Once your rides are operational and generating income, focus on building a food stall. Constructing a food stall automatically hires a new vendor, raising your vendor count to two. Additionally, enhance your staff room by adding perks like Staff Healthcare and Staff Entertainment, which help vendors and mechanics stay happy and energized. Staff management will be crucial, as security guards and mechanics will require different patrol routes than janitors and vendors. As soon as you face a robbery, hire a guard. It’s also a good idea to provide separate break rooms for different staff types, as it allows for more efficient scheduling. To maintain high throughput at your stalls, consider timing the hiring of extra vendors when the current ones become tired. This way, you can manage staff rotations without leaving stalls understaffed. With proper staff management, the easy objectives can be completed by simply expanding the park, adding rides, and keeping staff happy. To keep your staff’s happiness over 60%, pay them slightly more. This will likely result in your first star and complete the first objectives. Once the easy objectives are handled, focus on expanding the park to accommodate more vendors and meet the silver objectives. By now, money should be flowing in, so paying staff better salaries will no longer be an issue. The difficulty will increase as you near the gold objectives, with space becoming limited and further expansion challenging. You’ll need to be strategic in placing additional stalls, ensuring enough room for staff and ride operations. To achieve the final objectives, consider expanding to the back islands. Building a second food court will help meet the staff requirements, and patience will be key to training your staff to expert levels. Festive King Coaster's Crackers Bring some cheer to the festive King Coaster. Scenario Theme and Setting: Stuff Difficulty: Hard Location: The North Pole Added in (obivously) back in December 2016, Festive King Coaster's challenges have a surprisingly non-christmas-themed spin to them, and mostly focus on careful, frugal expansion of strangely-arranged parks. The common theme between all the scenarios is that money is in short supply, and your funds can go extremely bad if not managed properly. Despite this, most of the scenarios have a pretty freeform approach, but will nonetheless require shrewd playing in order to complete successfully. Despite the later release date, these challenges are a bit easier than the other two hard difficulty stages, and generally throw you less curveballs. They also do not require either Security or Reputation to be enabled. STAGE #13 Festive Funlands

OBJECTIVES Easy: Attract 400 guests Achieve a scenery rating of 50 Medium: Attract 800 guests Achieve a scenery rating of 100 Hard: Attract 1600 guests Pay off all loans Overall Difficulty: Medium/Easy Starting Overview Festive Funlands begins as an entirely empty park with no staff, rides, shops, or guests. The terrain is mostly flat, with some light hills, resembling the sandbox arctic setting. There is a notable rocky plateau, upon which a gingerbread village is situated. The village is locked at the start and does not contribute to your park's scenery rating, which begins at a very low 9. Terrain can be fully modified, but due to the gingerbread village being locked, you’ll need to focus your development on the surrounding area to improve your scenery score. Research provides several winter-themed gentle rides, some thrilling options, and a few wooden coasters. There is a decent selection of stalls available, though you are limited by the festive candy-themed scenery options, preventing you from utilizing a lot of the more common prefabs or workshop blueprints. Finances start tight, with $5000 in cash and a $5000 loan at an 18% interest rate. There are additional loans available for $10,000 at 15% interest and $15,000 at 12% interest. Your goal will be to make a profit while managing these debts. GAME PLAN Given the restrictions on scenery and the gingerbread village, this level is a standard tycoon challenge with a few specific twists. Step 1: Managing Your Finances Starting with only $5000 is challenging, but manageable. The first step is to focus on creating a few simple rides that can bring in guests. If necessary, take out one of the larger loans (preferably the $5000 loan with a lower interest rate) to pay off the smaller loan. This will relieve some of the financial pressure and allow you to build a stronger foundation for your park. While $5000 seems tight, it is enough to set up the basic elements of your park. Begin by constructing a couple of rides that fit within your starting budget. Use the money you earn from guests to expand slowly. Step 2: Fulfilling the Scenery Requirement The gingerbread village, although a charming landmark, cannot be utilized at the start, so your primary focus will be on other decorations. Fortunately, the festive-themed scenery available through blueprints will help you meet the scenery rating requirement. To meet the bronze objectives, you can rely on the pre-made decoration sets, which are quick and easy to place. Step 3: Expanding Your Park Once you’ve met the initial scenery and guest attraction goals, focus on expanding your park. The terrain is relatively flat, but there are some slight inclinations to work with, which might slow your progress. Take your time, keep expansion steady, and be frugal with staff hiring. Don’t hire staff until it’s absolutely necessary. Since the area near the entrance has the flattest terrain, start your park’s development there. Once guests begin arriving, you can begin expanding into other areas, but always keep your budget and loan repayments in mind. Step 4: Growing the Guest Count Fulfilling the guest attraction goals should be straightforward. To reach the gold objective of 1600 guests, you can boost your park’s visibility with heavy advertising once your finances are stable and you’ve paid off the initial loans. This will help draw more guests to your park and make it easier to meet the hard objectives. Step 5: Loan Management Paying off your loans is a key objective for the gold level. Once you have achieved a solid park income and paid down your debts, you’ll be in a good position to focus on further park expansion and guest attraction. Take care to avoid accumulating too many loans at once, as high interest payments can quickly eat into your profits. Conclusion Festive Funlands is a relatively easy scenario once you get past the initial financial constraints. The