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Walkthrough

by Steven W. Carter

                              Zoo Tycoon Guide
                 Including Dinosaur Digs and Marine Mania
                             By Steven W. Carter
                          [email protected]

                                Last Updated
                              February 7, 2003


* ================= *
* Table of Contents *
* ================= *

01.00.00  Introduction

02.00.00  Animals
  .01.00  Notes
  .02.00  Coniferous
     .01  Gray Wolf
     .02  Grizzly Bear
     .03  Siberian Tiger
  .03.00  Deciduous
     .01  Black Bear
     .02  Moose
     .03  Unicorn
  .04.00  Desert
     .01  Dromedary Camel
     .02  Gemsbok
  .05.00  Grassland
     .01  American Bison
  .06.00  Highland
     .01  American Bighorn Sheep
     .02  Asian Black Bear (*)
     .03  Giant Panda (+)
     .04  Ibex
     .05  Llama (*)
     .06  Markhor
     .07  Mountain Lion (*)
     .08  Snow Leopard (+)
  .07.00  Rainforest
     .01  Asian Elephant (*)
     .02  Bengal Tiger
     .03  Black Leopard
     .04  Bongo (*)
     .05  Chimpanzee
     .06  Clouded Leopard
     .07  Giant Anteater
     .08  Jaguar
     .09  Lowland Gorilla (+)
     .10  Mandrill
     .11  Okapi (+)
     .12  White Bengal Tiger (+)
  .08.00  Saltwater
     .01  California Sea Lion
     .02  Saltwater Crocodile
  .09.00  Savannah
     .01  African Buffalo
     .02  African Elephant
     .03  African Lion
     .04  African Warthog
     .05  African Wild Dog
     .06  Black Rhinoceros
     .07  Blackbuck (*)
     .08  Cheetah
     .09  Common Wildebeest
     .10  Giraffe
     .11  Greater Flamingo
     .12  Hippopotamus
     .13  Leopard
     .14  Olive Baboon
     .15  Ostrich
     .16  Plains Zebra
     .17  Red Kangaroo
     .18  Spotted Hyena
     .19  Thomson�s Gazelle
     .20  Triceratops (ZT version)
  .10.00  Tundra (Snow)
     .01  Arctic Wolf
     .02  Emperor Penguin
     .03  Magnet (*)
     .04  Polar Bear
     .05  Reindeer (*)
     .06  Yeti (*)
  .11.00  Triassic Age
     .01  Coelphysis (+)
     .02  Herrerasaurus
     .03  Plateosaurus (*)
  .12.00  Jurassic Age
     .01  Allosaurus
     .02  Apatosaurus (+)
     .03  Camptosaurus
     .04  Caudipteryx
     .05  Kentrosaurus (+)
     .06  Plesiosaurus (+)
     .07  Stegosaurus
  .13.00  Cretaceous Age
     .01  Ankylosaurus (+)
     .02  Deinosuchus
     .03  Gallimimus (*)
     .04  Iguanodon
     .05  Lambeosaurus
     .06  Spinosaurus (+)
     .07  Styracosaurus
     .08  Triceratops (DD version)
     .09  Tyrannosaurus Rex (+)
     .10  Velociraptor (+)
  .14.00  Ice Age
     .01  Giant Ground Sloth (*)
     .02  Giant Tortoise
     .03  Saber-toothed Cat
     .04  Wooly Mammoth (+)
     .05  Wooly Rhino
  .15.00  Marine Animals
     .01  Atlantic Swordfish (*)
     .02  Beluga
     .03  Bluefin Tuna
     .04  Bottlenose Dolphin
     .05  Elephant Seal
     .06  Giant Pacific Octopus
     .07  Giant Squid
     .08  Great Barracuda (*)
     .09  Great White Shark (+)
     .10  Green Moray Eel
     .11  Green Sea Turtle
     .12  Hammerhead Shark
     .13  Harbor Porpoise
     .14  Humpback Whale (+)
     .15  Lion�s Mane Jelly
     .16  Manta Ray
     .17  Mermaid
     .18  Narwhal (+)
     .19  Orca
     .20  Pacific Walrus
     .21  Shortfin Mako Shark (+)
     .22  Southern Sea Otter
     .23  Sperm Whale
     .24  Tiger Shark
     .25  West Indian Manatee

03.00.00  Buildings
  .01.00  Notes
  .02.00  Guest Needs
     .01  Zoo Tycoon
     .02  Dinosaur Digs
     .03  Marine Mania
  .03.00  Animal Houses
     .01  Zoo Tycoon
     .02  Dinosaur Digs
     .03  Marine Mania
  .04.00  Other
     .01  Zoo Tycoon
     .02  Dinosaur Digs
     .03  Marine Mania

04.00.00  Objects
  .01.00  Notes
  .02.00  Exhibit Fences
     .01  Zoo Tycoon, High
     .02  Zoo Tycoon, Low
     .03  Dinosaur Digs
     .04  Marine Mania
  .03.00  Paths
  .04.00  Foliage
  .05.00  Miscellaneous Scenery
     .01  Zoo Tycoon
     .02  Dinosaur Digs
     .03  Marine Mania

05.00.00  Awards and Bonuses
  .01.00  Zoo Tycoon Awards
  .02.00  Dinosaur Digs Awards
  .03.00  Marine Mania Awards
  .04.00  Bonuses

06.00.00  Cheats and Easter Eggs
  .01.00  Guests
  .02.00  Exhibits
  .03.00  Staff
  .04.00  Miscellaneous

07.00.00  Gameplay Tips
  .01.00  Money
  .02.00  Exhibits
  .03.00  Guest Happiness
  .04.00  Miscellaneous

08.00.00  Intermediate Scenario Walkthroughs
  .01.00  Revitalize Burkitsville Zoo
  .02.00  Inner City Zoo
  .03.00  Saving the Great Cats
  .04.00  Endangered Species Zoo
  .05.00  Beach Resort Zoo (*)
  .06.00  Valley of the Dinosaurs (DD)
  .07.00  Jurassic Zoo (DD)
  .08.00  Carnivore Zoo (DD) (*)
  .09.00  Oceans of the World (MM)
  .10.00  Save the Marine Animals (MM)
  .11.00  Free Admission (MM)
  .12.00  Aquatic Show Park (MM)

09.00.00  Advanced Scenario Walkthroughs
  .01.00  Island Zoo
  .02.00  African Savannah Zoo
  .03.00  Mountain Zoo
  .04.00  Tropical Rainforest Zoo
  .05.00  Dinosaur Island Research Lab (DD)
  .06.00  Marine Conservation (MM)
  .07.00  Save the Zoo (MM)

10.00.00  Very Advanced Scenario Walkthroughs
  .01.00  Paradise Island
  .02.00  Breeding Giant Pandas
  .03.00  Return to Dinosaur Island Research Lab (DD)
  .04.00  Breeding the T. Rex (DD)
  .05.00  Giant Marine Park (MM)
  .06.00  Super Zoo (MM)

11.00.00  Revision History

12.00.00  Permissions and Updates


******************************************************************************
* 01.00.00 INTRODUCTION                                                      *
******************************************************************************

Not surprisingly, Zoo Tycoon is a sim-style game where you manage a zoo.  It 
was developed by Blue Fang Games and published by Microsoft Game Studios.  Its 
official web site is at http://www.microsoft.com/games/zootycoon/.

Being generally difficult to please, I wasn�t happy with the existing 
(incomplete) guides at GameFAQs, and so I decided to create my own.  I�m being 
perhaps a little ambitious in what I plan to include, and so it�s possible I 
won�t get to everything.  One nice thing about Zoo Tycoon, but bad for writing 
guides, is that there are a lot of things to try out, and a lot of things to 
learn.  I�m still learning things as I write this guide.

Zoo Tycoon information is based on version 10.10.00.0009 of the game.  Marine 
Mania and Dinosaur Digs information is based on version 12.04.00.0009 of the 
game.


******************************************************************************
* 02.00.00 ANIMALS                                                           *
******************************************************************************

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| 02.01.00 Notes                                                             |
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Density represents the number of grid squares each animal in an exhibit needs.  
So multiply the density by the number of animals you plan to have in an 
exhibit, and that�s the size of the exhibit you should create.  (But with 
trained zookeepers and otherwise suitable exhibits, you can fudge these 
numbers a little and still be ok.)

For Marine Mania animals, besides density there is also a minimum depth 
animals require for their exhibits, and so a depth value is listed after the 
density.  (But note: animals don�t care if their tank is too deep, so you only 
need to make tanks deeper.)

For exhibit costs, when I give a foliage percentage, the plants shouldn�t be 
placed anywhere.  They should be spread across the number of squares in which 
the animal wants foliage.  The easiest way to deal with this is to put one 
plant to a square until the animal is unhappy, and then start filling up the 
squares until you reach the total number of plants.

Rocks work differently than foliage.  For foliage, if you put a plant in a 
square, the entire square counts towards the foliage percentage.  For rocks, 
only grid square quadrants count.  (For example, if an animal wants 1% rocks, 
and you give it an exhibit with 50 squares, then you should only fill up half 
a square with rocks.)  So when I list that an animal wants a certain 
percentage of squares filled up with large rocks, you might actually be better 
off replacing the last large rock with some small rocks so the rock percentage 
is correct.

Elevated terrain is the only part of an exhibit where placement matters.  The 
percentage you need to raise also seems to depend on the size of the exhibit.  
So this is something you mostly have to play by ear.

For exhibit costs, I�m assuming plexiglass (ZT), reinforced concrete and glass 
(DD), or concrete and glass (MM) is the fence type used, unless specified 
otherwise.

It�s often possible to get a suitability rating of 101 for an exhibit, but to 
do that you usually have to have an exhibit where the size is a multiple of 
100 -- that is, an exhibit larger than you need.  Since a rating of 101 
doesn�t help you in the game any, I�m mostly ignoring it and showing how to 
get high ratings with appropriately sized exhibits.

�Attractiveness� is a measure of how much guests like an animal.  The higher 
the number, the more popular it is.

�Shyness� measures how skittish an animal is around guests.  The lower the 
number, the more skittish it is.

�Strength� determines if an animal can bash through a fence.

Animals marked with an asterisk (*) can be downloaded from the official Zoo 
Tycoon web site.

Animals or objects marked with a plus sign (+) must be researched.

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| 02.02.00 Coniferous                                                        |
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* ================== *
* 02.02.01 Gray Wolf *
* ================== *

Density      : 35 (4-20 per exhibit)
Attributes   : Jumps, 10 attractiveness, 20 shyness, 0 strength
Terrain      : 50% coniferous, 25% grass, 20% deciduous, 5% freshwater
Extras       : 14% foliage (spruce trees), 2% rocks (small), rock cave (+)
Exhibit Cost : $27,300 (10x14, 4 adults, 41 trees, 100 suitability)

* ===================== *
* 02.02.02 Grizzly Bear *
* ===================== *

Density      : 50 (1-3 per exhibit)
Attributes   : Jumps, 35 attractiveness, 20 shyness, 40 strength
Terrain      : 60% coniferous, 30% deciduous, 10% freshwater
Extras       : 20% foliage (pine trees), 7% rocks (large), wood shelter
Special      : Elevated terrain (10-15% raised one notch in cliff mode)
Exhibit Cost : $23,379 (10x10, 2 adults, 65 trees, 100 suitability)

The grizzly bear likes the pine tree just as much as the yellow cedar tree.

* ======================= *
* 02.02.03 Siberian Tiger *
* ======================= *

Density      : 35 (2-3 per exhibit)
Attributes   : Jumps, 30 attractiveness, 30 shyness, 15 strength
Terrain      : 40% coniferous, 40% snow, 15% gray rock, 5% freshwater
Extras       : 12% foliage (pine bushes), 2% rocks (large), wood shelter
Special      : Elevated terrain (8-10% raised one notch in cliff mode)
Exhibit Cost : $26,417 (14x10, 4 adults, 33 bushes, 100 suitability)

The Siberian tiger likes the pine bush just as much as the Chinese fir tree.

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| 02.03.00 Deciduous                                                         |
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* =================== *
* 02.03.01 Black Bear *
* =================== *

Density      : 35 (1-3 per exhibit)
Attributes   : Jumps, 20 attractiveness, 20 shyness, 40 strength
Terrain      : 60% deciduous, 30% coniferous, 5% grass, 5% freshwater
Extras       : 20% foliage (elm trees), 7% rocks (large), rock cave (+)
Exhibit Cost : $18,705 (7x10, 2 adults, 43 trees, 100 suitability)

The black bear likes the elm tree just as much as the trembling aspen tree.

* ============== *
* 02.03.02 Moose *
* ============== *

Density      : 20 (1-3 per exhibit)
Attributes   : Jumps, 25 attractiveness, 20 shyness, 20 strength
Terrain      : 50% deciduous, 20% grass, 20% coniferous, 10% freshwater
Extras       : 14% foliage (weeping willow trees), 2% rocks (large), small
               stable
Exhibit Cost : $9,785 (4x10, 2 adults, 8 trees, 100 suitability)

* ================ *
* 02.03.03 Unicorn *
* ================ *

Density      : 60 (2-4 per exhibit)
Attributes   : Jumps, 90 attractiveness, 20 shyness, 0 strength
Terrain      : 80% deciduous, 10% grass, 10% freshwater
Extras       : 15% foliage (thornless mesquite tree), 4% rocks (large), large
               concrete shelter (+)
Exhibit Cost : $34,345 (12x10, 2 adults, 50 trees, 100 suitability)

The unicorn must be unlocked using the �Xanadu� cheat (see section 06.02.00).

The unicorn likes the thornless mesquite tree just as much as the Japanese 
maple tree.

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| 02.04.00 Desert                                                            |
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* ======================== *
* 02.04.01 Dromedary Camel *
* ======================== *

Density      : 20 (1-10 per exhibit)
Attributes   : 10 attractiveness, 30 shyness, 0 strength
Terrain      : 88% sand, 10% dirt, 2% freshwater
Extras       : 2% foliage (palm trees), 3% rocks (small), wood shelter
Exhibit Cost : $8495 (4x10, 2 adults, 8 trees, 87 suitability)

As long as you keep filling up grid squares, you can have up to 9% foliage.  
That will increase the suitability rating of the exhibit to 95, but the 
zookeeper recommendations panel for the camel will eventually list it as being 
unhappy with the foliage.

* ================ *
* 02.04.02 Gemsbok *
* ================ *

Density      : 20 (3-15 per exhibit)
Attributes   : Jumps, 10 attractiveness, 30 shyness, 0 strength
Terrain      : 70% sand, 15% Savannah grass, 10% dirt, 5% freshwater
Extras       : 3% foliage (palm trees), 2% rocks (small), stable
Exhibit Cost : $13,785 (8x10, 4 adults, 12 trees, 90 suitability)

As long as you keep filling up grid squares, you can have up to 9% foliage.  
That will increase the suitability rating of the exhibit to 95, but the 
zookeeper recommendations panel for the gemsbok will eventually list it as 
being unhappy with the foliage.

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| 02.05.00 Grassland                                                         |
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* ======================= *
* 02.05.01 American Bison *
* ======================= *

Density      : 20 (3-10 per exhibit)
Attributes   : 10 attractiveness, 30 shyness, 50 strength
Terrain      : 95% grass, 5% freshwater
Extras       : 5% foliage (broadleaf bushes), 3% rocks (small), large
               stable (+)
Exhibit Cost : $16,850 (8x10, 4 adults, 16 bushes, 99 suitability)

The bison starts to show unhappy faces after 3% foliage, but it�s safe to go 
up to 5% foliage.

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| 02.06.00 Highland                                                          |
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* =============================== *
* 02.06.01 American Bighorn Sheep *
* =============================== *

Density      : 20 (3-10 per exhibit)
Attributes   : Jumps, 15 attractiveness, 30 shyness, 35 strength
Terrain      : 70% brown stone, 20% gray stone, 5% grass, 5% freshwater
Extras       : 3% foliage (sage bushes), 7% rocks (small), lean-to
Special      : Elevated terrain (lots, max height 5 notches)
Exhibit Cost : $17,776 (8x10, 4 adults, 12 bushes, 100 suitability)

The easiest way I�ve found to deal with the elevated terrain is to put four 
squares of water in the center of the exhibit, and then use the four-square 
hill terrain tool to raise the water five notches.  That usually gets the 
suitability rating to 99 or 100, and then, if you need to, you can try raising 
individual squares until the sheep like the change and the rating goes to 100.  
For a lengthier (but cheaper) process, use the single-square cliff terrain 
tool, raise a couple squares five notches, and then work from there until you 
reach a 100 suitability rating.

* ============================= *
* 02.06.02 Asian Black Bear (*) *
* ============================= *

Density      : 45 (1-3 per exhibit)
Attributes   : Jumps, 20 attractiveness, 20 shyness, 20 strength
Terrain      : 50% coniferous, 25% snow, 25% gray stone
Extras       : 20% foliage (Himalayan birch trees), 7% rocks (large), small
               concrete shelter
Special      : Elevated terrain (15-20% raised one notch in cliff mode)
Exhibit Cost : $20,453 (9x10, 2 adults, 26 trees, 100 suitability)

The Asian black bear likes the Himalayan birch tree just as much as the 
Himalayan pine tree.

* ======================= *
* 02.06.03 Giant Panda (+)*
* ======================= *

Density      : 20 (1-2 per exhibit)
Attributes   : Jumps, 90 attractiveness, 10 shyness, 15 strength
Terrain      : 80% coniferous, 8% grass, 5% gray stone, 5% snow, 2% fresh
               water
Extras       : 13% foliage (Himalayan birch trees), 2% rocks (large), panda
               rock cave (+)
Special      : Elevated terrain (15-40% raised one notch in cliff mode)
Exhibit Cost : $19,950 (4x10, 2 adults, 10 trees, 100 suitability)

The giant panda likes the Himalayan birch tree just as much as bamboo.

If you don�t mind losing a point of suitability, you can use a concrete 
shelter rather than the panda rock cave and save about $1000.

* ============= *
* 02.06.04 Ibex *
* ============= *

Density      : 20 (3-10 per exhibit)
Attributes   : Jumps, 25 attractiveness, 20 shyness, 0 strength
Terrain      : 70% gray stone, 20% brown stone, 5% grass, 5% freshwater
Extras       : 4% foliage (Himalayan pine trees), 6% rocks (large), large
               lean-to (+)
Special      : Elevated terrain (medium amount, max height of 4-5 notches)
Exhibit Cost : $15,155 (8x10, 4 adults, 13 trees, 100 suitability)

* ================== *
* 02.06.05 Llama (*) *
* ================== *

Density      : 15 (4-20 per exhibit)
Attributes   : Jumps, 15 attractiveness, 35 shyness, 0 strength
Terrain      : 75% gray rock, 10% dirt, 10% snow, 5% freshwater
Extras       : 5% foliage (Himalayan birch trees), 2% rocks (small), large
               wood shelter (+)
Special      : ~32% highland rock formations, elevated terrain (medium amount,
               max height 2-3 notches)
Exhibit Cost : $25,140 (10x10, 6 adults, 20 trees, 100 suitability)

The llama likes the Himalayan pine tree just as much as the Himalayan birch 
tree, and although it�s more expensive, it matches the highland rock formation 
better.

* ================ *
* 02.06.06 Markhor *
* ================ *

Density      : 20 (2-7 per exhibit)
Attributes   : Jumps, 10 attractiveness, 20 shyness, 0 strength
Terrain      : 60% gray stone, 30% snow, 5% grass, 5% freshwater
Extras       : 3% foliage (Himalayan birch trees), 8% rocks (small), large
               lean-to (+)
Special      : Elevated terrain (30-40%, max height 5-6 notches)
Exhibit Cost : $20,088 (8x10, 4 adults, 8 trees, 100 suitability)

The markhor starts to show unhappy faces after 2% foliage, but it�s safe to go 
up to 3% foliage.

If you have trouble getting the exhibit up to a 100 suitability rating, you 
can also add in highland rock formations.

* ========================= *
* 02.06.07 Mountain Lion (*)*
* ========================= *

Density      : 30 (1-2 per exhibit)
Attributes   : Jumps, 25 attractiveness, 25 shyness, 0 strength
Terrain      : 70% brown stone, 20% gray stone, 5% grass, 5% freshwater
Extras       : 5% foliage (sage bushes), 7% rocks (small), small concrete
               shelter
Special      : Elevated terrain (20-25%, max height 5-6)
Exhibit Cost : $11,397 (6x10, 2 adults, 7 bushes, 100 suitability)

* ========================= *
* 02.06.08 Snow Leopard (+) *
* ========================= *

Density      : 35 (1-2 per exhibit)
Attributes   : Jumps, 55 attractiveness, 10 shyness, 0 strength
Terrain      : 60% snow, 30% gray stone, 10% brown stone
Extras       : 5% foliage (Himalayan pine trees), 7% rocks (small), snowy rock
               cave
Special      : Elevated terrain (20-25%, max height 2-3)
Exhibit Cost : $20,392 (7x10, 2 adults, 12 trees, 1 highland rock formation,
               99 suitability)

The snow leopard starts to show unhappy faces after 3% foliage, but it�s safe 
to go up to 5% foliage.  You can also use the highland rock formation instead 
of the extra foliage to increase suitability.

