Jurassic World Evolution 2

Jurassic World Evolution 2

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Was That Tough?

Was That Tough?

Completed Challenge 3 (Jurassic difficulty)

50

0.1%

How to unlock the Was That Tough? achievement in Jurassic World Evolution 2 - Definitive Guide

This solution assumes you know the basics of the game and lays out a tactic to reach 5-Stars in around 4-6 hours (game time).

You don't have to copy what I've done exactly, just be sure to fit everything in roughly in the same place. Ensure that you keep Shelter, Restroom and Hotel satisfaction at 100%. If you don't reach a milestone mentioned below, it's likely because one of these is low.

In relation to random events, sabotage is very regular anyway, so it’s almost always a good idea to take the cash.

Take a look at my Challenge 1 solution if you haven't already for a few more general tips.
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The conditions on Jurassic difficulty are:

Par time: 11:00
Starting Cash $0
Wild Dinosaurs
Scientist Skills: Unskilled
Sabotage Risk: High
Terrain Editing Cost: High
Storm Risk: Severe
Max 2 Staff Centers
Your starting cash balance of $0 should immediately jump out. You’ll be selling off some of the wild dinosaurs and using the money earned to build up the basics so you can turn a profit. The beginning of this Challenge is a little chaotic and, as usual, you need to move fast.

Between a high risk of sabotage and a severe risk of storms, you’ll no doubt experience what seems to be a constant barrage of calamities. Despite this, you can get through this challenge in a similar time to the others. Expect a game time of between 3.5-4.5 hours following this guide.

Of particular note is the twister. Veterans of JWE1 will have ‘fond’ memories of the twisters that wreak havoc across the park. This time around they don’t last nearly as long, but it’s likely that you’ll experience at least one. The tactic remains the same; just repair everything as quickly as you can.
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Start a Jurassic difficulty challenge at the United Kingdom. Get past the intro and pause.

As already mentioned, you can’t waste time in this first phase. Read through what you need to do and if in doubt, pause the game!

And just to add to the chaos, a storm will hit early on too. It may damage some things and make driving a pain but it shouldn’t be too bad.

You can see that things are in a dire state. While remaining paused, demolish the fence sections closer to the Arrival Point (leave the other fences with the Viewing Gallery attached) and the damaged fences and Backup Generator in the very far top-right area (leave the Hatchery).

You now need to manually control the helicopter and fly around the map, tranquilising some of the wild dinosaurs. Refer to the image below for the approximate location of the dinosaurs. Remember the game will un-pause as soon as you take control.

Ideally, take a photo or two of them before you tranq. them for a little extra cash. I had a habit of forgetting so it’s not absolutely vital – overall speed is more important.
You will go into debt early on. By taking photos you can restore your balance to a positive.


Challenge 03_01

I generally went for the 7 Dracorex, then over to the 2 Nigersaurus and then the lone Baryonyx. The others, up in the top-right of the map, can wait for now.

For the Dracorex, they can be hard to spot. Use the compass at the top of the screen and cn_RB to target them. There is generally 1 by the bottom enclosure that you demolished, 2 by the top enclosure and the rest are around the bend to the bottom-left.

Once you’ve got them all tranquilised, pause the game once more. Sell the Dracorex and the Baryonyx. Transport the Nigersaurus into the top enclosure (with the broken Viewing Gallery).

Before they land, quickly take control of a Ranger jeep and drive over to that enclosure, which will be #1. Repair all the broken fence sections and that Viewing Gallery as well. As you drive back, the money from the dinosaur sales should have arrived so you can afford to repair the Backup Generator, Control Centre and Small Amenity.

Once it is repaired, move the Viewing Gallery to the bottom fence. Build a Gate and another Backup Generator to power the enclosure.

Challenge 03_02

Run a path up from near the Small Amenity and link it to the Enclosure. Finally some guests should arrive. The 2 Nigersaurus have a good appeal and as you have a low upkeep your income per minute should be heathy now.

Move that existing Small Amenity and add another 2 onto the main path, around the middle.
Challenge 03_03

• Structures > Guest Comfort > Core Buildings (2/0/0)
• Structures > Infrastructure > Paleo-Medical Centre (4/0/0)

You will likely need to hire another scientist for this research. The scientists in this challenge are generally low-skilled, which can be annoying.

Place an Emergency Shelter and Restroom on the main path and a Small Hotel by Enclosure 1.

Build a Paleo-Medical Centre in the area to the right of Enclosure 1. Move the existing Response Facility up beside it.

