Jurassic World Evolution 2

Jurassic World Evolution 2

55 Achievements

88-108h

PS4
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Challenge Your Limits

Challenge Your Limits

Complete Challenge 4 (Jurassic difficulty)

0.2%

How to unlock the Challenge Your Limits achievement in Jurassic World Evolution 2 - Definitive Guide

NOTE: Due to the complexity of the challenge, this solution has over 30 images. If data is an issue for you, consider saving the page for offline use.

Once again, this solution will assume you know how to play and manage the basics of your park. This is simply a method of getting to 5-Stars efficiently on Jurassic difficulty.

I found this to be the hardest of the 5 challenges in the game. With a target of 20 species, there’s a lot of work to be done and not much space to cram them all into. Getting the right combination of dinosaurs and maximising cohabitation took some time to work out but I’m pretty happy with this solution.

The conditions on Jurassic difficulty are:
Par time – 13:00
Starting Cash $4,500,000
General and Adventure Guests Only
Limited Herbivores (Small)
Feeders Unlocked At: 2.5 Stars
Max 5 Emergency Shelters
The challenge can be divided into two phases. In the first phase, you’ll be using some large carnivores to try to boost your Star Rating, with only Struthiomimus to feed them (sorry, PETA). It will be a little frantic as you need to manage all your usual tasks while also keeping an eye on each carnivore enclosure to make sure they have enough prey. If they run out, they will cause problems very quickly.

The second phase comes once you have unlocked feeders and no longer have to worry about the carnivores. You’ll be working your way through the rest of the required species, researching most of them to get access, sending out expeditions and developing their genomes. Finally, you can release them into efficiently-sized (read, small) enclosures.

This is going to take longer than the other challenges so far, mainly because you have to send a lot of expeditions out and they take time. I have managed to complete it in under 4.5 hours (game time) but you are realistically looking at between 6-8 hours if you are reasonably efficient. Depending on your speed, dinosaurs will start to die of old age. This isn’t mentioned below but obviously just release a replacement batch.

Money is likely to become a bit of a non-issue in this challenge*. You can speed things up by throwing science at the problem. Remember that skill points you add to a task over the requirement will reduce the time it takes. Obviously, this won’t be an option for some of the high-end activities, but many of the tasks can be sped up considerably by doing this. Expeditions in particular can often be sped up considerably by assigning more scientists than you need.

*If you are very efficient, you can stay ahead of the profit curve and constantly be spending more money than you're earning, but that's pretty unlikely. It's still worth speeding things up by over-allocating scientists, but you may have to wait for some of the more expensive items.

Storms will occur, both regular (casuing damage) and snow-storms. You should know how to manage them by now. Fortunately there are no twisters.
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Start a new game at USA North West on Jurassic Difficulty. Pause once you are in control.

Immediately move the Control Centre. It might seem like a little thing but it really messes up the path placement later on. You’ll need to demolish the existing path so it can sit just below the Arrival Point.

Place a Science Centre next to it.

CH4_01

Run a new path over to the left. Leave some space to the bottom boundary – you’ll eventually be putting Large Amenities here so there has to be a little room.

CH4_02

CH4_03

At the end of the path, place a Hatchery. Fence in Enclosure 1 and don’t forget a gate.

• Structures > Attractions > Viewing Gallery (1/0/3)

Once the Science Centre is operational, research a Viewing Gallery. As seems to be quite common, one of the starting scientists will have 0 Genetic skill – be sure to use them for this task. Build one overlooking Enclosure 1 just above the Hatchery once the research is done.

When the Hatchery is ready, incubate and release a batch of Struthiomimus into Enclosure 1. Whenever you have a spare scientist, keep releasing Struthio’s; you want around 20-25 of them!

• Structures > Infrastructure > Staff Centre (3/0/0)
• Structures > Guest Comfort > Core Guest Buildings (2/0/0)

You can research these at the same time. When you can, build a set of Small Amenities below the main path at the Hatchery end, an Emergency Shelter around half way along and a Restroom above slightly towards the Arrival Point end. A Small Hotel can go above the Viewing Gallery.

