Jurassic World Evolution 2
55 Achievements
88-108h
PS5
That, that was a Challenge
Complete Challenge 1 (Jurassic difficulty)
0.3%
How to unlock the That, that was a Challenge achievement in Jurassic World Evolution 2 - Definitive Guide
Challenge 1 takes place in Canada. The main issue in this challenge is managing your scientist's wages and weathering storms.
The conditions on Jurassic difficulty are:
Things will likely happen out of order. You may be able to research something earlier than mentioned because your scientists’ skills will be different. Random events will occur. Generally, take the money that’s on offer, as it can literally save you hours of gameplay. A low publicity rating for a short while isn’t that much of a problem. You can get some significant money from some of these events which will really help.
Contacts can be useful but don’t be shy to switch them if you can’t complete them (wait 10 minutes then you can request a new contact for free).
I’ve tried to leave ample space for you to copy what I’ve done, but some areas are a bit tight. It’s easy to move buildings and what matters is you fit everything in within the general area. If it doesn’t look like the images below, that’s fine - you may even be more efficient!
The solution won’t cover the basics of the game. Make sure your dinosaurs are content with the environment. Put Ranger Posts in each enclosure and assign Ranger Teams and Mobile Vet Units to each of them. Deal with injury and illness. Rest your scientists when they need to.
You will also need to manage your amenities and customer satisfaction. Even if you have set an amenity for maximum profit, it’s worth checking back constantly. As the park expands, you can often change the Interior Modules for even more money.
Likewise, keep checking the Accomodation, Emergency Shelter and Restroom satisfaction. For Accommodation, just hover over a Hotel. For the other 2, press then to get to the Park Rating tab, then once to the Guests tab. Your aim is to keep everything here at 100%.
You will see in some images that I have placed extra Restrooms and Shelters not mentioned in the text. Just place them as you need to so you maintain 100% satisfaction.
If you aren’t reaching the milestone in the guide, you probably have poor amenity settings or are missing some of the other buildings. They can make a big difference.
One thing to note with scientists: You don’t need to rest them until they are Disgruntled. Their Unrest bar will turn red but they can complete one more task before they become disgruntled. While that may not seem like much, you don’t want to waste time and money resting them early.
Almost always, wait until they are disgruntled before resting them. The exception is if you know some tasks are coming up and you’re going to need them. If you have to wait while 1 scientist rests, it can be efficient to rest several at the same time.
Because scientist’s skills are random and will be different for everyone, you’ll need to manage them yourself.
For that reason, I haven’t nominated a time for you to research:
• Structures > Infrastructure > Staff Improvements 1 (5/0/0)
• Structures > Infrastructure > Staff Improvements 2 (9/0/0)
These are the two you will need to sufficiently up-skill your scientists. You should be able to cope without progressing with more advanced research for even more skill points. It will be up to you to research them when you need to. Just remember that upskilling scientists also increases their salary so only do it when you require it for a task.
• Structures > Infrastructure > Extra Scientist Upgrades (9/0/0)
This allows you to put an upgrade on several of the buildings so you can use an extra scientist for tasks. It’s often easier to use 4 cheaper and lower skilled scientists than 3 with higher skills who are more expensive.
Especially later in the game when the skill requirements advance into double figures, that extra scientist can be invaluable.
Once again, it will be up to you to research it if and when you need to and remember you need to install the appropriate upgrade to the relevant building.
Be careful with the Science Centre. If you replace Extraction Capacity with Extra Scientist to conduct some research, the previous upgrade isn’t retained. You’ll have to spend another $1,000,000 to put it back on again later. For this reason, I recommend using the Extra Scientist only for the Lagoon Hatchery later in the game.
I have included the skill requirements for research, in the format of (Logistics / Genetics / Welfare), or (1/2/3). It's a good idea to read ahead to have an idea of what's in store.
Obviously save often and make good use of the pause feature. Read ahead and try to be ready for the next step, especially when hiring those scientists and upgrading their skills. Things can happen randomly, which can be problematic (a disease before you have a Paleo-Medical Facility for example). Reloading can give you time to prepare or often avoid the random event altogether.
One thing that deserves special mention is the Brachiosaurus. There is a lone Brachio’ which will provide a vital boost at the start of the challenge. Throughout she will contribute considerably to your Park. Unfortunately, she will die of old age at around 6.5 hours in. With this solution, it won't be a problem, I mention it just for information.
Finally, I've tried to keep the number of images down to a minimum. If you see something that isn't immediately mentioned, it will be coming. You may need to scroll back up to check an image from time to time (or open it in another tab).
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Your main goal in this phase, as is the case with all these challenges, is to turn a profit. It’s a race to get the Response Facility built as fast as possible, which you’ll then use to retrieve a ‘wild’ Brachiosaurus. This is the most time-sensitive part of the challenge. Remember to pause if unsure of what to do next and have your scientists doing tasks concurrently when possible.
You’ll then be building a set of buildings to get the park to a state where you can weather the first storm, which should hit around 28-30 minutes in.
Start a new challenge game at Canada on Jurassic difficulty. Skip the cutscene with twice (or watch it, of course…) and then immediately pause.
Go to the Scientists menu tab. You want the combined cost per minute, as shown at the top-right, to be around $100,000. Traits and skill distribution are secondary – just make sure your starting Scientists aren’t too expensive and restart the challenge if the cost is much more than that.