key challenges are managing your loans and creating a strong initial guest flow. After that, the gameplay should progress smoothly, with the occasional need to fine-tune your financial management. Focus on steady expansion, fulfilling the scenery goals, and paying off your loans as soon as possible. With a bit of patience and careful planning, you’ll have no problem completing this scenario. STAGE #14 Cavernous Coasters OBJECTIVES Easy: Reach a monthly profit of $1500 Medium: Reach a monthly profit of $3000 Build a coaster that meets the following criteria: At least 6 excitement At most 5 fear At least 600 meters long Hard: Sustain a profit of $6000 for 3 months Overall Difficulty: Medium/Hard Starting Overview This level is set in a beautiful terrain featuring a sunken grotto with an underground lake. However, the terrain's beauty comes with significant restrictions: No tunneling through walls and no building above the terrain's height limit. Lighting in some parts of the grotto can be tricky, so consider adjusting it for better visibility in dark areas. The park starts with basic amenities including a fries stall and a coffee shop in a shared building near the entrance. You also have two starting rides: Kick-Flip (a thrill ride) Radius Deep (a large Ferris wheel) Your park’s demographic consists mostly of teens, and there are no staff or facilities in place at the start. Guest Capacity: Your park has a maximum guest limit of 600 at any time, which restricts how large you can grow the park. Finances: You start with $3000 and two loan options: $5000 loan at a high-interest rate $2000 loan at a high-interest rate You’ll need to manage these loans carefully, as the interest rates are steep. GAME PLAN This scenario features similar terrain and constraints as Molly’s Gully, but the specific objectives here require more finesse. Here’s how to approach it: Step 1: Managing Terrain and Visibility Before building, use the Shift key to place facilities and rides vertically, as this will help you navigate the bumpy terrain. Also, use the "Set Lighting" tool to adjust the lighting in dark parts of the grotto, and consider enabling No Clip mode for your camera to pass through walls and better survey your park. Step 2: Handle the Starting Rides Radius Deep has a long ride duration of 10 minutes, which will prevent guests from quickly riding other attractions. I recommend demolishing this ride as it might limit your park's efficiency. Focus on building shorter-duration rides that can maximize guest throughput and generate income faster. Step 3: Building a Scenery-Boosted Park Since the terrain is stunning but lacks usable scenery objects, you’ll need to get creative: Use floating trees and animatronics, or build platforms and pillars from natural stone to create scenery that boosts ride ratings. This will improve your ride prices and profits. Step 4: Expanding to Meet Profit Goals Once you get a couple of rides up and running, focus on achieving the Easy and Medium objectives: For the $1500 monthly profit (Easy goal), you should have a couple of rides with some basic decorations in place. To meet the $3000 monthly profit (Medium goal), add more rides and decorations. You might want to add a Bumper Derby or The Cube as your third ride to hit this target easily. Step 5: Designing or Researching a Coaster For the Medium goal, you need a coaster that: Has at least 6 excitement Has at most 5 fear Is at least 600 meters long There are several ways to meet this objective: Researching the Iron Fury Hybrid Coaster is a good option. It’s cheap, can invert, and meets the requirements for excitement and fear. The pre-made blueprint, Red Steel, is an excellent choice as it has a 6.8 excitement rating, 4.7 fear, and is 1001 meters long. It’s a quick win. If you prefer to design a custom coaster, focus on low-G sequences with gentle curves and plenty of airtime. Keep the intensity low, aiming for a max G-force of 2-3 vertical and 1-1.5 lateral Gs. Step 6: Managing Loans and Expenses With the Hard goal requiring a consistent profit of $6000 for 3 months, you'll need to manage your loans carefully: Pay off your loans as soon as possible, especially the high-interest ones, to minimize costs. As you develop your park and your coaster begins to attract guests, your income will increase. Research a gift shop and pair it with your most popular ride to further boost profits. Step 7: Expansion and Guest Capacity Since you are limited to 600 guests, don’t expand too rapidly. Over-expansion could result in high maintenance costs, and the income from the additional guests may not outweigh those expenses. Stick to a steady expansion strategy to ensure your park remains profitable without overwhelming your finances. Conclusion This level challenges your ability to work within extreme terrain restrictions and manage finances while developing a profitable park. The key to success is: Efficient use of terrain to build scenery and rides Careful management of loans and income Building or researching the right coaster for the Medium objectives Gradually expanding and keeping the 600 guest limit in mind to meet the Hard goal Patience, strategic planning, and proper financial management will allow you to succeed in this scenario. STAGE #15 Back from the Brink

Objectives Easy: Attain a park value of $50,000 Medium: Attain a park value of $60,000 and build this coaster: 5 Excitement or more 5 Intensity or more 4 Nausea or less At least 750 meters Hard: Achieve a park value of $75,000, A park rating of 1250, and pay off your loans. Overall Difficulty: Hard Back from the Brink hands you an already partially-developed park, and essentially lets you do with it as you please (neither any scenery nor the terrain is locked). You have a vast expanse of land at your disposal, with a good margin of empty, flat area for you to expand. Most of the nearby development consists of a forest, with a lake deeper into the park. The park already has a pretty structured, branching layout, complete with a central pavilion with an animatronic Kraken statue (named King of the Lake). Only the branches off of the right lead anywhere, with the other directions ending in "Coming Soon" signs. Your park starts out with a decent selection of rides and shops: A Teacups ride, Venetian carousel, and Downfall, a very basic Launched coaster that seems to be partially unfinished in terms of scenery. Also unique, the teacups and carousel are locked, so they cannot be moved or demolished. All three of the rides are towards the right, deep in the forest, and suffer