Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

FAQ/Strategy Guide

by Joseph Mostarda

01234567890123456789012345678901234567890123456789012345678901234567890123456789
"RollerCoaster Tycoon 2: Strategy Guide" v2.00 3/19/08 -------------
by Joseph Mostarda (e-mail: [email protected])

Table of Contents: Section 1 (Copyrights) ---------------------- 1.01
- Copyrights

Section 2 (Rides) ----------------- 2.01 - Ride List 2.02 -
Multi-Dimensional Roller Coaster

Section 3 (Shops & Stalls) -------------------------- 3.01 - Shops &
Stalls List

Section 4 (Transportation) -------------------------- 4.01 - Footpaths
4.02 - Queue Lines 4.03 - Transport Rides List

Section 5 (Expenditures & Finances)
----------------------------------- 5.01 - Cash on Hand 5.02 - Fiscal
Reports 5.03 - Special Financial Tools

Section 6 (Sandbox Mode) ------------------------ 6.01 - The Roller
Coaster Designer 6.02 - The Scenario Editor

Section 7 (Tips & Tricks) ------------------------- 7.03 - How to
Increase Ride Excitement

Section 8 (Easter Eggs & Secrets) ---------------------------------
8.01 - Chris Sawyer 8.02 - Simon Foster 8.05 - John Wardley 8.08 -
Tony Day 8.09 - David Ellis 8.10 - Trainers 8.11 - Instant Revenue
Glitch

(Tip: Use Ctrl+F to quickly navigate this FAQ.)

Section 1 - Copyrights ---------------------- 1.01 - Copyrights ----
Feel free to download this FAQ for your own personal use. All I ask is
that you don't sell it for profit or any form of commercial means. I
also grant unlimited permission for this FAQ to be posted on any other
website, so long as proper credit is given to me as the author of this
FAQ.

Section 2 - Rides ----------------- 2.01 - Ride List ---- Transport
Rides --------------- Type: Chairlift Approx. Cost: $1,440+ Running
Cost p/h: N/A Modes: Continuous Circuit Mode / Shuttle Mode

 Type: Elevator Approx. Cost: $624+ Running Cost p/h: N/A Modes:
Shuttle Mode

 Type: Miniature Railway Approx. Cost: $1,300+ Running Cost p/h: N/A
Modes: Continuous Circuit Mode

 Type: Monorail Approx. Cost: $1,550+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode / Shuttle Mode

 Type: Suspended Monorail Approx. Cost: $2,400+ Running Cost p/h: N/A
Modes: Continuous Circuit Mode / Shuttle Mode

 Type: Trams Approx. Cost: $1,300+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode / Shuttle Mode

 Gentle Rides ------------ Type: Car Ride Approx. Cost: $540+ Running
Cost p/h: N/A Modes: Continuous Circuit

 Type: Cheshire Cats Approx. Cost: $540+ Running Cost p/h: N/A Modes:
Continuous Circuit

 Type: Circus Show Approx. Cost: $500 Running Cost p/h: $49.60 Modes:
Continuous Circuit Mode

 Type: Crooked House Approx. Cost: $260 Running Cost p/h: $28.80
Modes: Continuous Circuit Mode

 Type: Dodgems Approx. Cost: $440 Running Cost p/h: $108.80 Modes:
Bumper Car Mode

 Type: Double-Deck Observation Tower Approx. Cost: $592+ Running Cost
p/h: $60.80 Modes: Continuous Circuit

 Type: Ferris Wheel Approx. Cost: $450 Running Cost p/h: $49.60 Modes:
Continuous Circuit

 Type: Flying Saucers Approx. Cost: $560 Running Cost p/h: $148.80
Modes: Bumper Car Mode

 Type: Ghost Train Approx. Cost: $540+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Type: Haunted House Approx. Cost: $340 Running Cost p/h: $49.60
Modes: Continuous Circuit

 Type: Haunted Mansion Ride Approx. Cost: $570+ Running Cost p/h: N/A
Modes: Continuous Circuit

 Type: Merry-Go-Round Approx. Cost: $460 Running Cost p/h: $49.60
Modes: Continuous Circuit

 Type: Mini Golf Approx. Cost: $740+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Type: Mini Helicopters Approx. Cost: $540+ Running Cost p/h: N/A
Modes: Continuous Circuit

 Type: Mini Maze Approx. Cost: $216+ Running Cost p/h: N/A Modes: Maze
Mode

 Type: Monorail Cycles Approx. Cost: $450+ Running Cost p/h: N/A
Modes: Continuous Circuit Mode

 Type: Monster Trucks Approx. Cost: $540+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Type: Observation Tower Approx. Cost: $592+ Running Cost p/h: $60.80
Modes: Continuous Circuit

 Type: Space Rings Approx. Cost: $288 Running Cost p/h: $49.60 Modes:
Continuous Circuit Mode

 Type: Spiral Slide Approx. Cost: $330 Running Cost p/h: $49.60 Modes:
Continuous Circuit Mode [One Ride] [Unlimited Rides]

 Type: Vintage Cars Approx. Cost: $540+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Thrill Rides ------------ Type: 3D Cinema Approx. Cost: $560 Running
Cost p/h: $49.60 Modes: Continuous Circuit Mode

 Type: Enterprise Approx. Cost: $800 Running Cost p/h: $49.60 Modes:
Continuous Circuit

 Type: Go-Karts Approx. Cost: $920+ Running Cost p/h: N/A Modes: Race
Mode/Continuous Circuit Mode

 Type: Launched Freefall Approx. Cost: $800+ Running Cost p/h: $60.80
Modes: Upward Launch Mode/Downward Launch Mode

 Type: Magic Carpet Approx. Cost: $396 Running Cost p/h: $49.60 Modes:
Continuous Circuit Mode

 Type: Motion Simulator Approx. Cost: $440 Running Cost p/h: $49.60
Modes: "Avenging Aviators" / "Thrill Seekers"

 Type: Pirate Ship Approx. Cost: $387 Running Cost p/h: $49.60 Modes:
Continuous Circuit Mode

 Type: Roto Drop Approx. Cost: $880+ Running Cost p/h: $60.80 Modes:
Downward Launch Mode

 Type: Snow Cups Approx. Cost: $360 Running Cost p/h: $49.60 Modes:
Continuous Circuit Mode

 Type: Swinging Inverter Approx. Cost: $424 Running Cost p/h: $49.60
Modes: Continuous Circuit Mode

 Type: Top Spin Approx. Cost: $580 Running Cost p/h: $49.60 Modes:
Continuous Circuit Mode

 Type: Twist Approx. Cost: $360 Running Cost p/h: $49.60 Modes:
Continuous Circuit Mode

 Water Rides ----------- Type: Bumper Boats Approx. Cost: $205+
Running Cost p/h: N/A Modes: Continuous Circuit Mode

 Type: Canoes Approx. Cost: $205+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Type: Dinghy Slide Approx. Cost: $1,200+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Type: Jet Skis Approx. Cost: $205 Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Type: Log Flume Approx. Cost: $1,320+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Type: River Rafts Approx. Cost: $900+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Type: River Rapids Approx. Cost: $1,840+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Type: Rowing Boats Approx. Cost: $205+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Type: Splash Boats Approx. Cost: $1,640+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Type: Submarine Ride Approx. Cost: $260+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Type: Swans Approx. Cost: $205+ Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Type: Water Coaster Approx. Cost: $1,640 Running Cost p/h: N/A Modes:
Continuous Circuit Mode

 Type: Water Tricycles Approx. Cost: $205+ Running Cost p/h: N/A
Modes: Continuous Circuit Mode

