Original RCT Scenarios
Forest
Frontiers
Objective: 250 guests, 1 year.
A nice easy one to start you off with. It's only a year long, so you'll
soon know if you messed up! It took me several attempts before I got it
right... If you're new to RCT make sure you've read the other
guides.
Don't try to build the world's greatest coaster. If you've not done it
before, it will go wrong. Use the rides that come with the game or
build a few small ones. Once the park has over 250 guests, save the game
and experiment building raised paths, underground track and things.
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Dynamite
Dunes
Objective: 500
guests, 3 years.
A large lake with a path running round it. There is a large area of
land to develop at the back of the park. Land is available to purchase,
but only buy it if you have to (unlikely). Begin with a coaster on the far
side of the lake and then concentrate attractions on the path around the
lake. Next, use up any remaining space on the lake itself (build a path
right across the water and join rides to it) before expanding the park
using the land at the back.
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Diamond
Heights
Objective:Park value of £20 000
in 3 years.
There are already a number of rides in this park, although the path
structure needs work. Reduce the queue lines for the Indiana Jones
Railroad and the carousel. Build your first coasters over the lake, as
it's cheaper than removing trees and changing land height. Once you've got
enough money expand the path system and then concentrate on building
coasters to increase park value.
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Evergreen
Gardens
Objective: 1000 guests, 4 years.
1000 guests may seem like a lot of peeps, but you've got 4 years and a
large park to attract them. The main problem with Evergreen Gardens is the
huge network of paths, most of which go nowhere. It looks pretty, but
peeps will get lost. Cut-off sections of path until you're ready to expand
your park further. A lot of paths are dead-ends, but don't worry about
demolishing these until you have time. Build the park in small sections.
When you need more space, you can connect paths up again.
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Bumbly
Beach
Objective: 750 guests, 2 years.
This scenario is an early Blackpool Pleasure Beach - with only one
coaster. There's a lot of land for sale on the beach itself, but you won't
need to buy it. Begin by reducing the number of revolutions on the Big
Wheel. Put all of your research into coasters and build gentle and thrill
rides until you've developed the smaller coasters. Don't be tempted to
build large rides (such as another woody) as you'll run out of space and
there's not enough time to save up to purchase the extra land. Don't
forget that many rides can be built 'inside' the Big Dipper.
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Trinity
Islands
Objective:750 guests, 3 years.
Several small islands linked by a single path. Delete sections of path
to stop guests wandering to undeveloped areas and join them when the park
expands. There are no large flat sections of land to build on, so you will
probably have to custom build rides to fit into awkward spaces. Otherwise,
this is a fairly easy scenario to complete.
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Katie's
Dreamland/World
Objective: Park value of
£15 000 in 3 years.
This scenario is based on the Lightwater Valley Theme Park, close to
where I live and is where Chris Sawyer recorded the sounds for the game.
It also features a completely underground coaster (The Rat in real life)
and The Storm aka The Ultimate - the longest coaster in the world (and
also the tamest...)
Resist the temptation to build anything yet - wait until better rides
have been researched. Instead, redesign the Silver Valley Steamer so that
it has longer stations and increase the capacity of the ride. Amuse
yourself by building bins and hiring more handymen until you are able to
build small coasters is the spaces between the existing rides. Then, save
some money and begin developing the area in the middle of The Storm
(you'll need to buy the land first - good practice for the next scenario).
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Pokey/Dinky
Park
Objective:Park value of £10 000 in
2 years.
A very small park with land rights available across the road. This is a
tricky scenario to complete as you have to build coasters to meet the
objectives, but you have very little space. Begin by changing the Ferris
Wheel and Slide rotation and capacity respectively. Buy construction
rights for a path to cross the road. Build a coaster with its station on
the far side of the path, but construct most of the structure above the
existing park. When new, small rides are researched, build them in the
existing park. Use the far side of the park for larger rides. Only buy
land when you need to and try to build most of the structure on park that
you already own.
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Whitewater/Aqua
Park
Objective: 900 guests, 3 years.
A large lake with several existing water rides. This scenario is fairly
easy to complete (especially after the last one!). Build your first
coasters over the water to avoid having to spend money on demolishing
trees. Note that the water slide near the entrance will stall regularly -
change the settings so that there is no 'maximum wait time'.
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Millennium
Mines
Objective: 800 guests, 3 years.
A disused mine with a single station mine train running through it. Add
stations to the mine train and consider shortening the track. Build a path
to the new stations and develop along the newly built paths.
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Karts and
Coasters
Objective:1000 guests, 3
years.
Keep the existing coasters and attractions. There's not much space in
this tree-filled park. Squeeze in rides where you can and custom build
coasters around attractions.
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Mel's World
Objective:1200
guests, 3 years.