from low reliability, having a reported rough 80% downtime. Apparently the park's lack of mechanic has taken its toll. There's also a closed thrill ride, "PC Hammer" that is untested and is not hooked up to anything in terms of paths and nearer to the lake. Like the others, PC Hammer is also locked. The shops in the park include Gulpee Energy, Chief Beef, and Information, all bunched up nearby the entrance of the park. You also have a basic starting staff of 2 janitors and a princess ameile entertainer. You also have all your basic shopkeeps. Much like the open rides, your guests are all bunched up in the right-side forest area of the park. Most are adults and only moderately happy. Finances are the most polarizing part of the scenario: You start with 0$ and have withdrawn a loan of $50,000 with an 18% interest rate at the start (paying $4750 a month!!) You can also withdraw a smaller $10,000 loan with the same interest rate. In short, you're essentially going to be paying loan interest through the whole level. GAME PLAN Of all Festive King Coaster's levels, this one has the most potential to go catastrophically bad if you aren't savvy at positioning your park elements. With proper tactics, though, it falls about as simply as the other levels so far have. The name of the game here is not just making profit - it's about expanding properly, and maximizing that expansion. Your starting setup already is very close to the easy-difficulty value requirement, so from there it's a matter of proper management and positioning. The best starting moves here are to reposition your shops much closer to the rides, possibly even sell your information kiosk (again, most useless crap in the game) and when you get the chance, hire a mechanic. You will need to be frugal, as the interest on your loan is going to drain your money extremely quickly. I highly suggest raising the prices on your rides to fit their prestige scores. With time (and as guests requeue) this will generate enough revenue to counteract your loan payments. It should be also noted, there are no trash bins in the park at all, so make sure to plop some of those down by your rides. Lowering your loan payments can help you get a foothold, and much like in Chief Beef Raceway, the entertainer is extraneous at the moment. Let Princess Ameile eat cake. Literally as soon as you manage to break even on your funds, you should get that mechanic, as your existing rides have seen a bit of wear and tear - they will break down (usually it's Downfall to go first). As soon as this happens would be my suggested time to do three things: Withdraw the other loan, order a refurbishment of the coaster (and any other rides that break), and set up the queue and exit for the PC Hammer and test it (The animation sequence it has is all low swings, which produces awful EFN scores. Change it up.) Since people leaving the queue will proceed to eat up more funds, I suggest accomplishing this all while you're paused. After the ride is fixed, you could even go about decorating the queue more to raise the ride's prestige, allowing you to charge more and make back some of the money you lost. It'll be a good idea to perhaps keep a single mechanic on Downfall (and the carousel since it's nearby) at all times to make sure it doesn't break down too often - with all its brakes, hydraulic launch, and advanced parts, it has a very low reliability score. Once you have Downfall under control, you can focus more on expanding further with stalls and rides naturally, which will eventually result in the Bronze objective being completed. By now, even with your large loan, your income should be stable enough to stave off financial ruin. At the silver objectives, you likely will end up completing the two at the same time - You need to attain an extra 10,000$ in park value, need to make a reasonably large coaster, and happen to have a loan that allows you to take out an extra $10k. Using that money, you can make yourself a pretty decent coaster within that price range, that fulfills the given requirements (in reality, it's likely to cost more due to the length requirement and fear). My personal recommendation is to build this coaster over the lake, which will help balance out the park load and draw more guests towards your lonely PC Hammer. Your best bet for fulfilling the requirements for this coaster is to go with lots of airtime and few inversions. Naturally, design large and fast. The American Arrow is generally a better option for this coaster than the inverted design, or the wing (which is more expensive). For the final objectives, it's time to batten down the hatches once again. If the coaster was sufficiently large enough, you basically should only need to construct one more ride to hit the park rating and value goals. After that, focus all your money on paying off loans. You can essentially stumble over the finish line with negative money if you need to, but with solid park setup, you should be able to fight off the interest payments without too much trouble, even at maximum payment rate. King Coaster's Royal Decree King Coaster's Royal Decree Can your skills impress the King of Coasters? Scenario Theme and Setting: Hellish monstrosities emerging from the ground Difficulty: Hard Location: Brazil King Coaster, being this game's mascot, probably has the honor of the gimmickiest of stages in the game, often requiring you to account for very strange challenges, or otherwise use some careful ingenuity to get through. You'll need some vertical thinking and exploitation to get through these ones. As a small bit of consolation, his stages do not require either security or reputation to be enabled (as security was added to the game later). Good luck. STAGE #16 Monolith Objectives Easy: Achieve a monthly ride profit of $2000 and build 4 rides. Medium: Achieve a monthly ride profit of $4000 and construct a coaster with: 5 or more excitement 4 or more fear Nausea below 6 Minimum length of 750m Hard: Achieve a monthly ride profit of $6000, attract 1200 guests, and pay off all loans. Overall Difficulty: Hard Monolith presents one of the most expansive and challenging parks yet, with a dynamic landscape featuring mesas and bumps, making ride placement tricky. At the far end of the park, there’s a vast canyon filled with towering, Kubrickian Monoliths. These immovable structures, along with other scenic features like chimney-like rocks and raging hellfires, add a unique visual element to the park. Terrain cannot be modified. Starting out, your park lacks staff, facilities, and only two broken-down