 Roller Coasters --------------- Type: Air-Powered Vertical Approx.
Cost: $6,750+ Running Cost p/h: N/A Mode: Continuous Circuit Mode

 Type: Bobsleigh Coaster Approx. Cost: $2,700+ Running Cost p/h: N/A
Mode: Continuous Circuit Mode

 Type: Compact Inverted Coaster Approx. Cost: $3,750+ Running Cost
p/h: N/A Mode: Continuous Circuit Mode

 Type: Corkscrew Roller Coaster Approx. Cost: $3,900+ Running Cost
p/h: N/A Mode: Continuous Circuit Mode / Reverse Incline Shuttle Mode

 Type: Floorless Coaster Approx. Cost: $4,950+ Running Cost p/h: N/A
Mode: Continuous Circuit Mode

 Type: Flying Roller Coaster Approx. Cost: $4,650+ Running Cost p/h:
N/A Mode: Continuous Circuit Mode

 Type: Flying Turns Approx. Base Cost: $2,700+ Running Cost p/h: N/A
Mode: Continuous Circuit Mode

 Type: Giga Coaster Approx. Cost: $4,950+ Running Cost p/h: N/A Mode:
Continuous Circuit Mode

 Type: Heartline Twister Coaster Approx. Cost: $3,030+ Running Cost
p/h: N/A Mode: Continuous Circuit Mode

 Type: Hypercoaster Approx. Cost: $3,900+ Running Cost p/h: N/A Mode:
Continuous Circuit Mode

 Type: Hyper-Twister Roller Coaster Approx. Cost: $4,950+ Running Cost
p/h: N/A Mode: Continuous Circuit Mode

 Type: Inverted Hairpin Coaster Approx. Cost: $2,000+ Running Cost
p/h: N/A Mode: Continuous Circuit Mode

 Type: Inverted Impulse Coaster Approx. Cost: $2,325+ Running Cost
p/h: N/A Mode: Powered Launch Mode

 Type: Inverted Roller Coaster Approx. Cost: $2,325+ Running Cost p/h:
N/A Mode: Continuous Circuit Mode

 Type: Inverted Shuttle Coaster Approx. Cost: $3,750+ Running Cost
p/h: N/A Mode: Reverse Inclined Shuttle Mode

 Type: Inverted Vertical Shuttle Approx. Cost: $3,370+ Running Cost
p/h: N/A Mode: Reverse Inclined Shuttle Mode

 Type: Junior Roller Coaster Approx. Cost: $1,320+ Running Cost p/h:
N/A Mode: Continuous Circuit Mode

 Type: Lay-Down Roller Coaster Approx. Cost: $4,000+ Running Cost p/h:
N/A Mode: Continuous Circuit Mode

 Type: LIM Roller Coaster Approx. Cost: $3,550+ Running Cost p/h: N/A
Mode: Powered Launch Mode

 Type: Looping Roller Coaster Approx. Cost: $3,350+ Running Cost p/h:
N/A Mode: Continuous Circuit Mode / Powered Launch Mode

 Type: Mine Ride Approx. Cost: $2,520+ Running Cost p/h: N/A Mode:
Continuous Circuit Mode

 Type: Mine Train Coaster Approx. Cost: $3,050 Running Cost p/h: N/A
Mode: Continuous Circuit Mode

 Type: Mini Roller Coaster Approx. Cost: $1,920 Running Cost p/h: N/A
Mode: Continuous Circuit Mode

 Type: Mini Suspended Coaster Approx. Cost: $1,800+ Running Cost p/h:
N/A Mode: Continuous Circuit Mode

 Type: Mini Suspended Flying Coaster Approx. Cost: $1,800+ Running
Cost p/h: N/A Mode: Continuous Circuit Mode

 Type: Motorbike Racers Approx. Cost: $1,680+ Running Cost p/h: N/A
Mode: Continuous Circuit Mode

 Type: Multi-Dimensional Roller Coaster Approx. Cost: $6,750+ Running
Cost p/h: N/A Mode: Continuous Circuit Mode

 Type: Reverse Freefall Coaster Approx. Cost: $6,750+ Running Cost
p/h: N/A Mode: Powered Launch Mode

 Type: Reverser Roller Coaster Approx. Cost: $1,517+ Running Cost p/h:
N/A Mode: Continuous Circuit Mode

 Type: Side-Friction Roller Coaster Approx. Cost: $1,517+ Running Cost
p/h: N/A Mode: Continuous Circuit Mode

 Type: Soap Box Derby Racers Approx. Cost: $1,680+ Running Cost p/h:
N/A Mode: Continuous Circuit Mode

 Type: Spinning Wild Mouse Approx. Cost: $1,640+ Running Cost p/h: N/A
Mode: Continuous Circuit Mode

 Type: Spiral Roller Coaster Approx. Cost: $2,600+ Running Cost p/h:
N/A Mode: Continuous Circuit Mode

 Type: Stand-up Roller Coaster Approx. Cost: $3,750+ Running Cost p/h:
N/A Mode: Continuous Circuit Mode

 Type: Stand-up Twister Coaster Approx. Cost: $4,950+ Running Cost
p/h: N/A Mode: Continuous Circuit Mode

 Type: Steeplechase Approx. Cost: $1,680+ Running Cost p/h: N/A Mode:
Continuous Circuit Mode

 Type: Suspended Swinging Coaster Approx. Cost: $3,550+ Running Cost
p/h: N/A Mode: Continuous Circuit Mode

 Type: Twister Roller Coaster Approx. Cost: $4,950+ Running Cost p/h:
N/A Mode: Continuous Circuit Mode

 Type: Wild Mouse Approx. Cost: $1,640+ Running Cost p/h: N/A Mode:
Continuous Circuit Mode

 Type: Wooden Roller Coaster Approx. Cost: $2,800+ Running Cost p/h:
N/A Mode: Continuous Circuit Mode

 Type: Wooden Wild Mine Ride Approx. Cost: $1,480+ Running Cost p/h:
N/A Mode: Continuous Circuit Mode

 Type: Wooden Wild Mouse Approx. Cost: $1,480+ Running Cost p/h: N/A
Mode: Continuous Circuit Mode

 Type: Vertical Drop Roller Coaster Approx. Cost: $3,780+ Running Cost
p/h: N/A Mode: Continuous Circuit Mode

 Type: Virginia Reel Approx. Cost: $975+ Running Cost p/h: N/A Mode:
Continuous Circuit Mode

2.02 - Multi-Dimensional Roller Coaster ---- When working with a
Multi-Dimensional Roller Coaster, remember that the cars face backward
in their normal position, or 0 degrees. Thus, if you rotate the seats
by 180 degrees, the cars will now face forward. Here's a very simple
list of some common degree settings you might want to incorporate into
your design...

 COMMONLY USED DEGREE SETTINGS ----------------------------- 0 degrees
- Neutral position (trains face backward) 90 degrees - Halfway
position (trains can face downward or upward) 180 degrees - Inverted
position (trains face forward) 360 degrees - Looping position (trains
make a complete revolution and return to previous position) 495
degrees - Hyper-looping position (trains make a complete revolution
and then deviate to 90 degrees past the previous position)

 Creating an effective track design ----------------------------------
The biggest appeal of the Multi-Dimensional Roller Coaster over other
designs is that you can rotate the trains into almost limitless
positions. Thus, you can create the scariest and most suspenseful
setup to keep the guests coming back time and time again. Let me give
an example. Like most other types of roller coasters, the Multi-
Dimensional Roller Coaster can allow for vertical drops. However, on
other types, the trains are static, unable to be positioned into a way
that cloaks the drop, making it very unexpected. As you can probably
guess, this limitation does not exist for the Multi-Dimensional. You
can start the ride with the trains facing in the neutral position, and
then rotate the trains 90 degrees so that when the vertical drop
occurs, the riders are facing straight up. Another example would be
rotating the trains in such a way so that riders feel like they are
"flying," because they are parallel to the ground. So as you can see,
the key to creating an effective track design lies with the set
rotations. It's also what makes the Multi-Dimensional Roller Coaster
expensive, but highly unique. Installing one in your park guarantees
high profit, at least in the short term.

