You've got a big, square, green void on your screen and lots of money.
Where do you start? You may be looking to add to another park, but whether
you're starting from scratch or expanding a developed park, the same
principles apply. Many of these techniques also apply to the scenarios,
but see
scenario tips
to learn more about building with limited
time and money, tips on pricing and maintaining a park.
Park maps, £1, umbrellas £3, drinks,
lemonade and coffee
£1.50.
For food and balloons etc, aim to
make a profit of £1 on each item. If the default price already
includes a £1 profit (e.g., burgers), increase the price by another
50p.
Since a park
won't generate much income at the start as new guests don't pay an
admission fee, take out the maximum loan at the start and build as many
small, high capacity rides as possible. In particular, build several cheap
'powered launch' coasters. As well as generating a high income, it will
also improve the park value, which in turn gets more guests into even a
small park. Once the park has become established, these rides can be
demolished and replaced with better rides if you wish. Even a maximum loan
will take no more than a couple of months to repay towards the end of a
scenario, whereas many months could go by at the start of a game whilst
you waited for cash to build your first coasters. This is especially
important in the coaster building scenarios. Unless otherwise stated, you
should always set your research to coasters and thrill rides only and set
the rate at maximum (£400/month). Note that ride improvements no longer
need to be researched.
New rides. There aren't too many new rides which require
explanation.
The Water coaster loses a lot of
speed as it goes through water, so you may need more than one lift
hill for longer rides.
The SLC doesn't have a 'powered
launch' mode, so if you want to design cheap rides using this track,
you will need to use 'reverse incline launch'
mode.
Large half-loops are now available
for the inverted coaster, but there's still no large half
corkscrews!!!
The air-powered coaster needs to be
designed carefully to avoid high speeds at the top of hills
(extremely intense) and around bends (it will crash). Don't worry
about building the world's biggest air-powered coaster as even a one
hill example will have an excitement of 8+.
The raft ride can't have hills, so
careful planning is required to fit it into existing spaces.
Finally, the steel mini coaster can
now have banked curves.
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The Scenarios
There are
several different winning criteria in LL. General tips for each of these
can be found below. Whatever the type of scenario, if a park has existing
paths and rides, these should all be checked to make sure that prices are
set correctly, paths have no dead-ends, queue lines aren't too long and
there are enough bins and benches. Make sure that there are enough
mechanics and handymen (and the handymen aren't mowing grass). Existing
rides such as mazes and slides will usually need to have their capacity
increased to the maximum allowed. If the park already has a Ferris Wheel,
make sure that the number of rotations is set to 1. Sky Rides/Cable Cars
should have their speed set to maximum and, if possible, enlarge the
stations so that 12 cars are running. If the park already has guests in
it, check on the 'peeps' tab to see what they think of the park, and act
accordingly.
A guide to beating specific scenarios follows later.
X guests at the end of year Y. The old style type of
scenario, which also requires a park rating of at least 600 at the end.
Prices should be set at £2.50 for coasters and on ride photos, £1.50-£2
for thrill rides and 50p-£1 for gentle rides. Reduce prices if guests
aren't going on a ride (usually old 3D cinemas and motion simulators) or
if the scenario is reaching the deadline and you still need to attract
lots of peeps.
Coaster building scenarios. Whether starting from scratch, or
finishing existing coasters, the main problem here is money. Take out the
maximum loan and build three or four 'powered launch' coasters with one or
two loops, a gentle ride, a thrill ride, toilet, food, drink and
information stands. Set prices at £3.50-£4 for coasters, £3 for on-ride
photos, £2-£3 for thrill rides and £1.50 for the gentle ride. Unless
you're finishing existing coasters, you should research only coasters and
set the research rate to maximum. Forget about this new section of the
park and concentrate on building/completing a new coaster. For this
reason, it's a good idea to not build any bins/benches at the start that
may get vandalized whilst your mind is elsewhere. Once you've got a couple
of new coasters up and running, expand the park around the new coasters
with more thrill/gentle rides and shops/stalls. Then go back and build
some more coasters. If you find that you are waiting for cash to build a
loop or other expensive track element, you can go back to the rest of your
park and tidy it up or add scenery/themeing if you wish (but don't spend
all your money!)
