Thunder Rock/Scenario Guide: Difference between revisions

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== Strategy ==
== Strategy ==
Don't be intimidated because this is the last scenario. Although not easy, this is not an extremely difficult park and the main difficulty is the setting of your terrain. This is one of the few scenarios in the game where guests can have a long walk to reach the rides. However, this shouldn't be a big problem as there is also a Chairlift. You might want to consider building roller coasters on top of the rock and smaller gentle and thrill rides in the desert. This can be quite a hard park, however, there is a lot that can be done here, and the guest goal is incredibly low for the time given.
Do not be intimidated by the fact this is the last scenario. The only difficulty here is the terrain. This is one of the few scenarios in the game where guests can have a long walk to reach the rides. However, you start with a path system and a chairlift already in place, which should help you get started. There is a lot that can be done here, and the guest goal is incredibly low for the time given.


Basically, this park has three areas for constructing: the top of the rock, the desert and inside the rock. You have 4 years to complete the scenario so you should really try to use these three areas. First, while the game is paused, you can fix the prices of the chairlift and set an entrance fee if you want to. Also set your research to thrill rides preferably. Keep in mind that after 4 years you'll have reasearched (if at maximum funding) all thrill, gentle rides and roller coasters available, besides some shops and stalls, so you don't have to worry too much about it. Unpause the game and start by removing or blocking the path on the top of the rock (just let the path that leads the chairlift exit, so the guests can walk up and down the rock only). Now, build some stalls and bathrooms in the park entrance and in the top of the rock.
First, while the game is paused, you can adjust the price of the chairlift and set an entrance fee if you want to. Set your research priorities to thrill rides to get more flat rides. Keep in mind that, after 4 years, you will have researched (if at maximum funding) all thrill rides, gentle rides, and roller coasters available. Now hire some handymen and mechanics, zoning them if you wish. Now unpause the game and remove or block the path on the top of the rock, leaving only the path to the chairlift open so that guests can walk up and down the rock. Next, build some stalls and bathrooms at the park entrance and at the top of the rock.


Basically, this park has three areas for constructing: the top of the rock, the desert, and inside the rock. You have four years to complete the scenario, so you should really try to use all three areas. The strip of desert around the rock you own is narrow but conducive to building flat rides; however, you may want to save some space there for paths as well as the stations and queues of tracked rides that tunnel inside the rock. The space on top of the rock is best for tracked rides, but you may also use some of its flat areas for flat rides. Building inside the rock is not easy, but you should build some of your tracked rides there to increase their excitement ratings and ensure guests will ride them in the rain. [[Log Flume|Log flumes]] and [[River Rapids|river rapids]] are popular in the desert and have high capacities that help prevent overcrowding, so you should build at least one of each. If you research roller coasters, you will eventually get the [[Vertical Drop Roller Coaster|Vertical Roller Coaster]]; build one as soon as you can since you should easily be able to get an excitement rating of 7.00 or higher with it.
Notice that your guests are quite poor, so if you choose to have a pay-per-ride park, keep in mind that several of your guests will leave after a while. If you have a pay-per-ride park, try to either reduce your prices after some time, keep your prices rather low from the beginning or then building continually.


As you fill the space on top of and around the rock, you may notice guests and mechanics getting lost. To prevent this, build additional paths from the top to the bottom. Also, consider zoning your mechanics such that they do not need to move between the top and bottom to reach the rides they must inspect or fix. Consider doing the same with your handymen.
You'll have to save some space in this park, because even though the rock and its interior might seem large, after 4 years it will most likely be completely filled up (and it's not that easy to work reasonably in the underground section). Just know that the large area on the top of the rock must be kept mainly (this is not a rule of thumb, but a good advice) for rides like roller coasters, water rides, and Go-Kart tracks, so build small gentle and thrill rides like Merry-Go-Rounds, Haunted Houses, Swinging Ships, and Scrambled Eggs on the desert. The inside of the rock can host a lot of roller coasters, so take advantage of this! Also, allow water rides to tunnel through the rock, as this will dramatically increase excitement ratings and save building space both above and below the rock. Build several, as water rides are popular in the desert and have high capacities, reducing the crowds on your paths.


Your guests here are quite poor on average, so you will need to keep your prices fairly low. This, combined with the low maximum loan of $15000, means finding money for constructing big rides will be difficult. This should not be too much of an issue, as the low guest objective and the limited land available should encourage you to build mostly shuttle coasters and flat rides, but you should still be aware of this issue and be careful.
Surely, in the end you'll probably not have got stuck with the idea of tracked rides on the top and underground, and flat rides on the desert. You can obviously have all kinds of rides everywhere, but that generic rule is a good way to start your layout.