Section 3 - Shops & Stalls -------------------------- 3.01 - Shops &
Stalls List ---- Novelty Stalls -------------- Type: Balloon Stall
Approx. Cost: $200 Base Product Cost: $.90 Profit: $.60

 Type: Hat Stall Approx. Cost: $200 Base Product Cost: $1.50 Profit:
$.60

 Type: Souvenir Stall Approx. Cost: $200 Base Product Cost:
$2.50/$2.50 Profit: $1.00/$.50

 Type: Sunglasses Stall Approx. Cost: $200 Base Product Cost: $1.50
Profit: $.70

 Type: T-Shirt Stall Approx. Cost: $200 Base Product Cost: $3.00
Profit: $1.00

 Food Stalls ----------- Type: Beef Noodle Stall Approx. Cost: $300
Base Product Cost: $1.50 Profit: $.80

 Type: Burger Bar Approx. Cost: $300 Base Product Cost: $1.50 Profit:
$1.00

 Type: Candy Apple Stall Approx. Cost: $300 Base Product Cost: $.70
Profit: $.30

 Type: Chicken Nuggets Stall Approx. Cost: $300 Base Product Cost:
$1.50 Profit: $1.00

 Type: Fries Stall Approx. Cost: $300 Base Product Cost: $1.50 Profit:
$1.10

 Type: Cookie Shop Approx. Cost: $300 Base Product Cost: $.70 Profit:
$.30

 Type: Cotton Candy Stall Approx. Cost: $300 Base Product Cost: $.80
Profit: $.50

 Type: Donut Shop Approx. Cost: $300 Base Product Cost: $.70 Profit:
$.30

 Type: Fried Chicken Stall Approx. Cost: $300 Base Product Cost: $1.50
Profit: $1.00

 Type: Fried Rice Noodles Stall Approx. Cost: $300 Base Product Cost:
$1.50 Profit: $.90

 Type: Fries Stall Approx. Cost: $300 Base Product Cost: $1.50 Profit:
$1.10

 Type: Fruity Ices Stall Approx. Cost: $300 Base Product Cost: $.90
Profit: $.50

 Type: Funnel Cake Shop Approx. Cost: $300 Base Product Cost: $1.20
Profit: $.70

 Type: Hot Dog Stall Approx. Cost: $300 Base Product Cost: $1.00
Profit: $.50

 Type: Ice Cream Cone Stall Approx. Cost: $300 Base Product Cost: $.90
Profit: $.50

 Type: Meatball Soup Stall Approx. Cost: $300 Base Product Cost: $1.50
Profit: $1.00

 Type: Pizza Stall Approx. Cost: $300 Base Product Cost: $1.60 Profit:
$1.00

 Type: Popcorn Stall Approx. Cost: $300 Base Product Cost: $1.20
Profit: $.70

 Type: Pretzel Stall Approx. Cost: $300 Base Product Cost: $1.10
Profit: $.60

 Type: Roast Sausage Stall Approx. Cost: $300 Base Product Cost: $1.50
Profit: $1.00

 Type: Seafood Stall Approx. Cost: $300 Base Product Cost: $1.50
Profit: $1.00

 Type: Sub Sandwich Stall Approx. Cost: $300 Base Product Cost: $1.50
Profit: $1.00

 Type: Wonton Soup Stall Approx. Cost: $300 Base Product Cost: $1.50
Profit: $1.10

 Drink Stalls ------------ Type: Coffee Shop Approx. Cost: $250 Base
Product Cost: $1.20 Profit: $.90

 Type: Drink Stall Approx. Cost: $250 Base Product Cost: $1.20 Profit:
$.90

 Type: Hot Chocolate Stall Approx. Cost: $250 Base Product Cost: $1.20
Profit: $.80

 Type: Iced Tea Stall Approx. Cost: $250 Base Product Cost: $1.20
Profit: $.80

 Type: Lemonade Stall Approx. Cost: $250 Base Product Cost: $1.20
Profit: $.80

 Type: Soybean Milk Stall Approx. Cost: $250 Base Product Cost: $1.20
Profit: $.80

 Type: Star Fruit Drink Stall Approx. Cost: $250 Base Product Cost:
$1.20 Profit: $.80

 Type: Sujongkwa Stall Approx. Cost: $250 Base Product Cost: $1.20
Profit: $.90

 "Essential" Buildings --------------------- Type: Cash Machine
Approx. Cost: $200

 Type: First Aid Station Approx. Cost: $250

 Type: Information Kiosk Approx. Cost: $250 Base Product Cost: $.60 /
$2.50 Profit: $.50 / $.50

 Type: Restroom Approx. Cost: $225

Section 4 - Transportation -------------------------- Your park is
only as good as its transit network. What's the point of building a
great roller coaster if your guests can't access it? When designing a
footpath network within your park, there is one important rule to
remember: guests hate walking. The less walking your guests have to
do, the happier they will be, and happy guests spend more money at
your park. The shortest path between two points is a straight line,
which is exactly how you want your network laid out. Let's analyze a
small park, starting with something as mundane as a simple entrance
path.

4.01 - The Entrance Path ---- Most people don't think about it, but
this is the most important path in your park. The entrance path is
what gets your guests in and out of your park. Therefore, you want it
not only wide, but full of vital shops and stalls. Think about it; if
you lose all your money just to enter the park, won't an ATM be
helpful?

So, begin by making the entrance path at least 2 units wide. This will
help prevent crowding, and also serves a reminder to guests as to
where the path goes. Make sure you have at least one ATM, one
Information Kiosk, and one Restroom along the path. Also, benches and
litter bins are a good idea. If possible, having access to a Transport
Ride is a very good idea, too! That way, you further prevent crowding,
and make money, too!

However, don't make your entrance path too long. Believe it or not,
guests whom have been in your park for just 5 minutes do get tired.

4.02 - Large Footpaths ---- Most parks will feature one wide, long
path that leads to all of the major areas and rides. Therefore, you
must distinguish this "main" path from all the others! To do that,
remember to keep that path at least 5 units wide! Also, always keep
that path "littered" with benches, litter bins, lamps, shops, stalls,
and rides! By keeping scenery along your "main" path, you also keep
guests entertained, which helps to prevent vandalism while raising
your park rating, too!

Make sure the "main" path is marked by banner signs, and always have
at least one Transport ride station go to the "main" path. That way,
guests will rarely get lost. Or, if a guest gets tired in the back of
the park, they can get on the Transport and take it to the "main"
path.

When designed intelligently, a "main" path can be almost as
entertaining as a ride! Plus, an intelligently designed "main" path
will quickly herd your guests from area to area!

4.03 - Queue Lines ---- Your queue lines are more important than you
may think. While they're only purpose is to move guests from one
location to another, they also act as the guests' first impressions of
your ride. As a smart park engineer, you should take care to make your
queue lines well designed and interesting. Here are some suggestions
to get you started.