Make a save once you are happy, so you don’t have to repeat the process if something goes awry.
Exit and build a Science Centre, Hatchery and Backup Generator as shown. The Hatchery goes just above the short section of road already there.
Fence in Enclosure 1 to the left of the Hatchery.
When the Science Centre is operational, get started on research. One of your starting scientists will always start with 0 Genetic skill – be sure to use them as they won’t be able to complete the next task, which can be done at the same time.
• Structures > Attractions >Viewing Gallery (1/0/3)
Once the Hatchery is complete, synthesize then incubate some Struthiomimus – the number doesn’t matter but ideally around 6-8 (just incubate however many eggs are synthesized).
Releasing these dinosaurs will unlock the next research items. If you pay attention to your scientists’ skills, you should be able to research both of these items at the same time.
• Structures > Infrastructure > Ranger and Capture Teams (1/0/3)
• Structures > Guest Comfort > Core Buildings (2/0/0)
Add a couple of Viewing Galleries to the Enclosure 1 fence.
Once the research is done, build a Response Facility as shown.
Don’t forget to check on the Struthiomimus comfort and adjust as necessary. While you’re doing it, you can place some Seed Plants (Tall Nut) as they will be needed in a moment too.
• Structures > Power > Improved Power Technology (5/0/0)
As soon as the Response Facility is complete, take direct control of the helicopter. Fly over to the right of the map (if you followed the image above, turn left when you take off). There is a lone Brachiosaurus near the lake here. She is marked on the compass and you can’t miss her.
Sedate the big dinosaur and transport her back into Enclosure 1.
Build a Small Power Station down near the Science Centre. Add sufficient Pylons and Small Substations to provide power coverage. Demolish the Backup Generator once everything is up and running.
Build a Small Amenity of each type, along with an Emergency Shelter, Small Hotel and Restroom.
• Structures > Attractions > Guest Attraction (5/0/0)
• Structures > Infrastructure > Staff Centre (3/0/0)
• Structures > Infrastructure > Efficiency Upgrades (5/0/0)
Money will be getting a little low but you should be able to put down an Innovation Centre and a Guest Attraction as shown.
I like to get the Staff Centre researched early so I don’t forget about it. It can go to the right of the Innovation Centre.
With all this you should now be making a comfortable profit, which is good as you probably have no money! You should already be pushing 1.5-Star Park Rating.
At around 28-30 minutes, the first storm will hit. Often a disease will also occur, either linked to the storm or independent of it. You need to have the Paleo-Medical Facility built by then. Skip ahead if you need to but you should have enough time.
Build an Expedition Centre. Put Improved Yield on it once it’s complete. While you’re at it, put Staff Centre Speed on the Staff Centre and Advanced Scanners on the Response Facility.
Now, make a save. Send your Expedition Team to Kiaparowits Formation for the Nasutoceratops genome and then to Peay Sandstone Member for the Nodosaurus genome. With Improved Yield, you should also receive some minerals you can sell. Some are worth over $500,000 each. You want to get around $1 million from these two expeditions, which is very doable.
If you do, continue. If not, reload to your save from before sending the team and try again. Or, you can obviously just wait while the money accrues. Don’t worry about extracting the fossils just yet, just sell the minerals.
• Structures > Infrastructure > Paleo-Medical Facility (2/0/5)
Place a Paleo-Medical Centre as shown. Don’t forget to assign it to Enclosure 1.
You should be getting close to that mark when the storm will hit. With the progress you’ve made so far, you should be able to get through it while still making a profit, albeit a tiny one.
As soon as the storm icon appears at the top of the screen, make a save and open your Shelters.
Basically, your entire park goes to hell during snowstorms. Visibility drops, guests stop contributing to your income, vehicles will stall and can often be damaged or even destroyed by the dinosaurs. You won’t be able to see the status of any dinosaurs. Not fun at all.
Once little tip is that you can make a little extra money while the storm is raging by flying the helicopter and taking photos of your dinosaurs – the helicopter works fine.
Hypothermia will be a common illness, typically after the storm is over. Dinosaurs must be sedated and transported to the Paleo-Medical Facility to be treated. This is time-consuming and will tie up your scientists when you really want them for other tasks – if more than 1 or 2 dinosaurs get hypothermia, consider reloading a save. As long as you saved right at the start of the storm, the outcome should be different if you reload and try again. This early in the game you might want to reload if you have even one dinosaur with hypothermia.
If the Brachiosaurus gets hypothermia or any other illness that requires transporting to the Paleo-Medical Centre, which can happen, reload. Your scientists won’t have the Welfare skill to heal her.
Assuming you make it through that first storm intact, let’s get started on dinosaur creation. Before you extract any DNA, you want to put Extraction Capacity on at the Science Centre. It costs a whopping $1 million but it’s worth it in the long run.
It’s also worth improving the Hatchery with Advanced Equipment. It means you will always get the maximum eggs synthesized, which cuts down on the work your scientists need to do.
• Welfare > Dinosaur Creation > Hatchery Upgrades 1 (5/0/0)
Once those upgrades are done, you should be able to extract the Nasutoceratops genome up to 100% in one go, along with some of the Nodosaurus.