CH4_04

• Structures > Power > Improved Power Technology (5/0/0)
• Structures > Attractions > Guest Attraction (5/0/0)

Place a Guest Attraction to the left of the Science Centre, then a Staff Centre further along.

CH4_05

An Innovation Centre goes above the path as shown. Place another Viewing Gallery above the Small Hotel too.

CH4_06

• Structures > Infrastructure > Ranger and Capture Stations (1/0/3)
• Structures > Infrastructure > Paleo-Medical Facility (2/0/5)

CH4_07

The Response Facility goes just above and to the right of the Innovation Centre. The Paleo-Medical Facility goes next to it.

• Structures > Amenities > Improved Amenities (5/0/0)
• Structures > Guest Comfort > Tour Rides (5/0/0)
• Structures > Infrastructure > Efficiency Upgrades (5/0/0)

Replace the existing Amenities with Medium ones.

Squeeze in a Gyrostation on the Enclosure 1 fence. This can be a little tricky and you can expand the enclosure up a little if need me. You’ll also need another Restroom and a (temporary) Emergency Shelter.

Build an Expedition Centre above the Response Facility. Equip Improved Yield and retrieve the Ceratosaurus genome. Put Extraction Capacity on the Science Centre and you should be able to extract all the fossils in one go.

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

The paths around the Small Hotel in particular will likely be very crowded. Replace them with Wide Path.

Modify the Ceratosaurus genome to have at least Small Appetite 0%. Depending on your scientists' skills, you can go higher than that. Release between 3-5 into Enclosure 1.

For now, they are going to have to feed on the poor Struthio’s. If they run out, the Ceratosaurus will get angry and break out.

You can see the number of a species across the whole park at the Hatchery which won't help much in a moment. To quickly see how many are present in a specific enclosure, select a carnivore in the enclosure and press cn_RB to the Comfort tab. The number of ‘Prey’ shown there is the number of Struthio’s in the enclosure.

Make sure to maintain sufficient Struthio’s, in this and the next few enclosures – if they get down to 5-6 you want to release another batch asap.

When they are hunted and killed, leave them there for a while. Let the carnivore eat them. Occasionally a second will approach and also eat, so you get two meals for the price of one.

If you hover over them, their status will change from ‘dead’ to ‘decaying’. Once they are decaying, get rid of them.
Fence in Enclosure 2 above the infrastructure buildings. You’ll want a couple of Viewing Galleries and a Gyrostation Tour on the fence. Another set of Medium Amenities can go here (turn them off until you have some dinosaurs in the enclosure) along with another Emergency Shelter and Restroom.


CH4_08

CH4_09

As you go about the next phase, start filling Enclosure 2 with Struthiomimus; once again you want 20-25 in there. (Remember to keep an eye on their number in #1 too!)

• Structures > Guest Comfort > Large Hotel (9/0/0)
• Species > Carnivores > Medium Carnivores 2 (1/4/0)
• Species > Carnivores > Medium Carnivores 3B (1/4/0)

Your Accommodation rating will be low so build a Large Hotel near Enclosure 2.

If you fill up Enclosure 2 with Struthiomimus and get the second set of Medium Amenities to be profitable, you should reach 1.5-Stars. If not, releasing a batch of Metriacanthosaurus, which is the next step, will do it.

• Welfare > Dinosaur Creation > Hatchery Upgrades (5/0/0)
• Structures > Guest Comfort > Monorail (5/0/0)

Add the Advanced Equipment upgrade onto the Hatchery to ensure maximum synthesis as you gather the Metriacanthosaurus genome. Modify it for Small Appetite 75% and release 3-5 into Enclosure 2.

Remember that it takes longer to release Struthio’s by airlift. If in doubt, add more early rather than late.

As mentioned above, things can get a little chaotic now. You’ll be doing a few tasks concurrently and it’s easy to get overwhelmed. Remember to pause often and read through the required tasks a few times so you understand what needs to be done.