Later on you’ll be running Monorail tracks past these buildings. Be sure to leave some room to run the tracks past them.

• Structures > Power > Improved Power Technology (5/0/0)
• Structures > Infrastructure > Staff Centre (3/0/0)
• Structures > Attractions > Viewing Gallery (4/0/0)
• Structures > Attractions > Guest Attraction (5/0/0)

Funds will be low by now. When you afford them, a Small Power Station and a Staff Centre can both go down near the Arrival Point. Place an Innovation Centre over to the left of the main path, and a Guest Attraction up near the enclosure.

Challenge 03_04

Challenge 03_05

• Structures > Amenities > Improved Amenities (5/0/0)
• Structures > Guest Comfort > Wide Path (5/0/0)

This should be enough to unlock Medium Amenities. Demolish and replace the existing ones. Replace all existing paths with Wide Path.

Challenge 03_06

• Welfare > Enclosures > Small Electrified Fence (4/0/0)
• Welfare > Enclosures > Carnivore Feeder (4/0/0)

Now you can now build Enclosure 2 to the right of the central path. Add a couple of Viewing Galleries (and a second one overlooking Enclosure 1).

Send a Ranger Team over to repair the Hatchery in the top-right area. You will have to research it soon anyway but it is marginally cheaper to repair and move the existing one than building a new one.

Move it to above the Innovation Centre. It won’t actually have an enclosure attached and you’ll be releasing all dinosaurs by airlift.

Challenge 03_07

This next step always seems to seriously tank your dinosaur welfare rating and will likely destroy your finances, so you’ll be losing money for a while. Wait until you have saved up a bit; over $500,000 should be enough of a buffer.
Tranq'ing and retrieving one species at a time minimizes the damage somewhat.


Now let’s get the rest of the wild dinosaurs. Fly the helicopter to the upper-right area. There are 3 Nasutoceratops and 6 Coelophysis up here. Tranquilise them all.

Transport the Coelophysis into Enclosure 1 with the Nigersaurus. They will need a Carnivore Feeder. The Nasutoceratops will go into the new Enclosure 2.

• Structures > Infrastructure > Efficiency Upgrades (5/0/0)
• Species > Armored Herbivores > Ceratopsids (4/0/0)

Build an Expedition Centre above the Control Centre. Equip the Improved Yield upgrade. Once you are able, gather the Nodosaurus and Nasutoceratops genomes. As usual, you can save-scum the expeditions for some valuable minerals to sell if you want.

• Welfare > Dinosaur Creation > Hatchery (4/0/0)
• Welfare > Dinosaur Creation > Hatchery Upgrades 1 (5/0/0)

Put the Advanced Equipment upgrade on the existing Hatchery when the research is done.

Release a batch of 3 Nodosaurus and another 5 Nasutoceratops into Enclosure 2.

• Species > Armoured Herbivores > Stegosaurids 1 (1/4/0)

This gives you access to the Kentrosaurus genome. Develop it to 100% then release a batch of 5 into Enclosure 1 with the Nigersaurus and Coelophysis.

• Species > Carnivores > Medium Carnivores 1 (4/0/0)
• Structures > Guest Comfort > Monorail (5/0/0)

Build another Small Hotel near Enclosure 2. This will push you over a 2.5-Star Park Rating.

• Structures > Amenities > Advanced Amenities (9/0/0)
• Welfare > Enclosures > Live Prey Feeder (2/5/0)

Extract the Ceratosaurus genome. While that’s underway, build Enclosure 3 over to the left. Set up a Monorail system with a Station at the Arrival Point and another one near Enclosure 3. Place a second Small Power Station somewhere in the central area.

Challenge 03_08

Challenge 03_09

Add several Viewing Galleries, an Emergency Shelter, a Restroom and a set of Medium Amenities (turn these off until you release some dinosaurs over here).

They are expensive but you are going to fill Enclosure 3 with 12 Ceratosaurus. Be sure to have the Live Prey Feeders installed before you release them as they will get agitated quickly otherwise (yes, I am speaking from experience…).

Get started on the next phase early, if only just the Monorail tracks. They take a long time to build and you want to avoid having to wait for them with nothing else to do.

• Structure > Guest Comfort > Main Thoroughfare (9/0/0)
• Welfare > Dinosaur Creation > Lagoon (4/0/9)

Replace existing paths. Build a 6-section Lagoon in the area to the middle-right. Attach a Lagoon Hatchery and build a Monorail Station. Link the track back to the existing system.