Your next set of goals can overlap. Money will probably be an issue but you should be making a good profit so just wait whenever required.
The next dinosaur to add will be the Parasaurolophus, so send expeditions to Kirtland Formation USA, Dinosaur Park Formation B Canada and Nemegt Formation A China for the (potentially) easy money from mineral sales and to develop that genome.
Keep an eye on your Amenities. They will reach maximum guest capacity and around that time you can research Medium Amenities (250 guests in the park). Better amenities mean better income so you want to do it as soon as you can. You can pin the research so you don’t miss it (go to the research and select it to do so) and prioritise this over everything else.
• Structures > Amenities > Improved Amenities (5/0/0)
When you can, demolish the existing Amenities and replace them with Medium ones. If you are still in the midst of the storm, or just recovered afterwards, hold off until things have stabilised, otherwise you will go into the red.
Modify the Nasutoceratops genome to have 0% Appetite. Incubate and release a batch. Having Advanced Equipment on the Hatchery is a blessing and a curse this early in the game. You will synthesize a full batch of 5 dinosaurs, but to incubate them all it will cost over $1,000,000.
You should be making a profit of over $100,000 per minute, so just wait until you can afford it or continue sending expeditions out.
When they reach 100%, you want to modify the genomes of the Nodosaurus and the Parasaurolophus to have 0% Appetite.
Release a batch of Nodosaurus and Parasaurolophus.
• Structures > Guest Comfort > Wide Path (5/0/0)
Replace every existing path with Wide Paths to limit overcrowding.
Your aim here is to reach a 2-Star Park Rating with the dinosaurs mentioned in Enclosure 1. The reason is the Monorail. It will be necessary to transport the guests to the second guest hub, which will be over to the left of the central area.
If you have released a single batch of each dinosaur as recommended so far, you should reach the 2-Star target. If not, you’ll just need to release a few more. You’ll want similar to the following:
- 1 Brachiosaurus
- 6-8 Nastuoceratops
- 3-5 Nodosaurus
- 6-8 Parasaurolophus
- 4-8 Struthiomimus
That will push you over 2-Stars.
• Structures > Guest Comfort > Monorail (5/0/0)
• Structures > Attractions > Viewing Platform (5/0/0)
While waiting on that research, build Enclosures 2 and 3, to the left of the first. #2 is the one directly to the left of #1 and #3 is above it.
Build a Monorail Station near the Arrival Point and construct the Track over to the left, looping over the Enclosures which will help with dinosaur visibility.
To the left of the Enclosure 2, build a second Monorail Station and connect the Tracks up. Build a second Small Power Station further up the hill to the left. Run Pylons and put a Small Substation in range of the Monorail Station. Connect a path between the two. Once there is a complete track between the two stations, this side of the park will become operational.
You could hold off until you have released a few dinosaurs into Enclosure 2, but you should also build 2 Viewing Galleries, Medium Amenities of each type, Emergency Shelter and a Restroom over here. You will need to have released some of the Enclosure 2 dinosaurs to be able to research the Large Hotel.
Deactivate the Amenity buildings if they are running at a loss and check back each time you release a new batch of dinosaurs into Enclosure 2. It won’t take long for them to turn a profit.
Put a Viewing Platform down for extra coverage into each enclosure.
The following research/buildings can will become available as you populate Enclosures 2 and 3. I’ll list them here so you can work on them as soon as possible.
The Large Hotel becomes available once you have 500 guests in the Park.
• Structures > Guest Comfort > Large Hotel (9/0/0)
• Structures > Guest Comfort > Main Thoroughfare (9/0/0)
You’ll need a second Hotel to keep your Accommodation rating at 100%. It will fit over on the left. Placement can be tricky with the terrain over here - just squeeze it in where you can.
You may also start to see notifications that guests are complaining about lack of space. These warnings seem to be persistent no matter what, but replacing all paths with the Main Thoroughfare, just like you did with the Wide Path, will negate any overcrowding penalty.
• Structures > Amenities > Advanced Amenities (9/0/0)
This becomes available once you pass 2.5-Star Park Rating. Research it as soon as you can, then replace only the central Medium Amenities with Large. The Medium Amenities on the left side can remain as they are.
There will be no further buildings required in the area near the Arrival Point so move things if you need to – just squeeze in those 3 Large Amenities however you can. As you can see from the image, you may have to get creative with building placement. Anywhere in the vicinity should be sufficient to provide 100% coverage (or close enough that it won’t matter).
While all this is going on, you need to populate Enclosure 2. You should know the process by now, so I’ll just list the target dinosaurs, all adjusted for 0% Appetite.
- 6-8 Gallimimus
- 2-3 Polacanthus *
- 2-3 Amargasaurus
- 6-8 Olorotitan
*Adjust the Polacanthus genome for 0% Humble as well.
Enclosure 3 will hold the last land-based dinosaur for this challenge, modified for 0% Appetite and 0% Resilient. Don’t forget you’ll need to research their feeder, discussed below.
- 6-8 Dilophosaurus
You can fit more in but there shouldn’t be any need so just release a single batch.