 Minimalism ---------- For a Gentle or Thrill, use this approach.
Basically, it lets you squeeze in a lot of queue units in a relatively
small area. First, build your entrance station. Then, wrap your queue
around part of the ride. Then, swing the whole line back to the front,
and send it to the main path. While it covers a small amount of
ground, it holds a lot of guests, which is always a good thing!

 Exciting Queue Lines -------------------- For a roller coaster, this
is a good type of queue line. Basically, it winds around an exciting
part of the coaster, usually a vertical drop. Plus, like the Compact
Approach, it holds a lot of guests in a small space. First, build your
entrance station. (This approach works best if the entrance station is
raised.) Then, build a queue that winds downward, preferably down a
vertical slope. Finally, connect the queue to the main path. Open the
ride. As you will quickly notice, guests will not only enjoy the queue
because it goes around an exciting part of the ride, many guests will
also be on the queue. Another advantage to the Intense Approach is
that it raises both satisfaction and popularity for the ride.

 High Capacity Queue Lines ------------------------- For maximum
capacity, nothing beats the Cobra Approach. By winding the queue
around both the ride and itself, you will hold many, many guests. It
is very simple to build, too. As always, build your entrance station.
Then, build your queue in a straight line. However, right before you
get to the main path, curve it so that it goes back to the left or
right of itself. Then, once you get to the ride, curve it again. Keep
curving it until you see fit. Once connected to the main path, it will
look like a cobra. Plus, with the spaces in between the queue units,
you have room for landscaping. Out of the many options for queue
paths, this is the most commonly used, and the easiest to build.

 What if you don't want a queue line?
------------------------------------ Yes, it is possible to have no
queue for a ride, but it isn't very wise unless you are willing to
suffer from little to no guests per hour. That equals out to little
income from the ride. However, if it is needed or works for you, then
go for it. Obviously, all you have to do is connect the entrance
station to the main path directly. While long lines will never be a
problem for the ride, only two people can actually wait in line. So,
again, only use the No Queue Approach when it is necessary. It robs
you of income that you may desperately need.

 Making your queue lines interesting
----------------------------------- While a filled queue line is a
very exciting proposition, it also leads to long wait times and
overcrowding. No matter how cool your roller coaster may be, guests
will not want to wait more than 10 minutes, and you may notice guests
continually leaving the ride because they can't tolerate the wait. How
do you balance a high-capacity queue line while still keeping the
guests happy?

 The easiest step is to hire Entertainers, and confine their area of
influence to the queue line and the area just outside of it.
Entertainments will keep your guests happy, or at least keep their
minds off the long queue times.

 "Dynamic Queue Lines" --- First, build a normal queue line. After it
is built, place a small row of queue tiles next to it. If the ride
gets popular, and the queue is constantly filled, then connect the
excess rows to your line, and you now have a longer queue line! If the
lines get too crowded and guests begin to complain, then delete one of
the queue tiles and you're back to your shorter path. This can be a
bit complicated, so only use it for rides you think will alternate
between being popular and being abandoned.

4.04 - Ride Exits ---- This can be one of the hardest paths to
construct. You want to keep the distance short, but at the same time,
you want to keep those nosy guests off of it. What are you to do?

First, put a 'No Entry' banner sign at the front of the exit path.
That way, no guests can get onto the path. Second, keep the exit path
in a straight line for as much as possible. Try to have as few turns
and curves as possible. Also, if the nausea rating is 5.50 or higher,
place a Restroom on the exit path. In addition, don't be afraid to
have a First Aid Station on the exit path. And, of course, always have
benches and litter bins along the exit path.

(NOTE: If the nausea starts to take its toll on the guests quickly,
you will want to keep a Handyman 'working the line'. This will not
only keep the path clean, it will prevent problems in the future.)

4.05 - Scenic Footpaths ---- As the title would imply, these are
footpaths that generally do not lead directly to any major section or
attraction of your park. Rather, they are small side paths that are
lined with trees, bodies of water or benches. They create a sense of
calm, and you'll often find the guests relaxing on the benches for a
short while from time to time.

To help guests distinguish a scenic footpath from a more direct one,
you'll generally want to use a different material for the footpath. I
like using dirt as the medium for scenic paths, since they blend
better into my park, especially one that is full of trees and
artificial lakes.

4.06 - Footpath Type List ---- RCT2 provides you with a generous
amount of footpaths, ranging from dirt to stone. While they are all
the same, you may prefer a certain type, or want to use different path
types for different areas or themes.

For example, a nature path or a scenic path is most associated with
the dirt path. This doesn't necessarily enhance the purpose, but your
guests will notice it and give you positive feedback. If you are
dealing with classical themes and scenery, then stone paths tend to
work very well. Or, if you have a space age or futuristic park, then
red paths seem to work wonders.

While it is all really your opinion, you may want to mix-and-match
different themes and paths to see what works best. The same goes for
the path supports.

4.07 - Footpath Layout Suggestions ---- Once your park gets very
crowded, you will want to have intersections as frequently as
possible. One way to accomplish this is to have the "square mile"
approach. Simply put, this refers to intersections every unit, so the
spaces between are one square unit. Not only will this herd guests
along quickly, it leaves you room for scenery or for shops and stalls.
If there is one downside to this, though, it encourages more guests to
your park, which ends up defeating the purpose of the whole approach.

4.08 - Reducing the Amount of Confused Guests ---- Despite your
abundance of Information Kiosks, guests will still get lost on your
paths. An easy way to prevent lost guests is to have an Observation
Tower or Double-Deck Observation Tower at each end of your park. Not
only will you get income from this popular ride, it lets guests rest
and see the park, which works as free advertising for every ride! As
stated earlier, it obviously keeps guests from getting lost, as they
have a panoramic view of every path! If lost guests becomes a real
struggle for you, consider this strategy.

As you can see, footpaths are among the most important aspect in your
park. If they are not properly designed, they can ruin your park's
atmosphere. Plus, it will be impossible to reach any rides!

4.09 - The Chairlift ---- Usually available from the very beginning,
the Chairlift is a good Transport Ride to start with. However, it has
some major disadvantages--low speed and low capacity. However, with a
cheap cost, it works wonders for a small to medium sized park.

Chairlifts can operate in two mode: Continuous Circuit, and Shuttle.
The latter mode is perfect for the beginning years of your park, as a
complete circuit will cost you quite a bit of money. Also, Shuttle
Mode means you don't have to worry about using up a lot of money or
space.

Chairlifts work best when they travel over scenic areas. It gives
guests a chance to relax and view the beauty of your park. Plus,
Chairlifts can be built to a large height, so they act as a way to
easily locate major paths and attractions.

4.10 - The Elevator ---- The most specialized Transport Ride, the
Elevator will be used less frequently. However, if used correctly, it
is also the most useful Transport Ride. Simply, the Elevator makes
multi-leveled parks a breeze to navigate. It also allows for a special
type of food court, a "Sky Tower".

Whenever a park features an extensive amount of hills or levels, you
know an Elevator is the most practical Transport Ride. With its fairly
cheap cost and large capacity, you'll pay yourself back the moment you
build it. Also, with high populariy, the ride can be fairly expensive
to ride! And, like stated earlier, the "Sky Tower" can give you
'hidden' income.

For extremely complex parks with underground, level, and above ground
sections, having more than one Elevator in operation can be very wise
and profitable. It is far more practical than a Monorail or even a
Chairlift. However, for small parks, the Elevator isn't very
practical.

Again, the Elevator is specialized, and will only work in certain
conditions. So, before you build one, always make sure it will work
for you!

4.11 - The Monorail ---- The most used Transport Ride, the Monorail is
also the most practical for nearly every type of park. High speed,
high capacity and moderate price equal out to one great transport!

