Katie's Dreamland/Scenario Guide



Katie's Dreamland is the second park with a Park Value goal, though this time it is $15,000 that you are striving for. You start with fewer rides and less land than in Diamond Heights, however, so it is balanced. Start by researching Shops and Stalls to get a Drink Stall and maybe another food stall, and by hiring more staff.

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. You can simply demolish the ride and either build something else in its place or use the money from the demolition to build new rides elsewhere. Should you choose to keep it, reduce its inspection interval to 10 minutes, assign a mechanic to patrol its exit exclusively, and make one of the following fixes:
 * 1) Reduce the coaster to running a single 7-car train or six (five in RCT Classic) 3-car trains, increasing the minimum wait time to 15 seconds in the latter case. While this is the most convenient and cost-effective option, it sharply reduces the ride's capacity.
 * 2) Lower the height of the ride section after the second lift hill to ground level such 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 you also want to run shorter trains, add some brakes before the station platform; these will not eliminate the risk of a station brakes failure crash entirely, but they will reduce the risk.
 * 3) (RCT Classic only) Add block brakes 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 necessary to run two trains.

Runaway Plumber is also prone to crashing, but it can also be saved if you close it and make changes as follows: In either case, reduce the length of the ride's queue path and assign an entertainer to it. Also, reduce its inspection interval to 10 minutes to reduce its down-time.
 * 1) In the original game, either lengthen 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 cars of maximum length. If you have Added Attractions or Loopy Landscapes installed, you may find it useful to put a sign on the exit path and set it to "No Entry". If you retain the rocket cars, reduce the wait time to 8 seconds and consider reducing the vehicle count.
 * 2) In RCT Classic, add a block brake in one of the straight sections before the station, then switch the ride's operating mode back to regular continuous circuit mode. This will allow the ride to function as normal, but the block brake will continue to function as a no-fail brake in the event of a brakes failure. Reduce the vehicle count to 8 and the minimum wait time to 8 seconds, and uncheck the maximum wait time and "Leave if another train arrives at station" options.

If you wish to build a fourth roller coaster, the best place to do it would be the blank space next to Runaway Plumber (directly forward from the park entrance, at the back of the park). Continue to build rides throughout the scenario and, if you are still short around July of Year 3, demolish the old gentle and thrill rides that were already built and build new ones in their place. You can also buy land to the side of the go kart track and inside of the area taken by The Storm, but this is not recommended since it costs $90 per tile and you should already have more land than you need. You should also put away money throughout the scenario to build one or two expensive rides in Year 3. If rides get older, their value (and thus your park value) drops, so you will want to save your big projects for toward the end of the scenario so they depreciate as little as possible.