• Welfare > Enclosures > Carnivore Feeder
• Welfare > Enclosures > Live Prey Feeder
You can only start this research once you release your first carnivore. If you want to play it safe, select the Hatchery once some Ceratosaurus are ready for release and press to Release via Airlift, then to cancel. This will unlock the feeders for research, so you can get that done and place a feeder before the dinosaurs land. Once you research the Carnivore Feeder, just wait a little bit until the Live Prey Feeder becomes available – there will be a delay.
You’ll need to place some Live Prey Feeders to keep them content but put a Carnivore Feeder in there too. The live prey may not be enough to keep them all fed but they will eat from the Carnivore Feeder so you shouldn’t have any problems. If you do, manually release some live prey from time to time.
Put a Viewing Gallery and a Viewing Platform covering Enclosure 3.
During this phase, most likely at just under 4 hours, your initial batch of Struthiomimus will start to die of old age. Once the first one goes, I recommend tranquilizing the rest and selling them off. Then release a new batch to replace them. While you’ll get virtually no money for them, this saves the annoyance of dead dinosaurs when you’re focused on other things.
Depending on your speed, this may not even be an issue.
The remaining dinosaurs should be okay. Obviously, if they start dying, replace them.
• Welfare > Dinosaur Creation > Lagoon (9/0/0)
Make a save as lagoon placement can sometimes be challenging. Build a 10-section lagoon as shown, with a single Lagoon Hatchery.
Develop the Plesiosaurus genome to 100%.
• Group Adaptation (3/12/0)
• Cross-Species Adaptation (2/9/0)
Adjust the Plesiosaurus to have Humble 25%, Social 0% and Tolerant 50% then release 4-8 into Lagoon 1.
The big-ticket dinosaur for this Challenge will be the Tylosaurus so extract the genome to 100%.
Every Tylosaurus you are going to release must have traits to ensure they fit in the Lagoons. Even a 10-section lagoon struggles to hold 3 of these beasts!
Modify the genome to Humble 100%, Social 0% and Tolerant 0%. Appetite can remain as it (Large 50%). They must not have the Antisocial trait.
Each batch of Tylosaurus with the listed genome modifications costs $975,000 (0/13/0). Each egg incubated is $1,500,000 (0/0/10). You may have to wait times while you save enough money.
Now is the time you may want to upgrade the Lagoon Hatchery with Extra Scientist if you don’t have the skill points to allocate.
Construct another guest hub beside Lagoon 1. Put another Monorail Station, Large Amenity of each type, Emergency Shelter, Restroom and another Large Hotel. A couple of Viewing Galleries and Viewing Platforms should provide ample viewing coverage of the lagoon.
Now your aim is going to be to release 3 Tylosaurus into Lagoon 1 with the Plesiosaurus and a further 2 into a second Lagoon. To boost your profit, release a batch of Tylosaurus into Lagoon 1 then build Lagoon 2 as described below.
*The Tylo’s in Lagoon 1 will be slightly unhappy, around 95-98%, but won’t cause any problems.
Build Lagoon 2 in the area over to the right. If you place it carefully you can fit 8 sections. Remember to make a save before building it in case it doesn’t fit in.
The final guest hub over here will have most of the usual buildings – Large Amenities, Emergency Shelter and Restroom, but there is no need for another Hotel. Put a couple of Viewing Galleries and Viewing Platforms to cover the Lagoon.
You can connect all the power networks together by running Pylons between them. Then continue Pylons and Substations over to this new area. You shouldn’t need to build another Small Power Station, but if you do it can go over on the far left. As long as the power grid is connected, it doesn’t really matter where you put it.
Depending on your luck/save-scumming, release 1 or 2 more additional batches of Tylosaurus to bring the total to 5 (3 in Lagoon 1, 2 in Lagoon 2). Remember you can split a batch between the lagoons by releasing them by airlift.
With properly adjusted amenities this alone should be sufficient to pass the $1,200,000 income per minute target and reach a 5-Star Park Rating.
If it does not, you have plenty of wiggle room. Depending on their traits, specifically of the Alpha dinosaur, you should be able to have a total of at least 10 Plesiosaurus in Lagoon 1 and another 10 in Lagoon 2. Enclosure 3 can hold quite a few more Dilophosaurus too.
By filling in these dinosaurs and maximising every amenity, I was able to get my income up to over $1,400,000 in a stable park ($200,000 over the goal), so you don’t have to over-fill any enclosures. Even if you’ve gone slowly and the Brachiosaurus dies of old age, you can still easily pass 5-Stars with this setup.
Worst case, incubate another batch or two of Tylosaurus. Release them all at once and the rating will spike over the target (but will drop back down again rapidly). Enough to unlock the achievments, at least.
When you do reach that magic income per minute target, you will unlock both:
Congratulations! This was one of the two challenges that I found difficult. If you got this done then the rest of the game shouldn't be too challenging.
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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!
The conditions on Jurassic difficulty are:
Par Time – 09:00
• Starting Cash $4,000,000
• Wild Dinosaurs
• Research Costs: High
• Staff Salary: High
• Scientists Rest: Long
You’ll start with 3 scientists and I recommend restarting if they cost more than around $100,000 per minute. Balancing the costs of more scientists, overlapping tasks and increasing skill requirements is key in this challenge.• Starting Cash $4,000,000
• Wild Dinosaurs
• Research Costs: High
• Staff Salary: High
• Scientists Rest: Long
Things will likely happen out of order. You may be able to research something earlier than mentioned because your scientists’ skills will be different. Random events will occur. Generally, take the money that’s on offer, as it can literally save you hours of gameplay. A low publicity rating for a short while isn’t that much of a problem. You can get some significant money from some of these events which will really help.