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| 02.07.00 Rainforest                                                        |
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* =========================== *
* 02.07.01 Asian Elephant (*) *
* =========================== *

Density      : 40 (2-12 per exhibit)
Attributes   : Jumps, 40 attractiveness, 50 shyness, 56 strength
Terrain      : 60% rainforest, 20% grass, 20% freshwater
Extras       : 12% foliage (rainforest ferns), 2% rocks (small), small
               elephant shelter
Exhibit Cost : $14,155 (8x10, 2 adults, 30 ferns, 100 suitability)

* ===================== *
* 02.07.02 Bengal Tiger *
* ===================== *

Density      : 35 (1-2 per exhibit)
Attributes   : Jumps, 50 attractiveness, 30 shyness, 0 strength
Terrain      : 70% rainforest, 15% grass, 10% freshwater, 5% dirt
Extras       : 20% foliage (rainforest ferns), 2% rocks (small), wood shelter
Exhibit Cost : $11,790 (7x10, 2 adults, 31 ferns, 100 suitability)

The Bengal tiger likes the rainforest fern just as much as the mangrove tree.

* ========================== *
* 02.07.03 Black Leopard (+) *
* ========================== *

Density      : 20 (1-2 per exhibit)
Attributes   : Jumps, 50 attractiveness, 10 shyness, 0 strength
Terrain      : 85% rainforest, 10% grass, 5% dirt
Extras       : 15% foliage (rainforest ferns), 6% rocks (small), rock cave (+)
Special      : Cat climbing tree (+)
Exhibit Cost : $12,335 (4x10, 2 adults, 13 ferns, 100 suitability)

The black leopard likes the rainforest fern just as much as the foxtail palm 
tree.

* ================== *
* 02.07.04 Bongo (*) *
* ================== *

Density      : 20 (3-15 per exhibit)
Attributes   : Jumps, 10 attractiveness, 30 shyness, 0 strength
Terrain      : 70% rainforest, 20% grass, 10% dirt
Extras       : 12% foliage (elephant ear trees), 2% rocks (small), small
               shelters
Special      : 36% jungle rock formations
Exhibit Cost : $17,935 (8x10, 4 adults, 10 trees, 100 suitability)

If you ignore the jungle rock formations, you can still reach 98 suitability.

* =================== *
* 02.07.05 Chimpanzee *
* =================== *

Density      : 15 (3-15 per exhibit)
Attributes   : Jumps, climbs, 15 attractiveness, 30 shyness, 0 strength
Terrain      : 85% rainforest, 10% grass, 5% dirt
Extras       : 20% foliage (rainforest bushes), 4% rocks (small), concrete
               shelter
Special      : Small chimpanzee bars
Exhibit Cost : $23,685 (9x10, 6 adults, 56 bushes, 99 suitability)

Rainforest bushes seem to be short enough that you can put them right next to 
the exhibit fences, and the chimpanzees won�t be able to escape.

* ======================== *
* 02.07.06 Clouded Leopard *
* ======================== *

Density      : 35 (1-2 per exhibit)
Attributes   : Jumps, 40 attractiveness, 10 shyness, 0 strength
Terrain      : 80% rainforest, 20% grass
Extras       : 15% foliage (rainforest ferns), 6% rocks (small)
Special      : Cat climbing tree (+)
Exhibit Cost : $15,115 (7x10, 2 adults, 11 ferns, 100 suitability)

The clouded leopard likes the rainforest fern just as much as the mangrove 
tree.

* ======================= *
* 02.07.07 Giant Anteater *
* ======================= *

Density      : 15 (1-3 per exhibit)
Attributes   : 10 attractiveness, 20 shyness, 0 strength
Terrain      : 80% rainforest, 10% dirt, 8% grass, 2% freshwater
Extras       : 12% foliage (ulmo trees), 0% rocks, burrow
Exhibit Cost : $10,430 (5x10, 3 adults, 21 trees, 101 suitability)

* =============== *
* 02.07.08 Jaguar *
* =============== *

Density      : 18 (1-2 per exhibit)
Attributes   : Jumps, 25 attractiveness, 10 shyness, 0 strength
Terrain      : 75% rainforest, 15% freshwater, 10% dirt
Extras       : 15% foliage (ulmo trees), 6% rocks (small), small concrete
               shelter
Exhibit Cost : $9795 (4x10, 2 adults, 8 trees, 100 suitability)

The jaguar likes the ulmo tree just as much as the kapok tree.

* ============================ *
* 02.07.09 Lowland Gorilla (+) *
* ============================ *

Density      : 20 (2-10 per exhibit)
Attributes   : Jumps, 25 attractiveness, 20 shyness, 30 strength
Terrain      : 70% rainforest, 20% grass, 10% dirt
Extras       : 15% foliage (rainforest bushes), 6% rocks (small), concrete
               shelter
Special      : Gorilla climbing bars (+), elevated terrain (5%, max height 1)
Exhibit Cost : $23,415 (8x10, 4 adults, 42 bushes, 100 suitability)

* ================= *
* 02.07.10 Mandrill *
* ================= *

Density      : 15 (3-20 per exhibit)
Attributes   : Jumps, climbs, 12 attractiveness, 40 shyness, 0 strength
Terrain      : 85% rainforest, 10% grass, 5% dirt
Extras       : 15% foliage (elephant ear trees, 4% rocks (small), large
               concrete shelter (+)
Exhibit Cost : $2,215 (9x10, 6 adults, 13 trees, 100 suitability)

* ================== *
* 02.07.11 Okapi (+) *
* ================== *

Density      : 20 (1-2 per exhibit)
Attributes   : Jumps, 50 attractiveness, 10 shyness, 0 strength
Terrain      : 88% rainforest, 5% grass, 5% dirt, 2% freshwater
Extras       : 20% foliage (rainforest bushes), 1% rocks (small), lean-to
Exhibit Cost : $10,640 (4x10, 2 adults, 8 bushes, 100 suitability)

* =============================== *
* 02.07.12 White Bengal Tiger (+) *
* =============================== *

Density      : 35 (2-3 per exhibit)
Attributes   : Jumps, 70 attractiveness, 30 shyness, 0 strength
Terrain      : 70% rainforest, 15% grass, 10% freshwater, 5% dirt
Extras       : 13% foliage (rainforest ferns), 2% rocks (large), rock cave (+)
Exhibit Cost : $13,435 (7x10, 2 adults, 31 ferns, 100 suitability)

The white Bengal tiger likes the rainforest fern just as much as the mangrove 
tree.

/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\
| 02.08.00 Saltwater                                                         |
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* ============================ *
* 02.08.01 California Sea Lion *
* ============================ *

Density      : 35 (2-16 per exhibit)
Attributes   : 20 attractiveness, 40 shyness, 0 strength
Terrain      : 90% saltwater, 10% gray stone
Extras       : 5% foliage (water lilies), 3% rocks (small)
Exhibit Cost : $11,720 (7x10, 2 adults, 15 lilies, 98 suitability)

The sea lion starts to show unhappy faces after 3% foliage, but it�s safe to 
go up to 5% foliage.

Adding a raft from Marine Mania doesn�t seem to increase the suitability 
rating any.

* ============================ *
* 02.08.02 Saltwater Crocodile *
* ============================ *

Density      : 20 (2-3 per exhibit)
Attributes   : 60 attractiveness, 25 shyness, 0 strength
Terrain      : 80% saltwater, 20% dirt
Extras       : 8% foliage (water lilies), 2% rocks (large)
Exhibit Cost : $12,975 (6x10, 3 adults, 10 lilies, 100 suitability)

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| 02.09.00 Savannah                                                          |
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* ======================== *
* 02.09.01 African Buffalo *
* ======================== *

Density      : 20 (2-10 per exhibit)
Attributes   : 5 attractiveness, 30 shyness, 50 strength
Terrain      : 80% savannah, 10% dirt, 5% sand, 5% freshwater
Extras       : 9% foliage (tall grass), 0% rocks, small stables
Exhibit Cost : $17,780 (8x10, 4 adults, 28 grasses, 95 suitability)

The buffalo starts to show unhappy faces after 5% foliage, but it�s safe to go 
up to 9% foliage.  You can also go up to 10% foliage to increase the 
suitability to 96, but then the zookeeper recommendations panel for the 
buffalo will eventually list it as being unhappy with the foliage.

* ========================= *
* 02.09.02 African Elephant *
* ========================= *

Density      : 50 (2-6 per exhibit)
Attributes   : Jumps, 50 attractiveness, 30 shyness, 76 strength
Terrain      : 65% savannah, 15% freshwater, 10% sand, 10% dirt
Extras       : 7% foliage (thorn bushes), 2% rocks (small), small elephant
               shelter
Special      : Swinging log (+)
Exhibit Cost : $19,150 (10x10, 2 adults, 28 bushes, 94 suitability)

The elephant starts to show unhappy faces after 3% foliage, but it�s safe to 
go up to 7% foliage.  You can also go up to 9% foliage to increase the 
suitability to 96, but then the zookeeper recommendations panel for the 
elephant will eventually list it as being unhappy with the foliage.

* ===================== *
* 02.09.03 African Lion *
* ===================== *

Density      : 20 (3-10 per exhibit)
Attributes   : Jumps, 30 attractiveness, 30 shyness, 0 strength
Terrain      : 80% savannah, 10% dirt, 5% sand, 5% freshwater
Extras       : 8% foliage (umbrella thorn acacia trees), 6% rocks (small),
               concrete shelter
Special      : small lion rock
Exhibit Cost : $17,685 (8x10, 4 adults, 13 trees, 100 suitability)

* ======================== *
* 02.09.04 African Warthog *
* ======================== *

Density      : 12 (2-6 per exhibit)
Attributes   : 10 attractiveness, 10 shyness, 0 strength
Terrain      : 70% dirt, 20% savannah, 5% sand, 5% freshwater
Extras       : 5% foliage (thorn bushes), 6% rocks (small), burrows
Exhibit Cost : $12,750 (8x10, 6 adults, 28 bushes, 98 suitability)

* ============================= *
* 02.09.05 African Wild Dog (*) *
* ============================= *

Density      : 35 (5-20 per exhibit)
Attributes   : Jumps, 25 attractiveness, 20 shyness, 0 strength
Terrain      : 75% savannah, 10% sand, 10% dirt, 5% freshwater
Extras       : 6% foliage (tall grass), 2% rocks (small), concrete shelters
Exhibit Cost : $29,955 (21x10, 6 adults, 47 grasses, 100 suitability)

The wild dog starts to show unhappy faces after 5% foliage, but it�s safe to 
go up to 6% foliage.

* ========================= *
* 02.09.06 Black Rhinoceros *
* ========================= *

Density      : 50 (1-2 per exhibit)
Attributes   : 10 attractiveness, 30 shyness, 60 strength
Terrain      : 85% savannah, 10% dirt, 5% freshwater
Extras       : 9% foliage (thorn bushes), 2% rocks (small), small stable
Exhibit Cost : $16,060 (10x10, 2 adults, 36 bushes, 100 suitability)

* ====================== *
* 02.09.07 Blackbuck (*) *
* ====================== *

Density      : 15 (3-25 per exhibit)
Attributes   : Jumps, 5 attractiveness, 30 shyness, 0 strength
Terrain      : 95% savannah, 5% freshwater
Extras       : 6% foliage (khejri trees), 3% rocks (small)
Exhibit Cost : $19,180 (9x10, 6 adults, 15 trees, 100 suitability)

* ================ *
* 02.09.08 Cheetah *
* ================ *

Density      : 50 (1-3 per exhibit)
Attributes   : Jumps, 20 attractiveness, 20 shyness, 0 strength
Terrain      : 90% savannah, 10% dirt
Extras       : 7% foliage (thorn bushes), 4% rocks (small), small concrete
               shelter
Exhibit Cost : $17,265 (10x10, 2 adults, 28 bushes, 101 suitability)

* ========================== *
* 02.09.09 Common Wildebeest *
* ========================== *

Density      : 15 (3-25 per exhibit)
Attributes   : Jumps, 5 attractiveness, 30 shyness, 0 strength
Terrain      : 80% savannah, 10% dirt, 5% sand, 5% freshwater
Extras       : 6% foliage (tall grass), 1% rocks (large), concrete shelters
Exhibit Cost : $19,325 (9x10, 6 adults, 23 grasses, 90 suitability)

The wildebeest starts to show unhappy faces after 2% foliage, but it�s safe to 
go up to 6% foliage.  You can also go up to 10% foliage to increase the 
suitability to 94, but then the zookeeper recommendations panel for the 
wildebeest will eventually list it as being unhappy with the foliage.

* ================ *
* 02.09.10 Giraffe *
* ================ *

Density      : 35 (2-10 per exhibit)
Attributes   : Jumps, 25 attractiveness, 30 shyness, 0 strength
Terrain      : 83% Savannah, 10% dirt, 5% sand, 2% freshwater
Extras       : 13% foliage (umbrella thorn acacia trees), 1% rocks (large),
               small giraffe shelter
Exhibit Cost : $15,980 (7x10, 2 adults, 13 trees, 100 suitability)

* ========================= *
* 02.09.11 Greater Flamingo *
* ========================= *

Density      : 15 (2-20 per exhibit)
Attributes   : 10 attractiveness, 30 shyness, 0 strength
Terrain      : 60% freshwater, 20% dirt, 10% savannah, 10% sand
Extras       : 6% foliage (water reeds), 2% rocks (large)
Exhibit Cost : $10,885 (6x10, 4 adults, 16 reeds, 95 suitability)

The flamingo starts to show unhappy faces after 2% foliage, but it�s safe to 
go up to 6% foliage.

* ===================== *
* 02.09.12 Hippopotamus *
* ===================== *

Density      : 35 (2-10 per exhibit)
Attributes   : 50 attractiveness, 30 shyness, 50 strength
Terrain      : 70% freshwater, 15% savannah, 15% dirt
Extras       : 3% foliage (acacia caffra trees (+)), 1% rocks (small)
Exhibit Cost : $13,570 (10x10, 2 adults, 12 trees, 89 suitability)

As long as you keep filling up grid squares, you can have up to 8% foliage.  
That will increase the suitability rating of the exhibit to 97, but the 
zookeeper recommendations panel for the hippopotamus will eventually list it 
as being unhappy with the foliage.

* ================ *
* 02.09.13 Leopard *
* ================ *

Density      : 35 (1-2 per exhibit)
Attributes   : Jumps, 40 attractiveness, 20 shyness, 0 strength
Terrain      : 70% savannah, 20% rainforest, 5% dirt, 5% freshwater
Extras       : 15% foliage (thorn bushes), 6% rocks (small), small concrete
               shelter
Special      : Cat climbing tree (+)
Exhibit Cost : $15,580 (7x10, 2 adults, 38 bushes, 99 suitability)

The leopard likes the thorn bush just as much as the baobab tree.

* ===================== *
* 02.09.14 Olive Baboon *
* ===================== *

Density      : 15 (3-20 per exhibit)
Attributes   : Jumps, Climbs, 10 attractiveness, 20 shyness, 0 strength
Terrain      : 90% Savannah, 10% dirt
Extras       : 15% foliage (thorn bushes), 4% rocks (large), large wooden
               shelter (+)
Exhibit Cost : $18,515 (9x10, 6 adults, 32 bushes, 100 suitability)

* ================ *
* 02.09.15 Ostrich *
* ================ *

Density      : 10 (2-12 per exhibit)
Attributes   : Jumps, 5 attractiveness, 30 shyness, 0 strength
Terrain      : 90% savannah, 5% dirt, 5% grass
Extras       : 7% foliage (tall grass), 2% rocks (small), concrete shelter
Exhibit Cost : $17,450 (8x10, 4 adults, 23 grasses, 97 suitability)

The ostrich starts to show unhappy faces after 3% foliage, but it�s safe to go 
up to 7% foliage.

* ===================== *
* 02.09.16 Plains Zebra *
* ===================== *

Density      : 15 (3-20 per exhibit)
Attributes   : Jumps, 5 attractiveness, 30 shyness, 0 strength
Terrain      : 95% savannah, 5% freshwater
Extras       : 6% foliage (tall grass), 2% rocks (small), concrete shelter
Exhibit Cost : $13,430 (6x10, 4 adults, 12 grasses, 96 suitability)

The zebra starts to show unhappy faces after 2% foliage, but it�s safe to go 
up to 6% foliage.

* ===================== *
* 02.09.17 Red Kangaroo *
* ===================== *

Density      : 20 (1-3 per exhibit)
Attributes   : Jumps, 35 attractiveness, 20 shyness, 0 strength
Terrain      : 60% savannah, 30% dirt, 8% sand, 2% freshwater
Extras       : 6% foliage (eucalyptus trees), 2% rocks (small), lean-to
Exhibit Cost : $9855 (4x10, 2 adults, 8 trees, 99 suitability)

The kangaroo starts to show unhappy faces after 4% foliage, but it�s safe to 
go up to 6% foliage.

* ====================== *
* 02.09.18 Spotted Hyena *
* ====================== *

Density      : 20 (3-15 per exhibit)
Attributes   : Jumps, 15 attractiveness, 30 shyness, 0 strength
Terrain      : 75% savannah, 10% sand, 10% dirt, 5% freshwater
Extras       : 6% foliage (umbrella thorn acacia trees), 1% rocks (large),
               concrete shelter
Exhibit Cost : $19,250 (8x10, 4 adults, 19 trees, 97 suitability)

The hyena starts to show unhappy faces after 2% foliage, but it�s safe to go 
up to 6% foliage.

* ========================== *
* 02.09.19 Thomson�s Gazelle *
* ========================== *

Density      : 15 (3-25 per exhibit)
Attributes   : Jumps, 5 attractiveness, 30 shyness, 0 strength
Terrain      : 95% savannah, 5% rocks
Extras       : 9% foliage (tall grass), 3% rocks (small), concrete shelter
Exhibit Cost : $12,940 (6x10, 4 adults, 20 grasses, 96 suitability)

The gazelle starts to show unhappy faces after 5% foliage, but it�s safe to go 
up to 9% foliage.

* ================================= *
* 02.09.20 Triceratops (ZT version) *
* ================================= *

Density      : 80 (2-6 per exhibit)
Attributes   : Jumps, 95 attractiveness, 30 shyness, 80 strength
Terrain      : 75% savannah, 15% dirt, 5% sand, 5% freshwater
Extras       : 9% foliage (thorn bushes), 2% rocks (large)
Exhibit Cost : $38,425 (16x10, 2 adults, 38 bushes, 100 suitability)

The triceratops must be unlocked using the �Cretaceous Corral� cheat (see 
section 06.02.00).

The triceratops likes the thorn bush just as much as the grass tree.

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| 02.10.00 Tundra (Snow)                                                     |
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* ==================== *
* 02.10.01 Arctic Wolf *
* ==================== *

Density      : 35 (4-20 per exhibit)
Attributes   : Jumps, 15 attractiveness, 20 shyness, 0 strength
Terrain      : 80% snow, 15% gray stone, 5% freshwater
Extras       : 0% foliage, 8% rocks (smallest snowy), snowy rock cave
Special      : 20% snowy rock formations
Exhibit Cost : $33,345 (14x10, 4 adults, 100 suitability)

Sometimes the arctic wolf will show smiley faces when you put down small snowy 
rocks, only to complain about them later.  So be sure to keep to around 8% 
rocks.

* ======================== *
* 02.10.02 Emperor Penguin *
* ======================== *

Density      : 15 (2-16 per exhibit)
Attributes   : 15 attractiveness, 30 shyness, 0 strength
Terrain      : 60% saltwater, 40% snow
Extras       : 0% foliage, 7% rocks (smallest snowy), concrete shelters
Special      : 36% snowy rock formations
Exhibit Cost : $26,140 (9x10, 6 adults, 100 suitability)

You can ignore the snowy rock formations and still get 92 suitability.

Using either the raft or the ice floe from Marine Mania allows you to reach a 
100 suitability rating with fewer (around %20) snowy rock formations.

* =================== *
* 02.10.03 Magnet (*) *
* =================== *

Magnet is just a regular polar bear but with different animations.

* =================== *
* 02.10.04 Polar Bear *
* =================== *

Density      : 35 (1-3 per exhibit)
Attributes   : Jumps, 50 attractiveness, 20 shyness, 0 strength
Terrain      : 50% snow, 50% saltwater
Extras       : 0% foliage, 7% rocks (smallest snowy), snowy rock cave (+)
Special      : 20% snowy rock formations
Exhibit Cost : $18,600 (7x10, 2 adults, 98 suitability)

The polar bear exhibit is just odd.  You can get a 100 suitability rating for 
it if you want, but to do so you have to cover almost all the available land 
with snowy rock formations, and you can�t give the bear a shelter, which it 
claims it wants.  So I�m showing how to get a 98 suitability rating, with an 
exhibit that looks more normal.

The icy keg from Marine Mania allows you to create an exhibit with a snowy 
rock cave and reach a 99 suitability rating.

* ===================== *
* 02.10.05 Reindeer (*) *
* ===================== *

Density      : 30 (6-15 per exhibit)
Attributes   : Jumps, 45 attractiveness, 30 shyness, 0 strength
Terrain      : 75% snow, 15% grass, 10% gray stone
Extras       : 7% foliage (spruce trees), 2% rocks (smallest snowy), stables
Special      : 56% snowy rock formations
Exhibit Cost : $54,445 (18x10, 6 adults, 48 trees, 97 suitability)

The reindeer starts to show unhappy faces after 3% foliage, but it�s safe to 
go up to 7% foliage.