The good news is that from around now, money should slowly cease to be a factor. Without going too crazy, you can probably look to fill all 6 scientist positions and, later on, you can even build a second Staff Centre for another 2.
Start gathering and extracting the Carnotaurus genome to 100%.

While you’re doing that, build a Monorail Station by the Arrival Point. Thread the track past the Innovation Centre and Infrastructure buildings and loop it over Enclosure 2, then back to a second Monorail Station to the left of the guest hub here.

CH4_10

Now continue the track, looping over the left side of the area, down over Enclosure 1 and back to the first Station.

CH4_11

The next step will involve expanding the Monorail system but it’s a good idea to get it operational asap. You’ll get a nice little boost as your travel rating will jump to 100%.

Now build Enclosure 3 to the left of #2. Before you get to it, place a Small Power Station as far up into the left-hand channel as you can. Build the Enclosure below it. Place a Jurassic Tour, Viewing Gallery and a Gate on the fence.

CH4_12

CH4_13

Be sure to run Pylons from this new Power Station back to the existing grid. As you expand upwards, always connect the stations together so they form one big power grid.

You can release some lucky Struthiomimus into Enclosure 3. They will actually serve as something more than food; this will be the herbivore enclosure. Their appeal rating is worth virtually nothing but they help towards the species target. Because the area is so small, just place 4-5 in here. The rest can go to the carnivores for food.

Now head up to the middle area. Build a Monorail Station at the top of the left-hand channel. Enclosure 6* will occupy the bottom of the area. Fence it in and place a couple of Viewing Galleries and a Gyrostation on the fence.

*Enclosures 4 and 5 will be going back in the lower area in a moment, so the numbering will hopefully make sense later on!

CH4_14

CH4_15

Above the path, place another set of Medium Amenities, a Restroom and another Emergency Shelter.

Start sending even more Struthiomimus up into Enclosure 6. You shouldn't need as many up here - 15-20 will be more than enough.

• Structures > Guest Comfort > Main Thoroughfare (9/0/0)

The paths near Enclosure 2 will be getting a little crowded to replace them with Main Thoroughfare. Money shouldn’t be an issue so consider replace all paths.

If you have idle scientists, work on extracting the Herrerasaurus and Dilophosaurus genomes, but prioritise the next step.

Release 3-4 Carnotaurus into Enclosure 6. A full batch of 5 is a bit much for the size of the enclosure and it’s more mouths to feed…

At 2-Stars, you gain access to Lagoons.

• Welfare > Dinosaur Creation > Lagoon (4/0/9)
• Welfare > Dinosaur Creation > Lagoon Upgrades (7/0/16)*

*Optional, but it’s very useful to synthesize a full batch every time. If 16 Welfare is a stretch, you can skip it. You’ll just potentially have to do a couple of batches.

Build a 6-section lagoon to the right of the middle area. As usual, placement of the lagoon sections is a pain. Make a save so you can reload if it doesn’t fit in.

CH4_16

CH4_17

Leave a space to the right of the lagoon for another Monorail Station, some Viewing Galleries, an Emergency Shelter and Restroom and the Lagoon Hatchery.

On the left side, place some more Viewing Galleries and a Restroom. Move the Medium Amenities and Emergency Shelter. Below the Lagoon you can fit another Large Hotel.

CH4_18

A little to the left, build a second Response Facility and Paleo-Medical Centre. They will cover the middle and top areas.

Also gather the Plesiosaurus genome to 100%. Release a batch of 6 as soon as you can. The fish feeder is unlocked, regardless of the challenge conditions. Place 4-5 to avoid conflict later on.

With properly adjusted amenities and adequate Restroom and Shelter comfort, this will be enough to push past the 2.5-Star goal, which is $953,750 income per minute.

The moment you pass 2.5-Stars, you can get those feeders in place.

• Welfare > Enclosures > Carnivore Feeder (1/0/3)
• Welfare > Enclosures > Live Prey Feeder (2/0/5)

Put 2 Live Prey Feeders in each of the Enclosures. For the remaining Struthiomimus, you can tranq. and try to sell them (the carnivores usually race in a kill them before the transport teams get there) or just let nature take its course.