Like the Chairlift, the Monorail operates in both Continuous Circuit
Mode and Shuttle Mode. While Continuous Circuit works, Shuttle Mode is
actually far more useful, even if you only get one train. With Shuttle
Mode, the train moves faster, so more guests ride per hour. That
equals out to more income from the ride. The Monorail also has three
types of trains: Retro, Small, Modern. While it all comes down to your
preferences, Modern is the most useful. It holds the most guests and
travels the fastest.

The worst aspect of the Monorail, however, is its inability to climb
inclines. Even small inclines slow the train significantly. Therefore,
try to keep the Monorail as flat as possible. If you can, run it
completely underground, or have it tunnel excessively. While small
inclines are somewhat tolerable, it really isn't worth the trouble.

Monorails are good for sight-seeing, as well. For example, build an
incomplete Monorail track and set the mode to Shuttle Mode. Open the
ride, and you'll notice that the train travels to the end of the
track, and simply goes back to the station. While it doesn't
necessarily transport guests anywhere, it does let them rest and see
the best parts of your park.

4.12 - Miniature Railroad ---- One of the least used Transport Rides
is actually one of the better. While the Miniature Railroad must be a
Continuous Circuit, it is rather popular and it holds a huge amount of
people. However, it can get rather expensive, so only build it if you
really need it. If you want it for 'novelty', though, make sure it
actually transports. The worst thing you can do is have the track a
circle. It makes guests angry, and we all know what angry guests do...

The Miniature Railroad is even worse than the Monorail when it comes
to inclines. Never have inclines more than 20 ft. because it will
really slow down the trains. Ideally, you shouldn't have any grades on
your railroad at all. The ride performs best (and travels its fastest)
on flat, straight track.

Overall, the Miniature Railroad isn't your best option, but it works
well when you need it to.

4.13 - The Traim ---- Probably your worst option overall, the Tram is
not very good. Low speed, low capacity, and horrible at making
inclines, this ride is better used as a full circuit sightseeing ride.
While using it for Transport is entirely possible, it really shouldn't
be bothered with.

Section 5 - Expenditures & Finances
----------------------------------- Your park is your business. You
have an obligation to make a profit, to satisfy both yourself and your
investors. Without a steady flow of income, your park won't be able to
expand, and will slowly fall into decline and disrepair. If you want
to succeed, you absolutely cannot ignore the financial aspects of
RCT2.

5.01 - Cash on Hand ---- Cash on Hand [COH] is exactly that; it is the
cash that you use to build rides and attract guests to your park. Of
all your finances, it is the most visible, and the most used. By
looking at the lower-left of your screen, you can track how much COH
you have. If this number is white, it means you have a positive amount
of COH. If, however, the amount is red, it means you have a negative
amount of COH. It does not mean you are in debt, though. (You can have
negative COH but not be in debt. See the sub-section on Fiscal Reports
for more details.) If you do have a negative amount of COH, it means
you have a problem in your park. You may be under-charging your
guests, or you may be spending more income than you are taking in. By
using the fiscal reports, you can easily see what the problem is. By
fixing the problem, your negative COH should and will quickly rise.
(If the problem isn't fixed within 1-2 months, then see the Last
Resort sub-section for more details.) Once your negative COH has
risen, you can begin to build more rides!

Obviously, every time you build a ride or attraction, your COH is
depleted. To see approximately how much your COH will deplete, check
the approx. costs of the rides and attractions. In other words, every
time you build a ride, it will tell you how much it will approx. cost.
That amount is what comes out of your COH. Therefore, if a ride
approx. costs $9000, that means that $9000 will approx. be drained
from your COH. Of course, if you only have COH of $7000, then you
won't be able to build the ride.

While building new rides is great, don't get too ambitious. You'll be
amazed and unaware how quickly your COH can deplete. While your COH
can easily be built back up due to wise pricing, you should always
take caution and plan ahead. A smart technique for the COH is to
always keep a minimum of $5000. That way, you always have a fair
amount, and don't have to worry about negative COH.

One more thing about COH; staff paychecks are taken straight out of
your COH. If you have many staff, that equals out to one huge lump sum
at the end of the month! You could happily be building along, then
suddenly fall into deep negative COH! Again, planning ahead is the way
to go. As soon as reach the 20th of the month, stop or yield
construction. Consider raising prices slightly, because you may lose
quite a bit of money. Once you see a large drop in your COH, you know
the month has passed. After that, you can begin building again, but
remember to lower those prices. If you don't, guests will be become
vandals.

5.02 - Fiscal Reports ---- Fiscal reports are a series of tools and
graphs designed to help you get the most out of your income and
finances. It will show you everything from your COH to weekly profit!
When used wisely, fiscal reports can help you prevent any long-term or
future debt! So, let's take a closer look, shall we?

 A - Expenditures & Income ------------------------- This first tab
shows you the heart of your park. It shows you what each part of your
park is doing, in terms of taking in and taking out of finances. It
shows you the income from rides, the income from shops, entrance
admission, and so much more. Naturally, this is the first tab you will
check whenever you need to see your income.

 Another important purpose of this tab is that it allows you to set up
loans. As you may already know, loans allow you to borrow money from
the bank. You can use this money to build any rides you so desire, but
there is a catch; you must pay back your loan, with interest.
Obviously, borrowing a huge lump sum can easily hurt you in the long
run, so, and I cannot state this enough, plan ahead. Know in advance
why you are taking out a loan, and why you are taking out the loan
amount. Before taking out a loan, ask yourself, "Can I pay back the
loan and the interest?" I recommend you take out a loan as a last
resort; it really should be, anyway.

 Another advantage to the Expenditures/Income tab is that it allows
you to foresee any money problems, including debt. If you are taking
in less than you were the previous month, then there is a problem.
From there, you could try polling your guests. If they are commenting
that your entrance fee is low, raise it. If they are complaining, try
lowering your prices. (While this could actually worsen the problem,
guests tend to not pay at all when prices are too high.) Check the
Expenditures/Income tab every month to see how your park is doing. You
may just find a problem you didn't know about.

 B - Weekly Profit ----------------- This tab shows your park's weekly
profit, but it tends to be unreliable because it is always changing.
It basically incorporates all aspects of income: admission fees, ride
fees, and, of course, profits from shops/stalls and rides. Like the
COH, this overall amount may be red. Again, it doesn't necessarily
mean your park is in debt. Rather, it represents a problem that is
keeping you from getting the most out of your park. If the Weekly
Profit is red, wait. More often than not, it quickly changes back to
normal. What usually happens is after a rapid change in prices or
paychecks, your profits compensate by briefly operating in the red.
Again, they will almost always quickly change. Even if they don't,
don't worry so much about them. It is simply a way of managing which
rides are taking in more than it costs to maintain. It isn't designed
to be used to judge your park's success. You have the
Expenditures/Income tab to do that!

 C - Park Value -------------- This is a special way of measuring your
Expenditures/Income. Park value is simply what your park is worth, in
terms of all the rides/attractions, their ages, and so on. It is an
extremely complex formula, but is important, especially for scenarios
whose goal is to have a specific park value by a certain date. To
increase and maintain Park Value, always keep your rides new and in
good condition. Always have your rides checked regularly, and try
replacing them with models of the same. That way, you will be able to
accomplish the two goals: keeping your rides new, and keeping your
rides in good condition.