rides: Psychola and The Cube. Despite being set in a well-decorated environment, these rides suffer from low reputation scores, largely due to constant breakdowns. Finances & Loans This stage presents tough but flexible finances. You begin with $10,000 and a $20,000 loan, but several other loan options are available: $10,000, $5000, and $30,000, all at a 12% interest rate. These loans can provide significant capital for coaster expansion, but be cautious, as failure to pay them off could become disastrous. Available Coasters Your initial coaster selection is limited, with only a spinning coaster type and some standing rides, lacking any track rides. You’ll need to invest in research to unlock more effective coaster types or consider improving the spinning coaster design. The park’s demographics lean towards teens, but guests aren’t impressed yet. Time to change that. Game Plan This level will see rides experiencing higher wear and tear, reminiscent of classic Roller Coaster Tycoon rather than the usual slow pace. Breakdown refunds can severely impact your finances, so expect to manage repairs closely. First, hire at least one mechanic—two may be necessary to stay on top of repairs. Janitors won’t be needed until you add food/drink stalls, but a first-aid stall is a good idea, as both Psychola and The Cube have high nausea ratings. To maintain rides effectively, schedule repeated inspections or invest in refurbishments, setting the inspection period to the minimum of 10 minutes. Additionally, the exit placement on Psychola is problematic, requiring a mechanic to take a long route for repairs. Consider rotating it so the control panel is closer to the exit path. Once your rides are operating, achieving the monthly profit goal is straightforward. However, ride placement is limited to a few flat spots around the terrain, so you’ll need to be creative with placement. Adding stalls can increase your costs, so avoid this until you’ve built enough rides. With good ride placement and management, two mechanics should suffice for four rides. Upgrading mechanics to “Skilled” (3 pips) will speed up repairs and increase durability, but be sure to adjust their wages accordingly (skilled mechanics earn $315). Manual inspections will be necessary to prevent breakdowns, given the Monolith’s impact on the rides. Expanding the Park As ride throughput slows due to filled queues, it’s time to diversify your income. Start adding shops to boost revenue and research new coasters. The spinner coaster can provide extra income but may have a high nausea rating, while the mine train coaster and inverted two-seater offer more balanced options. The terrain doesn’t offer much space for a traditional coaster, so consider building one that dives into the ravine. This allows for big drops and uses immovable scenery to enhance the ride’s prestige. Designing a coaster in sandbox mode is a great way to experiment with layouts before committing. Maintaining Ride Durability Designing a great coaster will increase throughput and generate more income, but the Monolith will cause wear and tear quickly. Hire another mechanic to focus on this coaster, ensuring that it remains operational. With proper management, the silver income goal should be within reach. Final Thoughts The gold objectives will likely be achieved with careful planning. However, you must closely monitor your rides to ensure they don’t break down at the wrong time, especially when aiming to hit the $6000 monthly profit target. Maintaining a few shops will provide steady revenue, while 4 rides and 1 coaster should help attract the necessary 1200 guests. With time, you’ll pay off your loans and complete the objectives. STAGE #17 Skull 💀

Objectives Easy: Achieve a park rating of 500 and a monthly profit of $2500. Medium: Achieve a park rating of 850 and a monthly profit of $6000. Hard: Achieve a park rating of 1200 and maintain a monthly profit of $8000 for 3 months. Overall Difficulty: Hard This quaint western-themed park features an extensive village area with little buildings and pathways. Most of the buildings are fixed in place, but you can move shops and facilities around. As you venture deeper into the park, you’ll notice the area becoming increasingly dilapidated, culminating in the “Final Frontier” – a wall of wooden scaffolds leading into THE SKULL. This eerie, gaping maw seems to be swallowing cacti and buildings whole, adding a chilling atmosphere to the park. Park Overview You start with a decent selection of shops and rides, including an open Mexelente shop and several closed ones: Chikitiki, Chief Beef, Gulpee Energy, “Ye Olde Information”, and Street Fox Coffee. However, the latter is slowly being consumed by THE SKULL. Facilities in your park include two toilet blocks (be sure to wash your hands!), a closed ATM, and a first-aid block called "Surgeon Doc Brown" next to the carousel. For rides, you have the Venetian carousel "Old Rouletter", Psychola, and "Engine of Chaos", a Gears of Fear attraction, all in good condition but currently closed. Your only staff member is a Miss Ellie Entertainer, and all staff are receiving standard wages. At the start, there are 29 guest groups, mostly adults, but everyone is miserable and heading home since there’s nothing to do. The paths are littered with trash, which significantly impacts guest happiness, so your first priority should be cleaning up. Finances & Strategy You begin with $5000 and cannot take out loans, so it’s essential to be frugal and manage your funds carefully. Your park’s primary challenge is the constant low happiness of guests, which will drag down your park rating. To turn this around, you must clean up the trash, open your rides, and balance your finances with your park rating. Since guest happiness accounts for up to 25% of the park rating, increasing their happiness will be crucial. Unlike the Downtown scenario, cleaning up trash will have a major impact on your park's effectiveness and ratings. Hire a team of janitors to clear the paths and prevent happiness from draining too quickly. While firing the entertainer may seem tempting, she does provide substantial happiness boosts to guests, so it's better to keep her on the job for now. Once you have some funds, consider creating entertainment networks to keep the guests happy, such as more entertainers or additional ride options. For now, though, you can delay hiring a mechanic as your rides are in good condition. Ride Expansion & Guest Happiness To increase guest happiness, check their thoughts (by clicking on them or using