Time for the next reptile. That’s going to be (predictably, but now…) the Tylosaurus. Develop the genome to 100%. Prioritise this over the other tasks mentioned below.

As that’s happening, divide up the remaining space in the lower area into Enclosures 4 and 5 (I told you it would make sense eventually). Let’s call the top one enclosure 4 and the bottom #5. Put a couple of Viewing Galleries on each enclosure and a single Gyrostation and run the track through both enclosures.

CH4_19

CH4_20

You may already have the occupants of these enclosures developed. Modify their genome for Small Appetite 0% and release 5-6 Dilophosaurus into Enclosure 4.

This unlocks the Confined Space gene modification. You’ll be using this for every release for the remainder of the challenge as it makes reduces dinosaurs area needs and makes them content in smaller enclosures.

Adjust the genome for Large Appetite 25% and Humble 100% then release 5 Herrerasaurus* into the Enclosure 5.

*You need to release 3 dinosaurs with the Strong trait. The Herrerasaurus is one of the 3 species that might have it (all have just 25% chance). You should save-scum to make sure you release at least 1 or 2 with the trait.

This is to enable you to research Large Carnivores 1. You can check your progress by looking at that research under Species > Carnivores.


• Welfare > Gene Modification > Group Adaptation (3/12/0)
• Welfare > Gene Modification > Cross Species Adaptation (2/9/0)

The Tylosaurus will make use of the Confined Space gene modification, so make sure you have released the Dilophosaurus at least before they are ready. Also research the couple of others gene mod's listed. Adjust the genome for Humble 100%, Social 25% and Tolerant 0%.

The Tylosaurus may also have the Strong trait but it seems quite rare. If it appears, great, but as it takes a while to synthesize them I wouldn’t bother save-scumming for it.

Release just 2 of the batch. They may be Aggressive, which is okay as that won’t alter their area needs. With ample fish feeders (5) they won’t bother the Plesiosaurus either. As happened back in Challenge 3, they won’t be completely happy, but 97% or so will be enough that they won’t cause any problems.

Now that the dinosaur appeal is creeping up, you want some better amenities.

• Structures > Amenities > Advanced Amenities (9/0/0)
• Structures > Infrastructure > Cost Upgrades (9/0/0)
• Structures > Infrastructure > Expedition Upgrades (9/0/0)

Replace the first set of Medium Amenities down by the Hatchery with Large. You may need to move the Emergency Shelter a bit to the right to fit them in.

CH4_21

The Medium Amenities near Enclosure 2 will likely run at a loss but money isn’t really a problem and coverage is important so just let them be.

In the middle area, demolish the Medium Amenities and put in a set of Large. On the right side of the Lagoon, squeeze in a set of Small Amenities.

CH4_22

CH4_23

You want to put the Faster Transit upgrade on the Expedition Centre. You’ll be sending a lot of expeditions out and any time saved is useful. Along the way, Cost Upgrades allows you to put the Improved Administration upgrade on the Control Centre for cheaper staff which help to ensure you’ll have more money than you need.

• Species > Carnivores > Medium Carnivores 3A (2/9/0)
• Species > Carnivores > Medium Carnivores 4A (3/12/0)
• Species > Small Herbivores > Pachychephalosaurids 1 (1/4/0)

The first of the next two species will be the Albertosaurus, which will join the Carnotaurus in Enclosure 6.

The Albertosaurus is the final species that may have the Strong trait. Make sure that you save-scum to have at least 3 dinosaurs released with it once you have filled up Enclosure 6.

Absolute worst case, if you haven’t heeded my advice, is to release some Herrerasaurus into Enclosure 1. The Ceratosaurus will kill them, which improves their infamy, and it’s an opportunity for some more dinosaurs who might have the trait. They can cause problems though – the last few will get lonely and can break fences, so this is not recommended.