Each coaster will need to have a minimum excitement rating, but this
shouldn't be too hard to achieve. For tips on building high excitement,
low intensity coasters, see the
coaster building guide.
Build a few sections underground
and try to make the coasters cross each other. If a coaster is just (no
more than 0.5) short of the required excitement, then themeing can improve
the rating. If the coaster has a loop, build a path through the middle of
it (the path needn't be connected to anything else).
Finish building the existing coasters The first thing to do,
is check where the coaster entrance/exits are and construct paths to them
(if they aren't already there), otherwise you may have a great coaster
that nobody can ride. Whilst you don't need to have guests on the coasters
to win the scenario, if you're spending the cash to build the thing, you
may as well benefit from the ride income! The existing pieces of coaster
can't be moved, so plan where lift hills and track into stations will go.
Note that you are allowed to change the type/number of cars on the ride -
useful if a coaster is just a bit too intense. Work on the coaster nearest
to the existing bit of park first.
Build X different coasters, each with a minimum excitement of
Y. Note that the Virginia Reel counts as a coaster here. See what
coasters you already have designs for which meet the required excitement
rating and build them first. After that you'll need to start custom
building - don't forget to build underground to increase excitement.
Build 10 different coasters, each with a minimum excitement of X and
minimum length of Y. These scenarios are real killers as you seem
to spend most of your time waiting for enough money. Don't even think
about trying to build any of the smaller coasters, such as the Wild Mice,
Virginia Reel, Single Rail or Mini Steel. Concentrate on the looping
coasters and the bigger woodies such as the Mine Train, Wooden Twister and
traditional Wooden. When building the steel coasters, construct a first
block which will include most of the loops and inversions (as it's easier
to judge the speed at the start so you can keep the intensity down). Build
a flat section of track back to the station and test. Hopefully, the
coaster will already have the required excitement, in which case you can
just extend the track by running it through the existing structure until
the coaster is long enough. If not, tweak the initial sections, adding
more inversions and underground sections if necessary and then test again.
The woodies will need lots of underground sections, and lots of sections
that go close to existing rides. The excitement will increase with length,
so build as much of the coaster as you can before testing it to see if the
correct length has been achieved. Another tip is to save the vertical
coaster until last. By having a vertical section that goes underground,
you are almost guaranteed a high enough excitement rating and the vertical
coaster is easy to squeeze into spaces between other rides thanks to its
vertical track.
Ride income of £X per month. Note that the scenario won't be
completed until several months after you have achieved your objective.
Some say that you need to repay your loan to complete the scenario, others
say you need to wait three months. I've found that both of these are true.
Just be patient! Prices should be charged as in the coaster building
scenarios. The trick here is to ensure that the park has a wide variety of
rides, but to concentrate on coasters. They have a high throughput of
peeps and so generate the highest profits. Take out the maximum loan and
build plenty of powered launch coasters at the start to get things ticking
over. After that, it's just a question of expanding the park.
X peeps, park rating not allowed to drop below 700. No financial
constraints!!! These scenarios (with the exception of Mega World) are
basically just exercises in building mega parks. For tips, see the mega
parks section of the
park guide.
Build a small park before joining it to the
path at the park entrance. Hire lots of handymen and don't build long
stretches of paths with no attractions and the park rating won't even drop
below 999!
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Specific Scenarios
Volcania
Objective: Complete
the five existing coasters so that each has an excitement rating of at
least 6.7.
Cut-off the path to the coasters on the right hand side and check the
other paths for dead ends and increase the queue lines for some of the
existing coasters. Build a small park near the entrance and then begin
work on the mouse coaster first. Extend the park round the side of the
volcano as each coaster is completed. Leave the suspended coaster on top
of the volcano until last so that you don't have to waste money on
building a path up to it (as you need never open it).
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Arid Heights
Objective: 2000 guests, park
rating not allowed to drop below 700. No financial constraints.
See the
Scenarios
section above.
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Razor Rocks
Objective:
Build ten different
types of coaster, each with an excitement rating of at least 6.
Build coasters that go into the rocks for extra excitement.
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Crater Lake
Objective:
1300 guests at the end
of year 3 with a park rating of at least 600.
Fairly simple as there's no trees or other obstructions. Just keep an
eye on visitor numbers and advertise towards the end if you need to
attract extra peeps.