If you ignore the snowy rock formations, you can still get a 92 suitability 
rating (and 94 if you want to go up to 10% foliage and make the reindeer 
unhappy about its environment).

* ================= *
* 02.10.06 Yeti (*) *
* ================= *

Density      : 85 (1-3 per exhibit)
Attributes   : Jumps, 90 attractiveness, 15 shyness, 79 strength
Terrain      : 90% snow, 10% gray stone
Extras       : 6% rocks (smallest snowy), snowy rock cave
Special      : Elevated terrain (20%, max height 3), 40% snowy rock formations
Exhibit Cost : $35,248 (10x10, 1 adult, 100 suitability)

If you ignore the snowy rock formations, you can still get a suitability 
rating of 93.

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| 02.11.00 Triassic Age                                                      |
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* ======================== *
* 02.11.01 Coelophysis (+) *
* ======================== *

Density      : 100 (1-3 per exhibit)
Attributes   : Jumps, 60 attractiveness, 20 shyness, 195 strength
Terrain      : 85% rainforest, 10% freshwater, 5% grass
Extras       : 5% foliage (leptocycas trees), 1% rocks (large), dino burrow
Exhibit Cost : $31,900 (20x10, 2 adults, 32 trees, 100 suitability)

You can add a slight amount of elevation if you want, but the Coelophysis 
seems perfectly happy without it.

* ====================== *
* 02.11.02 Herrerasaurus *
* ====================== *

Density      : 100 (1-3 per exhibit)
Attributes   : Jumps, 80 attractiveness, 30 shyness, 225 strength
Terrain      : 80% rainforest, 10% grass, 10% freshwater
Extras       : 7% foliage (fern bush), 2% rocks (large)
Exhibit Cost : $29,750 (20x10, 2 adults, 18 bushes, 100 suitability)

* ========================== *
* 02.11.03  Plateosaurus (*) *
* ========================== *

Density      : 100 (1-3 per exhibit)
Attributes   : Jumps, 60 attractiveness, 35 shyness, 270 strength
Terrain      : 85% deciduous, 10% freshwater, 5% grass
Extras       : 6% foliage (magnolia trees), 2% rocks (large), dino burrow
Exhibit Cost : $37,800 (20x10, 2 adults, 20 trees, 101 suitability)

/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\
| 02.12.00 Jurassic Age                                                      |
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* =================== *
* 02.12.01 Allosaurus *
* =================== *

Density      : 200 (1-3 per exhibit)
Attributes   : Jumps, 80 attractiveness, 30 shyness, 290 strength
Terrain      : 70% rainforest, 20% grass, 10% freshwater
Extras       : 5% foliage (fern bushes), 2% rocks (large), dino cave
Special      : Electrified fencing
Exhibit Cost : $36,100 (20x10, 1 adult, 20 bushes, 100 suitability)

You can avoid the electrified fencing by lowering the exhibit two notches.

* ======================== *
* 02.12.02 Apatosaurus (+) *
* ======================== *

Density      : 250 (1-3 per exhibit)
Attributes   : Jumps, 95 attractiveness, 20 shyness, 325 strength
Terrain      : 75% deciduous, 10% dirt, 10% freshwater, 5% grass
Extras       : 8% foliage (magnolia trees), 2% rocks (large)
Exhibit Cost : $46,270 (25x10, 1 adult, 64 trees, 100 suitability)

The Apatosaurus is also known as the Brontosaurus.

The Apatosaurus is good at breaking out of exhibits, so you might want to 
lower its exhibit by two notches to keep it inside.

* ===================== *
* 02.12.03 Camptosaurus *
* ===================== *

Density      : 100 (1-3 per exhibit)
Attributes   : Jumps, 50 attractiveness, 30 shyness, 230 strength
Terrain      : 80% coniferous, 10% grass, 10% freshwater
Extras       : 8% foliage (walchian conifer trees), 2% rocks (large), dino
               burrow
Exhibit Cost : $21,700 (10x10, 1 adult, 9 trees, 101 suitability)

* ==================== *
* 02.12.04 Caudipteryx *
* ==================== *

Density      : 20 (3-10 per exhibit)
Attributes   : Jumps, 65 attractiveness, 30 shyness, 0 strength
Terrain      : 50% rainforest, 30% freshwater, 20% grass
Extras       : 6% foliage (fern bushes), 2% rocks (large), wood shelter
Exhibit Cost : $17,869 (10x10, 4 adults, 10 bushes, 100 suitability)

You can add a slight amount of elevation if you want, but the Caudipteryx 
seems perfectly happy without it.

Caudipteryx exhibits can use regular Zoo Tycoon fencing.

* ========================= *
* 02.12.05 Kentrosaurus (+) *
* ========================= *

Density      : 70 (3-10 per exhibit)
Attributes   : 35 attractiveness, 30 shyness, 225 strength
Terrain      : 70% coniferous, 15% freshwater, 10% grass, 5% dirt
Extras       : 6% foliage (club moss shrubs (+)), 2% rocks (medium coniferous)
Exhibit Cost : $42,505 (20x14, 4 adults, 16 shrubs, 100 suitability)

* ========================== *
* 02.12.06  Plesiosaurus (+) *
* ========================== *

Density      : 70 (2-3 per exhibit)
Attributes   : 60 attractiveness, 35 shyness, 220 strength
Terrain      : 85% saltwater, 10% sand, 5% brown stone
Extras       : 3% foliage (horsetails (+)), 5% rocks (medium aquatic)
Exhibit Cost : $27,180 (14x10, 2 adults, 14 horsetails, 100 suitability)

* ==================== *
* 02.12.07 Stegosaurus *
* ==================== *

Density      : 60 (3-10 per exhibit)
Attributes   : 45 attractiveness, 30 shyness, 265 strength
Terrain      : 70% coniferous, 10% dirt, 10% grass, 10% freshwater
Extras       : 5% foliage (club moss shrubs (+)), 1% rocks (medium coniferous)
Exhibit Cost : $27,995 (12x10, 2 adults, 11 shrubs, 100 suitability)

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| 02.13.00 Cretaceous Age                                                    |
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* ========================= *
* 02.13.01 Ankylosaurus (+) *
* ========================= *

Density      : 60 (3-10 per exhibit)
Attributes   : 20 attractiveness, 30 shyness, 225 strength
Terrain      : 80% savannah, 10% freshwater, 5% dirt, 5% sand
Extras       : 5% foliage (sigillaria trees), 1% rocks (medium savannah)
Exhibit Cost : $35,235 (18x10, 3 adults, 21 trees, 100 suitability)

* ==================== *
* 02.13.02 Deinosuchus *
* ==================== *

Density      : 230 (1-2 per exhibit)
Attributes   : 150 attractiveness, 50 shyness, 0 strength
Terrain      : 70% saltwater, 20% brown stone, 10% dirt
Extras       : 8% foliage (horsetails (+)), 2% rocks (medium aquatic)
Exhibit Cost : $44,120 (23x10, 1 adult, 45 horsetails, 100 suitability)

The Deinosuchus is unlocked by completing the �Breeding the T. Rex� scenario.

Even though the Deinosuchus has a strength of 0, it still requires Dinosaur 
Digs fencing.

* ======================= *
* 02.13.03 Gallimimus (*) *
* ======================= *

Density      : 20 (3-6 per exhibit)
Attributes   : Jumps, 45 attractiveness, 35 shyness, 180 strength
Terrain      : 80% coniferous, 10% grass, 10% freshwater
Extras       : 6% foliage (dawn redwood trees (+)), 2% rocks (medium
               coniferous), wood shelter
Special      : Elevated terrain (~5%, max height 1)
Exhibit Cost : $23,365 (10x10, 4 adults, 11 trees, 101 suitability)

The Gallimimus is an official Microsoft creation, but it isn�t available yet 
at Microsoft�s official Zoo Tycoon web site.  However, you can download it at 
other sites, such as at Zoo Admin:

     http://zoo.ogresnet.com/animals/index3.shtml

Then just place the .ztd file into Zoo Tycoon�s Updates directory.

* ================== *
* 02.13.04 Iguanodon *
* ================== *

Density      : 70 (3-5 per exhibit)
Attributes   : Jumps, 40 attractiveness, 30 shyness, 275 strength
Terrain      : 75% deciduous, 15% grass, 10% freshwater
Extras       : 7% foliage (gingko trees), 1% rocks (large), dino cave
Exhibit Cost : $44,215 (21x10, 3 adults, 20 trees, 100 suitability)

* ===================== *
* 02.13.05 Lambeosaurus *
* ===================== *

Density      : 60 (3-5 per exhibit)
Attributes   : Jumps, 40 attractiveness, 35 shyness, 175 strength
Terrain      : 85% coniferous, 10% grass, 5% freshwater
Extras       : 7% foliage (dawn redwood trees (+)), 2% rocks (medium
               coniferous)
Exhibit Cost : $37,685 (18x10, 3 adults, 16 trees, 100 suitability)

* ========================= *
*  02.13.06 Spinosaurus (+) *
* ========================= *

Density      : 100 (2-3 per exhibit)
Attributes   : Jumps, 90 attractiveness, 30 shyness, 325 strength
Terrain      : 65% coniferous, 25% grass, 5% dirt, 5% freshwater
Extras       : 8% foliage (dawn redwood trees (+)), 2% rocks (medium
               coniferous), dino cave
Special      : Electrified fencing
Exhibit Cost : $44,300 (20x10, 2 adults, 20 trees, 100 suitability)

You can avoid the electrified fencing by lowering the exhibit two notches.

* ====================== *
* 02.13.07 Styracosaurus *
* ====================== *

Density      : 60 (5-10 per exhibit)
Attributes   : 30 attractiveness, 35 shyness, 245 strength
Terrain      : 70% deciduous, 10% freshwater, 5% dirt, 5% grass, 5% sand
Extras       : 5% foliage (gingko trees), 1% rocks (large)
Exhibit Cost : $51,975 (20x15, 5 adults, 25 trees, 99 suitability)

The Styracosaurus is �broken.�  Its data file only specifies how 95% of the 
exhibit terrain should be laid out, and so there isn�t any way to reach 100 
suitability for it.  To keep the scientist recommendations panel from listing 
any problems, just add 1% to each of the five terrain types the Styracosaurus 
uses to make up the missing 5%.

* ================================= *
* 02.13.08 Triceratops (DD version) *
* ================================= *

Density      : 80 (2-6 per exhibit)
Attributes   : Jumps, 60 attractiveness, 30 shyness, 225 strength
Terrain      : 75% savannah, 15% dirt, 5% sand, 5% freshwater
Extras       : 9% foliage (thorn bushes), 2% rocks (large)
Exhibit Cost : $30,325 (16x10, 2 adults, 38 bushes, 100 suitability)

* ============================== *
* 02.13.09 Tyrannosaurus Rex (+) *
* ============================== *

Density      : 200 (1 per exhibit)
Attributes   : Jumps, 100 attractiveness, 30 shyness, 301 strength
Terrain      : 60% grass, 25% gray stone, 10% deciduous, 5% freshwater
Extras       : 5% foliage (broadleaf bushes), 3% rocks (large), dino cave
Special      : Electrified fencing
Exhibit Cost : $39,500 (20x10, 1 adult, 40 bushes, 100 suitability)

You can add a slight amount of elevation if you want, but the Tyrannosaurus 
Rex seems perfectly happy without it.

You can avoid the electrified fencing by lowering the exhibit two notches.

* ========================= *
* 02.13.10 Velociraptor (+) *
* ========================= *

Density      : 80 (1-5 per exhibit)
Attributes   : Jumps, 100 attractiveness, 30 shyness, 185 strength
Terrain      : 85% coniferous, 10% grass, 5% freshwater
Extras       : 6% foliage (dawn redwood trees (+)), 1% rocks (large), dino
               burrow
Exhibit Cost : $33,935 (16x10, 2 adults, 14 trees, 100 suitability)

If you�ve researched it, you can also use the rock cave as the exhibit 
shelter.

/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\
| 02.14.00 Ice Age                                                           |
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* =============================== *
* 02.14.01 Giant Ground Sloth (*) *
* =============================== *

Density      : 50 (2-4 per exhibit)
Attributes   : 60 attractiveness, 25 shyness, 175 strength
Terrain      : 50% grass, 30% snow, 15% brown rock, 5% freshwater
Extras       : 6% foliage (arctic grass), 2% rocks (large), ice age cave
Exhibit Cost : $23,250 (10x10, 2 adults, 24 grasses, 100 suitability)

The giant ground sloth is also known as the Megatherium.

You can add a slight amount of elevation if you want, but the giant ground 
sloth seems perfectly happy without it.

* ======================= *
* 02.14.02 Giant Tortoise *
* ======================= *

Density      : 50 (1-3 per exhibit)
Attributes   : 75 attractiveness, 35 shyness, 100 strength
Terrain      : 60% freshwater, 30% snow, 10% gray stone
Extras       : 3% foliage (arctic grass), 3% rocks (large)
Exhibit Cost : $21,050 (10x10, 2 adults, 12 grasses, 100 suitability)

The giant tortoise is also known as the Meiolania.

Giant tortoise exhibits can use most Zoo Tycoon fencing.

* ========================== *
* 02.14.03 Saber-toothed Cat *
* ========================== *

Density      : 50 (3-5 per exhibit)
Attributes   : Jumps, 30 attractiveness, 30 shyness, 150 strength
Terrain      : 80% gray stone, 10% snow, 5% brown stone, 5% freshwater
Extras       : 6% foliage (arctic bushes), 4% rocks (large), wood shelter
Special      : Elevated terrain (~5%, max height 1-2)
Exhibit Cost : $42,769 (20x10, 4 adults, 32 bushes, 100 suitability)

The saber-toothed cat is also known as the Smilodon.

* ========================== *
* 02.14.04 Wooly Mammoth (+) *
* ========================== *

Density      : 75 (2-6 per exhibit)
Attributes   : Jumps, 55 attractiveness, 30 shyness, 185 strength
Terrain      : 60% snow, 20% gray rock, 15% brown rock, 5% freshwater
Extras       : 5% foliage (arctic grass), 2% rocks (large), sm elephant house
Exhibit Cost : $32,590 (15x10, 2 adults, 22 grasses, 99 suitability)

* ==================== *
* 02.14.05 Wooly Rhino *
* ==================== *

Density      : 60 (1-2 per exhibit)
Attributes   : 20 attractiveness, 30 shyness, 180 strength
Terrain      : 75% snow, 15% gray stone, 10% brown stone
Extras       : 5% foliage (arctic grass), 2% rocks (large snowy)
Special      : Elevated terrain (~5%, max height 1)
Exhibit Cost : $28,500 (12x10, 2 adults, 21 grasses, 100 suitability)

The wooly rhino is also known as the Coelodonta.

/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\
| 02.15.00 Marine Animals                                                    |
\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/

* =========================== *
* 02.15.01 Atlantic Swordfish *
* =========================== *

Density      : 20x5 (2-6 per exhibit)
Attributes   : 75 attractiveness, 100 shyness
Extras       : 16% foliage (red gorgonian), 8% rocks (small ocean)
Exhibit Cost : $15,390 (10x10, 4 adults, 100 suitability)

The Atlantic swordfish is also known as the marlin.

The Atlantic swordfish is an official Microsoft creation, but it isn�t 
available yet at Microsoft�s official Zoo Tycoon web site.  However, you can 
download it at other sites, such as at Zoo Admin:

     http://zoo.ogresnet.com/animals/index9.shtml

Then just place the .ztd file into Zoo Tycoon�s Updates directory.

* =============== *
* 02.15.02 Beluga *
* =============== *

Density      : 20x2 (3-6 per exhibit)
Attributes   : 150 attractiveness, 25 shyness
Extras       : 20% foliage (barnacles), 10% rocks (small ocean)
Exhibit Cost : $12,300 (8x10, 4 adults, small rocks, 100 suitability)
               $10,300 (8x10, 4 adults, medium rocks, 98 suitability)

* ===================== *
* 02.15.03 Bluefin Tuna *
* ===================== *

Density      : 5x3 (6-20 per exhibit)
Attributes   : 40 attractiveness, 100 shyness
Extras       : 15% foliage (barnacles), 10% rocks (small ocean)
Exhibit Cost : $11,275 (5x10, 10 adults, 99 suitability)

The bluefin tuna likes barnacles just as much as sargassum.

* =========================== *
* 02.15.04 Bottlenose Dolphin *
* =========================== *

Density      : 20x5 (2-6 per exhibit)
Attributes   : 160 attractiveness, 100 shyness
Extras       : 20% foliage (barnacles), 8% rocks (small ocean)
Exhibit Cost : $13,320 (8x10, 4 adults, small rocks, 100 suitability)
               $11,770 (8x10, 4 adults, medium rocks, 97 suitability)

The bottlenose dolphin likes barnacles just as much as kelp.

* ====================== *
* 02.15.05 Elephant Seal *
* ====================== *

Density      : 50x4 (2-6 per exhibit)
Attributes   : 65 attractiveness, 40 shyness
Terrain      : 75% saltwater, 15% gray stone, 10% snow
Extras       : 6% foliage (beach grass), 6% rocks (small)
Special      : Ice floe
Exhibit Cost : $16,800 (10x10, 2 adults, 6 grasses, 101 suitability, stdrd)
               $13,240 (10x10, 2 adults, 6 grasses, 101 suitability, combo)

* ============================== *
* 02.15.06 Giant Pacific Octopus *
* ============================== *

Density      : 48x8 (1-2 per exhibit)
Attributes   : 85 attractiveness, 20 shyness
Extras       : 10% foliage (barnacles), 9% rocks (small ocean), seafloor cave
Exhibit Cost : $16,400 (10x10, 2 adults, small rocks, 100 suitability)
               $14,000 (10x10, 2 adults, medium rocks, 94 suitability)

* ==================== *
* 02.15.07 Giant Squid *
* ==================== *

Density      : 50x13 (1-2 per exhibit)
Attributes   : 98 attractiveness, 20 shyness
Extras       : 9% foliage (barnacles), 8% rocks (small ocean), seafloor cave
Exhibit Cost : $21,985 (5x10, 1 adult, small rocks, 97 suitability)
               $19,385 (5x10, 1 adult, medium rocks, 93 suitability)

* ============================ *
* 02.15.08 Giant Barracuda (*) *
* ============================ *

Density      : 5x5 (4-12 per exhibit)
Attributes   : 40 attractiveness, 100 shyness
Extras       : 25% foliage (sea grass), 10% rocks (medium ocean)
Exhibit Cost : $15,090 (6x10, 12 adults, 100 suitability)

* ============================== *
* 02.15.09 Great White Shark (+) *
* ============================== *

Density      : 40x3 (1-2 per exhibit)
Attributes   : 150 attractiveness, 35 shyness
Extras       : 18% foliage (barnacles), 16% rocks (medium ocean), sunken ship
Exhibit Cost : $13,450 (8x10, 2 adults, 100 suitability)

* ======================== *
* 02.15.10 Green Moray Eel *
* ======================== *

Density      : 10x8 (4-8 per exhibit)
Attributes   : 75 attractiveness, 35 shyness
Extras       : 10% foliage (barnacles), 20% rocks (small ocean)
Special      : Sunken log
Exhibit Cost : $22,580 (8x10, 8 adults, small rocks, 100 suitability)
               $18,580 (8x10, 8 adults, medium rocks, 94 suitability)

* ========================= *
* 02.15.11 Green Sea Turtle *
* ========================= *

Density      : 40x2 (2-3 per exhibit)
Attributes   : 70 attractiveness, 40 shyness
Extras       : 26% foliage (sea grass), 7% rocks (small ocean)
Exhibit Cost : $10,000 (8x10, 2 adults, 100 suitability)

* ========================= *
* 02.15.12 Hammerhead Shark *
* ========================= *

Density      : 20x4 (2-4 per exhibit)
Attributes   : 85 attractiveness, 35 shyness
Extras       : 12% foliage (barnacles), 16% rocks (small ocean), seafloor cave
Exhibit Cost : $16,000 (8x10, 4 adults, small rocks, 100 suitability)
               $12,850 (8x10, 4 adults, medium rocks, 95 suitability)

* ======================== *
* 02.15.13 Harbor Porpoise *
* ======================== *

Density      : 20x5 (4-8 per exhibit)
Attributes   : 120 attractiveness, 25 shyness
Extras       : 16% foliage (barnacles), 8% rocks (small ocean)
Exhibit Cost : $12,395 (8x10, 4 adults, small rocks, 100 suitability)
               $10,395 (8x10, 4 adults, medium rocks, 94 suitability)

* =========================== *
* 02.15.14 Humpback Whale (+) *
* =========================== *

Density      : 90x7 (1-3 per exhibit)
Attributes   : 110 attractiveness, 20 shyness
Extras       : 20% foliage (barnacles), 12% rocks (small ocean)
Exhibit Cost : $31,310 (18x10, 2 adults, small rocks, 100 suitability)
               $26,010 (18x10, 2 adults, medium rocks, 98 suitability)

* ========================== *
* 02.15.15 Lion�s Mane Jelly *
* ========================== *

Density      : 20x12 (2-3 per exhibit)
Attributes   : 80 attractiveness, 25 shyness
Extras       : 8% foliage (barnacles), 6% rocks (small ocean)
Exhibit Cost : $12,955 (4x10, 2 adults, 96 suitability)

You can go up to 7% rocks to get a suitability rating of 97, but then the 
marine specialist recommendations panel for the lion�s mane jelly will 
eventually list it as being unhappy with the rocks.

