Guide for Jurassic World Evolution 2 (2024)

CHALLENGE 3: UNITED KINGDOM

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

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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.

Of particular note is the twister. You will experience regular storms and likely at least 1 twister.
------------
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. The Dracorex aren't work much so you can skip them but try to remember to photograph the Nigersaurus and Baryonyx.
You will go into debt early on. By taking photos you can restore your balance to a positive.

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 Guide for Jurassic World Evolution 2 (2) 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.

Build a Science Centre down near the Control Centre.

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

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.

• 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 Facility 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.

• 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 any overcrowded paths with Wide Path.

• 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.

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.

• 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.

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)
• Structures > Amenities > Advanced Amenities (9/0/0)
• Welfare > Dinosaur Creation > Lagoon (4/0/9)

Replace existing pathsas needed. 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).

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).

Guide for Jurassic World Evolution 2 (13)

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 can suffer from Chronic Stress but that should be all.
This close to the end I generally just hoped my reptiles didn’t get the Antisocial 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) optional

Depending on how you go with your Scientists’ skills, you may want to add the Extra Scientist upgrade to the Lagoon Hatcheries to help with the requirements for the last step.

Aim to release 3-4 Tylosaurus across the Lagoons, depending on what you synthesize (maximum of 2 per lagoon though). 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.

  • You Did That?

    Completed Challenge 3 (Any difficulty)

    Guide for Jurassic World Evolution 2 (14)

    Guide for Jurassic World Evolution 2 (15)Guide for Jurassic World Evolution 2 (16)Guide for Jurassic World Evolution 2 (17)


  • Was That Tough?

    Completed Challenge 3 (Jurassic difficulty)

    Guide for Jurassic World Evolution 2 (18)

    2 guidesGuide for Jurassic World Evolution 2 (19)Guide for Jurassic World Evolution 2 (20)Guide for Jurassic World Evolution 2 (21)Guide for Jurassic World Evolution 2 (22)

Not too bad, considering you started with $0 in a park going downhill fast! There's no extra research to be done here, so next you have the hardest Challenge to tackle.

12. Challenge 4: Northwest USA10. Challenge 2: Germany

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Guide for Jurassic World Evolution 2 (2024)
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