Assuming this is your last park in the game, you may want to try the following. In October of Year 4, build a Shuttle Loop, but do not open it. Change the launch speed from 40 to 60 mph. When you reach October 30th, click the amber (test) light on the ride. If done right, it will crash right as the scenario is completed, producing a firework-like show. Congratulations on beating the original game!
Notice that you already start out with $10,000 and you can only borrow $5,000 more at the beginning. So, initially, money might become a problem, so be patient while building and have good sense. You shouldn't try to build a grand coaster right away because it will just make you be in the red. However, shuttle coasters are really a good option (again, it doesn't ''need'' to be a Shuttle Loop, for the sake of it). After some time you'll be able to increase your tracked rides' lenght and add bigger coasters to your park.

If you choose to build on the desert area as well, notice that, after a while, you'll reach the top right area and at this point, if you also developed your park on the top of the rock, guests will start complaining they're not finding a particular ride or, even worse, your mechanics won't be able to find a ride that is broken (so it's a good idea to consider setting patrol areas for your mechanics as well. Also, note that if you build paths from ride exits inside of the rock, mechanics might struggle to reach them). This can be fixed fairly easily if you build more pathways (underground) connecting the bottom to the top of the rock. Have in mind that, if you ever build through all around the bottom of the rock, you must also build at least four of these kind of pathways.

Four years is a lot of time for getting 900 guests, so you can reach the number until Year 2, but you need this time to complete the scenario in a good way. If you are short on guests by Year 4, make some marketing campaigns, although this shouldn't be a problem if you have enough rides and have continued building throughout the scenario.

At some point, you'll research the Vertical Roller Coaster, which you'll be able to build with a massive drop and make it your greatest coaster (as it can easily reach the 9.00's in the Excitement Rating).

Assuming this is your last park in the game, you may want to try the following: In October of Year 4, build a Shuttle Loop, but don't open it. Change the launch speed from 40 to 60 mph. When you reach October 30th, click the amber (test) light on the ride. If done right, it will crash right as the scenario is completed, producing a firework-like show. Congratulations on beating the original game!


== Completed Parks ==
== Completed Parks ==

Revision as of 03:01, 22 May 2018

Remember:
  • The Scenario Guide below is only a suggested strategy for completing this scenario—it may not work for all players.
  • The General Scenario Guide and Hints and Tips articles may also provide helpful information in completing this scenario.
  • There are usually multiple strategies to successfully completing a scenario; these can be discussed on the scenario's discussion page or written down in an existing or additional section of this article.

Strategy

Do not be intimidated by the fact this is the last scenario. The only difficulty here is the terrain. This is one of the few scenarios in the game where guests can have a long walk to reach the rides. However, you start with a path system and a chairlift already in place, which should help you get started. There is a lot that can be done here, and the guest goal is incredibly low for the time given.

First, while the game is paused, you can adjust the price of the chairlift and set an entrance fee if you want to. Set your research priorities to thrill rides to get more flat rides. Keep in mind that, after 4 years, you will have researched (if at maximum funding) all thrill rides, gentle rides, and roller coasters available. Now hire some handymen and mechanics, zoning them if you wish. Now unpause the game and remove or block the path on the top of the rock, leaving only the path to the chairlift open so that guests can walk up and down the rock. Next, build some stalls and bathrooms at the park entrance and at the top of the rock.

Basically, this park has three areas for constructing: the top of the rock, the desert, and inside the rock. You have four years to complete the scenario, so you should really try to use all three areas. The strip of desert around the rock you own is narrow but conducive to building flat rides; however, you may want to save some space there for paths as well as the stations and queues of tracked rides that tunnel inside the rock. The space on top of the rock is best for tracked rides, but you may also use some of its flat areas for flat rides. Building inside the rock is not easy, but you should build some of your tracked rides there to increase their excitement ratings and ensure guests will ride them in the rain. Log flumes and river rapids are popular in the desert and have high capacities that help prevent overcrowding, so you should build at least one of each. If you research roller coasters, you will eventually get the Vertical Roller Coaster; build one as soon as you can since you should easily be able to get an excitement rating of 7.00 or higher with it.

As you fill the space on top of and around the rock, you may notice guests and mechanics getting lost. To prevent this, build additional paths from the top to the bottom. Also, consider zoning your mechanics such that they do not need to move between the top and bottom to reach the rides they must inspect or fix. Consider doing the same with your handymen.

Your guests here are quite poor on average, so you will need to keep your prices fairly low. This, combined with the low maximum loan of $15000, means finding money for constructing big rides will be difficult. This should not be too much of an issue, as the low guest objective and the limited land available should encourage you to build mostly shuttle coasters and flat rides, but you should still be aware of this issue and be careful.

Assuming this is your last park in the game, you may want to try the following. In October of Year 4, build a Shuttle Loop, but do not open it. Change the launch speed from 40 to 60 mph. When you reach October 30th, click the amber (test) light on the ride. If done right, it will crash right as the scenario is completed, producing a firework-like show. Congratulations on beating the original game!

Completed Parks