the park management menu). You’ll typically find that guests want more rides. The large, flat expanse at Richo Rancho is perfect for building a coaster, while there’s also a clearing near the carousel and Psychola that is ideal for adding a flat ride. Your income is tied to total park revenue, so you must carefully balance ride construction with the ongoing costs of managing your park. After you’ve built about five rides (four if you choose high-prestige ones), you should hit your first objectives. As you expand, you’ll want to continue cleaning up trash and adding essential amenities like trash cans. It’s also worth advertising to boost your park rating temporarily if necessary. Reaching the Hard Objectives The final objective—reaching $8000 monthly income for 3 months—represents one of the largest challenges in the game. However, once the initial issues of trash and ride throughput are resolved, income will snowball quickly. Using your revenue to further expand the park will help you hit your objectives over time. Keep the park clean, entertain your guests, and manage your rides carefully to reach the required park rating and monthly income. STAGE #18 King Coaster Objectives The objectives for this level demand building many different types of coasters, each that will require their own technique. For convenience, I'll give each a codename: Easy: Build 2 coasters that fulfill these criteria. I'll call these ones The Basics: Have at least 5 Excitement Are longer than 500 meters Medium: Build two different types of coasters: First one, The Giant: At least 6 excitement At least 4 fear 750m or longer And the second, Mini-Jumper: Doesn't exceed 40 mph Has at least 5 seconds of airtime Hard: Build three different coasters that fit these requirements: So first off, The Colossus: At most 6 Nausea 1000m or longer Average speed of at least 30mph Then, The Serpent: At least 7 excitement Under 4 nausea At least 8 inversions And lastly The Rocket: At least 8 excitement At most 5 fear An average speed of at least 35 mph A biggest drop of 100 meters! Overall Difficulty: Hard King Coaster Park Overview King Coaster park has a simple landscape, dominated by a large, beautiful rocky face, with light hills surrounding the area. Unlike many previous scenarios, the terrain here is fully modifiable, and all buildings in the park are movable. The paths branch out from the entrance, leading to several potential expansion spots. You start with no shops or facilities, but you do have a mechanic and three King Coaster entertainers. The park features one ride: Coaster King—a hydraulic-launch coaster with high prestige that meets the requirements for the easy objective. While the coaster’s design is relatively plain and lacks impressive EFN stats, it serves as a centerpiece for the park’s big King Coaster landmark, forming the "tongue" of the rocky face. The coaster itself is well-decorated below ground and offers a thrilling first-person experience. However, it suffers from significant wear-and-tear and will break down about halfway through the starting month, so be prepared for that. Initial Challenges Your starting options include a few standing rides, basic facilities, and two types of roller coasters: steel looping and hydraulic launch. You’ll need to conduct research to fulfill the objective requirements. Your guests are mostly teens and are content at the moment, but the park’s main challenge is managing finances, as you begin with only $7500 and cannot take out loans. This makes generating income from rides and stalls critical. Breakdown and Repair Strategy Coaster King’s impending breakdown is a major concern, and you have several options for managing the situation: Order Repeated Inspections: This option keeps your mechanic busy, but requires micromanagement, as inspections slow down riders. It’s the least expensive option and will allow you to continue making income, but can be time-consuming. Build a Backup Ride: Since your guests are mostly teens and adults, adding a standing ride will help entertain them while Coaster King is out of action. However, your available thrill rides have high nausea ratings, so hire a janitor to help manage the mess. Use a Blueprint: This is probably the best option, assuming you have access to a good coaster blueprint. By placing a high-prestige, thrilling coaster, you can keep guests entertained while Coaster King is under repair. If no blueprints are available, consider importing the scenario into sandbox mode and building a coaster there, or quickly design one yourself. Moving Forward After Stabilizing Once you’ve managed the breakdown and earned your first bronze star, you should be able to stay in the black. Begin placing essential facilities—such as food, drinks, trash bins, and a central plaza—while you continue to generate income from your coasters and stalls. Researching a First-Aid station should also be a priority. Coaster design will play a significant role in achieving your goals. While the starting coasters are sufficient for completing the objectives, additional coaster types are unlocked through research. These new designs will help you meet the more challenging objectives later in the game. Research Path for Coasters Here’s the order in which coasters become available as you progress through research: Loony Turns (recommended earlier in the game). Wendigo Junior Coaster Dragon Junior Coaster and Spinning Coaster (unlocked simultaneously). Mine Train Coaster and 2-Seated Inverted Coaster Wooden Roller Coaster (Gnarler) (unlocked via Mine Train Coaster). Equalizer Hypercoaster and 4-Seated Inverted Coaster (unlocked via 2-Seated Inverted Coaster). Wing Coaster and Anubis Hypercoaster (unlocked via Equalizer). Launched Wing Coaster (unlocked via Wing Coaster). Pioneer Swinging Coaster (unlocked via Anubis). Tiamat Prototype Wing Coaster (unlocked via Launched Wing). By the time you’re designing your third coaster, your park should be financially stable enough to continue developing your coaster designs without issue. King Coaster’s final challenge highlights a flaw in Planet Coaster’s career mode: there’s no time limit or endpoint, so players can keep expanding indefinitely and eventually reach financial stability. Final Thoughts Designing coasters is the true challenge of King Coaster. While managing the park and research is crucial, focusing on coaster creation and park expansion will help you meet the game’s objectives and thrive. King Coaster Roller Coaster Design King Coaster Roller Coaster Design Guidelines This section focuses on providing specific tips for achieving each of the coaster objectives in the King Coaster scenario. The coaster design process can be complex, and while the details are too extensive for the main scenario guide, these guidelines will help you navigate through the design and optimization phases. Bronze Coaster: The Basics