Contacts can be useful but don’t be shy to switch them if you can’t complete them (wait 10 minutes then you can request a new contact for free).
I’ve tried to leave ample space for you to copy what I’ve done, but some areas are a bit tight. It’s easy to move buildings and what matters is you fit everything in within the general area. If it doesn’t look like the images below, that’s fine - you may even be more efficient!
The solution won’t cover the basics of the game. Make sure your dinosaurs are content with the environment. Put Ranger Posts in each enclosure and assign Ranger Teams and Mobile Vet Units to each of them. Deal with injury and illness. Rest your scientists when they need to.
You will also need to manage your amenities and customer satisfaction. Even if you have set an amenity for maximum profit, it’s worth checking back constantly. As the park expands, you can often change the Interior Modules for even more money.
Likewise, keep checking the Accomodation, Emergency Shelter and Restroom satisfaction. For Accommodation, just hover over a Hotel. For the other 2, press then to get to the Park Rating tab, then once to the Guests tab. Your aim is to keep everything here at 100%.
You will see in some images that I have placed extra Restrooms and Shelters not mentioned in the text. Just place them as you need to so you maintain 100% satisfaction.
If you aren’t reaching the milestone in the guide, you probably have poor amenity settings or are missing some of the other buildings. They can make a big difference.
One thing to note with scientists: You don’t need to rest them until they are Disgruntled. Their Unrest bar will turn red but they can complete one more task before they become disgruntled. While that may not seem like much, you don’t want to waste time and money resting them early.
Almost always, wait until they are disgruntled before resting them. The exception is if you know some tasks are coming up and you’re going to need them. If you have to wait while 1 scientist rests, it can be efficient to rest several at the same time.
Because scientist’s skills are random and will be different for everyone, you’ll need to manage them yourself.
For that reason, I haven’t nominated a time for you to research:
• Structures > Infrastructure > Staff Improvements 1 (5/0/0)
• Structures > Infrastructure > Staff Improvements 2 (9/0/0)
These are the two you will need to sufficiently up-skill your scientists. You should be able to cope without progressing with more advanced research for even more skill points. It will be up to you to research them when you need to. Just remember that upskilling scientists also increases their salary so only do it when you require it for a task.
• Structures > Infrastructure > Extra Scientist Upgrades (9/0/0)
This allows you to put an upgrade on several of the buildings so you can use an extra scientist for tasks. It’s often easier to use 4 cheaper and lower skilled scientists than 3 with higher skills who are more expensive.
Especially later in the game when the skill requirements advance into double figures, that extra scientist can be invaluable.
Once again, it will be up to you to research it if and when you need to and remember you need to install the appropriate upgrade to the relevant building.
Be careful with the Science Centre. If you replace Extraction Capacity with Extra Scientist to conduct some research, the previous upgrade isn’t retained. You’ll have to spend another $1,000,000 to put it back on again later. For this reason, I recommend using the Extra Scientist only for the Lagoon Hatchery later in the game.
I have included the skill requirements for research, in the format of (Logistics / Genetics / Welfare), or (1/2/3). It's a good idea to read ahead to have an idea of what's in store.
Obviously save often and make good use of the pause feature. Read ahead and try to be ready for the next step, especially when hiring those scientists and upgrading their skills. Things can happen randomly, which can be problematic (a disease before you have a Paleo-Medical Facility for example). Reloading can give you time to prepare or often avoid the random event altogether.
One thing that deserves special mention is the Brachiosaurus. There is a lone Brachio’ which will provide a vital boost at the start of the challenge. Throughout she will contribute considerably to your Park. Unfortunately, she will die of old age at around 6.5 hours in. With this solution, it won't be a problem, I mention it just for information.
Finally, I've tried to keep the number of images down to a minimum. If you see something that isn't immediately mentioned, it will be coming. You may need to scroll back up to check an image from time to time (or open it in another tab).
------------
Your main goal in this phase, as is the case with all these challenges, is to turn a profit. It’s a race to get the Response Facility built as fast as possible, which you’ll then use to retrieve a ‘wild’ Brachiosaurus. This is the most time-sensitive part of the challenge. Remember to pause if unsure of what to do next and have your scientists doing tasks concurrently when possible.
You’ll then be building a set of buildings to get the park to a state where you can weather the first storm, which should hit around 28-30 minutes in.
Start a new challenge game at Canada on Jurassic difficulty. Skip the cutscene with twice (or watch it, of course…) and then immediately pause.
Go to the Scientists menu tab. You want the combined cost per minute, as shown at the top-right, to be around $100,000. Traits and skill distribution are secondary – just make sure your starting Scientists aren’t too expensive and restart the challenge if the cost is much more than that.
Make a save once you are happy, so you don’t have to repeat the process if something goes awry.
Exit and build a Science Centre, Hatchery and Backup Generator as shown. The Hatchery goes just above the short section of road already there.
Fence in Enclosure 1 to the left of the Hatchery.
When the Science Centre is operational, get started on research. One of your starting scientists will always start with 0 Genetic skill – be sure to use them as they won’t be able to complete the next task, which can be done at the same time.