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Vertigo
Views
Objective:
Check the price on the existing hypercoaster and build an on-ride photo
section (just before the station). Build new rides near existing path
first and then expand.
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Paradise/Big Pier
Objective:
1200 guests at the end of
year 2 with a park rating of at least 600.
An extension of the original Paradise/Big Pier, so the same tips apply.
First, put no entry signs on the paths to the exits of the enterprise,
carousel and boat ride and extend the queue line to the coaster. Build
shops in the empty corners of the park and expand these sections of the
park first. Build thin powered launch coasters at the sides of the park
and smaller coasters in the gaps between paths. Fill up the spaces with
thrill rides.
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Dragon's
Cove
Objective:
Complete the five
existing coasters so that each has an excitement rating of at least 6.6.
Build a small park near the entrance and then complete the coasters.
Work on the coasters at the top of the cliff first and expand the park
once they're finished. Then, complete the coasters on the beach.
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Good Knight
Park
Objective:
1200 guests at the end
of year 3 with a park rating of at least 600.
The paths are a bit of a mess in this park. Cut off the paths onto the
walls until you need them and check the other paths, particularly the path
to the exits of the coasters. Build rides in the water at the front first
and then expand the park to the edges of the island outside the castle.
When this is full, custom build coasters inside the fort.
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Wacky
Warren
Objective:
£9 000 monthly ride
income.
Build shops, stalls and small rides next to paths that are above
ground. Then build cheap coasters near the entrance and extend paths to
meet existing paths and expand the park.
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Grand
Glacier
Objective:
1500 guests at the
end of year 3 with a park rating of at least 600.
Build on the glacier first and then expand the park up the hills.
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Crazy
Craters
Objective:
2000 guests, park
rating not allowed to drop below 700. No financial constraints.
See the
Scenarios
section above.
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Dusty
Desert
Objective:
Complete the five
existing coasters so that each has an excitement rating of at least 7.0.
Build a small park near the entrance and then complete the coasters.
Build the flying coaster before the woodie so that you can see what you're
doing.
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Woodworm
Park
Objective:
1600 guests at the end
of year 3 with a park rating of at least 600.
A small park with lots of trees and badly placed paths. Shorten the
queue to the trains. Build lots of Wild Mouse coasters and Virginia Reels
(when researched) on the lake. Build the bigger woodies on the sloped land
around the sides. As soon as the river ride has been researched, build it
to help stop over crowding (the river ride has a high capacity and is a
long ride and so keeps peeps off the paths). Fill small spaces with lots
of swinging ships.
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Icarus Park
Objective:
£10 000 monthly ride
income.
The orange water and purple land are guaranteed to give you a headache,
so you'll want to get this one out of the way quickly. Build lots of cheap
coasters and you shouldn't need to build on the land.
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Sunny
Swamps
Objective:
1600 guests at the end
of year 3 with a park rating of at least 600.
Fairly simple, build around existing paths first and then expand the
park in small sections.
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Frightmare
Hills
Objective:
1500 guests at the end
of year 3 with a park rating of at least 600.
Put an on-ride photo section on Frightmare. Build rides around the
entrance and on the lake first and then expand. If you have any spare
money, cover the land with green slime!
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Thunder Rocks 2
Objective:
1500 guests at the end of
year 3 with a park rating of at least 600.
Twice the fun of Thunder Rocks 1! Expand the stations on the chairlift
to increase the number of cars running and increase the speed. Shorten the
queue line to the chairlift. Build a path to the far rock so that peeps
that ride the existing coaster don't get lost. Then, just treat as the
original Thunder Rock: Build coasters into the rock at the bottom and
other rides on top.
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Octagon
Park
Objective:
Build ten different
types of coaster, each with an excitement rating of at least 7 and minimum
length of 3937 ft.
See the
Scenarios
section above.
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Pleasure
Island
Objective:
Build ten different
types of coaster, each with an excitement rating of at least 6.
The island that the park owns is very thin, but the land to the side
has construction rights. Don't try to build large coasters - most powered
launch coasters will have an excitement of at least 6 if built underground
and they're nice and thin. Most small coasters (such as the Wild Mice)
will also have an excitement rating of 6 if they include underground
sections. Only build other rides if there is no way that you can fit a
coaster into that space.