Since the lion�s mane jelly requires so little on its exhibit tank floor, this 
is a good place to use the clam or treasure chest object.  The jelly won�t 
mind.

* ================== *
* 02.15.16 Manta Ray *
* ================== *

Density      : 20x4 (2-6 per exhibit)
Attributes   : 95 attractiveness, 35 shyness
Extras       : 20% foliage (barnacles), 14% rocks (small ocean), seafloor cave
Exhibit Cost : $14,250 (8x10, 4 adults, small rocks, 100 suitability)
               $11,400 (8x10, 4 adults, medium rocks, 94 suitability)

* ================ *
* 02.15.17 Mermaid *
* ================ *

Density      : 20x4 (4-16 per exhibit)
Attributes   : 120 attractiveness, 20 shyness
Extras       : 24% foliage (barnacles), 8% rocks (medium ocean), sunken ship
Special      : ~6% clams
Exhibit Cost : $16,735 (8x10, 4 adults, 100 suitability)

Mermaids are �purchased� by putting a mermaid statue into an underwater tank.

You can also reach 100 suitability by using small ocean floor rocks and no 
clams, but it costs more (and is more boring).

* ==================== *
* 02.15.18 Narwhal (+) *
* ==================== *

Density      : 20x5 (4-10 per exhibit)
Attributes   : 130 attractiveness, 25 shyness
Extras       : 20% foliage (barnacles), 8% rocks (small ocean)
Exhibit Cost : $14,120 (8x10, 4 adults, 100 suitability)

* ============= *
* 02.15.19 Orca *
* ============= *

Density      : 90x8 (2-3 per exhibit)
Attributes   : 120 attractiveness, 100 shyness
Extras       : 8% foliage (barnacles), 20% rocks (small ocean)
Exhibit Cost : $34,205 (18x10, 2 adults, small rocks, 100 suitability)
               $25,205 (18x10, 2 adults, medium rocks, 96 suitability)

* ======================= *
* 02.15.20 Pacific Walrus *
* ======================= *

Density      : 60x2 (1-4 per exhibit)
Attributes   : 80 attractiveness, 35 shyness, 50 strength
Terrain      : 60% saltwater, 30% snow, 10% gray stone
Extras       : 12% foliage (beach grass), 6% rocks (small)
Special      : Ice floe
Exhibit Cost : $21,935 (12x10, 2 adults, 25 grasses, 100 suitability, stdrd)
               $19,191 (12x10, 2 adults, 25 grasses, 100 suitability, combo)

* ================================ *
* 02.15.21 Shortfin Mako Shark (+) *
* ================================ *

Density      : 20x4 (2-6 per exhibit)
Attributes   : 85 attractiveness, 35 shyness
Extras       : 20% foliage (barnacles), 12% rocks (small ocean), sunken ship
Exhibit Cost : $14,300 (8x10, 4 adults, small rocks, 100 suitability)
               $12,000 (8x10, 4 adults, medium rocks, 95 suitability)

* =========================== *
* 02.15.22 Southern Sea Otter *
* =========================== *

Density      : 20x1 (1-3 per exhibit)
Attributes   : 80 attractiveness, 100 shyness, 0 strength
Terrain      : 90% saltwater, 10% gray stone
Extras       : 12% foliage (barnacles), 8% rocks (small ocean)
Exhibit Cost : $10,367 (6x10, 3 adults, 100 suitability, combo)

You can also make a standard exhibit for the southern sea otter, but you have 
to cheat.  The otter doesn�t like water lilies at all, and it doesn�t like 
water reeds very much, and so it wants more foliage than its exhibit has land 
to offer, not to mention that you have to leave some land available so the 
otter can get fed.  But there is some wiggle room in the otter�s terrain 
preferences, and so you can add a little extra gray stone and fill it up with 
beach grass, and then use water reeds as much as you have to.  I�ve gotten a 
100 suitability rating on a 100-square exhibit.

* ==================== *
* 02.15.23 Sperm Whale *
* ==================== *

Density      : 130x12 (1-3 per exhibit)
Attributes   : 110 attractiveness, 20 shyness
Extras       : 20% foliage (barnacles), 12% rocks (small ocean)
Exhibit Cost : $28,910 (13x10, 1 adult, small rocks, 100 suitability)
               $25,110 (13x10, 1 adult, medium rocks, 98 suitability)

* ==================== *
* 02.15.24 Tiger Shark *
* ==================== *

Density      : 20x8 (1-6 per exhibit)
Attributes   : 90 attractiveness, 35 shyness
Extras       : 16% foliage (barnacles), 14% rocks (small ocean), sunken ship
Exhibit Cost : $22,055 (8x10, 4 adults, small rocks, 100 suitability)
               $19,205 (8x10, 4 adults, medium rocks, 95 suitability)

* ============================ *
* 02.15.25 West Indian Manatee *
* ============================ *

Density      : 20x3 (2-3 per exhibit)
Attributes   : 95 attractiveness, 25 shyness
Extras       : 20% foliage (sea grass), 8% rocks (small ocean)
Exhibit Cost : $7800 (4x10, 2 adults, 100 suitability)


******************************************************************************
* 03.00.00 BUILDINGS                                                         *
******************************************************************************

/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\
| 03.01.00 Notes                                                             |
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In order to fit in as much information as possible, I had to use some notation 
which I�ll explain here:

-- �Cost/Upk� is the cost of the building and its upkeep each month.

-- �Cap� is the capacity of the building.

-- �Needs� refers to the hunger (hun), thirst (thi), bathroom (bat), and 
energy (ene) needs for the guests.  Technically, food and drink stands don�t 
satisfy these needs -- guests have to sit down and consume the food or drink 
first -- but I�m listing them with the stands anyway.

-- �View Happiness� shows how much happiness is gained or lost when a man (m), 
woman (w), boy (b), or girl (g) guest views the building.

-- �Visit� shows how much happiness is gained or lost when an adult (ad) or 
child (ch) guest visits or uses the building.

Buildings marked with an asterisk (*) can be downloaded from the official Zoo 
Tycoon web site.

Buildings marked with a plus sign (+) must be researched.

/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\
| 03.02.00 Guest Needs                                                       |
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* =================== *
* 03.02.01 Zoo Tycoon *
* =================== *
                                         Needs         View Happiness    Visit
Name              Cost/Upk   Cap    Hun/Thi/Bat/Ene     M/  W/  B/  G    Ad/Ch

Burger Stand       250/ 50     3    100/-10/  0/ 10     0/  0/  0/  0    10/ 0
Hot Dog Stand      175/ 50     2     75/-15/  0/  0     0/  0/  0/  0     0/ 0
Ice Cream Stand    125/ 50     2     30/  0/  0/  0     0/  0/ 10/ 10     5/15
Pizza Stand        325/ 50     6    125/-15/  0/  0     0/  0/  0/  0     0/ 0
Snack Machine       50/ 10     1     15/ -5/  0/ 15     0/  0/  0/  0     0/ 0

F Burger (*)       350/150     5    100/-10/  0/ 10     5/  5/  5/  5    15/ 0
F Hot Dog (*)      275/150     4     75/-15/  0/  0     5/  5/  5/  5     5/ 5
F Ice Cream (*)    225/150     4     30/  0/  0/  0     5/  5  15/ 15    10/20
F Pizza (*)        425/150     8    125/-15/  0/  0     0/  0/  0/  0     5/ 5

Restaurant        2200/500    12    200/200/200/200    10/ 10/  0/  0    15/ 0

Drink Machine       50/ 10     1      0/100/-20/  0     0/  0/  0/  0     0/ 0
Drink Stand        250/ 50     4      0/100/-20/  0     0/  0/  0/  0     5/ 5
F Drink (*)        350/150     6      0/100/-20/  0     5/  5/  5/  5    10/10

Bathroom           120/ 50     2      0/  0/100/  0    -5/ -5/ -5/ -5     0/ 0
Family Bathroom    250/ 50     8      0/  0/200/  0     0/  0/  0/  0     5/ 5
F Family Bath (*)  350/150    10      0/  0/200/  0     5/  5/  5/  5    10/10

* ====================== *
* 03.02.02 Dinosaur Digs *
* ====================== *
                                         Needs         View Happiness    Visit
Name              Cost/Upk   Cap    Hun/Thi/Bat/Ene     M/  W/  B/  G    Ad/Ch

Bronto Burger      250/ 50     4    100/-10/  0/ 10     0/  0/  0/  0    10/ 0
Mammoth Cones      125/ 50           30/  0/  0/  0

* ===================== *
* 03.02.03 Marine Mania *
* ===================== *
                                         Needs         View Happiness    Visit
Name              Cost/Upk   Cap    Hun/Thi/Bat/Ene     M/  W/  B/  G    Ad/Ch
 
Frozen Yogurt      130/ 50     3     30/  0/  0/  0     0/  0/  0/  0    10/ 0
Kneemo�s Subs      350/ 50     3    200/200/  0/  0    10/ 10/  0/  0    15/ 0
Polly�s Popcorn    100/ 50     1     30/  0/  0/  0     0/  0/  5/  5     5/ 5
Sea Dawgs          125/ 50     1     75/-15/  0/  0     0/  0/  5/  5     5/ 5

Lobby�s Rstrnt    2000/350    12    150/200/150/100    10/ 10/  0/  0    15/ 0

Crushed Ice        125/ 50     1      0/ 50/  0/  0     0/  0/  5/  5     5/ 5

Aquatic Restroom   250/ 50     8      0/  0/200/  0     0/  0/  0/  0     5/ 5

/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\/\\
| 03.03.00 Animal Houses                                                     |
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* =================== *
* 03.03.01 Zoo Tycoon *
* =================== *
                                                View Happiness       Visit
Name                    Cost/Upk      Cap        M/  W/  B/  G       Ad/Ch

Aviary (+)              1600/  0       12       15/ 15/  0/  0        5/ 3
   Africa (+)                150                                      8/ 5
   Raptors (+)               200                                     10/15
Insect House (+)         600/  0        4        0/  0/ 10/  0        5/ 5
   Spiders (+)               100                                      8/12
Primate House (+)       1100/  0        8       10/  0/ 15/ 15        5/ 3
   Primates (+)              120                                      6/ 6
   Lemurs (+)                200                                     10/15
Reptile House (+)        950/  0        6        0/  0/ 10/  0        5/ 5
   Snakes (+)                120                                     10/12

* ====================== *
* 03.03.02 Dinosaur Digs *
* ====================== *
                                                View Happiness       Visit
Name                    Cost/Upk      Cap        M/  W/  B/  G       Ad/Ch

Lepospondyl House (+)  1000/   0        7        0/  0/ 12/  0        5/ 5
   Karaurus (+)              100                                      8/ 8
   Diplocaulus (+)           150                                     12/12
Pteranodon House (+)   2000/   0       12       17/ 12/ 10/  2        6/ 6
   Ramphorhyncus (+)         150                                      8/10
   Dimorphodon (+)           200                                     10/15

* ===================== *
* 03.03.03 Marine Mania *
* ===================== *
                                                View Happiness       Visit
Name                    Cost/Upk      Cap        M/  W/  B/  G       Ad/Ch

Crustacean House (+)    1500/  0        4        5/  5/ 10/  5        4/ 8
   Horseshoe (+)             140                                     10/ 8
   Spider (+)                180                                     12/14
Tropical Aquarium (+)   1100/  0        4       10/ 10/ 10/ 10        6/ 6
   Angelfish (+)             150                                      8/10
   Blue Tang (+)             200                                     10/15

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| 03.04.00 Other                                                             |
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* =================== *
* 03.04.01 Zoo Tycoon *
* =================== *
                                                View Happiness       Visit
Name                    Cost/Upk      Cap        M/  W/  B/  G       Ad/Ch

Animal Theater          1300/ 50       12       10/ 10/  0/  0       12/ 8
Carousel                 800/100       12       10/ 10/ 20/ 20        0/12
Compost Building        1500/  0               -25/-25/-25/-25
Elephant Ride           1200/ 50        2       -5/ -5/ 10/ 10        3/20
Gift Shop                600/200       12        0/  0/  0/  0        8/15
Gift Stand               125/ 50        1        0/  0/  5/  5        5/ 5
Japanese Garden         1900/ 50        4       25/ 25/ 10/ 10       30/10
Petting Zoo              700/100        4        5/  5/ 15/ 15       10/15

* ====================== *
* 03.04.02 Dinosaur Digs *
* ====================== *

                                                View Happiness       Visit
Name                    Cost/Upk      Cap        M/  W/  B/  G       Ad/Ch

Bouncy Ride              100/ 15        1       10/ 10/ 22/ 22        5/12
Dino Slide               500/ 25        1       10/ 10/ 22/ 22        5/12
Dinosaur Cinema         2000/150       30       15/ 15/ 10/ 10       12/ 9
Dinosaur Gift Shop       600/200       10        0/  0/  0/  0        9/17
Dinosaur Gift Stand      130/ 60        1        1/  1/  6/  4        5/ 5
Stego Putt              1200/ 50        1       10/ 10/ 22/ 22        5/12
Tree Swing               100/ 15        1       10/ 10/ 22/ 22        5/12

* ===================== *
* 03.04.03 Marine Mania *
* ===================== *
                                                View Happiness       Visit
Name                    Cost/Upk      Cap        M/  W/  B/  G       Ad/Ch

Aquatic Gift Shop        600/200       12        0/  0/  0/  0        8/15
Aquatic Gift Stand       125/ 50        1        0/  0/  5/  5        5/ 5
Boat Rental Shack        200/ 75       25       15/ 12/ 10/  2       10/ 0
Dolphin Ride             450/ 50        2       17/ 12/ 10/  2       15/ 0
Orca Bouncy Ride         100/ 15        1       10/ 10/ 22/ 22        5/12
Photo Booth (1)          125/ 25        1        0/  0/  5/  5        5/ 5
Ring Toss                200/ 50        1        0/  0/  8/  8        2/12
Shark Tunnel             500/100       24       15/ 10/ 15/ 10       12/ 9
Swim Shack               200/ 75     1000       17/ 12/ 10/  2       15/ 0

Atlantean Gift Shop (*)  600/200       12        0/  0/  0/  0        8/15

Grandstand               120/ 15       12        0/  0/  0/  0        0/ 0
Fancy Grandstand (2)     120/ 15       12        0/  0/  0/  0        0/ 0

(1) The photo booth is unlocked by completing the �Shark World� scenario.
(2) The fancy grandstand is unlocked by completing the �Aquatic Show Park�
    scenario.


******************************************************************************
* 04.00.00 OBJECTS                                                           *
******************************************************************************

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| 04.01.00 Notes                                                             |
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The �happiness� attribute measures how much happiness a man (m), woman (w), 
boy (b), or girl (g) guest receives when viewing the object.

A fence�s �strength� attribute is just how much strength the fence has when it 
is built.  As the fence deteriorates, the strength value drops, and if an 
animal�s strength is ever greater than the fence�s strength, the animal will 
be able to bash through the fence and escape.  This is mostly an issue with 
Dinosaur Digs.

Objects marked with an asterisk (*) can be downloaded form the official Zoo 
Tycoon web site.

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| 04.02.00 Exhibit Fences                                                    |
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* ========================= *
* 04.02.01 Zoo Tycoon, High *
* ========================= *
                                 Can       Can                  Happiness
Type                  Cost     Climb?     Jump?    Strength       M/W/B/G

Chain-link              70       Yes        No          200       1/1/1/1
Concrete               200        No        No          300       2/2/2/2
Concrete and Chain     150        No        No          275       3/3/2/2
Iron Rail              180        No        No          290       3/2/3/2
Plexiglass             150        No        No          270       3/3/3/3
Post and Rail           90       Yes        No          250       2/2/2/2
Rock (window)          150       Yes        No          280       2/1/2/1
Rock (solid)           150       Yes        No          280       3/2/2/2
Wood Slat (window)     110       Yes        No          240       2/3/2/1
Wood Slat (solid)      110       Yes        No          240       2/2/2/2
Stick Pole (window)     75       Yes        No          225       2/1/2/1
Stick Pole (solid)      75       Yes        No          225       2/1/1/1

* ======================== *
* 04.02.02 Zoo Tycoon, Low *
* ======================== *
                                 Can       Can                  Happiness
Type                  Cost     Climb?     Jump?    Strength       M/W/B/G

Chain-link              45       Yes       Yes          200       1/1/1/1
Concrete               125       Yes       Yes          300       2/2/1/1
Concrete and Chain     125       Yes       Yes          275       3/2/2/2
Iron Rail              125       Yes       Yes          290       1/2/1/2
Plexiglass             125        No       Yes          270       2/2/2/2
Post and Rail           70       Yes       Yes          250       2/1/2/1
Rock                   125       Yes       Yes          280       2/2/2/2
Wood Slat               85       Yes       Yes          240       3/2/2/3
Stick Pole              55       Yes       Yes          225       1/1/1/1

* ====================== *
* 04.02.03 Dinosaur Digs *
* ====================== *
                                                              Happiness
Type                           Cost        Strength          M/ W/ B/ G

Concrete and Iron Bar           240             440          8/ 8/ 4/ 4
Reinforced Concrete             225             460          6/ 6/ 8/ 8
Reinforced Concrete / Glass     225             420         10/10/ 8/ 8

Electrified Iron Bar            350             400          4/ 4/ 2/ 2
Electrified Chain-link          300             480          3/ 3/ 3/ 3

* ===================== *
* 04.02.04 Marine Mania *
* ===================== *
                                            Happiness
Type                           Cost        M/ W/ B/ G

Black Bar and Glass             130        3/ 3/ 3/ 3
Concrete Edge and Glass         125        3/ 3/ 3/ 3
Solid Concrete                  125        3/ 3/ 3/ 3

Atlantean (*)                   125        3/ 3/ 3/ 3

Angled Railing and Glass        175        3/ 3/ 3/ 3
Striped Scooped Edges / Glass   150        3/ 3/ 3/ 3
Striped Wavy Edges / Glass      160        3/ 3/ 3/ 3
Striped Wavy Edges / Gunite     150        3/ 3/ 3/ 3

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| 04.03.00 Paths                                                             |
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                                            Happiness
Type                           Cost        M/ W/ B/ G

Asphalt                          25        4/ 4/ 4/ 4
Cobblestone                      50        6/ 6/ 6/ 6
Concrete                         25        4/ 4/ 4/ 4
Dirt                             10        2/ 2/ 2/ 2
Red Brick                        50        6/ 6/ 6/ 6
Sand                             10        2/ 2/ 2/ 2
Yellow Brick (1)                100       10/10/10/10

Atlantean (*)                    20        6/ 6/ 6/ 6
Desert (*)                       20        2/ 2/ 4/ 4

Boardwalk (MM)                   30        6/ 6/ 6/ 6

(1) The yellow brick path type must be unlocked.  See 06.02.00.

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| 04.04.00 Foliage                                                           |
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                                            Happiness
Type                           Cost        M/ W/ B/ G

Cherry Tree                     175        8/ 8/ 4/ 4
Christmas Tree                  200       10/10/10/10
Japanese Maple Tree             135        6/ 6/ 3/ 3
Pacific Dogwood Tree            125        3/ 3/ 3/ 3
Wild Olive Tree                 120        2/ 2/ 2/ 2

Elephant Topiary                225        3/ 6/ 3/ 6
Giraffe Topiary                 200        3/ 3/ 6/ 6
Polar Bear Topiary              200        6/ 3/ 6/ 3
Rhinoceros Topiary              200        4/ 2/ 4/ 2
Spiral Topiary                  150        5/ 5/ 0/ 0

Small Flowerbeds
   Pink, White, Light Green      40        2/ 4/ 2/ 4
   Purple, Orange, Yellow        40        4/ 4/ 2/ 2
   Purple, White, Dark Green     40        4/ 2/ 4/ 2
   Red, White, Light Green       40        2/ 2/ 4/ 4

Large Flowerbeds
   Purple and Yellow             80        8/ 4/ 8/ 4
   Red                           80        4/ 8/ 4/ 8
   Yellow                        80        4/ 4/ 8/ 8

Desert Flowers (*)               60        4/ 4/ 4/ 4

No other foliage affects guest happiness.