• Structures > Attractions >Viewing Gallery (1/0/3)
Once the Hatchery is complete, synthesize then incubate some Struthiomimus – the number doesn’t matter but ideally around 6-8 (just incubate however many eggs are synthesized).
Releasing these dinosaurs will unlock the next research items. If you pay attention to your scientists’ skills, you should be able to research both of these items at the same time.
• Structures > Infrastructure > Ranger and Capture Teams (1/0/3)
• Structures > Guest Comfort > Core Buildings (2/0/0)
Add a couple of Viewing Galleries to the Enclosure 1 fence.
Once the research is done, build a Response Facility as shown.
Don’t forget to check on the Struthiomimus comfort and adjust as necessary. While you’re doing it, you can place some Seed Plants (Tall Nut) as they will be needed in a moment too.
• Structures > Power > Improved Power Technology (5/0/0)
As soon as the Response Facility is complete, take direct control of the helicopter. Fly over to the right of the map (if you followed the image above, turn left when you take off). There is a lone Brachiosaurus near the lake here. She is marked on the compass and you can’t miss her.
Sedate the big dinosaur and transport her back into Enclosure 1.
Build a Small Power Station down near the Science Centre. Add sufficient Pylons and Small Substations to provide power coverage. Demolish the Backup Generator once everything is up and running.
Build a Small Amenity of each type, along with an Emergency Shelter, Small Hotel and Restroom.
• Structures > Attractions > Guest Attraction (5/0/0)
• Structures > Infrastructure > Staff Centre (3/0/0)
• Structures > Infrastructure > Efficiency Upgrades (5/0/0)
Money will be getting a little low but you should be able to put down an Innovation Centre and a Guest Attraction as shown.
I like to get the Staff Centre researched early so I don’t forget about it. It can go to the right of the Innovation Centre.
With all this you should now be making a comfortable profit, which is good as you probably have no money! You should already be pushing 1.5-Star Park Rating.
At around 28-30 minutes, the first storm will hit. Often a disease will also occur, either linked to the storm or independent of it. You need to have the Paleo-Medical Facility built by then. Skip ahead if you need to but you should have enough time.
Build an Expedition Centre. Put Improved Yield on it once it’s complete. While you’re at it, put Staff Centre Speed on the Staff Centre and Advanced Scanners on the Response Facility.
Now, make a save. Send your Expedition Team to Kiaparowits Formation for the Nasutoceratops genome and then to Peay Sandstone Member for the Nodosaurus genome. With Improved Yield, you should also receive some minerals you can sell. Some are worth over $500,000 each. You want to get around $1 million from these two expeditions, which is very doable.
If you do, continue. If not, reload to your save from before sending the team and try again. Or, you can obviously just wait while the money accrues. Don’t worry about extracting the fossils just yet, just sell the minerals.
• Structures > Infrastructure > Paleo-Medical Facility (2/0/5)
Place a Paleo-Medical Centre as shown. Don’t forget to assign it to Enclosure 1.
You should be getting close to that mark when the storm will hit. With the progress you’ve made so far, you should be able to get through it while still making a profit, albeit a tiny one.
As soon as the storm icon appears at the top of the screen, make a save and open your Shelters.
Basically, your entire park goes to hell during snowstorms. Visibility drops, guests stop contributing to your income, vehicles will stall and can often be damaged or even destroyed by the dinosaurs. You won’t be able to see the status of any dinosaurs. Not fun at all.
Once little tip is that you can make a little extra money while the storm is raging by flying the helicopter and taking photos of your dinosaurs – the helicopter works fine.
Hypothermia will be a common illness, typically after the storm is over. Dinosaurs must be sedated and transported to the Paleo-Medical Facility to be treated. This is time-consuming and will tie up your scientists when you really want them for other tasks – if more than 1 or 2 dinosaurs get hypothermia, consider reloading a save. As long as you saved right at the start of the storm, the outcome should be different if you reload and try again. This early in the game you might want to reload if you have even one dinosaur with hypothermia.
If the Brachiosaurus gets hypothermia or any other illness that requires transporting to the Paleo-Medical Centre, which can happen, reload. Your scientists won’t have the Welfare skill to heal her.
Assuming you make it through that first storm intact, let’s get started on dinosaur creation. Before you extract any DNA, you want to put Extraction Capacity on at the Science Centre. It costs a whopping $1 million but it’s worth it in the long run.
It’s also worth improving the Hatchery with Advanced Equipment. It means you will always get the maximum eggs synthesized, which cuts down on the work your scientists need to do.
• Welfare > Dinosaur Creation > Hatchery Upgrades 1 (5/0/0)
Once those upgrades are done, you should be able to extract the Nasutoceratops genome up to 100% in one go, along with some of the Nodosaurus.
Your next set of goals can overlap. Money will probably be an issue but you should be making a good profit so just wait whenever required.
The next dinosaur to add will be the Parasaurolophus, so send expeditions to Kirtland Formation USA, Dinosaur Park Formation B Canada and Nemegt Formation A China for the (potentially) easy money from mineral sales and to develop that genome.