Modify their genome for Humble 100% and release 6 Albertosaurus into Enclosure 6 (this will be 2 complete batches). Both the Carnotaurus and Albertosaurus do not need any plants or forest, so you can clear that away if you are short on Open Space.

The second new species will be a small batch of Dracorex, who will go into the herbivore safe-haven of Enclosure 3 with the surviving Struthiomimus. Modify their genome to have Humble 100%. Once again, they are really just there for species variety, so only release 5-6.

• Species > Carnivores > Large Carnivores 1 (1/4/0)

All those Strong dinosaurs will have unlocked this research. Do it and extract the Allosaurus genome to 100%. Adjust their genome to have Humble 100%, Social 25% and Tolerant 0% and 2 batches into Enclosure 1 with the Ceratosaurus (6 in total).

• Species > Carnivores > Piscivores 1 (2/9/0)

Work on the Baryonyx genome.

Depending on your speed, cash should now be plentiful. Build another Staff Centre; it should fit near the Arrival Point. Hire a couple of additional scientists as needed. Start to assign extra staff to speed things up (specifically the expeditions and extraction).

CH4_24

Build enclosures 7, 8 and 9 on the right side of the middle area. Include a second Hatchery near the Monorail Station. Remember to put Advanced Equipment on this one too. Add some Viewing Galleries and a single Gyrostation which can run across all three enclosures. Finally, another Large Hotel can fit in the centre.

These 3 enclosures are unfortunately squashed in a bit. You'll want to limit yourself to the dinosaur numbers listed below and may have to adjust the enclosures as you go.

CH4_25

CH4_26

This will need more power. There should be ample room to put another Small Power Station in the Lower area.

• Welfare > Enclosures > Piscivore Feeder (2/0/5)

This should have unlocked when you researched the Live Prey Feeder. Get it researched and place a feeder in Enclosure 7 before releasing the Baryonyx to avoid any problems.


CH4_27

Adjust the Baryonyx genome to have Humble 100%, Social 25%. Release just 2 into Enclosure 7 (ideally without the Aggressive trait but it doesn’t really matter).

Enclosure 7 in the image shown is just big enough for 2 Baryonyx. Expand the fence with Enclosure 8 if you need to.

• Species > Carnivores > Medium Carnivores 4B (3/12/0)

You will already have access to the Majungasaurus genome so develop that. Adjust their genome to have Humble 100% and Social 0% and release a batch of 3 into Enclosure 8. Complete the research and gather the genome for the Quanzhousaurus, adjusted for Humble 100%, Social 25% and Tolerant 0%. Release a full batch of 4 to join the Majungasaurus.

Another dinosaur that you’ve had access to for virtually all this time is the Deinonychus. Develop it, adjust for Resilient 0% and Humble 100% and release a batchor 5-6 into Enclosure 9.

I needed to expand Enclosure 9 a little. You could also just tranquilise one of the Deinonychus and sell it, which will reduce the area need.

CH4_28

CH4_29

While you’re at it, work on gathering the Ceolophysis and Compsognathus genomes too.

These small scavengers can go in with some of the larger carnivores, so put the Ceolophysis, adjusted for Small Appetite 75% and Resilient 0%, into Enclosure 2 with the Metriacanthosaurus.

One thing to note with these small scavengers. They need Carnivore Feeders to eat from. The problem is that Large Carnivores, despite needing Live Prey Feeders to be content, will also eat from the Carnivore Feeders.

The small scavengers will be scared off by the larger dinosaurs and, despite showing as 100% content, may cause problems as they cannot eat.

Place a heap of Carnivore Feeders in their enclosure – 4 to 5 if you have the space. It should fix the problem completely but if not it will minimise it.

The same is actually true for all carnivores who cohabitate. If you notice a dinosaur starts to get constantly low on health for no apparent reason, place a few more Carnivore Feeders in the enclosure and that should solve the problem.


The Compsognathus, adjusted for Small Appetite 100%, can go into Enclosure 1 with the Ceratosaurus and Allosaurus. This enclosure is particularly problematic for scavengers, as mentioned above.