 D - Company Value ----------------- This is all finances, combined.
This is what you are ultimately working for. Company value is COH and
Park Value, minus your loan [CV=COH+PV-L]. It is also the goal of some
scenarios. While entertaining guests and focusing on the rides is
good, your overall goal should be to increase your company value and
pay off your loan. Obviously, the more interest you must pay, the
greater your loan will end up being. So, every time you pay off a
loan, your Company Value will rise. Company Value, next to the
scenario's goal, is the most important aspect of RollerCoaster Tycoon
2, so always be aware of it.

5.03 - Special Financial Tools ---- RollerCoaster Tycoon 2 gives you
two options of using your finances. The first way is via marketing. By
spending a certain amount of money each week, you will, in time,
regain it by encouraging more peeps to come to your park. The second
option is land purchasing. By purchasing or gaining rights to a piece
of land, you can increase the size of your park, and use the extra
size to either build new rides or stalls.

 A - Marketing Campaigns ----------------------- Advertising your Park
--- While this is the most expensive option, it is also the best one
for attracting guests. This campaign includes all areas of your park,
especially newer areas you need to popularize. For each week that you
advertise with this campaign, expect an extra 100 people. Therefore,
advertising the full six weeks will give you roughly an increase of
600 guests. And, if park admission was set at $50, then figure an
increase of $30,000 after only six weeks. (Compare the $30,000 to the
$5000 spend on the campaign. You just made a profit of $25k.)

 Free Park Admission Vouchers --- If you are rolling in the cash, than
this is a good campaign to use. It lets guests enter the park for free
for a certain time. While you may lose money at the gate, guests also
become more willing to spend money on stalls and rides. For the sly
park builder, this means raising all food and ride prices.

 Reduced Park Fee Vouchers --- This campaign is exactly that; guests
get 50% off the entrance fee. If you charge $50, then the guests will
get in for only $25. This is useful when you need to make a surplus
amount of cash, perhaps to pay off a loan. While this campaign does
not drive in as many guests as you would expect, you also don't lose
all admission fees for the guests that DO come in.

 Free Ride Vouchers --- This campaign should be used only for a new
ride you want to popularize. It is pretty self-explanatory; it allows
guests to ride a particular ride for free.

 However, you might want to use it purposely to attract guests to a
certain area of the park, especially if that area is the area
containing the new ride.

 Another use could be to draw attention to an old, aging ride like a
10-yr. old Merry-Go-Round. Since you most likely charge only $.10 for
this ride, it can help bring guests back onto old glory. Plus, the
ride just may gain back some of its lost popularity permanently.

 Free Food & Drink Vouchers --- Like the Free Park admissions, this
campaign lets peeps get food and drinks for free. Use this campaign
only if you charge entrance admissions. Otherwise, you will lose a ton
of money. In charge-for-rides-and-stalls only admissions, food and
drinks make up the core of your income. This is why you should only
use this campaign if you are running a park that charges entrance
fees.

 Advertise your Rides --- This is a copy of the Free Ride Admissions
campaign, only it doesn't cost you any money. (In this case, it means
you won't lose any money from free admissions.) Therefore, use it just
how you would use the Free Ride Admissions campaign.

 B - Buying Land --------------- This is pretty simple. Click on the
tab that allows you to buy land, and start buying! Any land with a
white sign can be purchased. However, there is a catch. Land values
vary from scenario to scenario. And just because you can buy land
doesn't necessarily mean that you can buy connecting land. Often
times, you can buy land on one side of a highway, but you can't
actually buy the highway. So, how do you connect the land? You'd have
to purchase construction rights...

 C - Construction Rights ----------------------- Construction rights
are a specialized type of land purchasing. Instead of actually owning
the land, you buy the rights to build on it. In other words, you can
build above or below it, but you can't alter the land, and you can't
build directly on it. This is how you would connect land on two sides
of the highway. You purchase the rights to the highway, then build a
path over or under the highway. Except in rare cases, construction
rights are always used with land purchasing.

Section 6 - Sandbox Mode ------------------------ New to RollerCoaster
Tycoon 2 is the sandbox mode. This is a fantastical area free of all
financial and physical limitations. It's best used for designing and
experimenting with new roller coaster designs. But you can even create
your very own scenarios if you so desire. In this section, I will give
a basic outline of how each mode works.

6.01 - The Roller Coaster Designer ---- As soon as you open the Roller
Coaster Designer, you'll be taken to the sandbox mode. Next, you'll be
given the option to choose up to four types of roller coasters. A menu
will pop up with your four coaster types. Select one type. You can
choose to build a pre-fabricated roller coaster, but you originally
came here to practice, right? Let's choose the option "Build Custom
Coaster." Build your roller coaster like you normally would, starting
with the station platform. Once your station platform is built, you
can start to build your lift hill. For most coasters, this involves a
chain lift, so make sure you click the chain icon once you start your
incline. For some coasters, though, there are different options. For
example, the Giga Coaster has a Cable Lift Hill, and the Twister and
Stand-up Twister Roller Coasters each have Launched Lift Hills. Once
the lift hill is built, you can start to construct the coaster's first
drop. Most people will make this the steepest drop on the ride, but of
course you can build your ride however you choose. A very important
option to note is the different grades of drops. Depending on the type
of coaster you are using, you may be able to have slight grades, steep
grades, or even vertical grades! After choosing the one that's right
for your coaster, you can then proceed into the rest of the ride.
However, there are numerous special tracks options available. For
example, most people like to put a vertical loop in their track. Some
enjoy squeezing in a Barrel Roll or two. Whatever suits you will do.

One of the most useful features of the Roller Coaster Designer is its
real time calculation of your ride statistics. Should you make a
coaster that is far too intense or too nauseating, it will be shown in
red. Anytime a stat is in red, you know that it won't go over well
with your guests. While the guests can tolerate somewhat uncomfortable
experiences, as a ride designer, you are obligated to keep them both
entertained and healthy. No one wants to get sick on a ride that
promised a fun time.

Once you've built a roller coaster that you're happy with, you will be
able to save it as a pre-fabricated design for use in the scenarios.
There are a few things to keep in mind, though. First, remember that
the calculated stats made in the sandbox modes are estimated, and can
change in any given scenario based on many different factors, many of
which are out of your control. Second, remember that your roller
coaster does cost money within the scenarios, and the cost changes
depending on several different factors. The bigger and more complex
your coaster is, the bigger the bill will be. Therefore, don't go
overboard with your design. You still need to make it affordable.

Recall that when you first started the Roller Coaster Designer, you
were able to select up to four different types of roller coasters, and
from there, you could also choose a pre-built design. Go ahead and
open one. Many of the pre-built designs date back to the original
RollerCoaster Tycoon. In the original game, they couldn't be modified.
Now they can. You might want to add scenery to one of the designs, for
example, or add a vertical drop. It's all up to you. I recommend you
save the coaster under a different file name, though, instead of
overwriting the original.

6.02 - The Scenario Editor ---- Are you the true tycoon? Did you blow
through the scenarios like you owned them? Well, how would you like to
be the creator of your own scenario? True good to be true? No, it's
true! It's called the Scenario Editor, and in only a few minutes,
you'll have the world's greatest scenario! Let's now take a closer
look at this powerful tool...