Keep an eye on your Amenities. They will reach maximum guest capacity and around that time you can research Medium Amenities (250 guests in the park). Better amenities mean better income so you want to do it as soon as you can. You can pin the research so you don’t miss it (go to the research and select it to do so) and prioritise this over everything else.
• Structures > Amenities > Improved Amenities (5/0/0)
When you can, demolish the existing Amenities and replace them with Medium ones. If you are still in the midst of the storm, or just recovered afterwards, hold off until things have stabilised, otherwise you will go into the red.
Modify the Nasutoceratops genome to have 0% Appetite. Incubate and release a batch. Having Advanced Equipment on the Hatchery is a blessing and a curse this early in the game. You will synthesize a full batch of 5 dinosaurs, but to incubate them all it will cost over $1,000,000.
You should be making a profit of over $100,000 per minute, so just wait until you can afford it or continue sending expeditions out.
When they reach 100%, you want to modify the genomes of the Nodosaurus and the Parasaurolophus to have 0% Appetite.
Release a batch of Nodosaurus and Parasaurolophus.
• Structures > Guest Comfort > Wide Path (5/0/0)
Replace every existing path with Wide Paths to limit overcrowding.
Your aim here is to reach a 2-Star Park Rating with the dinosaurs mentioned in Enclosure 1. The reason is the Monorail. It will be necessary to transport the guests to the second guest hub, which will be over to the left of the central area.
If you have released a single batch of each dinosaur as recommended so far, you should reach the 2-Star target. If not, you’ll just need to release a few more. You’ll want similar to the following:
- 1 Brachiosaurus
- 6-8 Nastuoceratops
- 3-5 Nodosaurus
- 6-8 Parasaurolophus
- 4-8 Struthiomimus
That will push you over 2-Stars.
• Structures > Guest Comfort > Monorail (5/0/0)
• Structures > Attractions > Viewing Platform (5/0/0)
While waiting on that research, build Enclosures 2 and 3, to the left of the first. #2 is the one directly to the left of #1 and #3 is above it.
Build a Monorail Station near the Arrival Point and construct the Track over to the left, looping over the Enclosures which will help with dinosaur visibility.
To the left of the Enclosure 2, build a second Monorail Station and connect the Tracks up. Build a second Small Power Station further up the hill to the left. Run Pylons and put a Small Substation in range of the Monorail Station. Connect a path between the two. Once there is a complete track between the two stations, this side of the park will become operational.
You could hold off until you have released a few dinosaurs into Enclosure 2, but you should also build 2 Viewing Galleries, Medium Amenities of each type, Emergency Shelter and a Restroom over here. You will need to have released some of the Enclosure 2 dinosaurs to be able to research the Large Hotel.
Deactivate the Amenity buildings if they are running at a loss and check back each time you release a new batch of dinosaurs into Enclosure 2. It won’t take long for them to turn a profit.
Put a Viewing Platform down for extra coverage into each enclosure.
The following research/buildings can will become available as you populate Enclosures 2 and 3. I’ll list them here so you can work on them as soon as possible.
The Large Hotel becomes available once you have 500 guests in the Park.
• Structures > Guest Comfort > Large Hotel (9/0/0)
• Structures > Guest Comfort > Main Thoroughfare (9/0/0)
You’ll need a second Hotel to keep your Accommodation rating at 100%. It will fit over on the left. Placement can be tricky with the terrain over here - just squeeze it in where you can.
You may also start to see notifications that guests are complaining about lack of space. These warnings seem to be persistent no matter what, but replacing all paths with the Main Thoroughfare, just like you did with the Wide Path, will negate any overcrowding penalty.
• Structures > Amenities > Advanced Amenities (9/0/0)
This becomes available once you pass 2.5-Star Park Rating. Research it as soon as you can, then replace only the central Medium Amenities with Large. The Medium Amenities on the left side can remain as they are.
There will be no further buildings required in the area near the Arrival Point so move things if you need to – just squeeze in those 3 Large Amenities however you can. As you can see from the image, you may have to get creative with building placement. Anywhere in the vicinity should be sufficient to provide 100% coverage (or close enough that it won’t matter).
While all this is going on, you need to populate Enclosure 2. You should know the process by now, so I’ll just list the target dinosaurs, all adjusted for 0% Appetite.
- 6-8 Gallimimus
- 2-3 Polacanthus *
- 2-3 Amargasaurus
- 6-8 Olorotitan
*Adjust the Polacanthus genome for 0% Humble as well.
Enclosure 3 will hold the last land-based dinosaur for this challenge, modified for 0% Appetite and 0% Resilient. Don’t forget you’ll need to research their feeder, discussed below.
- 6-8 Dilophosaurus
You can fit more in but there shouldn’t be any need so just release a single batch.
• Welfare > Enclosures > Carnivore Feeder
• Welfare > Enclosures > Live Prey Feeder
You can only start this research once you release your first carnivore. If you want to play it safe, select the Hatchery once some Ceratosaurus are ready for release and press to Release via Airlift, then to cancel. This will unlock the feeders for research, so you can get that done and place a feeder before the dinosaurs land. Once you research the Carnivore Feeder, just wait a little bit until the Live Prey Feeder becomes available – there will be a delay.
You’ll need to place some Live Prey Feeders to keep them content but put a Carnivore Feeder in there too. The live prey may not be enough to keep them all fed but they will eat from the Carnivore Feeder so you shouldn’t have any problems. If you do, manually release some live prey from time to time.