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| 04.05.00 Miscellaneous Scenery                                             |
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* =================== *
* 04.05.01 Zoo Tycoon *
* =================== *
                                               Happiness
Type                           Cost        M/  W/  B/  G

Elephant Fountain               500        6/  6/ 10/ 10
Fountain                        250        5/  5/  5/  5
Turtle Fountain                 800       15/ 15/ 15/ 15

Bighorn Statue                  450        8/  8/  8/  8
Elephant Statue                 210        3/  6/  3/  6
Lion Statue                     185        6/  2/  6/  2
Sphinx Statue (*)               400       12/ 12/  4/  4

Cloth Observation Area (*)      235        4/  4/  4/  4
Concrete Observation Area       250        8/  4/  8/  4
Metal Observation Area          150        2/  2/  2/  2
Metal Grate Observation Area    200        4/  2/  4/  2
Rock Observation Area           250        4/  4/  8/  8
Stick Pole Observation Area     175        3/  3/  3/  3
Wood Observation Area           200        2/  4/  2/  4

Brick Wall                       80       10/ 10/ 10/ 10
Cast-Iron Fence                  65       10/  5/ 10/  5
Low Hedge Fence                  85        5/  5/  5/  5
Low Sand Wall (*)                60        5/  5/ 10/ 10
Picket Fence                     30        5/ 10/  5/ 10
Post and Rope Fence              30        5/  5/  5/  5
White Fence                      60        5/  5/ 10/ 10

Duck Pond                       500       10/ 10/ 15/ 15
Exhibit Sign                     50        4/  4/  2/  2
Jack-o-lantern                  100        5/  5/ 15/ 15
Lamp                             65        3/  3/  0/  0
Large Bench                      40        5/  5/  0/  0
Metal Picnic Table               95        0/  0/  0/  0
Picnic Table                     75        0/  0/  0/  0
Poo                              --       -5/ -5/ -5/ -5
Snowman                         150        5/  5/ 15/ 15
Trash                            --      -15/-15/-15/-15
Trash Can                        25      -10/-10/ -5/-10
United States Flag              500       20/ 20/ 15/ 15
Zoo Map                         250        8/  8/  5/  5

Amphora Clay Pot (*)            115        4/  4/  0/  0
Sand Archway (*)                350        4/  4/  8/  8
Snake Pit (*)                   450        5/  5/ 12/ 12
Stone Obelisk (*)               300        8/  8/  4/  4
Water Well (*)                  200        3/  3/  3/  3
Worn Cart (*)                    85        2/  2/  4/  4

* ====================== *
* 04.05.02 Dinosaur Digs *
* ====================== *
                                               Happiness
Type                           Cost        M/  W/  B/  G

Giant Tortoise Fountain         800       15/ 15/ 15/ 15
Wooly Mammoth Fountain          800       15/ 15/ 15/ 15

Large Geyser                    700        5/  5/  5/  5
Small Geyser                    600        5/  5/  5/  5

Lava Pit                       1200        5/  5/  5/  5
Tar Pit                        1200        5/  5/  5/  5

Large Volcano                  4500       10/ 10/ 15/ 15
Small Volcano                  3500       10/ 10/ 15/ 15

Large Stone Torch               250        3/  6/  3/  6
Small Stone Torch               150        3/  6/  3/  6

T. Rex Skeleton                 300        3/  6/  3/  6
Triceratops Skeleton            300        3/  6/  3/  6
Velociraptor Skeleton           300        3/  6/  3/  6

T. Rex Statue                   210        3/  6/  3/  6
Triceratops Statue              210        3/  6/  3/  6
Velociraptor Statue             210        3/  6/  3/  6

Wooden Observation Area         200        2/  2/  2/  2
Ice Age Observation Area        300        2/  2/  2/  2
Iron Bar Observation Area       250        2/  2/  2/  2
Marble Observation Area         350        2/  2/  2/  2
Reinforced Observation Area     250        2/  2/  2/  2

Large Fossil Wall               500       10/ 10/ 15/ 15
Medium Fossil Wall              350       10/ 10/ 15/ 15
Small Fossil Wall               200       10/ 10/ 15/ 15

Bone Bed                        500       10/ 10/ 15/ 15
Poo                              --      -25/-25/-25/-25
Lava Archway                    375       12/ 12/  7/  7
Steam Vent                      350        5/  5/  5/  5
Stone Archway                   375       12/ 12/  7/  7
Stone Bench                      40        5/  5/  0/  0

* ===================== *
* 04.05.03 Marine Mania *
* ===================== *
                                               Happiness
Type                           Cost        M/  W/  B/  G

Dolphin Wishing Fountain        250       15/ 15/ 15/ 15
Jumping Fountain                150       15/ 15/ 15/ 15
Wishing Fountain                250       15/ 15/ 15/ 15

Deep Sea Diver Statue (1)       200       10/ 10/ 15/ 15
Dolphin Statue (2)              200       10/ 10/ 15/ 15
Mermaid Statue (1)             2000        6/  2/  6/  2
Orca Statue (2)                 200       10/ 10/ 15/ 15
Sea Lion Statue (2)             200       10/ 10/ 15/ 15
Seal Statue  (3)                200       10/ 10/ 15/ 15
Trio Statue (4)                 200       10/ 10/ 15/ 15

Buoy Rope Fence                  30        5/  5/  5/  5
Thick Atlantean Wall (*)         60        5/  5/ 10/ 10
Thin Atlantean Wall (*)          60        5/  5/ 10/ 10

Black Observation Area          150        2/  2/  2/  2
White Observation Area          150        2/  2/  2/  2

Fancy Backdrop                   50        4/  4/  2/  2
Stage Backdrop                   50        4/  4/  2/  2
Stage Backdrop End               50        4/  4/  2/  2
Stage Door                       50        4/  4/  2/  2

Filter (5)                      200        0/  0/  0/  0
Giant Pacific Clam (1)          185        6/  2/  6/  2
Metal Bench                      40        5/  5/  0/  0
Treasure Chest (1)              185        6/  2/  6/  2

Atlantean Arch (*)               85        2/  2/  4/  4
Atlantean Statue (*)             85        2/  2/  4/  4
Atlantean Urn (*)                85        2/  2/  4/  4

(1) Can be placed in underwater tanks.
(2) Unlocked by running successful shows.  See 05.03.00.
(3) Unlocked by �Zoo of the Year� award.  See 05.03.00.
(4) Unlocked by completing the �Super Zoo� scenario.
(5) Each filter costs $350 per month.


******************************************************************************
* 05.00.00 AWARDS AND BONUSES                                                *
******************************************************************************

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| 05.01.00 Zoo Tycoon Awards                                                 |
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Best Zoo, Silver Trophy -- for achieving a zoo rating of 90.

Best Zoo, Gold Trophy ($25k) -- for achieving a zoo rating of 95.

Diverse Species, Silver Plaque -- for having at least 10 animal species in 
your zoo.

Diverse Species, Gold Plaque ($30k) -- for having at least 30 animal species 
in your zoo.

Excellence in Exhibit Design, Silver Plaque -- for creating an exhibit with a 
90+ suitability rating.

Excellence in Exhibit Design, Gold Plaque ($15k) -- for creating an exhibit 
with a 99+ suitability rating.

Highest Customer Satisfaction, Blue Ribbon ($25k) -- for achieving a guest 
happiness rating of 95.

Highest Quality Exhibits, Silver Certificate -- for creating 10 exhibits with 
an 80+ suitability rating.

Highest Quality Exhibits, Gold Certificate ($40k) -- for creating 25 exhibits 
with a 95+ suitability rating.

Most Popular Zoo, Silver Certificate -- for having 500 guests in your zoo.

Most Popular Zoo, Gold Certificate ($25k) -- for having 1000 guests in your 
zoo.

Quality Animal Care, Blue Ribbon ($5k) -- for achieving an animal happiness 
rating of 98 (after at least six months).

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| 05.02.00 Dinosaur Digs Awards                                              |
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Complete Ice Age Zoo, Gold Mammoth -- for displaying all four Ice Age animals.

Complete Jurassic Zoo, Gold Stegosaurus -- for displaying all seven Jurassic 
Age dinosaurs.

Excellence in Dinosaur Exhibit Design, Gold Cup -- for creating three dinosaur 
exhibits with a 99+ suitability rating.

Outstanding Animal Health Plaque -- for having less than three sick animals in 
your zoo at the end of the first year.

Quality Dinosaur Care, Blue Ribbon ($50k) -- for displaying at least 10 
dinosaurs in suitable exhibits.

Tyrannosaurus Rex Egg, Gold Rex ($100k) -- for producing a baby Tyrannosaurus 
Rex.

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| 05.03.00 Marine Mania Awards                                               |
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(Note: These awards are only given during freeform games.)

Arctic Aquatic Care (pair of emperor penguins donated) -- for placing belugas, 
lion�s mane jellies, narwhals, and pacific walruses into suitable (80+ rating) 
exhibits.

Best Dolphin Show in the Country ($10k, dolphin statue unlocked) -- for 
earning $20,000 in bottlenose dolphin show profits in one year.

Best Orca Show in the Country ($5k, orca statue unlocked) -- for earning 
$15,000 in orca show profits in one year.

Best Sea Lion Show in the Country (sea lion statue unlocked) -- for earning 
$5000 in California seal lion show profits in one year.

Best Sea Otter Show in the Country ($10k) -- for earning $10,000 in southern 
sea otter show profits in one year.

Best Zoo in the World ($100k, panda donated) -- for receiving 15 awards.

Excellence in Arctic Conservation ($25k) -- for placing arctic wolves, 
belugas, narwhals, pacific walruses, and polar bears into suitable (90+ 
rating) exhibits.

Excellence in Savannah Exhibit Construction ($50k) -- for placing African 
buffaloes, African elephants, African lions, African warthogs, ankylosauruses, 
black rhinoceroses, cheetahs, common wildebeests, giraffes, greater flamingos, 
hippopotamuses, leopards, olive baboons, ostriches, plains zebras, red 
kangaroos, spotted hyenas, Thompson�s gazelles, and triceratops in suitable 
(80+ rating) exhibits.

Excellence in Shark Conservation, Bronze Shark Statue ($10k) -- for placing 
great white, hammerhead, shortfin mako, and tiger sharks into suitable (85+ 
rating) exhibits.

Excellence in Arctic Construction ($50k, iceberg unlocked) -- for placing 
arctic wolves, belugas, narwhals, pacific walruses, polar bears, wooly 
mammoths, and wooly rhinos in suitable (90+ rating) exhibits.

Penguin Colony, Silver Plaque ($5k) -- for creating a suitable exhibit (90+ 
rating) for 16 emperor penguins.

Superior Whale Care, Gold Plaque ($20k) -- for placing beluga, humpback, orca, 
narwhal, and sperm whales into suitable (90+ rating) exhibits.

Zoo of the Year ($150k, seal statue unlocked) -- for earning a 90+ animal 
happiness rating, 90+ guest happiness rating, 20+ exhibits, and $350k+ zoo 
value.

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| 05.04.00 Bonuses                                                           |
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Emergency Donation ($10k) -- for dropping under $1k available cash (only the 
first time).

Endangered Species Donation ($10k) -- for producing an endangered species 
(once per exhibit).

Panda Donation ($50k) -- for producing a baby panda (only the first time).

Great White Shark Donation ($25k) -- for producing a baby great white shark 
(only the first time).

******************************************************************************
* 06.00.00 CHEATS AND EASTER EGGS                                            *
******************************************************************************

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| 06.01.00 Guests                                                            |
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Name a guest �Adam Levesque� to research all animal care topics.

Name a guest �Alfred H� to cause birds to appear and guests to run in terror.

name a guest �Akiyama� to unlock all scenarios.

Name a guest �Andrew Binder� to research all animal shelters and programs.

Name a guest �Hank Howie� to research all staff education topics.

Name a guest �John Wheeler� to unlock all animal shelters.

Name a guest �Lou Catanzaro� to unlock all animal toys.

Name a guest �Mr. Blonde� to change the color scheme of guests and buildings 
to yellow.  Similarly, you can use �Mr. Blue,� �Mr. Brown,� �Mr. Orange,� �Mr. 
Pink,� and �Mr. White.� 

Name a guest �Russell C� to break all fences.

Name a guest �Steve Serafino� to unlock all endangered animals.

Name a guest �Zeta Psi� to cause about half your guests to turn green and 
puke.  (Nothing needs to be cleaned up.)

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| 06.02.00 Exhibits                                                          |
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Name an exhibit �Blue Fang� to double the amount paid at attractions.

Name an exhibit �Cretaceous Corral� to gain access to the triceratops.

Name an exhibit �Microsoft� to double exhibit donations.

Name an exhibit �Xanadu� to gain access to the unicorn.

Make an exhibit with an African lion, Bengal tiger and grizzly bear in it to 
unlock the yellow brick path.  (Sometimes this works for me but usually it 
doesn�t.  I have no idea why.)

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| 06.03.00 Staff                                                             |
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Name a male maintenance worker �Bob V� to repair all fences.

Name a female tour guide �Rosalie� to cause all tour guides to work for free.

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| 06.04.00 Miscellaneous                                                     |
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Press shift-4 ($) to gain $10,000 but also damage your fences.


******************************************************************************
* 07.00.00 GAMEPLAY TIPS                                                     *
******************************************************************************

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| 07.01.00 Money                                                             |
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The very first thing you should build on a map is a compost building.  It 
doesn�t require upkeep, and your zookeepers (scientists) don�t need to walk to 
it, so put it in the farthest corner of the map, and then watch it convert 
every pile of poo into $50 ($100).

When starting scenarios, immediately sell everything on the map, except for 
cages (which you�ll probably want to replace quickly) and maybe some paths.  
This gives you a nice bonus to your starting funds, and it allows you to 
organize your zoo any way you want.

Restaurants are your friend.  They take about the same space as food courts, 
they require about the same upkeep as food courts, they don�t produce trash 
and so don�t require maintenance workers, and they fill up every need of the 
guests who visit them.  So put restaurants in key locations in your zoo and 
mostly ignore things like bathrooms, benches, food stands, and trash cans.

Zoo staff are paid when you hire them and at the first of the month.  So never 
hire staff at the end of the month.  You can also get by without hiring staff 
for the first month of scenarios (except for scientists).

When a scenario starts, drop the admission price to $19.  Guests consider that 
price �cheap,� and it will causes more guests to visit your zoo.  After a 
couple months, increase the price to $29.  (Guests don�t notice any difference 
between $0-19, $20-29, $30-49, or $50-99.)

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| 07.02.00 Exhibits                                                          |
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Don�t spread your zookeepers too thin.  They should manage at most three 
exhibits, and only then if the animals are reasonably low maintenance.  
Exhibit quality and animal happiness drastically affect guest happiness, and 
so you not only need your zookeepers to do their job, you need them to do it 
quickly.

If you assign multiple exhibits to a zookeeper, make sure the exhibit doors 
are right next to each other so the zookeeper doesn�t have to walk far to do 
its job.

Animals only want a certain percentage of their exhibit�s grid squares to have 
foliage in them.  That means if an animal�s preferred plant only takes up one 
quarter of a grid square, you can put 1-4 plants into each square and it 
doesn�t matter to the animal.  However, it does matter to the exhibit�s 
suitability rating.  So put foliage in last, and add in enough plants to 
�tune� the exhibit to the suitability rating you want.  You can use this 
strategy to get anywhere from 90 to 100 suitability for most exhibits.

Guests can only see 10 grid squares into an exhibit, so don�t make them any 
�deeper� than that.

You can combine different types of animals into an exhibit (like all the 
Savannah herd animals), but generally you shouldn�t since different animals 
have slightly different needs, even if they�re from the same region.  And so 
if you combine animals you won�t be able to achieve a high suitability rating 
for them.  Also, most scenarios require a certain number of exhibits rather 
than a certain number of animals, and so simple exhibits are better.

If you�re building an exhibit for a water creature, don�t create �islands� of 
land away from the doorway.  The creature will poo on the islands, but the 
zookeeper won�t be able to get to it, and so the poo will never be picked up 
(unless you manually move the zookeeper around).

Animals only care how many grid squares are in their exhibit, not what shape 
the exhibit is.  So you should always make exhibits square-shaped to reduce 
the number of fence pieces you need.

If you have problems with animals escaping their exhibits (particularly in 
Dinosaur Digs), there are a couple things you can try.  You can lower the 
ground of the exhibit by two notches (using cliff mode).  Then it doesn�t 
matter what sort of fence you have, or if the fence is broken or not.  The 
animals won�t be able to escape.  (Just be sure to leave a way in and out for 
your zookeeper.)  You can also surround the exhibit with a moat, but you don�t 
have to surround it only on the outside.  You can use the animal�s freshwater 
needs to block some of the fence pieces from the inside.

Other than a few dinosaurs, you almost never want to put a single animal into 
an exhibit.  That�s a good way to get a low popularity exhibit, even if the 
animal is content to be alone.  So always pair up large animals, and put in 
four (maybe six) small animals.

You can use the zoo�s perimeter fencing for exhibits.  It�s free and it never 
breaks down.

When putting guest walkways between exhibits, leave four grid squares between 
the exhibits.  Then you can use the middle two squares for the path, and save 
the squares adjacent to the exhibits for future �observation paths,� should 
the zoo get too crowded.  That is:

                exhibit  exhibit             exhibit  exhibit
                                               obs      obs
                pathpathpathpath    leads    pathpathpathpath
                pathpathpathpath      to     pathpathpathpath
                                               obs      obs
                exhibit  exhibit             exhibit  exhibit

You can also make the path area five grid squares wide, and use the middle 
squares either for just the path, or for narrow decorative objects like lamps, 
benches, zoo maps, and so forth.

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| 07.03.00 Guest Happiness                                                   |
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What makes guests the happiest is a wide variety of animal exhibits.  So make 
sure guests can see animals wherever they are, and make sure the animals are 
happy.

Eye candy -- fountains, flowers, statues and the like -- doesn�t hurt any for 
guest happiness, but it�s not as potent as animal exhibits.

Use cobblestone or red bricks for paths, and feel free to flank them with low 
red brick walls.

The best building for making guests happy is the Japanese garden, but you 
usually don�t need it or the other happiness buildings, provided you have 
enough animal exhibits.

Guests enter zoos with a 75 happiness rating.  So if you�re trying to achieve 
a particular happiness rating in a scenario, you should increase the admission 
cost to $100 in the last month or two to prevent new guests from arriving and 
lowering your rating.

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| 07.04.00 Marine Mania                                                      |
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Guests attend shows if they happen to be nearby when the show starts (or when 
it is in progress).  So you don�t want to put grandstands on the edge of your 
zoo.  Put them in the middle or near congested areas (like near restaurants).

Swim shacks can generate all sorts of money (almost as much as restaurants).  
Just be aware that they make guests tired, and so you should place them near 
restaurants or �scenic outlooks� so guests have a place to rest afterwards.

When creating �combo� exhibits, the size of the tank should be the same as the 
percentage of water the animal wants, and you shouldn�t use any water terrain 
in the land part of the exhibit.  That means you need to know the animal�s 
terrain needs before you start building the exhibit.

Filters cost $350 per month to clean tanks, so you might want your marine 
specialists to clean the tanks instead, provided they can do the job without 
the tanks getting too dirty or the animals sick.

You can connect multiple exhibit tanks to a single show tank, and then the 
different animals will alternate their shows.  If you later decide you don�t 
want one of the animals to perform, simply change the height of its exhibit to 
disconnect it from the show tank.

If you don�t use food courts, then you should de-select the �sweep and clean 
zoo� assignment for your maintenance workers.  Otherwise, they�ll �clean� the 
food from combo tanks when the animals leave to perform shows.

If you create a combo exhibit for an animal that can jump (like the polar 
bear) then you need to put fencing around the water part of the exhibit.  
Otherwise the tank wall is enough.

When placing grandstands, they must be one square away from the show tank.  
Any closer or farther and guests won�t enter them.

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| 07.05.00  Miscellaneous                                                    |
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Some hotkeys of note:
   ctl-b  Toggle buildings (expansion packs only).
   ctl-g  Toggle grid lines
   ctl-f  Toggle foliage.
   ctl-v  Toggle guests (expansion packs only).

If you�re constructing something like a fence, and you decide you don�t want 
to lay a segment you�ve already started, you can press <escape> to cancel the 
build.  By using <escape>, you can save the undo button for whatever you built 
prior to the current segment.


******************************************************************************
* 08.00.00 INTERMEDIATE SCENARIO WALKTHROUGHS                                *
******************************************************************************

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| 08.01.00 Revitalize Burkitsville Zoo                                       |
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Time Limit:

   12 months

Objectives:

   1. Achieve a zoo rating of 50.
   2. Achieve an average animal happiness of 75.
   3. Exhibit at least 8 different animal species.

Walkthrough:

You start out with a Bengal tiger, a black rhinoceros, two gemsbok (male and 
female), and two chimpanzees (also male and female).  They�re in really crummy 
exhibits, but that�s ok.  It�s nice to have the animals for free.

To start out, immediately delete everything but the exhibits.  Not only will 
this add over $2000 to your coffers, it�ll prevent guests from wandering over 
to the exhibits and viewing the unhappy animals.  Just let your starting 
zookeeper roam free for the moment.

Also, even though guest happiness isn�t listed in the objectives, you should 
still try to make it as high as possible, because it�ll increase your revenue, 
and keeping it high here is good practice for later scenarios when you have to 
maintain a 93 rating.

So plan ahead before building new exhibits.  Try to leave space for wide 
cobblestone paths; a mixture of fountains, statues, and flowers; and 
restaurants, carousels, and animal theaters (one or two of each is probably 
sufficient since the scenario is short).

Then start building exhibits, starting with the animals you already have.  
There are 17 grid squares to the right of the entrance.  That allows you space 
to create a 10x5 black rhinoceros exhibit and a 10x10 Bengal tiger exhibit.  
Leave one grid square between the exhibits and the entrance, and another 
between the exhibits, and use the zoo�s fencing as much as possible.  Add a 
female Bengal tiger to the Bengal tiger exhibit when you�re done.  The two 
exhibits should cost you all of your money (including what you got for 
bulldozing the old exhibits), but you should win an exhibit design award for 
$15,000, keeping you flush in cash.