The Scenario Editor allows you to work with a maximum of 128 rides and
attractions. There are no restrictions; any ride may be chosen. After
making your choices, you can then proceed to choose what shops and
stalls are available. Once you've made your decisions, you will then
be able to control the scenario's research and development. You have
full control of what is developed, and when it becomes available.
Thus, you can force a scenario to follow a consistent theme if you so
choose, or you can enable everything for the power player. Your next
task requires you use the Landscape Editor. You can choose up to three
styles for the park entrance, various bodies of water and even
determine your park's boundaries, with a limit of 256 by 256 units.
Unfortunately, there is no way to create a scenario without an
objective, making a park similar to "Mega Park" impossible. Anyhow,
you decide whether your park will own all the land between its
boundaries, or if some land must be purchased, or acquired via
construction rights. After setting up the boundaries, you must then
create the entrance path. To do that, set the arrows so they go AWAY
from the park entrance. And, on the subject of paths, you can choose
from nine different types. You may prefer to have a park by a highway,
or have a highway that is between a park! You may prefer to have a
mountainous park with dirt paths, or have a park within a valley,
featuring space-age footpaths! The Landscape Editor, combined with the
footpaths, allows you to do all of this! Once the park is set up, you
then proceed to the financial menus. You decide if your park will use
money or not, and you also decide how much of a loan is available. In
addition to the loan, you can also choose the rate of interest.
Finally, you choose the starting COH, or the amount of debt. After
setting up the financial objective, you proceed to the guests' tab. In
this tab, you decide how much money each guest enters with, and
whether or not they prefer intense rides. (NOTE: This option affects
the scenario. Should guests prefer less intense rides, stick with
Gentle Rides. Should they prefer more intense rides, then roller
coasters are your bag!) Finally, the overall objective of the scenario
must be set. If money is allowed, then you have the option of choosing
objectives that involve park value, ride income, or overall financial
upstanding. If money is not allowed, then you have the option of
choosing ojectives that involves having a certain number of guests
with a minimal park rating, or having a certain number of coasters
with a minimum length or minimum excitement rating.

Once you are happy with your scenario and its objective, go ahead and
save it. You will be able to classify it in a couple of ways, and it
will then appear on the main menu as a playable scenario. Since the
scenario is saved as a typical data file, you can share it with others
if you would like, or you can upload it to Atari's Ride Exchange.

Section 7 - Tips & Tricks ------------------------- It's one thing to
build an amusement park and have some fast roller coasters in it. But
maintaining your park, and making it a truly fun experience is a
completely different manner. If you want your guests to enjoy their
stay and return in the future (which means more profit for your park,)
then you need to master some simple, yet effective, tips & tricks.
Much of the information detailed in the following sub-sections are to
be applied over the long term, because it's the gradual nature of the
tips that makes them so effective to the overall success of your park.

7.01 - Tips for Countering Vandalism ---- Face it; it happens. It
happens in every park, and it will happen to you! I am talking about
vandalism, which is single-handedly the most frustrating thing in
RCT2! It seems for no reason, guests like to destroy your benches and
litter bins. Vandalism ruins the park's reputation, and makes everyone
who sees it angry. That only leads to more vandalism. As the park
manager, how will you combat this?

As you may have noticed, most vandalism starts with litter. And where
does litter most commonly collect? If you said food areas, you're
correct. So, one way to combat vandalism is to create food courts. Not
only will you cut down on the litter, but you will stop vandalism in
its first stage. But having one Handyman and Security Guard on patrol,
vandals had better beware!

But vandalism doesn't only occur at food areas. Vandalism can also
occur when there are long, empty paths. Bored or tired guests soon
become vandals. Therefore, NEVER make "empty" paths, and NEVER make
the distance between attractions extremely long. If possible, try to
have something at every corner. For example, have a ride on one side,
and shops and stalls on the other. By having guest pre-occupied, they
are less likely to entertain themselves by being vandals.

Vandalism also occurs in an area most people don't think about: the
queue line. You may notice that the queue lines are sometimes filled
with angry guests. To help prevent this unneeded vandals-in-the-making
crowd, always put queue TVs in your line, even if you think you don't
need it. This also allows you to beef up the queue line, as guests
won't get bored as often.

Another easy-to-miss section of vandalism occurs in the "Sky Tower".
By having only one way to get out, these often crowded areas make
plenty of vandals. To prevent this, try to make your "Sky Tower" as
wide as possible, and always have Handymen and Security Guards
patrolled up there. Also, put TVs on every queue unit, as the Elevator
line is always packed!

Hopefully, these strategies will help you combat vandalism. On a final
note, remember to have plenty of Information Kiosks and Restrooms.
These little nuisances can quickly erupt into major vandalism.

Let's face it; sometimes, you want to take out your frustration on the
peeps. And I can't blame you. You work hard to build a park, and all
they do is trash it and complain. Well, for the truly heartless, there
is a way to truly stop that unforgiving vandalism. Note, however, that
it will really stiff your park rating. If you still want to do it,
though, here goes...

In an empty area of your park, make a footpath area about 5x5 units
wide. Then, place nothing but benches on each unit. Finally, scroll
through the guest list. Anytime you find a guest who is red in the
face, click on them. These guests are vandals, or will commit
vandalism very soon. After clicking on them, use the pincers button
and move them to the newly-created area. Let them break a bench, then
check their faces. You will notice a BIG difference; they will be
happy. From there, move them back into the crowd.

You may notice that I mentioned this is for the heartless only. Well,
some guests will get happy only to be miserable again. Again, they
will become vandals. To prevent this, simply leave the guests in that
area, which is really a "jail". As ironic as it sounds, only half of
the guests you put into the "jail" are really worthy to be brought
back to the crowd. So, by simply leaving them there, they can only
hurt what is in the "jail". And, once nothing is left, they are stuck
to regret their bad actions. However, the park rating will plummet
because of this. Again, you must be heartless to perform this
correctly!

7.02 - Working With the Elevator --- I have thrown the term "Sky
Tower" around several times now, but you may not know what exactly I
am referring to. Here's a brief explanation, and why I think they are
a great addition to any park...

To create a "Sky Tower," you will need to have the Elevator transport
ride available. As you are aware, the Elevator moves guests up and
down, over a total of four levels. For most practical purposes, the
Elevator need not rise much higher than just two levels. However, as
your park expands, your guests will need (and expect) the park to grow
with them. They will want more places to rest, more places to eat at,
and even more bathrooms. When you begin dealing with a colossal park,
you should consider adding more platforms to the Elevator. At the very
top, there should be a small plaza with some restaurants, benches and
other amenities. This is what I refer to as a "Sky Tower." While
insignificant by itself, it will bring revenue to your Elevator, as
well as make your park that much more exciting for your guests.

So, how do you build one? Obviously, you must first start with the
Elevator. Build it like any other Transport Ride, but always save the
fourth station for the "Sky Tower". Once you finally get to it, first
construct the exit path. After you make that, make the entrance queue.
Then, construct a small path that winds around the entire Elevator,
encompassing both the entrance and exit paths. Once you do all that,
widen the path by about three to four units. Place shops and stalls
around the path, and also place Restrooms and Information Kiosks.
Finally, place benches and litter bins, like you were constructing a
food court. Then, open the Elevator. Remember to hire Handymen and
Security Guards to work up there. The "Sky Tower" is a hidden
vandalism center, and having just one Security Guard makes all the
difference in the world. If done correctly, the "Sky Tower" will
become a popular area of your park. Not only will it lighten the load
on your footpaths, it give you income you otherwise wouldn't have; you
can charge for the Elevator, shops and stalls!

As successful as this little area can be, never make an Elevator just
for the "Sky Tower". Ironically, guests won't pay just to get to the
"Sky Tower". Make sure the "Sky Tower" is always the final destination
on the Elevator, not the only destination.

7.03 - Maximizing Ride Excitement ---- Technically, the following tip
to increase ride excitement is a limited glitch, as it only works on
the Inverted Impulse roller coaster, and even then, the final result
is not what's originally advertised. But I'm getting ahead of myself.
Let's go back to the start. If your park is hurting for a new roller
coaster, there's a quick and easy way to guarantee profit, because
you're about to build yourself a roller coaster with an estimated
Excitement rating of 650.00! Here's the specifics, which must be
followed to the letter...