对于铜级过山车,你一开始就拥有一个满足条件的“过山车之王”设计,所以开局不错。这个过山车的要求相当灵活,这意味着你几乎可以选择任何过山车类型,只要它能提供足够的刺激度且长度合理。由于你仍处于战役初期,资金有限,明智的做法是使用像“美国箭头”设计这类更具成本效益的过山车,而不是更昂贵的动力发射模型。 如果你想冒险,甚至可以利用这个机会同时完成多个过山车目标。不过,如果你决定使用蓝图,请记住,你的过山车设计需要价格实惠。选择简洁设计以确保预算可控。使用美式箭头设计的优质过山车成本约为7500美元,对于 campaign 初期来说是合理的投资。银级过山车:巨人

对于银级过山车,其设计需要长且刺激,因此选择另一种弹射式过山车或 looping coaster(翻转过山车)是个不错的主意。避免使用游戏后期研究的设计,因为它们可能不符合刺激度要求。如果你在“Back from the Brink”场景中使用过 American Arrow,那么可以轻松将该设计改用于此处,因为这里的要求相对宽松一些。 如果从零开始设计,目标是加入一些明显的横向 G 力以增加刺激感和恐惧感。你可能还需要超出长度要求,这样也能完成金级过山车的设计。这款过山车的要求比青铜级过山车高出不少,所以一旦你让这款过山车投入运营,或许可以考虑废弃之前的设计(甚至是国王过山车)。不过要记住,即便是旧的游乐设施也能产生收入并吸引更多游客,因此如果有需要,保留它们总是值得的。迷你跳跃者

由于成本和研发顺序的原因,迷你跳跃者通常是游戏初期的最佳选择。顾名思义,这款过山车有很多提供空中时间的山丘,但其设计受限于极低的最大速度,这限制了整体规模。例如,在我的设计中,最高落差只有15米,这很好地说明了你的第一个落差应该有多高,以及你能利用的动量有多小。疯狂回旋模型非常适合这种过山车的需求,是游戏初期的可靠选择。 设计时,重点是打造一个能够进行陡峭上坡和下坡的紧凑型过山车。获得滞空时间的关键在于让过山车以0垂直G力或更小的状态冲过山顶——在翻转中倒挂数秒产生的负G力不算在内。尽管这是建造成本最低的过山车之一,但也是设计成功难度最大的过山车之一。在不让负G力过于强烈的前提下,尽可能延长其持续时间颇具挑战性。 如果预算紧张,若此 ride 设计不佳,明智的做法是将其关闭,因为它可能难以产生收入。在我为这一关卡设计的所有过山车中,迷你跳跃者是唯一一款始终无法盈利的。黄金海岸玩家: 巨像 对于黄金海岸的巨像挑战,要求是高速度、长轨道以及低眩晕值——这意味着必须使用一个能平衡刺激感与舒适度的过山车。这里的最佳选择可能是发射式过山车,类似于你园区内的“过山车之王”。一个简单的发射式过山车设计就能提供所需的速度和轨道长度,同时将眩晕值控制在较低水平。 在我的方案中,我的“巨人”设计成功满足了该目标的要求,这是优化空间和资源的好方法。如果可以,尽量让一个设计同时满足多个目标的要求,这样可以减少需要建造的游乐设施数量,最终让你的园区更整洁、更容易管理。通过合并针对多个目标的过山车设计,你不仅能保持公园的整洁有序,还能高效利用资源来达成获得【黄金】及其他过山车目标所需的里程碑。 【巨蛇】

对于“巨蛇”过山车,主要挑战在于【翻转设计】,你需要在速度与刺激感之间取得平衡,同时避免引发乘客的恶心感。【美国飞箭】在这方面表现不错,但到了这个阶段,【蟒蛇】也是一个可靠的选择,它在速度和流畅翻转之间实现了良好平衡。 关键是要将恶心度控制在3以下。如果翻转设计过于激进,要么会降低过山车速度,要么会使其过于刺激,导致乘客感到不适。相反,如果翻转过于平缓,兴奋度就会下降,让 ride 变得乏味。 在过山车设计中,精心设计的翻转至关重要——如果设计得当,它们能显著提升兴奋度,这意味着你的方向是正确的。注意过山车在翻转过程中的节奏,并进行相应调整,以确保体验流畅刺激,且不会让人感到过度恶心。火箭

Building The Rocket is indeed the toughest design challenge in the game, mainly because it demands both high excitement and low fear, along with a 100-meter drop and an average speed of over 35 miles per hour. This coaster type clearly points towards hypercoasters or giga coasters, which are designed for massive drops and airtime. However, balancing these demands without going overboard on fear while maintaining excitement is tricky. Here’s how you can approach this: Huge First Drop: The key to maintaining speed and excitement is a massive first drop that pushes you above 35 miles per hour quickly. Avoid using trim brakes to slow down the coaster, as this will interfere with meeting the speed requirement. You want the drop to be intense but not too overwhelming, to keep fear under control. Airtime Hills and Bunny Hops: Use bunny-hop airtime hills to keep the excitement high without excessive G-forces. These hills should have sharp upward inclines followed by gradual downward slopes, generating slight negative Gs (more than -1). This creates a sense of weightlessness and contributes to excitement without crossing into too much fear territory. Track Layout: Your track will need to be wide and long, so consider placing it around King Coaster’s stone face to give you more room to create a sweeping layout. The coaster’s scale needs to be massive to meet the drop requirement, but you must make sure that it doesn’t feel overly scary at any point. Aim for smooth transitions between steep drops and airtime hills. Fear and Excitement Balance: To meet the fear requirement (less than 6), avoid overly steep or abrupt sections that would generate too much force. The majority of the track should have excitement scores above 7, excluding the lift hill and brake run. Building this coaster will take a lot of practice, but if you focus on smooth transitions, consistent airtime, an Congratulations!!!! If you've completed all the coaster design successfully, give yourself a pat on the back - you just beat the original final level of Planet Coaster! Now you have a gigantic dreamland of rollercoasters you can play with that generates ridiculously high income. Miss Elly's Round-Up You gotta make a big splash to succeed here. Can you tame the wild frontier? Scenario Theme and Setting: Wild West/Desert Difficulty: Hard Location: Northwest Mexico (San Diego, CA?) Miss Elly's challenges were added to the game possibly later than any of the other Hard challenges, providing exploration of the most new and unique game mechanics, including Security, Fireworks, and a whole new variety of objective types with extra caveats and specifications. Her scenarios aren't like King Coasters, in that she won't hit you with unexpected complications such as doubled staff wages or guests mysteriously being unhappy. What she will bring at you, however, are some highly-demanding objectives. It's not difficult to see why her career campaigns are placed last in the list. As stated above, her later inclusion means that some of the scenarios will enable Security features, so be prepared to wrasse with those again! STAGE #19 Miss Elly's Diner bjectives: Easy: Ride rating of 450, 700 guests with 70% guest happiness Medium: Scenery rating of 80, 1200 guests, 80% guest happiness Hard: Park rating of 1500, 1500 guests, 90% guest happiness, and pay off loans Overall Difficulty: Medium/Hard Initial Setup and Key Challenges: Location: The park spans a huge area with mostly flat terrain, except for a ravine and a lake. The central feature is a 2-lane roadway that connects your main entrance and the diner, creating a long walk for guests from entrance to attractions. Starting Attractions: You have Elly’s Diner and The Sixty-Six'er, a high-prestige wooden coaster. However, the diner and its associated shops are not functioning at the start, and the park is dirty. There are 9 shops in total, but many are closed. Finances: You start with $10,000 and a $10,000 loan at 2% interest. You can also take out a larger $20,000 loan at 20% interest. Finances are lenient, but you'll need to be cautious with your spending and expansion. Key Focus Areas: 1. Managing Guest Flow Guest Interest: Since guests take a long time to walk between the entrance and attractions, it’s important to keep them entertained to prevent boredom. Consider adding rides early on to maintain guest excitement. Transport Rides: Using a steam train can help alleviate long walk times and improve guest flow. Building a transport system with stations strategically placed at the entrance and diner can increase guest movement and decrease waiting times. Design the train's track with a longer path to the park and a shorter path out to optimize the system’s efficiency. Consider closing the path to force guests to use the transport system, or charge a fee to ride the train. 