Now you can build the next two exhibits.  Use the space above your new 
exhibits, about where the old exhibits are now.  Put the gemsbok closest to 
the new exhibits, and make their exhibit 8x10 (enough for four gemsbok).  Then 
put the chimpanzees above the gemsbok exhibit and make their exhibit 9x10 
(enough for 6 chimpanzees).  Your zoo should now look something like:

               CCCCCCCCCC
               CCCCCCCCCC
               CCCCCCCCCC
                             <- 1 grid square wide, for the zookeeper
               GGGGGGGGGG
               GGGGGGGGGG
               GGGGGGGGGG
                             <- 4 grid squares wide, for guests
            RRRRR BBBBBBBBBB
          E RRRRR BBBBBBBBBB
          E RRRRR BBBBBBBBBB

Note: The new exhibits for the gemsbok and chimpanzees will overlap the old 
exhibits.  So pause the game, bulldoze the old exhibits, build the new 
exhibits, and put the animals where they go.  As long as the game is paused 
the entire time, the game won�t consider the animals to have escaped.

At this pint it probably doesn�t look like you have enough money to complete 
the two new exhibits, but you�ll receive $10,000 as soon as your available 
cash drops below $1000, and you�ll receive $15,000 as soon as all six of the 
original animals have a happiness of 95.  So build the gemsbok exhibit first 
(it�ll be much cheaper), and then do as much as the chimpanzee exhibit as 
possible.  Be sure to give the chimpanzees monkey bars right away, or not only 
will their happiness not reach 95, it�ll drop to zero.

Note: If you find you can�t do all this with your available cash, then feel 
free to be less ambitious with the gemsbok and chimpanzees.  The gemsbok 
exhibit only needs to be 4x10, and the chimpanzee exhibit only needs to be 
3x10.  (But the smaller exhibits won�t be as popular.)

Once the scenario reaches February, hire a second zookeeper and assign one 
zookeeper to the rhinoceros and Bengal tigers, and the other to the gemsbok 
and chimpanzees.  (At some point you should also hire a maintenance worker, 
just to pick up the food piles from the old exhibits if nothing else.)  Then 
buy a restaurant and animal theater and put them to the left of the gemsbok 
and chimpanzee exhibits.  If you can�t afford them yet, just wait for money to 
trickle in.  With four good exhibits and lots of happy guests, money shouldn�t 
be too much of a problem.

At this point the scenario is open-ended.  The ten months remaining are more 
than enough to build four more exhibits, so just pick four animals you like 
and then build away.  Once the first year ends, you should win easily.

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| 08.02.00 Inner City Zoo                                                    |
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Time Limit:

   12 months

Objectives:

   1. Achieve a zoo rating of 55.
   2. Achieve an average guest happiness of 85.
   3. Achieve an average animal happiness of 75.
   4. Exhibit at least 6 different animal species.

Walkthrough:

The area is cramped, but you still have plenty of room for six exhibits plus a 
few money-making buildings.  For example, the first section of the zoo is 13 
grid squares wide.  That gives you room for a three-square-wide path down the 
middle (your paths will be congested, so it�s better to have wide ones) plus 
20x5 exhibits on either side.  So you can use, say, Bengal tigers and African 
lions to flank the path.

Past those first two exhibits, at the junction of the zoo, you can put your 
money making buildings.  Just continue the main path straight ahead, and put a 
restaurant and a carousel on one side, and an animal theater on the other.  
There isn�t enough room for a gift shop, so just use a gift stand instead.

For the final four exhibits, you can put one where the brown stone hills are 
(an animal that enjoys elevated land, like the lowland gorilla or grizzly 
bear, works well there), and you can put three more in the second half of the 
zoo (the part perpendicular to the first half).  However, for the latter three 
exhibits you�ll probably have to think small, so consider chimpanzees or moose 
or American bison, animals that work perfectly well in 40- to 60-square 
exhibits.  (The bison are also good because their predominant terrain is 
grass.)

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| 08.03.00 Saving the Great Cats                                             |
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Time Limit:

   18 months

Objectives:

   1. Adopt 2 African lions, 2 Bengal tigers, 2 white Bengal tigers, 2
      Siberian tigers, 2 leopards, 2 black leopards, 2 snow leopards, 2
      clouded leopards, 2 cheetahs, and 2 jaguars.
   2. Achieve a suitability rating of at least 85 for all cat exhibits.
   3. Achieve an average animal happiness of 90.

Walkthrough:

You�ll probably have a much more difficult time with this scenario than the 
previous two.  That�s because you have to build a lot of exhibits, you don�t 
get to pick which animals you get to display, and you have to do a fair amount 
of research (not only for some of the cats, but also for shelters and toys).

So start with the basics: bulldoze everything, build a compost heap, and then 
make exhibits for the two crowd favorites, the Bengal tiger and African lion.  
Don�t make the exhibits larger than needed: 70 squares for the tigers and 80 
squares for the lions are enough.  Also, make sure the Bengal tiger exhibit 
achieves a 99+ suitability rating so you can pick up the $15,000 reward money.  
You�re likely going to need all the money you can get in this scenario.

Assuming you have some money left, immediately start working on a second pair 
of exhibits.  If you�ve researched the white Bengal tiger, choose it for one 
of the exhibits (it�s a popular animal just like the regular Bengal tiger); 
otherwise pick two out of the Siberian tiger, the jaguar, and the cheetah.  
(The leopard needs a toy you probably don�t have yet.)  You should receive a 
$15,000 donation when you adopt your third pair of cats, and that should allow 
you to complete both exhibits.

Once February rolls around, hire zookeepers and construct some money buildings 
(restaurant, carousel, animal theater, gift shop).  Then sit around a wait for 
a while.  You need to generate some money, and while admissions to your zoo 
and your money buildings will do their job, life will be much easier if you 
can get your guests to 95 happiness ($25,000) or if your white Bengal tigers 
produce a baby ($10,000).

Of course, you also need to wait for some research.  It�s a bad idea to adopt 
any leopards until you get the cat climbing tree, so you might want to make 
sure that animal enrichment is the only thing you�re researching.  Once you�ve 
researched the cat tree, the snowy rock cave, and the three cats you need, go 
ahead and lower your research spending to $33 or $13 per day.  The other 
topics are less important than the money you�ll save.

Once you�re ready to build again, construct exhibits in roughly this order: 
non-leopards, leopard, black leopard, clouded leopard, snow leopard.  The 
clouded leopard�s exhibit can be difficult to build (until you get the hang of 
it), so it�s best to save it for last.  Other than those last four leopard 
exhibits, you might eventually need a second restaurant, and, if you have 
room, you might also want to add a second carousel and animal theater.  Don�t 
waste money on things like the primate house and the elephant ride.

When you get to the clouded leopard exhibit, save your game.  Give it a snowy 
rock cave, and then give it as many trees (four to a square) and rocks as you 
can.  Finally, start elevating the land using cliff mode.  You can create 
�steps� for the leopards to climb, but mostly just pay attention to the happy 
and unhappy faces that appear when you try moving the land around.  Eventually 
you should break 85 suitability, and at some point after that the leopards 
should be happy with the elevation.

Once you have the ten exhibits you need, all you have to do is let time run 
out, periodically checking to fix trampled terrain and sell off animals to 
prevent overcrowding.

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| 08.04.00 Endangered Species Zoo                                            |
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Time Limit:

   18 months

Objectives:

   1. Earn a suitability rating of at least 70 for 12 exhibits.
   2. Achieve a zoo rating of 70.
   3. Achieve an average guest happiness of 93.
   4. Achieve an average animal happiness of 90.
   5. Possess a baby black leopard, okapi, and white Bengal tiger.

Walkthrough:

A couple things right off the bat: Get used to the 93 happiness rating for 
guests.  You�re going to have to hit that mark for most of the remaining 
scenarios, so if you�ve been having problems in that area previously, you need 
to learn how to deal with it here.  Also, when the objectives mention �baby� 
animals, they really mean �non-adopted.�  As long as you produce one each of 
the three endangered species (and you don�t sell them and they don�t die) then 
you�ve done your job.

Getting some endangered species to breed can be a problem.  That means you 
need to start researching endangered species right away so you can add the 
species to your zoo as quickly as possible.  You also need to research the cat 
climbing tree (for the black leopard), and it doesn�t hurt to research the 
improved reproductive rate.  So check on or off the appropriate research 
areas, and set your funding to max.

Otherwise, start out by doing the regular things: delete all the existing 
paths and foliage, and put a compost heap in one of the far corners.  I�d also 
recommend you delete the animal theater, so you can later put it exactly where 
you want it, and the two food stands.  It�s better to have restaurants than 
stands anyway.  All the deleting should net you an extra $30,000 or so, which 
is a nice addition to the starting $50,000.

With all that money in hand, start making exhibits.  Since you have a black 
bear and moose, go ahead and create exhibits for them first, and then delete 
their old exhibits.  Make the new exhibits large enough for a pair of animals 
each (40 squares for the moose, 70 squares for the bear) to help their 
popularity, and buy a mate for each animal when you�re done with their 
exhibit.  Between the reward money for creating an exhibit with a 99+ 
suitability rating and deleting the old exhibits, you should still have around 
$75,000 left when you�re done.

So, you guessed it, make more exhibits and, once February arrives, build some 
money buildings.  However, don�t spend all your money.  Leave $25,000 or so 
around so when you finish researching one of the endangered species you need, 
you can immediately build an exhibit for it.

Speaking of the endangered species, when you make exhibits for them, make the 
suitability rating as high as possible so they�ll be more likely to mate.  
Also, think about making multiple exhibits for the animals.  All three species 
prefer a small number of animals in their exhibits, so you can�t put, say, 
four animals in an exhibit to increase your mating chances, but you can make 
multiple exhibits.  It�s sort of boring, but it works.  Lastly, remember that 
the okapi is a shy animal.  So put it on the fringe of your zoo somewhere, and 
alternate solid fencing with see-through fencing so the animals will be less 
skittish around your guests.  (Or simply put the exhibit someplace where 
guests can�t get to it.)

Otherwise, just build a zoo.  You don�t have to do anything fancy, and you 
should have plenty of money, so feel free to experiment and try out some new 
animals.  It doesn�t hurt to stick to a couple favorites like the Bengal tiger 
and the African lion, but with the other exhibits it�s nice to see what else 
the game has to offer.

Note: Even if you do everything perfectly, your endangered animals might not 
mate.  That�s because mating is random, and so it�s possible for you to simply 
get unlucky.  So you should save your game either when you finish building 
your exhibits or with six months left (whichever comes first) so you have 
someplace to fall back on.

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| 08.05.00 Beach Resort Zoo (*)                                              |
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Time Limit:

   12 months

Objectives:

   1. Achieve a zoo rating of 80.
   2. Achieve an average animal happiness of 90.
   3. Earn a suitability rating of at least 80 for 7 exhibits.
   4. Exhibit at least 2 animals from the arctic, 2 animals from Australia, 2
      animals from South America, 2 animals from North America, 2 animals from
      Southeast Asia, 2 animals from the desert in North Africa, and 5 animals
      from the savannah in Africa.

Walkthrough:

You need to build seven exhibits, and you need to display animals from seven 
different parts of the world.  What a coincidence!  If you don�t want to hunt 
through the animal list and figure out which ones to use, these work: polar 
bears, red kangaroos, giant anteaters, black bears, Bengal tigers, dromedary 
camels, and plains zebras.

The most interesting exhibit is the savannah one.  Since you�re going to have 
a savannah scenario coming up, you might want to experiment here and try 
combining different species together.  The plains zebra and Thomson�s gazelle 
work pretty well together, as do the common wildebeest and the African 
buffalo.

Otherwise, there isn�t anything special going on in this scenario.  You start 
out with $50,000 and you can gain another $20,000 by bulldozing stuff.  
Combine that with the rewards for a 99+ exhibit suitability rating and a 95 
guest happiness rating, and that�s about all the money you need to build seven 
exhibits.

In fact, you might want to leave the island on the map as is, and work around 
it rather than modify the terrain.  You�ll have island maps coming up as well, 
and it�s best to be prepared.

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| 08.06.00 Valley of the Dinosaurs (DD)                                      |
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Time Limit:

   18 months

Objectives:

   1. Achieve a zoo rating of 75.
   2. Achieve an average animal happiness rating of 75.
   3. Exhibit at least 8 different dinosaur or prehistoric animal species.
   4. Earn a suitability rating of at least 85 for 8 dinosaur exhibits.

Walkthrough:

Note: The objectives can be a little confusing.  Whenever they say �dinosaur� 
they really mean dinosaur or prehistoric animal.  I�ll use the same convention 
in my walkthroughs.

You start out with $150,000, and if you bulldoze everything in the park you 
can add about $40,000 more.  That�s probably enough right there to build eight 
exhibits, provided you �go cheap� and put only one dinosaur per exhibit and 
keep the suitability around 85.  But it�s better instead to build a real zoo; 
then you can practice with building regular exhibits, and, more importantly, 
you can practice with making guests happy.

Still, just to be safe, it�s probably best to use some of the cheaper 
dinosaurs.  Here are some good ones to select:

1. Camptosaurus
2. Caudipteryx
3. Gallimimus
4. Giant Tortoise
5. Herrerasaurus
6. Plateosaurus
7. Stegosaurus
8. Triceratops

If you use those dinosaurs, then you don�t need to research anything (other 
than some foliage, but even that is optional).  But note that two of the 
dinosaurs are downloads, and so if you don�t have them then substitute 
something else, like the Plesiosaurus or the saber-tooth cat (the cat might be 
good anyway, just because there�s a big patch of gray stone close to the zoo 
entrance).

Then just build away.  Add in pairs of restaurants, carousels, animal 
theaters, and dinosaur cinemas, plus a gift shop, and you should make enough 
money each month to build all the exhibits you need.  Also, see if you can get 
your guest happiness rating over 90; that�s as high as it needs to be for any 
of the Dinosaur Digs scenarios.

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| 08.07.00 Jurassic Zoo (DD)                                                 |
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Time Limit:

   24 months

Objectives:

   1. Achieve a zoo rating of 75.
   2. Earn a suitability rating of at least 85 for 7 Jurassic exhibits.
   3. Adopt an Allosaurus.
   4. Adopt a Camptosaurus.
   5. Adopt a Caudipteryx.
   6. Adopt a Kentrosaurus.
   7. Adopt a Plesiosaurus.
   8. Adopt a Stegosaurus.
   9. Adopt an Apatosaurus.

Walkthrough:

You�re not given any latitude here.  You need to build seven Jurassic 
exhibits, and the objectives specify the seven Jurassic dinosaurs you have to 
use (there are only seven Jurassic dinosaurs anyway).  So bulldoze everything 
on the map, including the existing exhibits, and then take your $200,000 and 
start building away.

As in the previous scenario, you can probably build everything you need using 
your starting funds, provided you skimp as much as possible.  But once again 
it�s better to build a real zoo and try to make guests happy.  Also note that 
unlike the previous scenario, you actually have to do some researching here; 
three of the Jurassic dinosaurs require research, so go to the research panel, 
uncheck all of the Zoo Tycoon topics (leaving the Dinosaur Digs topics 
checked), and make sure your �conservation� tab gets at least normal funding.

When building exhibits, it�s a good idea to use an order something like this: 
Caudipteryx, Camptosaurus, Stegosaurus, Allosaurus, Plesiosaurus, Apatosaurus, 
and then Kentrosaurus.  (The latter three all require research, and the 
Kentrosaurus is the most boring of the bunch.)  All of the dinosaurs other 
than the Caudipteryx require a lot of space, so plan accordingly, and make 
sure you place restaurants every 20 squares or so, to keep guests happy.

Also, be sure to put in some money buildings.  I used four restaurants, two 
gift shops, two animal theaters, two dinosaur cinemas, three carousels, and a 
stego putt.  (The stego putt isn�t a good idea, but I just wanted some 
variety.)  Those buildings should earn you enough profits to build whatever 
you can�t build using your initial capital.

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| 08.08.00 Carnivore Zoo (DD) (*)                                            |
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Time Limit:

   None

Objectives:

   1. Create exhibits of 85 suitability for the first shipment of animals.
   2. Create exhibits of 85 suitability for the second shipment of animals.
   3. Earn a suitability rating of 90 for all Tyrannosaurus rex exhibits.

Walkthrough:

Here are the shipments you�ll receive:

   1. Four hyenas, two Velociraptors, two Spinosauruses, and two black
      panthers.
   2. Two polar bears, two white Bengal tigers, and two Allosauruses (plus
      $30,000).
   3. Two Tyrannosaurus rexes (plus $20,000).

You can use the partial exhibits if you want -- for example, the hyenas could 
go in the savannah exhibit on the right, and the black panthers could go in 
the rainforest exhibit on the left -- but, as always, I�m going to suggest you 
bulldoze everything and start from scratch.  If nothing else, the starting 
exhibits are bigger than they need to be, and the $40,000 you�ll get for 
bulldozing everything won�t hurt either.

So pair up your exhibits so the Zoo Tycoon exhibits are together and the 
Dinosaur Digs exhibits are together.  Then you can assign a single zookeeper 
to the panthers and hyenas, and a single scientist to the Velociraptors and 
Spinosauruses.  Also, remember that it�s a good idea to lower the Spinosaurus 
exhibit by two notches so you won�t have to continually worry about dinosaurs 
escaping.

And note: the first four exhibits need a bit of researching.  The panthers and 
Velociraptors like the rocky cave shelter, the Velociraptors and Spinosauruses 
like the dawn redwood tree, and the panthers like the cat climbing tree.  
Since you don�t have a time limit in the scenario, you might want to take the 
first month off, do some researching, and then start building exhibits in the 
second month.

When you get to the second shipment of animals, remember that white Bengal 
tigers don�t live very long.  So you might want to give them a large exhibit 
(like 140 squares) so they�re more likely to breed.  Also, like with the 
Spinosaurus, it�s a good idea to lower the Allosaurus exhibit to prevent the 
Allosauruses from escaping.

The last shipment only has a pair of Tyrannosaurus rexes in it.  You don�t 
have to worry about lowering the exhibit here, because once you make the 
exhibit suitable enough and put the rexes inside, the scenario will end.  
Also, you don�t have to make the exhibit suitable for both rexes.  Only one 
rex has to be in a suitable exhibit for you to win the scenario.

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| 08.09.00 Oceans of the World (MM)                                          |
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Time Limit:

   None

Objectives:

   1. Achieve a zoo rating of 75.
   2. Achieve an average animal happiness rating of 85.
   3. Earn an exhibit suitability rating of at least 80 for all exhibits.
   4. Exhibit at least 6 different animal species.
   5. Exhibit at least 2 animals from the Arctic Ocean.
   6. Exhibit at least 2 animals from tropical oceans worldwide.
   7. Exhibit at least 1 animal from the Pacific Ocean.
   8. Exhibit at least 1 animal from the Atlantic Ocean.

Walkthrough:

The first three objectives are pretty easy.  You should meet them in every 
scenario, just as a matter of course.  So the main consideration for this 
scenario is to decide which animals to display.  The latter four objectives 
guarantee that at least four of the species have to be marine animals, but 
that means you can also use a pair of Zoo Tycoon animal species if you want.  
So this is what I�d suggest:

-- A pair of Bengal tigers (70-square exhibit), and a pair of saltwater
   crocodiles (40-square exhibit).  The tigers and crocodiles can be your two
   miscellaneous species, and they can help get your zoo off to a good start
   while you experiment with the marine animals.

-- A pair of beluga (80-square exhibit).  This meets your Arctic Ocean
   objective.

-- A pair on manta rays (80-square exhibit).  This meets your tropical oceans
   objective.  Oddly, manta rays seem to be more popular than sharks, but go
   with your favorite shark if you want.

-- A single octopus (50-square exhibit).  This meets your Pacific Ocean
   objective, and it�s your only choice.

-- A pair of moray eels (50-square exhibit).  This meets your Atlantic Ocean
   objective.  You could also use tuna, but who wants to see tuna?

Note: If you use my suggestions, then you don�t need to research anything 
except staff improvements.

Once you pick the species you want to display, all you have to do is play the 
scenario.  Since there isn�t a time limit, you just need to ensure you make a 
profit so you can eventually afford to build everything, and you need to plan 
ahead, so everything fits.

To make money, the same things that worked in Zoo Tycoon also work here.  Once 
a month has gone by, put in a restaurant (Lobby�s if you want), plus a 
carousel and a gift shop.  Don�t waste time with things like the ring toss and 
photo booth; they don�t generate enough money to make a difference, and they 
should only be used if you have an odd square or two you don�t know what to do 
with.  However, if you have enough space, definitely put in a swim shack.  
Swim shacks can generate a lot of money.

As for space, there are 13 squares on either side of the entrance gate.  That 
gives you room for a 4x10 crocodile exhibit and a 7x10 Bengal tiger exhibit on 
the left side (with the crocodile exhibit closest to the gate), and a large 
marine tank (such as for the beluga) on the right.  Then the rest of the zoo 
should have plenty of room for the remaining three exhibits plus money 
buildings.

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| 08.10.00 Save the Marine Animals (MM)                                      |
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Time Limit:

   None

Objectives:

   1. Earn a suitability rating of at least 75 for all West Indian Manatee
      exhibits.
   2. Research the Sea Mammal Rescue program.
   3. Earn a suitability rating of at least 80 for all Beluga exhibits.
   4. Research the Beluga Care program.
   5. Earn a suitability rating of at least 85 for all Manta Ray exhibits.
   6. Research the Oil Exposure program.
   7. Earn a suitability rating of at least 90 for all Humpback Whale
      exhibits.
   8. Earn a suitability rating of at least 80 for 6 exhibits.

