Katie's Dreamland/Scenario Guide



Katie's Dreamland is the second park in original RCT with a Park Value goal, and despite being considered trickier due to its objective, the target value here is $15,000 instead of Diamond Heights' $20,000 goal. Player starts with fewer rides and less land than Diamond Heights, however, so the challenge is balanced. First step would be researching Shops and Stalls to get a Drink Stall and maybe another food stall, second step would be hiring more staff and assign patrol areas as needed.

Due to the way it is built, The Storm has a high chance of crashing throughout the course of the scenario, usually either on the second lift hill during a safety cut-out or at the station platform during station brakes failure. Demolishing the ride altogether and either build something else in its place or use the money from the demolition to build new rides elsewhere, is a viable option. But should the player choose to keep it, reducing its inspection interval to 10 minutes and assigning a mechanic to patrol its exit exclusively, would be highly advisable.

One of the following fixes is also in order :
 * 1) Reducing the coaster capacity to running a single 7-car train or six (five in RCT Classic) 3-car trains, increasing the minimal wait time to 15 seconds in the latter case. While this is the quickest and most cost-effective option, it sharply reduces the ride's capacity, which will turn against the player in the latter years when guests start to pour in. It is therefore not the wisest option, despite being viable.
 * 2) Lowering the height of the ride section after the second lift hill to ground level so that the steep drop following has only one tile of fully steep track. This actually eliminates the need for a second lift hill entirely while reducing the speed—and thus intensity—of the section following. Now, unless shorter trains are run, a brake section before the station platform will become mandatory ; these will not eliminate the risk of a station brakes failure crash entirely, but will greatly reduce the risk of expected collision being lethal.
 * 3) (RCT2, RCT Classic or OpenRCT2 only) Adding block brake sections to the coaster. There are several ways to do this, but the easiest way is to simply switch the ride into block-sectioned mode. The two chain lifts and the station will act as the three block brakes, maintaining the train count to two while negating the risks of station brakes failure. Additional block brakes will raise the train count & capacity further, the easiest spot would be the final section of straight track before the second fall in the rear of the park, with all flat chain lifts (and perhaps the final two in the hill itself) removed. Splitting the ride's station in two (and rework the entrance queue) also can prove an excellent idea, since it will add another section and therefore another train. Despite being a long process during which the park's main roller coaster will be down, this will prove worth the effort tenfold, since the guest capacity will be quadrupled while negating all risks of station brakes failure. This is the wisest option, if applicable.

Runaway Plumber is also prone to crashing and suffers from long waiting time, but can also be saved if closed and reworked as follows: In either case, and unless single cars are replaced by long trains, players should reduce the length of the ride's queue path and assign an entertainer to it (without forgetting queue TVs if available), as well as reduce the ride's inspection interval to 10 minutes to reduce any eventual down-times to a minimum.
 * 1) In the original game, lengthening the final section of the ride so that vehicles enter the station below the critical speed of 30 mph (48 km/h) or swap the rocket cars for a single train of ladybird/log cars of maximum length. If Added Attractions or Loopy Landscapes are installed, a "No Entry" sign on the exit path will prove most useful. If the player chooses to retain the rocket cars, then reducing the wait time to 8 seconds and reducing the vehicle count are also wise options to increase the ride's throughput, and therefore benefit.
 * 2) In RCT2, RCT Classic or OpenRCT2, adding a block brake in one of the straight sections before the station, then switching the ride's operating mode back to regular "continuous circuit" mode, is the most clever option. This will allow the ride to function as normal, but the block brake will continue to operate as a standard brake, making the ride crash-proof in the event of a station brakes failure. Reducing the vehicle count to 8 and the minimum wait time to 8 seconds, then uncheck the maximum wait time and "Leave if another train arrives at station" options will also work wonders.

If the player wishes to build a fourth roller coaster, the best place to do it would be the blank space between the train station near the Park Entrance, and the Runaway Plumber, at the back of the park. Other spots include the purchasable patches of land near the go-kart track and inside The Storm, but these options are not recommended since new land is very expensive around (90$ a single tile). Players should continue building rides throughout the scenario and, in case they're still short of guests around July of Year 3, demolish old and pre-built gentle and thrill rides, then build brand new ones in their place to preserve or boost the park value. Saving money throughout the scenario for a couple expensive rides in Year 3 is also a wise option.