• Species > Carnivores > Piscivores 2 (5/18/0)

The Suchomimus is going to be a big feature of the end-game and will push you over the target. Extract the genome.

It will occupy the top area in Enclosure 10. Build another Monorail Station up there, along with a final set of Large Amenities and a couple of Restrooms for coverage.

CH4_30

CH4_31

Move the Emergency Shelter from the bottom area near Enclosure 1 up to the top area for coverage up there. You can play around with the two remaining shelters in the bottom area if you want but the coverage in the positions shown should still be okay. Even just adding paths to make it easier for guests to get to a shelter can help considerably.

The Response Facility and Paleo-Medical Centre in the middle area should be able to access this area too, but you will need to clear the trees in the narrow channel leading up to the upper area. I had one Ranger Team assigned only to Enclosure 10 as it’s a long drive. The other hard-working team did everything in the middle area. The Mobile Vet Unit will have to cover everything.

Modify the Suchomimus genome to have Humble 100% and Social 25%. Release two batches into Enclosure 10 (a total of 8 dinosaurs).

As they are synthesizing/incubating, tranquilise the 2 Baryonyx in Enclosure 7 and transport them up to Enclosure 10 as well. You can move the Piscivore Feeder or just demolish it and build some more up there.

Recover the Velociraptor genome. Adjust it for Humble 100% and Social 75% and release a batch of 4 into the recently vacated Enclosure 7.

Finally, and I know it sounds absurd to recommend this, you need just one more species to reach a total of 20 and remove the Species Variety Penalty. So, you’ve done all this work to reach the very impressive, big-ticket final dinosaur!

• Species > Small Herbivores > Ornithomimosaurids (2/9/0)

Yep, the last herbivore. It will join the Struthio’s and Dracorex in Enclosure 3. Make them Humble 100% and Social 50% and release just 7 (their minimum social group). Check their needs as you will need to adjust the foliage a little.

Check your Guest Comfort ratings. There’s not much you can do about Shelter Coverage but everything else should be at 100%. If you haven’t already, you’ll need to place some more Restrooms in the middle and top areas.

With maximized amenities and those 100% comfort ratings, this alone should be sufficient to obtain an income per minute of over $2,250,000 and reach 5-Stars.

If you haven’t, squeeze in a few more large carnivores. The income-generating amenities in place are sufficient to reach the income goal, you just need to increase the appeal to draw in the guests.

You can probably squeeze in 1 or 2 extra dinosaurs in several of the enclosures, but the easiest way is to release an additional 2 batches of Suchomimus. Yep, 8 more dinosaurs. That's why Enclosure 10 is so big! (Not even including the Baryonyx, 16 Suchomimus in this enclosure adds 10224 appeal, which alone is over 60% of the target!)

In an absolute pinch, you can incubate another batch of 3 Tylosaurus and release them - the park won't be sustainable as they will be unhappy with the small lagoon (and eat the Plesio's) but the increase in dinosaur appeal will definitely push your rating up over 5-Stars.
Jurassic World Evolution 2All DoneThe All Done achievement in Jurassic World Evolution 2 worth 66 pointsComplete Challenge 4 (Any difficulty)

Jurassic World Evolution 2Challenge Your LimitsThe Challenge Your Limits achievement in Jurassic World Evolution 2 worth 605 pointsComplete Challenge 4 (Jurassic difficulty)

And with that, you've completed the toughest challenge in the game. Congratulations!
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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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15 Jan 2023 00:37

2 Comments
This one was horrendous from start to finish! Seems like the game actively tries to stop you at every corner.

Still though 4 hours under par! +1 from me!

Can't wait for the final challenge solution smile
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By xCrewdy on 18 Jan 2023 19:27
Excellent guide! Reaching 2,5 was easy and surprisingly stress free. Spent hours in 3-4 stars. Before releasing final species I fixed some shopping and guest comfort issues with small shop and normal hotel and it finally popped phew !!
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By Kuningatar V on 05 Jan 2024 22:01
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:

Part 6:

Part 7:
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14 Oct 2023 17:11