2. Park Expansion Early Investments: Start by building a few rides and focus on researching ATMs so that guests can spend more money. This will increase their time in the park and help raise your finances. Ride Variety: Expand with 2-3 high-prestige coasters (including the Sixty-Six'er) and additional smaller attractions. The more varied the rides, the more likely guests will stay longer and spend money. Researching Coasters: Research is crucial for unlocking new coaster models. The starting coaster repertoire can serve your needs for a while, but research will allow for more variety as you expand the park. 3. Shops Management Shop Opening Strategy: Most shops are closed at the start to save money. Open them when guests start to show the need for food, drinks, or souvenirs. Diners will bring in cash once guests are hungry, but don’t open shops prematurely. Shop Placement: Some shops, like Monsieur Frites and Street Fox Coffee, are poorly placed. Either build rides nearby to make them useful or leave them closed. 4. Guest Happiness and Park Rating Guest Needs: Keep an eye on guest happiness, especially focusing on family groups, who are less happy at the start. Ensure the park’s cleanliness and security by maintaining enough janitors and security guards. Scenery Rating: Decorating the park can help with both the scenery rating (for the silver objective) and guest happiness. Focus on landscaping near the entrance and pathways to create a more appealing visual experience. Marketing: Use marketing campaigns to quickly attract guests once you’ve built enough rides and attractions. This will help you reach the required guest numbers and park rating quickly, especially for the harder objectives. 5. Financial Management Loans: The loans are generous, but you must manage them carefully. Avoid withdrawing the larger $20,000 loan unless absolutely necessary, and focus on generating income from rides and shops. Paying off Loans: As you reach the hard objectives, focus on paying off loans to improve your park’s financial stability. 6. Attracting Guests and Boosting Happiness Ride Design: Ensure your rides are exciting but not too fear-inducing. A mix of intense coasters and family-friendly attractions will keep guests happy. Marketing Campaigns: Once your park is up and running, use marketing to speed up the guest attraction process, especially for the gold-level objectives. Suggested Timeline for Building Success: Start: Focus on building a couple of rides and research ATMs. Open shops as guests begin to need them. Early Expansion: Once finances are under control, start building 2-3 high-prestige coasters and consider building a steam train to help with guest movement. Mid-Game: Expand with additional attractions and carefully place shops to ensure they are useful. Start researching new coaster models. Late-Game: Focus on guest happiness through entertainment and proper maintenance. Use marketing to quickly boost the number of guests. Start paying off loans once your park reaches a solid level of income. By following this plan, you’ll be able to meet the objectives and build a thriving park! STAGE #20 Goldmine Tower Objectives Easy: Get 600 guests, and build 2 coasters: This one I'll label The Woody 5 excitement or more 4 fear or more 750 meters or less 3 inversions or less Able to reach a monthly profit of at least $1000 and this coaster, I'll call The Sidewinder 4 excitement or more 3 nausea or less 750 meters or less 4 inversions or more Able to reach a monthly profit of at least $1000 Medium: Get 900 guests, and build 2 more coasters: First is The Iron Horse 6 excitement or more 5 fear or more between 800m and 1450m average speed of 30mph or more Able to reach a monthly profit of at least $2000 and this, The Hangman 4 excitement or more 4 fear or more between 800m and 1450m 4 inversions or more average speed of 25mph or less(?????) Able to reach a monthly profit of at least $2000 Hard: Get 1200 guests, and build YET EVEN MORE COASTERS: Whiplash 6 excitement or more 4 fear or less 1000m or longer average speed of 25mph or more Able to reach a monthly profit of at least $3000 and I'll label this: Tombstone 7 excitement or more 5 fear or more 4 nausea or less 1500m or longer 5 inversions or more Able to reach a monthly profit of at least $3000 Overall Difficulty: Very Hard Initial Setup and Key Challenges: 1. Terrain and Layout: Unique Terrain: The park's terrain is not editable. The layout is spread over multiple distinct areas with Magnificent Thunder placed in the center. The land around the coaster is rocky, with cliffs and crags, making expansion tricky. Central Area: The lake area surrounding Magnificent Thunder adds aesthetic value but limits space for other rides and shops. You’ll need to get creative in how you use the rest of the park to expand. 2. Financial Situation: Starting Balance: You begin with $25,000 and have a $75,000 loan at 1% interest (costing $750 per month). Managing this loan is crucial. Strong Income from Magnificent Thunder: This coaster will generate substantial income, allowing you to invest in additional coasters without worrying about running out of money immediately. 3. Staff and Operational Costs: 1.5x Staff Costs: All staff cost 1.5x their usual price, so you’ll need to be strategic about when to hire and which roles to fill. You don’t want to overextend your staff, especially when the park is still expanding. Mechanics: Ensure mechanics are assigned to critical rides and placed strategically to minimize downtime. Consider work rosters to keep everything running smoothly. The Magnificent Thunder coaster, due to its age, may require frequent repairs, so regular inspections are necessary. Key Focus Areas: 1. Coaster Design and Prestige Maximizing Prestige: The main objective here is to create high-prestige coasters. Magnificent Thunder is already a high-prestige coaster, but you’ll need additional coasters to achieve the higher prestige targets. Wooden and Hybrid Coasters: Start by designing coasters that cater to teen and adult demographics, as these will have higher excitement and fear ratings, which in turn boost prestige. Brevity of Coasters: Objectives in this scenario emphasize shorter coasters, so aim for coasters that are compact but packed with intense elements (e.g., loops, drops). Focus on maximizing excitement and fear to boost the overall ratings without needing lengthy tracks. Research Coasters: After establishing one successful coaster, start researching additional coaster types. The Equalizer coaster and looping designs are practical options that provide variety. 