There are lots of great rides already built in this large park. Getting
1200 guests shouldn't be a problem. There's already an extensive network
of paths, so fill in the spaces between existing rides before you expand
to the back of the park.
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Mystic/Mothball
Mountain
Objective:800 guests, 3 years.
An empty park with land available for purchase at the back of the park.
Build to your heart's content and only buy land at the back of the park
once all other space has been used.
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Pacific
Pyramids
Objective:1000 guests, 4
years.
A large desert full of pyramids and paths but hardly any trees
(hurrah!). Demolish or cut off most of the paths, especially the
underground one (which is easy to miss). Only remove they pyramids if you
need to (it's supposed to by a park with pyramids after all). Land is
available for purchase on the right hand side (looking from the entrance)
if needed. Attracting 1000 guests in four years shouldn't be a problem -
this is a great opportunity to build a perfect park.
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Crumbly
Woods
Objective:1200 guests, 3 years.
Lots of very old, unreliable rides. Keep the larger rides until you can
afford to replace them. Demolish the smaller rides and replace them (with
different rides - otherwise the computer thinks it's the same ride).
Shorten the path to Crazy Critters. Consider building a path from the
entrance to Crazy Critters if you have any spare cash.
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Paradise/Big
Pier
Objective:600 guests, 2 years.
An undeveloped grid of paths over water. Resist the temptation to
demolish any paths - you'll need them to accommodate 600 guests. Build
small coasters in the squares between paths and thin powered launch mode
coasters around the edges. Fill in gaps with other attractions. Go-kart,
car ride and water ride tracks can be built underneath the paths and other
attractions.
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Lightning
Peaks
Objective:900 guests, 3 years.
Mountainous terrain with a thin section of land leading into a square
shaped area. Demolish the skyride - the paths leading to it will cause
more problems than they're worth. Demolish all paths but the one on the
thin section of land from the entrance. Build a thin powered launch
coaster near the entrance and then concentrate your efforts on the square
piece of land, beginning with any remaining sections of path.
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Ivory
Towers
Objective:1000 guests, 3 years.
A badly vandalised park. Close the park and all rides (there's not that
many guests in the park and most of them want to go home anyway). Hire
about 5 handymen and set them to work whilst you replace the vandalised
objects. Remove the dead-end path that goes up the hill. Once the park is
clean and tidy, re-open and begin constructing your own rides. Apart from
the tedious start, this is a very easy scenario.
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Rainbow
Valley
Objective:
1000 guests, 4 years.
The local authority won't allow any trees to be removed or land to be
changed. Guess what - there's lots of trees. However, the park is quite
large and 4 years is a long time. Use the cliff walls to build coasters
underground and build above the trees. To do this, build sections of track
until the required height is reached, construct the station and then
delete the unwanted sections of track that lead to the ground. Before
building any rides, be sure to lay paths first.
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Thunder
Rock
Objective:900 guests, 4 years.
A large, square rock in the middle of nowhere. Leave the paths intact.
The path to the top of the rock is the only such one you will need.
Increase the speed of the chairlift and shorten the queue. Build rides on
top of and coming off the rock (but note that the land level is too high
for paths, entrances and exits and the smaller rides). Build other rides
at the bottom and into the rock.
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Mega Park
Objective:Have
fun!
Once all the other scenarios have been completed, you can access the
mega park. It's fun to play with, but if you want to start from scratch
(with lots of money and all research completed) then download one of the
blank parks.
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AA/CF Scenarios
Whispering
Cliffs
Objective:Park value of £17 000
in 3 years.
A small strip of land with a cliff running through it. This is quite an
easy start that allows you to discover some of the new features of the
add-on. Develop one side of the cliff at a time. Cut-off the path to the
other side of the park (don't just put up a no entry sign as staff will
still wander down there). Build small rides on top of the cliff. Construct
a path down to the sea and build coasters at the bottom of the cliff.
Repeat with the other side of the park if necessary. Join the two paths
down to the sea.
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Three Monkey's
Park
Objective:1400 guests, 3 years.
A large park with three racing coasters. Start by checking on the
mechanics and removing their patrols. Then either cut the paths or begin
development on the far side of the park.
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Canary
Mines
Objective:1300 guests, 3 years.
A fairly small park with a few existing rides. Notice that the path
from the entrance is a long underground stretch. Either build some
coasters next to it or build more paths that reach ground level sooner.
Shorten the queue for the coal train. The centre of the park is short on
space so concentrate new development on the hills.
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Barony
Bridge
Objective:1200 guests, 3 years.
A single path over water (i.e. a bridge!) with construction rights on
either side. Note that construction rights are sufficient here since
everything is automatically built 2 levels above the level of the water.
Build some looped paths and construct rides near them.
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Funtopia
Objective:1400
guests, 3 years.