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Icicle
Worlds
Objective:
2300 guests at the end
of year 4 with a park rating of at least 600.
Keep an eye on guest numbers as you don't want to have to attract 2000
guests in year 4! Remove the extra paths that go underneath the hills of
the woody and around the corkscrews of the SLC. Shorten the monorail
queues and place no entry signs on the paths to the exits. Join the path
from the entrance to the woody to the monorail exit to avoid lost peeps
and crowds later on. Begin construction in the empty areas of park around
existing paths first and then expand.
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Tiny
Towers
Objective:
Complete the five
existing coasters so that each has an excitement rating of at least 6.4.
A very small park that isn't as hard as it looks. Build two 'Big Sur's
on top of the hill on the right hand side, together with
a drink and food stall, toilet and information kiosk. Hire a mechanic and
a couple of handymen. Don't bother with benches and bins - they will soon
get vandalized. Next, build paths and queues to the ride exits and
entrances that don't already have them. When building the coasters, be
sure to leave enough space for the other coasters to enter and leave their
stations. It's easiest to begin with the coaster at the bottom (the woody)
and work your way up. Leave the vertical coaster until last as it is easy
to squeeze it between the tracks of the other coasters. Make sure that all
the coasters go underground (you may need to raise the land in several
places) and try to fit most of the track into a small area of the park.
Once you get to the later coasters, you can demolish the 'Big Sur'
coasters if you need room. Simple!
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Nevermore
Park
Objective:
Build ten different
types of coaster, each with an excitement rating of at least 7.0 and a
minimum length of 4 593 feet.
You really only need to build nine additional coasters as the existing
coaster conforms to the objectives. Guests need access to the entire park
because of the existing coaster so build shops, stalls and powered launch
coasters throughout the park. Then proceed as for
Octagon Park.
Note that guests will get lost in this scenario (and there's
nothing you can do to avoid it), so keep the park window open and drop
guests near the entrance as soon as they become lost.
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Pacifica
Objective:
£8 000 monthly ride income.
Research only coasters first until you get a coaster with powered
launch mode. Build on the water first as it is cheaper than clearing the
land.
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Urban
Jungle
Objective:
1200 guests at the end
of year 3 with a park rating of at least 600.
A giant skyscraper surrounded by lots of trees. Use the top of
the skyscraper to build coasters that drop off the side of the building
with the lift hill inside the skyscraper before the station. Develop the
jungle area at the bottom as normal.
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Terror
Town
Objective:
Build ten different
types of coaster, each with an excitement rating of at least 6.0
Delete all the paths - they're a mess. Build coasters into the existing
raised land (skyscrapers) and raise new land if needed.
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Mega World
Park
Objective:
3500 guests, park rating
not allowed to drop below 700. No financial constraints.
Pause the game! Check out the peeps tab to see why the park rating is
so low. You need to build lots of toilets and food and drink stalls
quickly! Only unpause the game to actually build the things - repause it
whilst you're selecting what to build and where to build it. Once this is
sorted and the park rating has improved, hire lots of new handymen and
mechanics and put in benches and bins. Put no entry signs on paths that
lead to only ride exits. Use the peeps tab to see which rides have long
queues and shorten them if needed. Shorten the log flume and change the
ride timing on longer rides (as most of them seem to have cars sitting in
the station for 30 seconds even though they're full - I want to get off!)
Shorten or replace the hedge maze. Once guests have stopped complaining
about things, try to squeeze in new rides to keep guests flocking to the
park. Note that many of the existing rides are actually based on real life
coasters.
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Venus
Ponds
Objective:
1600 guests at the end
of year 4 with a park rating of at least 600.
Keep an eye on the number of peeps in the park - you don't want to have
to attract an extra 1000 guests to the park in year 4.
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Micro
Park
Objective:
Park value of £10 000 at
the end of 3 years.
This is a very small park. Build a wild mouse underground, but
only raise each section of land as you need to. Then build a path to the
highest level of land and build all the shops, stalls and non-coasters up
there. You may need to raise land underneath so that the ride supports
aren't too high. Continue building underground coasters and layer rides up
above. If park value begins to fall, demolish and replace non-coaster
rides.
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