Walkthrough:

This is a �puzzle� scenario, so don�t worry too much about creating a viable 
zoo.  Just try to meet the objectives as quickly as possible.  To that end, 
first bulldoze everything except the big exhibit tank in the middle of the 
park.  That should net you about $16,000.  Then go to the research tab and 
uncheck everything but �marine recovery� and put it at full funding.  Leave 
conservation at no funding.

Now build a little 4x5 exhibit tank for the West Indian Manatee.  All you have 
to do is put two medium ocean floor rocks in the tank to bring the suitability 
to 75.  So add the rocks and the manatee and wait for the current research 
topic to complete.  When it does, the manatee will disappear and you�ll 
receive a $1000 grant plus a beluga whale.

The beluga whale has a 20 density just like the manatee, so put it in the 
manatee�s old tank.  Since you only used rocks before, the tank should still 
have a 75 suitability rating.  So just add some kelp to raise the suitability 
to 80, and then wait for the research topic to complete again.

Note: You shouldn�t need to hire a marine specialist or attach a filter to the 
tank.  None of the first three animals should stick around long enough to get 
hungry or create a mess.

This time you�ll receive a manta ray and a $2000 grant.  Probably not 
coincidentally, the manta ray also has a density of 20, so pop it into the 4x5 
tank and add a couple fire coral plants to bring the suitability up to about 
85.  Then, once again, wait.

Finally, you�ll receive a humpback whale and a $2500 grant.  The humpback 
whale has a density of 130, and it�s the reason we kept the large exhibit tank 
around.  So put the whale in the tank, and then increase its depth and add 
rocks and seaweed until the suitability hits 90.  You should find yourself 
with about $16,000 left.

Once the last research topic completes, you�ll get a final grant of $20,000 
plus six animals: a hammerhead shark, a harbor porpoise, a narwhal, a grizzly 
bear, a polar bear, and a red kangaroo.  Those are the only animals you�ll 
receive, so just make the smallest possible exhibits for them and get their 
suitability ratings to 80.  The $36,000 you have now should be more than 
enough to purchase the necessary exhibits, especially since you can bulldoze 
the humpback whale tank (worth about $9000) and put the hammerhead shark into 
the existing 4x5 tank without modification.  If you�re quick enough, you might 
even be able to complete the scenario without having to hire any staff.

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| 08.11.00 Free Admission (MM)                                               |
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Time Limit:

   18 months

Objectives:

   1. Earn a net income of $50,000.
   2. Exhibit at least 3 zoo animals.
   3. Exhibit at least 4 marine animals.
   4. Exhibit at least 7 different animal species.
   5. Earn a suitability rating of at least 85 for 7 exhibits.

Walkthrough:

The best way to make money is to have happy guests.  If they�re happy then 
they stay in your zoo longer (and spend more money), and when they leave they 
sometimes become benefactors and donate money to you each month.  So even 
though you�re going to earn far less money than usual in this scenario, don�t 
skimp on the exhibits.  Happy animals in suitable exhibits make happy guests, 
and that�s what you want to strive for.

So, to start off, do the usual -- bulldoze everything you can -- except that 
in this case you should leave the compost building alone.  The bulldozing 
should net you about $30,000, bringing your available cash to about $50,000.

Then plan ahead a little.  The terrain has some ups and downs to it, but a 
wide section to the right of the entrance is flat, and so that�s where you 
should put the bulk of your zoo.  Try to visualize about where you want to put 
exhibits, and leave room so you can include money buildings and paths that are 
at least two squares wide.

Also, to the left of the entrance, raise up the water terrain two notches so 
it is level with the rest of the land.  That�s a good place to put a swim 
shack and perhaps a boat or dolphin shack as well depending on how much water 
you raise.

Finally, start building your exhibits.  I used Bengal tigers, African lions, 
saltwater crocodiles, African elephants, beluga, manta rays, and bottlenose 
dolphins.  The elephants were probably a mistake, and you might want to try 
something cheaper like red kangaroos instead.  The dolphins had a show tank 
with grandstands near the center of the zoo, and the shows ended up making a 
decent profit, but nothing like the restaurants and swim shacks.

Ideally, it�s a good idea to finish construction in the first 12 months and 
then use the last 6 months to generate your $50,000 net income.  If you put 
money buildings liberally around your zoo, then you should easily make $10,000 
a month during the home stretch, and that should be enough to get you the net 
income you need.  But if not, wait until the last minute and then bulldoze all 
of your money buildings, scenery and paths.  The money you receive for the 
bulldozing will go towards your profits, and it should be enough to put you 
over the top if you�re close.

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| 08.12.00 Aquatic Show Park (MM)                                            |
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Time Limit:

   None

Objectives:

   1. Earn a total profit of $500 for all Orca shows.
   2. Earn a total profit of $500 for all Bottlenose Dolphin shows.
   3. Earn a total profit of $500 for all California Sea Lion shows.
   4. Earn a total profit of $500 for all Southern Sea Otter shows.
   5. Exhibit at least 6 different animal species.
   6. Earn a suitability rating of 85 for at least 6 aquatic exhibits.
   7. Achieve an average animal happiness rating of 85.
   8. Achieve an average guest happiness rating of 85.

Walkthrough:

Once again you don�t have a time limit, and so the only thing you really need 
to worry about in this scenario is the guest happiness rating.  That means, 
even though the objectives require six species and six aquatic exhibits, you 
might want to add some Zoo Tycoon animals to your zoo anyway, just because 
guests seem to like them better than marine animals.

Also, it�s probably a bad idea to create four show tanks and have them running 
all at the same time.  Then guests tend to run from show to show, arriving 
late or not at all, and, as a consequence, not doing much to make themselves 
happy.  Instead, either create the four show tanks but only have one or two 
running at once, or only create one or two show tanks and have multiple 
exhibit tanks connected to them.

So bulldoze everything and then plop down two or four Zoo Tycoon exhibits, 
plus a restaurant and a couple other money buildings.  Bengal tigers and 
saltwater crocodiles are always a good choice, but use whatever animals you 
like.  Then, once guests start getting happy and you start earning money, go 
ahead and add the six aquatic exhibits.  Besides the four aquatic exhibits you 
have to build, I added beluga whales and narwhals.

Even if you only have one show tank, it might still hurt guest happiness, 
especially when otters or sea lions perform, since they can�t do the best 
tricks.  So once an animal earns its $500 profit, disconnect it from the show 
tank by raising or lowering its exhibit wall height.  (For combo exhibits, 
raise or lower the land part first, and the lower or raise the tank.)

Once all four animals have earned their necessary profits, either bulldoze the 
show tank(s) and grandstands, or only let the bottlenose dolphins and Orcas 
perform.  Just make sure the show(s) have enough tricks for at least 20 
happiness.

Then you just need to make guests happy.  The key to this is more exhibits.  
So once you�ve completed the show objectives, just use all your profits on new 
exhibits.  Eventually, with enough exhibits around to please the guests, their 
happiness rating should top 85, allowing you to win the scenario.

******************************************************************************
* 09.00.00 ADVANCED SCENARIO WALKTHROUGHS                                    *
******************************************************************************

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| 09.01.00 Island Zoo                                                        |
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Time Limit:

   24 months

Objectives:

   1. Achieve an average guest happiness rating of 93.
   2. Achieve a zoo rating of 75.
   3. Achieve an average animal happiness of 93.
   4. Earn a suitability rating of at least 85 for 10 exhibits.

Walkthrough:

The good news is that you have 24 months to build 10 exhibits.  That�s fewer 
exhibits and more time than in the Endangered Species Zoo scenario, and since 
you can also pick which animals you want to display, the exhibit part of the 
scenario shouldn�t be a problem.  What can be a problem is designing a zoo 
that fits on the small and oddly shaped islands sprawled across the map.

Luckily, the islands are just large enough to fit in the money buildings 
(except maybe the animal theater) but you won�t be able to flood guests with 
animal exhibits like in previous scenarios.  So making money shouldn�t be a 
major problem, but keeping guests happy can be.  That means you might have to 
buy more scenery objects than you have in the past (you�ll have lots of nooks 
and crannies for it anyway), and it means you�ll have to be careful with your 
exhibits and maximize their viewing areas, without overcrowding their paths or 
scaring the animals.

Let�s consider the first island:

                  X   X
                  XXXXXXXXXX
                  XRRRRR   X
                  XRRRRR B X
               XXXXRRRRR B XXXX
               XXXXRRRRR      X         B  Bighorn Statue
               XXLLLLLLLLL    X         C  Carousel
               XXLLLLLLLLLCCCCXX        F  Flag
               XXLLLLLLLLLCCCCX         L  Lion Exhibit
               XXLLLLLLLLLCCCCX         M  Zoo Map
               XXLLLLLLLLLCCCCX         R  Restaurant
               XXLLLLLLLLLCCCCX         X  Cobblestone Path
               XXXXXLLLLLLXXXXX
               XXXXX  MF  XX
               X  XXXXXXXXXX
               X  XXXXXXXXXX
                      X

By putting a restaurant in the upper left corner (facing up) and a carousel on 
the right side (facing down), that leaves room for a 60-square exhibit.  There 
are a few animals you could try there, but lions seem to be a good choice 
since guests like them and the exhibit size gives them room for three adults.

You can also put an exhibit on the small island just above the main one.  If 
you reserve the first row of squares for observation, that leaves 47 squares 
on the island for the exhibit.  Again, there are a few animals who don�t mind 
exhibits that small, but I�d suggest the red kangaroo.  It�s another crowd 
favorite, and it�s easy to take care of.

Note: One zookeeper can take care of the lions and the kangaroos.  Just make 
sure the gate for the lion exhibit is in the upper right corner, and that you 
don�t put too much scenery around the bighorn statue and block the zookeeper�s 
path.

Another note: If you run low on cash, you can use any type of fence you want 
along the edge of the islands when you�re building exhibits.  Animals never 
move more than one notch up or down at a time, and it�s three notches down to 
the ocean.

The best place to expand next is to the left.  The island there is convenient 
because it connects in two places to the first island, and so you can fill it 
up without drawing your guests too far away from the hub of your zoo (and the 
restaurant).  This is roughly how I organized it:

             Saltwater
             Crocodiles   Moose
                  XXXXXXXXXXXXXXX
          Rest-   X
          aurant  X
                  X
          Petting X
          Zoo     X   Gift
                  X   Shop
          White   XXXXXXXXXXXXXXX
          Bengal  X Chimpanzees
          Tigers

I didn�t plan to expand any farther in this direction, so I just blocked off 
the avenues to the other islands with the crocodile exhibit.  The petting zoo 
is just there because it fit, and I was starting to make good money at this 
point.

When you�re ready to expand again, the small island to the right of the first 
island is big enough to hold a couple 50-odd-square exhibits.  I used a polar 
bear and a pair of black leopards.  Then the tiered island beyond that island 
can hold a couple African elephants (on the top tier).  You can also build the 
exhibit on the second tier (which is conveniently 150 squares in size, enough 
for three elephants) but then the elephants will complain about how steep the 
terrain is.  So you won�t be able to get a great suitability rating for the 
exhibit, but with enough foliage you should comfortably be able to break 85.

Past the tiered island is a large island.  If you�ve been building the same 
exhibits that I built, then you only need one more exhibit on the island, and 
so you don�t have to use much of it.  Regardless, put a restaurant on the 
island, and maybe a gift shop, and then the exhibit(s) you need.

That�s all the expanding you need to do, so now you just need to watch your 
guests and make sure they stay above a 93 happiness rating.  If their 
happiness starts to flag, then start hiring tour guides, and raise the price 
of admission to your zoo.  You might also have to add in some benches because 
of all the walking the guests have to do to get to the exhibits, and you might 
need to add in a bathroom or two as well.

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| 09.02.00 African Savannah Zoo                                              |
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Time Limit:

   24 months

Objectives:

   1. Exhibit at least 20 animals from the savannah in Africa.
   2. Earn a suitability rating of at least 80 for 13 exhibits.
   3. Achieve an average animal happiness of 93.
   4. Achieve an average guest happiness rating of 93.
   5. Achieve a zoo rating of 75.

Walkthrough:

You start out with the following animals: one giraffe, two Thomson�s gazelles, 
two lions, one hippopotamus, two plains zebras, and three ostriches.  
Conveniently, all the animals are from the African savannah.  Also 
conveniently, there is enough diversity in the animals that they�re the only 
African savannah species you need in the scenario.

Just put:

-- The giraffe in an exhibit large enough for two (70 squares), and buy it a
   mate.
-- The gazelles and zebras in an exhibit large enough for eight (120 squares),
   and let them breed to fill it.  But note that both starting zebras are
   female, so they�ll need a mate.
-- The lions in an exhibit large enough for five (100 squares), and let them
   breed to fill it.
-- The hippopotamus in an exhibit large enough for two (70), and buy it a
   mate.
-- The ostriches in an exhibit large enough for five (50 squares), and let
   them breed to fill it.

Those five exhibits can hold 22 animals, which is enough for the first 
scenario objective, plus a little breathing space in case animals die.

The problem is, you start out with very little money.  You can do some 
bulldozing to gain $10,000 or so, but you also need to level the terrain 
around the entrance, which gives about half of that money right back.  So when 
you start building exhibits, build the lion exhibit first since it�s easy to 
get 100 suitability for lions, and since that will net you an extra $15,000 in 
award money.

Then start building the other four exhibits.  Since you get to bulldoze old 
exhibits as you replace them, and since the predominant terrain in the zoo is 
savannah (meaning building new exhibits is cheaper than you might expect), you 
should break about even when building the first five exhibits.  But if you run 
into money problems, wait to purchase mates for the animals who need them, and 
don�t do anything special (to start off) for the zebra / gazelle and ostrich 
exhibits.  Those animals are happy enough with just savannah terrain on the 
ground.

Note: Check old exhibits for poo before you bulldoze them.  Once the exhibits 
are gone, only maintenance workers can remove the poo, and you won�t otherwise 
need maintenance workers until the second year.  Plus, getting the $50 doesn�t 
hurt.

When you�re ready to expand again, create exhibits for animals who don�t 
belong to the African savannah.  Guests like variety, and so you should try to 
give it to them.  Also, realize you only need eight more exhibits in the 
almost two years remaining, and so you don�t have to skimp.  So go ahead and 
create a big Asian elephant exhibit, or at least be sure to give polar bears 
and Bengal tigers (or whatever) all the space they need.

Lastly, don�t spread your exhibits all over the place.  Keep your zoo compact.  
As long as guests can always see one or two exhibits, you shouldn�t have any 
problem keeping their happiness rating above 93.  And with happy guests come 
more donations and more benefactors, which gives you more money so you can 
create more exhibits.  It�s a positive spiral that you should always take 
advantage of.

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| 09.03.00 Mountain Zoo                                                      |
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Time Limit:

   24 months

Objectives:

   1. Exhibit at least 15 different animal species.
   2. Earn a suitability rating of at least 80 for all exhibits.
   3. Achieve an average animal happiness of 90.
   4. Achieve a zoo rating of 75.

Walkthrough:

There isn�t anything special about the objectives.  You should be able to make 
exhibits with 80 suitability ratings in your sleep by now.  No, the only real 
questions are: �How much of the map should I flatten?� and �When should I 
flatten it?�  Unfortunately, the answers seem to be: �As much as you want� and 
�Whenever you want.�  So don�t worry about having to display mountain animals; 
you can display whatever you want.

Start out by bulldozing everything on the map.  That should net you over 
$25,000.  Then turn around and spend that money by flattening out the lower 
right hand corner of the map (a roughly 25x40 section of land).  That�s enough 
room for six exhibits, almost half the exhibits you need to create.

Then with the $50,000 starting money plus the emergency donation ($10,000) 
plus the suitability award ($15,000) plus maybe the guest happiness award 
($25,000), start building exhibits.  You should be able to fill up the 
flattened section of the map in the first few months, and still have some 
money left over.

Then all you have to do is build nine more exhibits in 20 more months.  That 
means the majority of the scenario is all about making profits.  As long as 
your starting exhibits and money buildings bring in about $7500 or more profit 
each month (difficult at first, easy later), that should be enough to build a 
new exhibit every couple of months, plus do the terrain flattening necessary 
for creating the exhibits.

Also, since guest happiness isn�t a part of the objectives, you don�t need to 
worry about adding scenery or using the most expensive path types.  And since 
you only need 80 suitability for the exhibits, you can skimp quite a bit and 
save money by not putting in all the foliage or rocks the animals want.  You 
can even add in cheap, unpopular animals (like the camel) if you get desperate 
at the end.  Or, heck, use mountain animals like the scenario description 
suggests, and save money by not flattening land.  It�s up to you.

So just be patient, and you should make it through the scenario.

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| 09.04.00 Tropical Rainforest Zoo                                           |
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Time Limit:

   36 months

Objectives:

   1. Exhibit at least 17 different animal species.
   2. Achieve an average animal happiness of 90.
   3. Earn a suitability rating of at least 90 for all exhibits.
   4. Achieve a zoo rating of 80.
   5. Achieve an average guest happiness of 90.

Walkthrough:

This is a lot like the Mountain Zoo scenario -- except there aren�t any 
mountains to deal with, you get an entire extra year to display two more 
animal species, and there�s a whole lot more stuff to bulldoze at the start.  
You do have higher requirements for guest happiness and exhibit suitability, 
but those requirements aren�t all that difficult, and you probably met them in 
the Mountain Zoo scenario anyway.  So, to sum up, if you made it this far then 
you shouldn�t have any trouble with this scenario.

About the only thing to decide is what to do with the rivers.  They�re only 
two notches deep, so they only cost $16 per square to raise, and so there 
isn�t any reason not to raise them if designing your zoo is easier without 
them.  The only reason you might want to leave them in is if you�re worried 
that without them your zoo this time will look a lot like you zoo last time 
(and the time before) and you�re looking for a change.

Otherwise, just pick 17 animal species you like and display them.  But note 
that you don�t necessarily need 17 exhibits.  You can combine animals if you 
want to save space or money.  Just be careful that you maintain a 90 
suitability rating for the exhibits, which can be difficult if you start 
combining animals.

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| 09.05.00 Dinosaur Island Research Lab (DD)                                 |
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Time Limit:

   36 months

Objectives:

   1. Achieve a zoo rating of 80.
   2. Achieve a zoo value of $350,000.
   3. Earn a suitability rating of at least 85 for 10 exhibits.

Walkthrough:

The game will dictate which dinosaurs you can put in your zoo.  Some will 
arrive via donations from the Argentinean government, and some will become 
available to adopt once you progress far enough into the scenario.  Also, 
perhaps confusingly, you won�t get ten notices of new dinosaurs; you�ll only 
get nine:

1. Two saber-toothed cats donated  (January 1, year 1)
2. Plesiosaurus made available  (April 1, year 1)  (It�s possible you�ll be
   able to adopt Triceratops at this point as well, but it�s a bug.)
3. Two Iguanodons donated  (July 1, year 1)
4. Herrerasaurus made available  (October 1, year 1)
5. Two Stegosauruses donated  (January 1, year 2)
6. Coelophysis made available  (April 1, year 2)
7. Two Spinosauruses donated  (June 1, year 2)
8. Two Caudipteryxes donated  (January 1, year 3)
9. Two Triceratops and one Apatosaurus donated (June 1, year 3)

To start off the scenario, delete everything (including the research lab) and 
fire the DRT.  That should gain you an extra $50,000.  Then build an exhibit 
for the saber-toothed cats near the entrance.  Since you can�t do anything 
else yet, you might want to make the saber-toothed cat exhibit larger than the 
100 squares necessary, to give guests a better exhibit to look at, and to 
encourage the cats to breed.

Note: While you need ten exhibits, you don�t have to display all of the 
dinosaurs you receive.  If you want to make multiple saber-toothed cat 
exhibits and no Apatosaurus exhibits, you can do that.

Another note: The T. rex won�t be available in this scenario, so don�t 
research any of the T. rex topics.

Once February rolls around, add in a restaurant and a gift shop, and hire a 
scientist for the cats.  (The cats might get hungry before then, but they�ll 
last until February.)  Add in a compost building as well, since dinosaur poo 
will earn you a lot of money by the end of the scenario.

Then twiddle your thumbs a lot.  Every 3-6 months you�ll either receive some 
new dinosaurs, or you�ll be able to adopt some new dinosaurs.  So try to 
visualize where you can put ten large exhibits (all the exhibits should be 100 
squares or more), and leave room for extra restaurants and other money 
buildings.

Note: If you organize your zoo badly, you don�t have to put exhibits where 
guests can see them.

By the end of the first year, you should be making about $10,000 in profits 
each month.  That should be enough right there to finance the rest of the 
exhibits you need and also get your zoo value to $350,000.  So just build 
away.

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| 09.06.00 Marine Conservation (MM)                                          |
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Time Limit:

   24 months

Objectives:

   1. Earn a suitability rating of at least 90 for 10 exhibits.
   2. Achieve an average animal happiness rating of 90.
   3. Achieve an average guest happiness rating of 90.
   4. Achieve a zoo value of $200,000.
   5. Achieve a zoo rating of 80.