This park contains two coasters and a Ferris Wheel and spans a road.
Construction rights are available to cross the road. Notice the stripy
grass? Take handymen off grass mowing duty and place them on a path.
There's plenty of space for expansion but remember that rides can cross
the road. Build at least one more path across the road to stop the
existing one becoming too crowded.
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Haunted
Harbour
Objective:1200 guests, 3 years.
A small park, but land can be purchased inland. Change the number of
rotations on the Ferris Wheel and shorten the queue for the carousel.
Increase the capacity of the slide and remove the paths near the
flowerbeds. Begin construction on the beach and sea first and then expand
the park inland.
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Fun
Fortress
Objective:1300 guests, 3
years.
A set of parapets with an inner fortress. Remove the path leading into
the fortress. As there are a nightmare number of paths in the fortress
itself, it's easier to build rides over the fortress, just removing paths
when you need to. Cut the path up to the parapet until it's needed.
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Future
World
Objective:1500 guests, 3 years.
An alien landscape with a couple of pre-built coasters and a monorail.
There's plenty of space here (and no trees!!!) for big coasters.
Concentrate initial development near the monorail stations.
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Gentle
Glen
Objective:1200 guests, 3 years.
An island with a couple of small rides. All guests have a preferred
intensity rating of less than four and this value will not change. They
will still go on rides with a (slightly) higher intensity rating if the
price is right. Remember that many thrill rides are fairly low on the
intensity scale. You'll need to custom build coasters, so try to keep them
as tame as possible. (See coaster
tips for help).
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Jolly
Jungle
Objective:1600 guests, 4 years.
A large jungle with lots and lots of trees... Build a coaster at the
end of the path from the entrance and a couple of smaller rides along the
path and then open the park. 1600 guests looks a lot, but 4 years is a
long time and there's plenty of space to build on.
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Hydro
Hills
Objective:Park value of £20 000
in 3 years.
A number of lakes and a boat hire. Either demolish one side of the
pre-built path near the entrance or extend it to form a loop around the
first lake. Build lots of coasters and a few other rides, developing one
lake at a time.
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Sprightly
Park
Objective:1500 guests, 3 years.
A park with very old rides and a huge debt. Demolish the smaller rides,
but leave the larger ones intact until you can afford to replace them.
Hire plenty of mechanics to inspect them. Be sure to remove excess paths
after demolishing attractions. Increase the station length and capacity of
the train. The park is in debt, but you can still increase the loan.
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Magic
Quarters
Objective:Park value of £30
000 in 4 years.
A large empty park split into 4 sections. Demolish the cross-sections
of red and green path near the flowerbeds and place no entry signs at the
exits of the miniature railway. Develop the areas around the railway
stations first and then continue along the paths. Hire extra handymen and
mechanics to cover the large distances in this park.
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Fruit
Farm
Objective:1100 guests, 2 years.
A fruit farm with lots of annoying trees and paths. Decide which
section of park to develop first and cut all other paths. Place a station
on the railway in that section. Repeat for other sections. Try to build
above areas with small bushes, unless you just love removing them.
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Butterfly
Dam
Objective:1400 guests, 3 years.
A dam with very deep water on the upper level. Build shops and stalls
on the existing pillars at the side of the dam. The area behind the dam
can only accommodate steel coasters because of the height above the bottom
of the lake. The level of the land there will need to be raised to build
paths, so concentrate initial development in the valley below.
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Coaster
Canyon
Objective:1200 guests, 3 years.
A relatively shallow, wide canyon. Build on only one side of the bridge
to begin with. Cut the unneeded path and form a large loop with the other.
Thin, powered launch mode coasters can be built at the sides of the
canyon, both above and below ground. Use the canyon floor for larger
rides.
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Thunderstorm
Park
Objective:
1400 guests, 3 years.
A giant pyramid in the middle of a rainy park. Build as many coasters
as possible underground and inside the pyramid. Stations can be built
outside to make it easier to keep an eye on queue lengths etc. Build
indoor rides as soon as they've been researched. Lay plenty of paths so
that when it does rain it won't get too crowded. If you run out of space,
begin construction on top of the pyramid.
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Harmonic
Hills
Objective:1200 guests, 3 years.
No construction above tree height is allowed and no trees can be
demolished nor land moved. This is an absolute swine! Begin coasters on
top of hills and build lift hills going into stations. If you get
stuck, build coaster track above the path (tree free!) When building
coasters, save the game first. When you've finished the track, save the
design, reload the game and build the saved track. Whilst 1200 guests in 3
years may look like a lot of peeps to attract to what will be a rubbish
park, they will arrive in their hundreds, so don't panic!
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Roman
Village
Objective:
1500 guests, 3 years.