2. Guest Experience and Park Expansion Magnificent Thunder’s Dominance: Since Magnificent Thunder generates a lot of income and is a family-friendly ride, it will dominate the park’s popularity. To balance this, focus on creating coasters for teens and adults that complement the family demographic. These coasters should have higher excitement and fear ratings. Expanding the Park: The layout of the park limits where you can place new rides. However, you still have space in the branches leading to different enclosures. Utilize this space effectively by adding new coasters that provide variety and meet the different guest demands. Coaster Variety: Focus on looping coasters, hybrids, and inversions to create diverse experiences for guests. Maximizing Guest Flow: You won’t need to worry about shops and stalls until later in the game. Instead, prioritize ride expansion to increase guest satisfaction and draw in larger crowds. 3. Managing Finances Loan Management: The $75,000 loan is a significant burden due to the interest, so you need to focus on generating enough income from your coasters to offset this. Magnificent Thunder will help, but it’s important to ensure you aren’t overly reliant on one ride. Coaster Income: As you build more coasters, the overall income should steadily rise. Aim to get at least two new coasters up and running as quickly as possible to avoid income dips caused by ride breakdowns. Researching Coasters: Use research to unlock new coaster models to ensure variety and increase your park's appeal. This will help you achieve the coaster prestige objectives and bring in more guests. 4. Staff Management Limited Staff: Hire only the essential staff initially, such as mechanics and entertainers, and avoid unnecessary hires. Focus on mechanics and coaster inspectors to ensure that the high-prestige rides are always running smoothly. Janitors: You can hold off on hiring janitors until your park grows. Since you don’t need to worry much about guest satisfaction early on, you can keep maintenance low until more guests start arriving. Security: Since security is disabled in this level, you won’t need to worry about crime or guest misconduct. 5. Maximizing Coaster Potential Building New Coasters: Once Magnificent Thunder is up and running and drawing in guests, build more coasters to meet the objectives. Ensure that each new coaster has high prestige and attracts a different demographic (e.g., family vs. thrill-seeker). Aim for short but intense rides that have a high excitement rating. These will not only meet the prestige goal but also attract more guests, helping you hit the required guest numbers. Coaster Creativity: Experiment with different coaster designs (such as looping coasters, wooden coasters, and inverted rides) to keep the park exciting for various guest types. A mix of coaster styles will help keep the park dynamic and profitable. Suggested Timeline: Start: Focus on getting Magnificent Thunder up and running, and maximize its potential to generate income. Start researching new coaster types. Early Expansion: Build your first new coaster, ideally one that caters to a different demographic (thrill-seekers, teens, etc.). Focus on prestige and excitement to get the ride ready quickly. Mid-Game: Once you have two or three coasters, begin to expand your park and increase your guest numbers. Continue focusing on maximizing coaster prestige and income generation. Late-Game: By now, you should have multiple high-prestige coasters. Start addressing the loan by generating steady income from all your coasters and managing your staff efficiently. With this strategy, you'll be well on your way to completing the objectives and building a successful park! Goldmine Tower coaster Guidelines I will create another guide later and post the link here... Update/ As I promised, here is the link to my guide for this part: https://steamcommunity.com/sharedfiles/filedetails/?id=3400499128

第21关 星际飞船机库 目标分解: 简单难度: 要求:建造3个每月各产生1500美元收入的游乐设施,公园价值达到25000美元,公园评分达到500。 策略: 首先确保公园布局有两条通往主园区的通道,保证游客能够到达游乐设施。 在入口附近建造一到两个游乐设施(最好是过山车)以快速获得收入。 在你的第一个过山车之后,建造一个温和的过山车(如摇滚章鱼)以吸引更广泛的受众。 专注于游乐设施的放置以获取最大收入,并对该区域进行大量装饰以提升公园价值和声望。 中等难度: 要求:公园价值达到60000美元,公园评分达到1000,10个游乐设施每月产生10000美元收入,以及一场能让100名游客持续关注30秒的烟花表演。策略: 持续扩建更多过山车和轨道类游乐设施。 偿还贷款以减少每月利息支出,从而腾出资金用于扩建。 对于烟花表演目标,建造一个大型展馆,并在其周围设置多个游乐设施以聚集尽可能多的游客,然后将烟花放置在显眼且能让大量观众看到的区域。利用预设烟花表演可更快达成目标。 困难难度: 要求:公园价值达到100,000美元,公园评分达到1250,还清所有贷款,建造7个每月收入15,000美元的游乐设施,以及一场能吸引250名游客注意力达1分钟的烟花表演。 策略: 此时,质量胜于数量是关键。到现在,你应该已经控制住了贷款,并且公园应该凭借高价值的过山车产生稳定的收入。专注于打造复杂且令人印象深刻的过山车设计,并保持较高的游客满意度。 对于烟花目标,应专注于举办大规模烟花表演以获得高游客出席率。 场景通用提示: 路径布局:初始公园的并排路径布局需要精心规划,否则半数游客将被困。 过山车:由于高额贷款还款,过山车是重要的收入来源。使用多种类型的过山车(多维和钢制)以最大化游客兴趣。 贷款管理:贷款还款会迅速消耗资源。一旦有能力,立即开始偿还贷款,以腾出资金用于进一步扩张。烟花表演:烟花表演机制是后期目标的核心,因此要规划好烟花的位置和时间,以确保游客参与度最大化。可以使用【稳步 buildup】蓝图或类似的预设烟花表演。 关键要点: - 精简员工:员工工资较高,因此在游戏初期要尽量减少员工数量。只有在收入稳定后,才专注于机械师和清洁工等必要岗位。 - 游乐设施与园区装饰:在游乐设施周围进行大量装饰可以显著提升园区价值。这是一种无需过多额外成本就能达成价值和评分目标的简单方法。 - 耐心与扩张:在克服初期贷款障碍后,积极扩张你的园区。通过载客获得稳定收入后,满足后续更高要求的目标会变得更加容易。这一阶段需要战略性规划,但只要保持耐心并专注于关键目标,你就能克服挑战并完成所有要求!

部分成就:

获取【Brightest Star In The Sky】成就。 如果该成就未正常触发,请尝试获取【Brightest Star In The Sky】成就。 本指南将帮助你在10分钟内获得该成就。 情况说明: 不知为何,当你拥有铜星和银星时,该成就不会触发。 因此,关键在于先获得金星,再获取其他星星。 我发现最佳关卡是游戏的第一关:海盗之战。 选择该关卡的原因是其目标简单,容易达成:1100名游客、2个游乐设施以及进行营销。 正如标题所示,关键在于营销和坚持使用2个游乐设施。 初始你拥有摇滚章鱼和过山车。 立即卖掉摇滚章鱼。 我首选的赚钱设施是“升华”。那个设施总是能吸引大量人群,你可以定个高价,而且我的大多数公园实际上都有两个这样的设施和两个超级跳跃。但排队的人还是总是满的。 所以放置一个,然后设置一个相当长的排队队列。确保排队评分达到100%。 我更喜欢使用创意工坊里的这款路灯,它来自荷兰的艾夫特琳游乐园:艾夫特琳大型钢制路灯。 摆放位置正确的话,你肯定能获得100%的评分:)便宜、小巧而且非常有效! 定价为16.50,加快你的公园运营。你会看到现金滚滚而来;) 接下来: 营销!;) 密切关注你的财务状况和游客数量。 使用两个电视广告宣传活动,最好是针对青少年和成人团体的那两个。我们尝试用2个刺激的游乐设施来吸引1100名游客,所以小孩子可能帮不上忙;) 记得取消自动续费。这些宣传活动很昂贵,我们还需要达到15000的公园余额;) 你可能会发现游客数量大概会停留在1050左右。 这可能是因为公园评分的问题。 所以添加一些商店(2个就够了)和几个大型装饰物品。 我用了2个海盗主题商店和带北海巨妖的巨大动画船。还使用了一个我最喜欢的创意工坊物品,来自艾夫特琳乐园:Oebar制作的会说话的鹦鹉(感谢这个物品!) 现在你应该能很快达到1100名游客了。而且只需要2个游乐设施!!! 一旦达到目标,卖掉所有不需要的东西:商店、2个装饰物品,并解雇一名清洁工。你甚至可以考虑到入口处进行大量挑选并出售能卖的东西。 瞧:15000金币和金星:D 如果一切顺利,你的Steam成就应该已经触发了:) 总结 希望你能在10分钟内获得成就。 我第一次尝试时就成功了,为了制作指南和视频而重新回顾步骤也只花了大约7分钟。 这是一种快速尝试获取成就的方法,如果没有触发,再试一次就好:) 希望你喜欢我的第一篇指南,并希望它能帮助你获得成就:D 感谢我使用的创意工坊物品的内容创作者们:)

主游戏隐藏成就 感官之盐 为薯条添加最大量的盐。 建造 Monsieur Frites,编辑销售选项卡中的项目,展开附加菜单并勾选盐,然后选择大量。 你被解雇了! 解雇一名员工。 派对破坏者 制造一场涉及300名游客的过山车事故。 建造一个有高度的过山车,让轨道在拥挤的路径上形成死胡同,然后开始测试。列车将会撞向人群。 你是赢家! 驾驶卡丁车赢得卡丁车比赛。 建造轨道设施>卡丁车(不能使用蓝图,必须使用自定义建造)。 建造简单的轨道并命名为bollard。 点击轨道并点击乘坐视角,使用左右键切换到第一节车厢。 等待绿灯亮起,使用WASD控制你的卡丁车。