You want to squeeze in a Response Facility, Paleo-Medical Centre and another Small Power Station as shown.

Once again, be aware that you will be running Monorail tracks up to the top area. Place these buildings centrally so you have room to run the track (as shown). For now though, you can just loop it straight back down. You want to get this area operational asap.

Challenge 03_10

Challenge 03_11

Extract the Ichthyosaurus genome. You can release a crazy amount of these into a 6-section lagoon. Aim for 10-12. Their minimum population is 6, but if you release a batch with less than that it won’t matter; they shouldn’t cause problems.

Build an Emergency Shelter, Restroom and a set of Large Amenities, along with 4 Viewing Galleries. Once the lagoon gets populated, you’ll need a second Shelter and Restroom.

Finally, when your accommodation rating drops, place a Large Hotel here as well.

Repeat the process in the top-right area. Put another 6-section Lagoon up there with the associated buildings (no need for another Hotel up here).

Challenge 03_12

Extract the Tylosaurus genome and modify it to have Humble 100%.

Make a save before synthesizing and releasing the Tylosaurus. You’ve modified the genome to make sure they are humble, but being Antisocial can also be an issue. They have a 25% chance. If they get it, they may* suffer from Chronic Stress but that should be all.
*It didn’t happen every time so they may be 100% content regardless, even if they have the trait.
This close to the end I generally just hoped my reptiles didn’t get the Intolerant trait; even if it appears you will still reach 5-Stars, so if that’s all you’re after don’t even worry about it.
If a stressed Tyro’ is going to bother you, research Group Adaptation and modify the genome to avoid it, save-scum when you synthesize, or only synthesize eggs without that trait.
• Structures > Infrastructure > Extra Scientist Upgrades (9/0/0)

Unless you are spectacularly lucky with your Scientists’ skills, you want to add the Extra Scientist upgrade to the Lagoon Hatcheries to help with the last step.

Aim to release 3-4 Tylosaurus across the Lagoons, depending on what you synthesize. 3 should be enough but 4 will make absolutely sure of it.

Check your guest ratings and the amenity settings if you are a little short but this will be more than enough to pass $1,100,000 income per minute and reach a 5-Star Park Rating.
Jurassic World Evolution 2You Did That?The You Did That? achievement in Jurassic World Evolution 2 worth 62 pointsComplete Challenge 3 (Any difficulty)

Jurassic World Evolution 2Was That Tough?The Was That Tough? achievement in Jurassic World Evolution 2 worth 585 pointsComplete Challenge 3 (Jurassic difficulty)

Not too bad, considering you started with $0 in a park going downhill fast!
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27 Jan 23: Solutions for all 5 base-game challenges with related achievements have been posted. I'm now working on the rest of the walkthrough.

I welcome all constructive criticism: please post a comment or send me a PM if you have any feedback. I hope this helps!
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10 Jan 2023 13:18

3 Comments
No, you're exactly right. The Nodo's and Nasuto's need to go into Enclosure 2. Kentro's into 1.
Amended now. Thanks for letting me know!
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By Rossco7530 on 15 Jan 2023 22:13
This is so ridiculous, I cannot believe I got caught by this, but it's so specific to this challenge and guide - in case anyone else finds their transport rating is stuck at 50% after building the second section and cannot figure out why...

There are two entrances to the park coming out of the same building. If you connect a transport to the branch that doesn't connect your first area, your rating will be stuck at 50%. Make sure you connect the two branches! As soon as I did, my rating shot up by about 3/4 of a stars.
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By PHT999 on 10 Mar 2024 15:06
Hi mate, just going through the guide for challenge 3 now and there's a section of the guide that might need a little tweak:
Release a batch of 3 Nodosaurus and another 5 Nasutoceratops into Enclosure 1.

• Species > Armoured Herbivores > Stegosaurids 1 (1/4/0)

This gives you access to the Kentrosaurus genome. Develop it to 100% then release a batch of 5 into Enclosure 1 with the Nigersaurus and Coelophysis.
Not sure if this is everything to go into Enclosure 1 or if the first 2 releases should be enclosure 2, may need to be edited or rewording, if it's just me not reading it right, my bad! :)
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By xCrewdy on 15 Jan 2023 16:41
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To supplement Rossco7530's amazing guide for this challenge, here is my playthrough of the challenge with all the difficulty involved. I finished in ample time following the guide above. Hope that the video helps some of you out. This one wasn't too bad.

Part 1:

Part 2:

Part 3:

Part 4:

Part 5:
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28 Mar 2023 00:54