A Roman Village with an aqueduct running through the centre. Demolish
unnecessary paths (there's a lot of them) and raise land at the entrance
to the aqueduct to prevent boats getting lost. Build a couple of small
rides over the lake and then develop the rest of the park in small
sections.
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Swamp
Cove
Objective:
1600 guests, 3 years.
A series of small islands with two racing coasters near the entrance of
the park. There's lots of space, so this scenario is fairly easy to
complete. Cut paths until needed and remove dead ends.
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Adrenaline
Heights
Objective:
1600 guests, 3 years.
Great fun! A fairly hilly park with plenty of room for expansion. All
guests have an intensity preference of more than nine, but will go on
(slightly) less intense rides (such as the existing coaster) if the price
is right. Build lots of small powered launch mode coasters since it's easy
to tweak the intensity by changing the launch speed. Remember that some
thrill rides can have high intensity ratings too. Plan paths carefully to
avoid congestion when peeps all leave coasters at the same time and hire
lots of handymen to clean up the inevitable puke. Eventually you may wish
to demolish the existing coaster, as it always seems to be in the way...
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Utopia
Park
Objective:
1400 guests, 3 years.
A small oasis with plenty of land available for purchase. Fully develop
the area around the lake before buying up land at the back and sides of
the park. If you've just finished playing Adrenaline Heights, remember to
include some gentle rides too!
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Rotting
Heights
Objective:
1200 guests, 3 years.
Nearly everything in this park is broken. Clear the area on the hill
near the entrance and build a few rides. This will tempt guests into the
park whilst you demolish the rest of the park. You could keep the
twister/scrambled eggs and the Ferris Wheel but since they're not very
popular rides, you may as well get rid of them.
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Fiasco
Forest
Objective:
900 guests, 1 year.
All the rides in this park will either crash or are so pathetic that
they need demolishing. Pause the game as soon as it starts (or the rides
will crash). Reset all the rides but don't re-open them. Demolish them
all, pausing in between. Cut all sections of path from the entrance except
the one that leads to the pizza stall on the left. Build a wild mouse on
the lake along with a couple of more gentle rides. Pause the game and pick
up all the guests and drop them into the newly developed area. As you have
only one year to attract 900 guests, you'll have to use the pause button a
lot and take out the maximum loan available. Only build the cheapest
coasters, even if this means having more than one coaster design in the
park. Don't bother about making the park look pretty and only spend time
demolishing unwanted paths if they get in the way or you're desperate for
cash. Use any spare money you have on constant advertisements for the
park. Easy!
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Pickle
Park
Objective:
1400 guests, 3 years.
A large, undeveloped park. No advertising is allowed, although this
shouldn't be a problem. Build lots of high capacity coasters and plenty of
paths. Keep the park entrance fee below £20. Hire lots of handymen to keep
the paths clean and the park rating high to attract guests.
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Giggle
Downs
Objective:
1250 guests, 2 years.
A fairly large park with a four lane steeplechase. Shorten the queues
to the steeplechases and reduce the number of rotations on the Ferris
Wheel. Place no entry signs on paths leading to ride exits. Stop handymen
from creating stripy grass and place them on paths. When the steeplechases
begin breaking down, unsynchronise them. Develop the land near the
entrance and the area where the other rides are first.
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Mineral
Park
Objective:
Park value of £10 000 in
2 years.
A square version of Coaster Canyon. Use the same techniques, but be
sure to concentrate on building coasters, as this is a 'park value'
scenario. If you run out of space, build coasters with their stations at
the top of the quarry so that they go over rides at the bottom.
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Coaster
Crazy
Objective:
To have 10 different
types of coaster in the park, all with a rating of more than 6.
There is no time limit to this scenario and there's a large area
available to build on. Use pre-built coasters only if they have an
excitement rating of 6+. You'll usually have to design your own. Stick to
the larger steel coasters and check out the coaster tips page if you have
difficulty. The only problem you may encounter is lack of money. If this
happens, save the game and then go and have a cup of tea whilst the cash
builds up. Note that the computer only checks to see if the objectives
have been met at the end of each month, so don't panic (like I did) if
you've got all the required coasters, but the guests still have their
balloons. Just wait and admire the view...
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Urban
Park
Objective:
1000 guests, 3 years.
Lots of pretty houses make it very difficult to see what you're doing
in this park (so use invisible scenery!) Use construction rights along the
roads to build paths to the areas of land that are available to buy. These
areas are quite small so eventually you'll have to purchase the larger
areas of construction rights. These rights never seem to be in the right
places, so you'll have to plan ahead, buy hey, you're getting good at this
game now.
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Geoffrey
Gardens
Objective:
2000 guests, 4 years.
A large undeveloped area with lots of paths and pretty flowers. Remove
the paths but keep the Geoffrey giraffes. Develop in small sections.
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