On the Difficulty of certain challenge modes

Has anyone else noticed that starting a Jurassic challenge mode on Nublar north and Isla Sorna in the Jurassic Park era is nearly impossible? I've done all but three challenge modes in Jurassic difficulty, and usually in the JP era I can get them done in 4-6 hours. Nublar north and Isla Sorna however are exceptions. I have tried to start Nublar North and failed badly 6 times already within the first 20 minutes, even going so far as to sell every dinosaur on my last attempt.

Has anyone else had this hard of a time? I know I can't be the only one who really craves that Albertosaurus skin
 
Has anyone else noticed that starting a Jurassic challenge mode on Nublar north and Isla Sorna in the Jurassic Park era is nearly impossible? I've done all but three challenge modes in Jurassic difficulty, and usually in the JP era I can get them done in 4-6 hours. Nublar north and Isla Sorna however are exceptions. I have tried to start Nublar North and failed badly 6 times already within the first 20 minutes, even going so far as to sell every dinosaur on my last attempt.

Has anyone else had this hard of a time? I know I can't be the only one who really craves that Albertosaurus skin

I finished jurassic difficulty in those islands, and I could give a tip. It is usually the contracts that make or break the challenge mode progression early on until the dig yield is accessible. I would say always get contracts from Ian Malcom, he gives contracts that are the easiest in the game and earn a good income. Whenever he asks to build something, build it and immediately delete it, so he could ask you to build them again. If he is not available, go for Alan Grant, then if neither are available, ask from Dr. Sattler and Cabot finch. AVOID JOHN HAMMOND IN JURASSIC DIFFICULTY!!!

I would keep doing contracts in the beginning until I get 1 or 2 million. I would also send dig teams to get the gallimimus fossils as they are available from the start in the JP era and are the easiest to incubate. Then I would see if I could get the triceratops, corythosaurus, and stegosaurus. I would leave the stegosaurus for last as they are expensive to incubate the entire herd, and having less than their social minimum would irritate them. When the time comes for stegosaurs, breed without any genes and tranquilize them after they had their first drink and meal. That way their comfort stops and they have an extended period of time before they hunger again. And when all are released, I would send them all out together. Once that happens, the park should be at 1 star rating, and that should be enough for you to continue getting better genes, dinosaurs, and stuff to earn a better income. But do not stop asking for Ian Malcom missions as they would help you earn the most with little worry of losing progress.

Be sure to do your best and do not worry about PAR time, you will be able to reach those 5 stars and enjoy those skins 🌟
 
I finished jurassic difficulty in those islands, and I could give a tip. It is usually the contracts that make or break the challenge mode progression early on until the dig yield is accessible. I would say always get contracts from Ian Malcom, he gives contracts that are the easiest in the game and earn a good income. Whenever he asks to build something, build it and immediately delete it, so he could ask you to build them again. If he is not available, go for Alan Grant, then if neither are available, ask from Dr. Sattler and Cabot finch. AVOID JOHN HAMMOND IN JURASSIC DIFFICULTY!!!

I would keep doing contracts in the beginning until I get 1 or 2 million. I would also send dig teams to get the gallimimus fossils as they are available from the start in the JP era and are the easiest to incubate. Then I would see if I could get the triceratops, corythosaurus, and stegosaurus. I would leave the stegosaurus for last as they are expensive to incubate the entire herd, and having less than their social minimum would irritate them. When the time comes for stegosaurs, breed without any genes and tranquilize them after they had their first drink and meal. That way their comfort stops and they have an extended period of time before they hunger again. And when all are released, I would send them all out together. Once that happens, the park should be at 1 star rating, and that should be enough for you to continue getting better genes, dinosaurs, and stuff to earn a better income. But do not stop asking for Ian Malcom missions as they would help you earn the most with little worry of losing progress.

Be sure to do your best and do not worry about PAR time, you will be able to reach those 5 stars and enjoy those skins 🌟

This ^

this is pretty much what I did, except I didn't do the Stegosaurs early. I instead got the Ceratosaurus because it has an insanely good comfort threshold, and social threshold for a carnivor. Thus giving you 300 dino points pretty reliably. Regardless, follow this guide, and you will be able to do it.

Well stated Pixelated Sparkster!
 
I tend to only go for Malcolm and Cabot missions since the easy ones Sattler provides often come when I'm too busy doing other things, though I don't delete the buildings after since you don't get all the money back, I deactivate Storm defense stations and delete the path on Emergency shelters.

On some of the islands I have just kept on doing the Malcolm missions as I build the park, even on Jurassic difficulty you can get like 8 million before two stars if you're not rushing. I usually try to get everything researched, and get dig team Charlie before 2 stars, only releasing 2 Corythosaurs, 2 Gallimimus and a Triceratops while having one regular Ceratosaur and one Savannah ready to release when the time comes. I usually avoid the Stegosaurs until I get hatchery capacity though so I don't get the welfare penalty that comes with having them tranquilized.

I am finally getting somewhere on Nublar north now though, guess I just wasn't ignoring the current dinosaurs enough, because doing that and terminating the base contracts saved me.
 
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I think the biggest handicap of playing JP era challenge mode is the limited dinosaur selection, you spend a fraction of the playtime in the fossil collecting minigame that you do in JW, you have a lot fewer options for how to set up your park, and it's harder to build up enough dino rating when you can only have so many high value dinos in the park. The amount available is barely even above the minimum species for the variety penalty to go away, so you're even dealing with that longer. If I buy all the DLC, I should have access to all of the DLC dinosaurs. in challenge it doesn't really matter if they fit the established story, because we're not playing the campaign, but if I had to, I would even give up the Hybrids if it meant I got all the other species.

One of the things I do like about playing in the JP era is that the contracts make sense. Unlike in the JW era, where any division can give you any contract, in JP I can actually choose what kind of contract I want by picking the right person.

Satler's contracts are a craps shoot, especially in the early game, because she is liable to give one that asks you to breed something you don't have access to or use genes that you haven't unlocked yet. Late game, once you get all the dinos and all the genes, those are easier, but they can get way more expensive then the reward is worth. However, she also offers the photo contracts, which are relatively easy, especially once you get a big herd of high value animals.

Grant is almost as bad in the early game, he is very likely to give you a contract to dig up fossils that you can't get yet, but once you unlock everything his are all really easy, "Release X Dinosaurs," contracts. The best way to get quick cash in the late game. Just get the contract, breed X dryosaurs and profit.

As mentioned above, Malcolm is by far the easiest, with either "build X safety building" or "Don't let X happen for Y minutes" contracts. Super easy, unless you have bad luck with power plants, and best throughout the whole game if you don't mind the wait.

Cabot is usually my second choice behind Malcolm for the early game, especially if I need quick cash. Most of his contracts are the easy "Add upgrade X to building Y." But you do occasionally get "increase guest income to X per minute," which can be frustrating, especially when the exact number you're trying to bring up isn't made clear.

Keep away from Hammond contracts at all costs. His are all big picture "raise the park rating to X stars," or "bring guest count up to X00," and are usually very lofty goals.
 
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