Walkthrough:

Obviously, the two potentially difficult objectives involve guest happiness 
and zoo value.  However, if you just finished the Aquatic Show Park scenario 
and had trouble getting guests even to an 85 happiness rating, take heart.  
You don�t have to run any shows in this scenario, and you don�t have to create 
any combo exhibits (which always seem to be unpopular), and so it�s easier, if 
not easy, to make guests happy.

In fact, what might cause the most problems is the island�s terrain.  If 
you�ve played every other scenario by basically just flattening out the land 
and creating very grid-like zoos, you�ll have to be more creative here.  
Luckily, there is a lot of flat terrain on island.  The right side is mostly 
four notches above the entrance, and the left side is mostly nine notches 
above the entrance.  So all you have to do is find  places for ramps between 
the levels and then flatten out the rest of the terrain as you need it (or put 
aquatic exhibits in hilly areas, since aquatic exhibits flatten terrain 
automatically and for free).

Note: If you want to �cheat� and bring the left side of the island to the same 
height as the right side, a cheap way to do it is to create large (dummy) 
aquatic exhibits on the left side and then bulldoze them.  You�ll get 80% of 
your fence costs back and you�ll lower the terrain in the exhibit area by four 
notches.  Then you just need to lower the land one more notch (the regular 
way) for the sides to be the same level.  Using exhibits to do most of the 
lowering will save you about half of the cost.

To start out the scenario, bulldoze just about everything.  You might want to 
keep the yellow brick path and some of the other things near the entrance, but 
all the trees and things in the rest of the zoo should go.  The bulldozing 
should gain you about $15,000.

Then try to figure out where you want to put the porpoise, the manta ray, the 
octopus, and the jellyfish.  This is how I organized them (roughly):

          ||JJJ               E  Entrance
          ||==========        J  Jellyfish (level 2, 40 squares)
          ||PPPPPP|| ||OO     M  Manta Ray (level 1, 80 squares)
          ||PPPPPP|| ||OO     O  Octopus   (level 2, 48 squares)
           ===========        P  Porpoise  (level 1, 80 squares)
               E  MMMM

This worked out fairly nicely.  For example, the path between the porpoise 
exhibit and the entrance was at ground level and allowed guests to look into 
the tank, while the path on the other side was one level up and allowed guests 
to look down into the tank.  Plus, putting four exhibits right near the 
entrance helps to make guests happy in a hurry.

Once you put the four starting animals into suitable exhibits, you�ll be able 
to adopt animals normally, and you�ll be able to use your choice of Zoo Tycoon 
and Marine Mania animals.  The first thing I did was adopt mates for the 
porpoise, manta ray, and jellyfish (which is why their tanks started out 
larger than they needed to be).

From there, you just need to proceed �normally.�  So keep your guests 
inundated with exhibits, and make sure they have access to restaurants and 
gift shops.  You�ll probably have room for a dozen medium-sized exhibits on 
the island, and they should be enough to put your zoo value over $200,000.

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| 09.07.00 Save the Zoo (MM)                                                 |
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Time Limit:

   24 months

Objectives:

   1. Improve the exhibit suitability rating of the initial animals to 90.
   2. Achieve an average animal happiness rating of 90 for the initial
      animals.
   3. Earn a suitability rating of at least 90 for 9 exhibits.
   4. Achieve an average guest happiness rating of 85.
   5. Earn a total profit of $750 for all Orca shows.
   6. Purchase 1 crustacean house.
   7. Purchase 1 tropical aquarium.
   8. Purchase 1 aquatic gift shop.
   9. Purchase 1 Lobby�s Restaurant.
  10. Purchase 1 aquatic restroom.

Walkthrough:

Well, what a mess.  Everything in the park is broken, dirty, or badly 
designed.  You have a compost building right next to the entrance, and you�re 
set up for a bottlenose dolphin show when you need an orca show.  So, even 
though it might be tempting to try and correct the park, the best thing to do 
is bulldoze everything and start from scratch.  Plus, bulldozing everything 
nets you an additional $70,000.

When you start destroying the exhibits, aquatic animals will go right into 
containers but Zoo Tycoon animals will run free.  So manually move your 
starting zookeeper around so he can contain the animals, and set your 
admission fee to $100 so you don�t have any guests wandering around while you 
try to put the park in order.

Note: The starting zoo isn�t completely hopeless.  The shortfin mako shark 
tank is big and deep, for example, and you can keep it if you like.

Another note: Unlike earlier scenarios, in this scenario you have to use 
filters.  If you don�t, the dirty water will quickly make animals sick, and 
your marine specialists won�t be smart enough to clean the water and then try 
to heal your animals.  So when they heal one animal, another will get sick, 
and when they try to heal that animal, yet another will get sick, et cetera 
and so forth.  Meanwhile the tank will get dirtier and the animals will get 
madder, and you�ll be stuck in a downward spiral.

Luckily, the animals you start with are reasonably popular, so your zoo can 
get off to a good start.  Once you create exhibits for the animals and their 
happiness rating tops 90, you�ll be able to adopt more animals -- but you�ll 
be restricted to Marine Mania animals, so you won�t be able to buy a mate for 
the polar bear.  So don�t make its exhibit bigger than it needs to be.  Also, 
don�t open your park until your starting animals are happy; otherwise your 
guests will be unhappy, dislike your park, and not spend any money.  Ideally, 
you should have those first six exhibits ready by the end of February and open 
your doors in March.

With those first six exhibits taken care of, all you have to do is create 
three more exhibits.  One of those exhibits has to be for the orca, but the 
other two are up to you.  I�d suggest something like tiger sharks and harbor 
porpoises.

When you build the orca exhibit, try to lay it out so the grandstands for the 
show exhibit are easily accessible for your guests.  Then, once you reach the 
$750 profit margin, decide whether the orca show is making guests happy or 
not.  If it isn�t, bulldoze it so the grandstands don�t cut into the profits, 
and put something else (like an extra restaurant or carousel) in its place.

If you normally play scenarios without building animal houses (which is a good 
idea), don�t forget you have to research them before you can build them.  So 
be sure at some point to select �aquatic houses� under the conservation tab.  
You don�t have to put the houses (or the aquatic restroom) in until the very 
end, and you don�t have to connect them to the rest of your park.  Just make 
sure they�re placed somewhere on the map.

******************************************************************************
* 10.00.00 VERY ADVANCED SCENARIO WALKTHROUGHS                               *
******************************************************************************

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| 10.01.00 Paradise Island                                                   |
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Time Limit:

   36 months

Objectives:

   1. Achieve a zoo rating of 80.
   2. Achieve an average guest happiness of 93.
   3. Achieve an average animal happiness of 95.
   4. Earn a suitability rating of at least 90 for all exhibits.

Walkthrough:

You start out with two Bengal tigers, two Siberian tigers, and two leopards.  
That�s not bad since all three animals are popular with guests, but remember 
you shouldn�t put the leopards into an exhibit until you research the cat 
climbing tree.  So right away go to the research tab, put the funding to 
maximum, and uncheck everything but �animal enrichment� so you can get the 
tree as quickly as possible.  It doesn�t hurt to get the rock cave either, but 
that�s not as important.

Note: Don�t sell both animals of the same type.  If you do, the game will 
consider them to have an exhibit suitability of 0, and you won�t be able to 
win the scenario.  However, you can sell one of the animals if you want.  Just 
be aware that there isn�t any way to replace the remaining animal if it dies.

Of course, before you can build exhibits for your donated animals you have to 
do something with the terrain.  It�s a problem here because there are lots of 
hills around, and because most of the terrain is much higher than the 
entrance.  The best course of action is still to flatten the terrain, but 
instead of flattening it to the level of the entrance, you should flatten it 
to seven notches above the entrance, at a level where there is already a lot 
of flat land.

So leave the 3-square-wide path leading from the zoo entrance alone for the 
moment, and flatten the terrain around it to your new �ground level.�  Then 
move all the animal cages out of the way and turn the entrance path into a 
entrance ramp, so guests move as diagonally as possible from the entrance to 
the zoo�s ground level.  The easiest way to do this is to take the one-square 
hill terrain tool, and use it on each of the three squares in the tenth row 
from the entrance.  Just raise the squares to ground level, and the tool 
should create the diagonal path for you.

Now build exhibits for the Siberian tigers and Bengal tigers, and make sure at 
least one of them has a 99 suitability rating so you get the $15,000 award 
money.  Then when February rolls around, hire a zookeeper and put a restaurant 
and another money building next to the exhibits.  That�s all you can do for a 
while until you research the cat climbing tree.

Finally, build an exhibit for the leopards.  As soon as you put a leopard in 
the exhibit and get its suitability into the green, you�ll get three more 
pairs of animals: grizzly bears, black leopards, and black bears.  You should 
have enough money to build exhibits for at least two of the pairs.

Note: You won�t get an emergency donation of $10,000 for falling under $1000 
available cash in this mission, and you won�t get $10,000 for breeding 
endangered species, either.  So don�t plan on money from those sources.

The rest of the scenario will continue in the same way.  As soon as you get 
the donated animals into suitable exhibits, more animals will arrive.  You�ll 
eventually receive:

-- Moose and African elephants.
-- Greater flamingos.
-- Saltwater crocodiles.
-- Giant pandas.

And that�s it.  So all you have to do in this scenario is build 11 exhibits in 
three years, which shouldn�t be any problem at all.  The only potential 
stumbling block is keeping your guests happy enough.  If you find that their 
happiness keeps dropping under 93, the best solution is to build more 
exhibits.  Since you can�t adopt animals, wait for your current animals to 
produce offspring, and then build an exhibit for the offspring.  Otherwise, 
just make sure you have enough restaurants and gifts shops / stands, and then 
prepare to sit around for about two game years fixing trampled terrain.

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| 10.02.00 Breeding Giant Pandas                                             |
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Time Limit:

   36 months

Objectives:

   1. Possess at least one baby giant panda.
   2. Earn a suitability rating of at least 90 for 15 exhibits.

Walkthrough:

Note: Like in the Endangered Species Zoo scenario, the �baby� panda here 
doesn�t actually have to be a baby.  The objective just requires that one 
panda in your zoo not be adopted.

You begin with $75,000, and you can get another $9000 or so from bulldozing.  
That�s a nice chunk of money, so immediately start cranking out exhibits.  You 
have three years to build 16 exhibits (15 plus the panda exhibit), and while 
that�s plenty of time, you need to get to the pandas as quickly as possible so 
you can increase their chance of breeding.  So don�t make huge, expensive 
exhibits.  Keep all your exhibits 100 squares or less.

Also notice you have a new topic under research: �panda care.�  As far as I 
can tell, this branch is optional (but helpful).  Regardless, switch it off at 
the beginning so you can research more important things first (toys and 
shelters), and then turn it on after six months or so.  Needless to say, 
research should get maximum funding, while conservation should get minimum 
funding.

Ideally, you should create your first 15 exhibits within 18 months, and 
certainly within two years.  If you have money problems, remember that you 
only need to get exhibits to 90 suitability, and be liberal with your use of 
money buildings.

Once you have 15 exhibits of 90+ suitability, you�ll be able to adopt pandas.  
But unlike the Endangered Species Zoo scenario you won�t be able to adopt all 
the pandas you want (to create multiple exhibits); you�ll be limited to two.  
So make sure you give the pandas a good exhibit, and make sure they don�t get 
crowded by guests.  In fact, you might want to put the pandas far away from 
the rest of your zoo.

Note: If you haven�t done so yet, make sure you�ve researched all the �panda 
care� topics.  One of them increases their reproductive rate.

Once you have the panda exhibit, save your game.  There isn�t anything to do 
now but wait and hope the pandas mate.  If you�re bored, keep a close eye on 
the pandas and make sure their exhibit is always clean and free of trampled 
terrain.  Otherwise, put the game in windowed mode and do something else for 
an hour, and then come back to see if you�ve won.

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| 10.03.00 Return to Dinosaur Island Research Lab (DD)                       |
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Time Limit:

   36 months

Objectives:

   1. Achieve a zoo rating of 85.
   2. Achieve an average guest happiness rating of 90.
   3. Contain all dinosaurs in suitable exhibits.
   4. Earn a suitability rating of at least 90 for 12 dinosaur exhibits.

Walkthrough:

The very first thing you should do in this scenario is pause the game.  There 
are nine dinosaurs free in the zoo, and if you let them wander around then 
potentially they�ll attack and kill each other.  So instead pick up each one 
and then put them down again.  That�ll automatically place them into miniature 
cages, set their happiness to 75, and prevent them from getting hungry.

After that you can treat the scenario normally: bulldoze everything for about 
$40,000, place a compost building in a far corner, and then start building 
exhibits.

But realize that in this scenario, unlike the other Dinosaur Digs scenarios, 
you need to make guests happy.  Dinosaurs and dinosaur scenery aren�t as 
popular as they should be, so you have to be careful.  Don�t waste space with 
unnecessary things (like dinosaur houses), and, if you want to use scenery, 
use Zoo Tycoon scenery.

Then for exhibits, use the nine dinosaurs you start with, and consider adding 
in the Plesiosaurus, Stegosaurus, and Camptosaurus.  If you�ve downloaded the 
Gallimimus, it�s also a good choice.  Mostly what you want to do with the 
exhibits is make them highly suitable and put your most popular dinosaurs 
(like the Caudipteryx) in the most popular places in your zoo (like near the 
entrance).

Also, you don�t need to put all exhibits where guests can see them.  You can 
probably make guests very happy with a mini-zoo featuring Caudipteryx, 
Velociraptor, Allosaurus, Spinosaurus, and Apatosaurus, and hiding everything 
else in the back.

Note: For some reason paths aren�t available at the start.  I�m not sure what 
triggers the ability to buy them.  Usually it happens after I put two of the 
starting dinosaurs in exhibits.

Your goal for the first year should be to build six exhibits and start making 
$10,000 per month in profits.  If you can do that then building the final six 
exhibits over the final two years should be straightforward.

If you find yourself falling short of the 90 guest happiness rating, remember 
to add in tour guides once you�ve completed the 12 exhibits.  You might also 
want to try adding in some Zoo Tycoon animals (like the white Bengal tiger and 
the saltwater crocodile) off to one side, since they tend to be cheap and 
popular.

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| 10.04.00 Breeding the T. Rex (DD)                                          |
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Time Limit:

   None

Objectives;

   1. Achieve a zoo rating of 90.
   2. Earn a suitability rating of at least 90 for 14 exhibits.
   3. Exhibit a baby T. rex.

Walkthrough:

Since there isn�t a time limit, the first two objectives should be pretty 
straightforward.  Just build quality exhibits for your animals, and if you can 
keep the animals and guests happy, you should break a 90 zoo rating once you 
have enough species in your zoo, and once you�ve done enough research.

Note: Even though the introductory text to the scenario indicates you need to 
create dinosaur exhibits, you can use any exhibits you want.  The only 
dinosaur you need to display is the T. rex.

So the thing to worry about is mating the rexes.  You�ll receive a pair of 
rexes in December of year 1, but don�t put them into an exhibit until you�ve 
completed all the T. rex research topics.  Then create a huge exhibit for them 
(like 600 squares), and make it as suitable as possible.  Eventually the rexes 
will mate and you�ll win the scenario.

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| 10.05.00 Giant Marine Park (MM)                                            |
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Time Limit:

   None

Objectives:

   1. Earn a suitability rating of at least 90 for 13 exhibits.
   2. Achieve an average animal happiness rating of 93.
   3. Achieve an average guest happiness rating of 93.
   4. Earn a total profit of $1000 for all bottlenose dolphin shows.
   5. Earn a total profit of $1000 for all orca shows.
   6. Achieve a zoo value of $325,000.
   7. Purchase 4 metal benches.
   8. Purchase 1 crustacean house.
   9. Purchase 1 tropical aquarium.
  10. Purchase 1 aquatic gift shop.
  11. Purchase 1 Lobby�s restaurant.
  12. Purchase 1 aquatic restroom.
  13. Purchase 1 shark tunnel.
  14. Purchase 1 swim with dolphins ride.
  15. Purchase 1 boat rental shack.
  16. Purchase 1 ring toss.

Walkthrough:

Purchase 4 metal benches?  Whew, it�s a good thing there isn�t a time limit!  
But anyway, because there isn�t a time limit, the only real difficulty in the 
scenario is the guest happiness rating.  Just about everything else will come 
with time, provided you create nice exhibits for your animals and keep adding 
to your zoo.

So for happiness just do the regular things: make sure guests can always see 
exhibits, don�t waste time with animal houses (other than the ones you have to 
buy), make sure your paths are wide enough (three or four squares is a good 
idea here), and place enough restaurants.

It seems weird not to have more to say about a very advanced scenario, but 
there you go.  There isn�t anything tricky going on here, you don�t have to 
jump through any hoops to adopt animals, and the terrain is basically flat.  
So just build away and be creative.

Note: The game will indicate you only have three years to finish the scenario, 
but you really do have unlimited time.

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| 10.06.00 Super Zoo (MM)                                                    |
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Time Limit:

   None

Objectives;

   1. Exhibit at least 5 Zoo Tycoon animals (not species).
   2. Exhibit at least 5 Dinosaur Digs animals (not species).
   3. Exhibit at least 5 Marine Mania animals (not species).
   4. Earn a suitability rating of at least 90 for 15 exhibits.
   5. Achieve an average animal happiness rating of 93.
   6. Achieve an average guest happiness rating of 93.
   7. Achieve a zoo rating of 93.

Walkthrough:

Note: If you haven�t played Dinosaur Digs yet, you might want to try out a 
couple of its scenarios to become more familiar with dinosaurs.

You don�t start out with a lot of money in this scenario, and bulldozing the 
yellow brick path only nets you another $7000.  So start out by adding Marine 
Mania or Zoo Tycoon exhibits (since they�re the cheapest) and then move on to 
Dinosaur Digs exhibits.  When choosing animals to exhibit, pick popular ones 
to make the guests happier.

Since there is no time limit in the scenario, the first three objectives 
should be straightforward.  As long as you make some sort of profit each 
month, you�ll eventually be able to afford the 15 exhibits.  Objectives #4 and 
#5 should also be easy.  You should have been beating those numbers in every 
scenario that you�ve played.

That means the last two objectives are the potentially problematic ones.  For 
guest happiness, just do the regular things -- flood the zoo with high quality 
exhibits, use restaurants, avoid animal houses, and put in scenery in squares 
you don�t know what else to do with.  You should also avoid Marine Mania 
shows, since they tend to lower happiness.

For zoo rating, you might need to build more than the required 15 exhibits 
(since diversity is part of the rating).  Also, since the zoo isn�t especially 
large, you might want to avoid dinosaurs as much as possible since they 
require large exhibits.  Otherwise, just make guests and animals happy, 
research everything, and eventually you should hit a 93 rating while you�re 
filling up the zoo with exhibits.


******************************************************************************
* 11.00.00 REVISION HISTORY                                                  *
******************************************************************************

October 4, 2002
---------------

Initial release.

October 6, 2002
---------------

Completed the Zoo Tycoon intermediate scenario walkthroughs.  Added more 
cheats.  Added more animal exhibit information.

October 8, 2002
---------------

Added two Zoo Tycoon advanced scenario walkthroughs.  Also added buildings, 
objects, and more animal exhibit information.

October 10, 2002
----------------

Added another Zoo Tycoon advanced scenario walkthrough.  Added decorative 
fences to the objects section (04.05.00).  Added more animal information.

October 12, 2002
----------------

Completed the remaining Zoo Tycoon scenario walkthroughs.  Completed the Zoo 
Tycoon animal information.  Added in the African wild dog and the North Africa 
theme pack.  The guide is now complete for Zoo Tycoon.

November 23, 2002
-----------------

Added all Marine Mania buildings and objects, plus some animal information and 
intermediate scenario walkthroughs.

November 25, 2002
-----------------

Completed information for over half of the Marine Mania animals, added two 
more scenario walkthroughs.

November 29, 2002
-----------------

Completed the Marine Mania animal information, added the Marine Mania awards, 
added two more Marine Mania scenario walkthroughs.  Added Dinosaur Digs 
buildings and objects, started Dinosaur Digs animal information.

December 12, 2002
-----------------

Added the giant barracuda and the Atlantean theme pack.  Completed animal 
information for the Triassic Age dinosaurs.

December 15, 2002
-----------------

Completed the Dinosaur Digs animal information.

December 20, 2002
-----------------

Added two Dinosaur Digs intermediate scenario walkthroughs.  Corrected some 
Dinosaur Digs animal information.

December 21, 2002
-----------------

Added the Atlantic swordfish (marlin).  Added another Dinosaur Digs 
intermediate scenario walkthrough.

January 26, 2003
----------------

Added another Dinosaur Digs scenario walkthrough.  Added terrain to the 
African Buffalo entry (thanks WendigoWolf).

February 6, 2003
----------------

Added the llama.  Added two very advanced scenario walkthroughs.  The guide is 
now complete for Dinosaur Digs.

February 7, 2003
----------------

Added a walkthrough for the Super Zoo scenario.  The guide is now complete for 
Marine Mania.


******************************************************************************
* 12.00.00 PERMISSIONS AND UPDATES                                           *
******************************************************************************

This guide may be posted on any web site as long as the text is not changed 
and as long as I am informed of the posting.  I will always submit new 
versions to GameFAQs (www.gamefaqs.com) first, so if you are looking for the 
most up-to-date version of this guide, that is the place to look.

*****
Copyright � 2003 by Steven W. Carter