 Build the station platform, followed by a vertical incline about 170
ft. tall. After that, build a mirrored incline that brings the coaster
back down to ground level.

 Returning to the station platform, build a second vertical incline on
the opposite side as the first. But note that this second incline must
be about 175 ft. tall. After that, build a mirrored incline that
brings the coaster back down to ground level.

 Let's review. You should have a station platform in the center of the
coaster, with two vertical inclines on either side. One of the
inclines is about 170 ft. tall, and the other is about 175 ft. tall.
At the end of each vertical incline is another line of vertical track,
bringing both ends of the coaster to ground level. Now, to each of
these broken pieces of track, add another vertical incline, but this
time, make it as high as possible.

 Your roller coaster now has a snake-like shape to it, with two very
high towers at either end. You're ready to test the ride. Make sure
the Inverted Impulse ride mode is set to "Shuttle," and the launch
speed to 74 MPH. Make the number of circuits 7. Remember, you must
follow these instructions exactly, or this glitch will not work
properly.

 When the results come in, the excitement should be 650.00! (Or
higher!)

But remember I said the final result is not what's advertised? Go
ahead and open the ride. You'll be saddened to see the Excitement
rating go way down, to a measly 14.60. But on the bright side, that
Excitement will still guarantee a lot of profit for at least a couple
of years, until the novelty factor wears off.

7.04 - Working With Station Platforms ---- Sometimes, you will want a
coaster to be built completely above ground. However, getting a
station platform up there will be quite the task. Unless, of course,
you're reading this FAQ...

The first way to get a raised station platform is to raise the ground
to the desired height. After constructing the now raised station
platform, simply lower the ground, and no one will ever know you
raised it...

The second way to get a raised station platform is to start
construction with an incline. After reaching the desired height,
switch construction to the station platform. Once the now raised
station platform is built, go back and demolish the incline.

A simple way to get a pre-fabricated ride raised is to build part of
it on a high hill or building. That way, you don't waste any extra
money building extra track or raising the ground.

7.05 - Dealing With Ride Accidents ---- Roller coasters are complex
pieces of machinery, and thus, are prone to error from time to time.
No matter how secure you make your park, and no matter how many
Mechanics you have, a roller coaster malfunction is inevitable. Worse
yet is a crash. And even worse is a crash in which fatalities occur.

First, always have a minimum of three brakes before the station. Make
the brakes nearest to the station slow the train to 9 MPH, then set
the outer ones to 13 MPH and 18 MPH, respectively. And before these
set of brakes, you should have at least two to three block brakes. Not
only will this allow you more trains, it stops the proceeding train so
the one in front of it can get into the station safely.

Another unspoken rule: Always have Mechanics inspect a coaster every
10 minutes. Not only will this prevent crashes, Mechanics will also
upgrade and fix worn brakes.

Never, ever put a large drop before a station. Brakes, no matter how
advanced, usually can't stop a train quick enough so that it gets into
the station safely. Even a train coming into the station at a mere 10
mph is more than enough to cause some serious damage to the train it
smacks into.

If you are building a rather lengthy coaster, try putting brakes
halfway through the ride. Not only will this lower the intensity a
little, it gives the train in front a farther lead, which delays the
probability of a crash even more!

When your coaster does crash, unfortunately, there are ways to get
guests to stay on it. First, repaint the entire ride. Second, change
the trains that run on the track. If you're lucky, this step may
actually add excitement! And, if it makes you feel at ease, rename the
ride. While guests will eventually forget all about the crash, these
steps make guests get back on quicker.

7.06 - Keep Your Transportation Network Updated! ---- As your park
gets more popular, your footpath network will evolve into a complex
mess of elevated paths, wide walkways and dead ends. Nothing is more
frustrating for a guest than to get lost within your park, despite the
fact they may have a map in their possession. Not to mention that the
busiest sections of your park are going to be jam-packed with guests,
many of whom will grow angry out of their frustration because they
can't get where they want to go. As you will quickly learn, your
footpath network is just as important as the rides in your park. After
all, what good is the world's tallest coaster going to do for your
park if guests can't figure out how to get to it?

The best thing to do is plan ahead. From the very start, make every
path a minimum of two units wide, and wider if that path is a "main
path". That way, guests will always have plenty of room to walk.
However, as your park gets more publicity, the footpaths will still
prove to be too small. At this point, you want to widen all paths by
at least two units, and wider if the occasion calls for it. However,
you also want to lighten the traffic on your footpaths. This is where
Transport Rides become your biggest investment. Again, plan ahead.
From the start of your park, have a small Monorail or Chairlift
operating at Shuttle Mode. Not only will this encourage guests to take
a break from walking, it also gives you income that you will need
early on. As the footpaths get bombarded from guests, add more
stations to the Monorail or Chairlift. If at all possible, try to make
a complete circuit that goes around the outer perimeter of your park.
While it is more expensive, you can switch to Continuous Circuit mode,
which adds more trains. More trains equal more people on the ride.
More people on the ride equals less people on the paths. Also, more
people on the ride equal more income!

Section 8 - Easter Eggs & Secrets ----------------------------------
Note: The following "Easter Eggs" are applied by renaming a guest to
the name listed in the title of each sub-section.

8.01 - Chris Sawyer ----- The guest will often stop to take pictures
of your park and rides.

8.02 - Simon Foster ----- The guest will often stop to paint portraits
of your park and rides.

8.03 - Melanie Warn ----- The guest becomes very, very happy and
spends an excess amount of money.

8.04 - Katie Brayshaw ----- The guest will often stop to wave at other
guests, which raises happiness.

8.05 - John Wardley ----- The guest will often think 'WOW!' while
riding your rides.

8.06 - Damon Hill ----- The guest will drive twice as fast on the
Go-Karts.

8.07 - Mr. Bean ----- The guest will drive twice as slow on the
Go-Karts.

8.08 - Tony Day ----- The guest is frequently hungry, and buys lots of
hamburgers.

8.09 - David Ellis ----- The guest says 'And here we are on ___'.

Note: The following "Easter Eggs" and secrets are actually what could
be considered "hacks" and "glitches," as they affect the programming
of the game in ways the developers did not intend. As such, read the
following sub-sections at your own risk.

8.10 - Trainers ----- "Trainers" are automated third party programs
that change the programming of RollerCoaster Tycoon 2 to allow players
to instantly generate revenue, satisfy the scenario goals, or other
interesting things. To put matters another way, "trainers" basically
enable you to cheat your way through RollerCoaster Tycoon 2. They are
frowned upon by the serious players of the community, although they
often prove fun in scenarios like Mega Park that have no set scenario.

As of 2007, many of the "trainers" are no longer available, or no
longer work on the latest versions of RollerCoaster Tycoon 2.
Therefore, I will not list where they can be found, as I neither
recommend them nor know if any are still effective.

8.11 - Instant Revenue Glitch ----- This glitch first requires that
your park has the Mechanical Style scenery theme available for use.
Make a 4x4 platform of metal blocks. Next, stack it so it is 4x4 units
high. Once this is done, construct a ride from the Gentle or Thrill
categories. The ride will require a negative amount of funds, but you
are not restricted from constructing the ride. As soon as it's built,
the negative funds go directly into your COH, although the game will
not reflect this in the Finances menu. The glitch works as many times
as you need quick, easy cash.

--------------------END OF DOCUMENT--------------------