Put a Viewing Gallery and a Viewing Platform covering Enclosure 3.
During this phase, most likely at just under 4 hours, your initial batch of Struthiomimus will start to die of old age. Once the first one goes, I recommend tranquilizing the rest and selling them off. Then release a new batch to replace them. While you’ll get virtually no money for them, this saves the annoyance of dead dinosaurs when you’re focused on other things.
Depending on your speed, this may not even be an issue.
The remaining dinosaurs should be okay. Obviously, if they start dying, replace them.
• Welfare > Dinosaur Creation > Lagoon (9/0/0)
Make a save as lagoon placement can sometimes be challenging. Build a 10-section lagoon as shown, with a single Lagoon Hatchery.
Develop the Plesiosaurus genome to 100%.
• Group Adaptation (3/12/0)
• Cross-Species Adaptation (2/9/0)
Adjust the Plesiosaurus to have Humble 25%, Social 0% and Tolerant 50% then release 4-8 into Lagoon 1.
The big-ticket dinosaur for this Challenge will be the Tylosaurus so extract the genome to 100%.
Every Tylosaurus you are going to release must have traits to ensure they fit in the Lagoons. Even a 10-section lagoon struggles to hold 3 of these beasts!
Modify the genome to Humble 100%, Social 0% and Tolerant 0%. Appetite can remain as it (Large 50%). They must not have the Antisocial trait.
Each batch of Tylosaurus with the listed genome modifications costs $975,000 (0/13/0). Each egg incubated is $1,500,000 (0/0/10). You may have to wait times while you save enough money.
Now is the time you may want to upgrade the Lagoon Hatchery with Extra Scientist if you don’t have the skill points to allocate.
Construct another guest hub beside Lagoon 1. Put another Monorail Station, Large Amenity of each type, Emergency Shelter, Restroom and another Large Hotel. A couple of Viewing Galleries and Viewing Platforms should provide ample viewing coverage of the lagoon.
Now your aim is going to be to release 3 Tylosaurus into Lagoon 1 with the Plesiosaurus and a further 2 into a second Lagoon. To boost your profit, release a batch of Tylosaurus into Lagoon 1 then build Lagoon 2 as described below.
*The Tylo’s in Lagoon 1 will be slightly unhappy, around 95-98%, but won’t cause any problems.
Build Lagoon 2 in the area over to the right. If you place it carefully you can fit 8 sections. Remember to make a save before building it in case it doesn’t fit in.
The final guest hub over here will have most of the usual buildings – Large Amenities, Emergency Shelter and Restroom, but there is no need for another Hotel. Put a couple of Viewing Galleries and Viewing Platforms to cover the Lagoon.
You can connect all the power networks together by running Pylons between them. Then continue Pylons and Substations over to this new area. You shouldn’t need to build another Small Power Station, but if you do it can go over on the far left. As long as the power grid is connected, it doesn’t really matter where you put it.
Depending on your luck/save-scumming, release 1 or 2 more additional batches of Tylosaurus to bring the total to 5 (3 in Lagoon 1, 2 in Lagoon 2). Remember you can split a batch between the lagoons by releasing them by airlift.
With properly adjusted amenities this alone should be sufficient to pass the $1,200,000 income per minute target and reach a 5-Star Park Rating.
If it does not, you have plenty of wiggle room. Depending on their traits, specifically of the Alpha dinosaur, you should be able to have a total of at least 10 Plesiosaurus in Lagoon 1 and another 10 in Lagoon 2. Enclosure 3 can hold quite a few more Dilophosaurus too.
By filling in these dinosaurs and maximising every amenity, I was able to get my income up to over $1,400,000 in a stable park ($200,000 over the goal), so you don’t have to over-fill any enclosures. Even if you’ve gone slowly and the Brachiosaurus dies of old age, you can still easily pass 5-Stars with this setup.
Worst case, incubate another batch or two of Tylosaurus. Release them all at once and the rating will spike over the target (but will drop back down again rapidly). Enough to unlock the achievments, at least.
When you do reach that magic income per minute target, you will unlock both:
The Quite the Challenge achievement in Jurassic World Evolution 2 worth 43 pointsComplete Challenge 1 (Any difficulty)
The That, that was a Challenge achievement in Jurassic World Evolution 2 worth 544 pointsComplete Challenge 1 (Jurassic difficulty)
Congratulations! This was one of the two challenges that I found difficult. If you got this done then the rest of the game shouldn't be too challenging.
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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!
8 Comments
This guide was brilliant! I believe I got lucky at times and regularly had over $10,000,000 in the bank but this guide had me finishing with over 3 hours to spare, thanks mate!
By xCrewdy on 11 Jan 2023 19:40
xCrewdy, That's great! There certainly is an element of luck. Glad it helped.
By Rossco7530 on 13 Jan 2023 03:56
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. I struggled a bit with this one as I didn't really follow Rossco7530's guide but it is still doable. You can watch and learn how I completed it.
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This guide was translated automatically.
Before going on hard, I advise you to go hard first. Tests on hard hard are really difficult, and it is best to start with Germany. Canada, despite the fact that the first one is noticeably heavier.
We cannot show the content due to copyright protection. Please click the link below to view the guide.