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Parkasaurus
Cheat Codes:
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Submitted by: David K.
How to Get Traits:
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Written by Faxeh
This guide details what traits there are and how to get them.
-=What Traits Do=_
Traits raise dinosaur appeal and can change dinosaur behavior, stats, and
appearance, or game play mechanics such as breeding. Each dinosaur can
only have 2 traits.
-=Trait Effects=-
* The chubby trait makes a dino eat more but grow larger.
* The friendly trait makes the dinosaur more friendly to other dinosaurs.
* The poopy trait makes the dinosaur poop more.
* The shy trait makes the dinosaur dislike crowded spaces.
* The scary trait makes the dinosaur more scary to other dinosaurs.
* The parthenogensis trait makes the dinosaur able to reproduce without a partner.
* The sleep trait makes the dinosaur sleep more often.
* The smart trait makes the dinosaur level up faster.
* The damage trait makes the dinosaur do more damage when attacking.
* The showoff trait makes the dinosaur enjoy attention from guests.
* The shiny trait makes the dinosaur have a shiny, glowing secondary color and
more appeal.
-=How to Get Traits=-
To gain a trait you must put an item or hat in one of the blue slots in a dinosaur's
egg info before they hatch. Once hatched or by looking through the scan option, you
can see what trait they have gotten.
-=Items=-
Meat - Chubby.
Plant - Friendly.
Footprints - Shy.
Skulls - Scary.
Dinosaur Eggs - Poopy.
Epic Gem - Parthenogensis.
Imperfect Gem & Rare Gem - Shiny.
-=Hats=-
Twirly Hat, Winter Hat, Stargate Glasses,
Hotdog Hat, Cone of Shame, Cheese Hat,
Holiday Fun, Hip Glasses, & Bow - Sleep.
Fedora, Witch Hat, & Unicorn Horn - Damage.
Cool Glasses - Showoff.
Space Glasses - Smart.
Useful Tips and Tricks:
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Written by DarkPhoenix#11418
This is an all-purpose guide containing information to help players in all
mission types!
-=Using Science as Your Main Currency=-
In Parkasaurus, there are 3 types of currency: money, hearts, and science.
Money is self-explanatory, but it does come with the hitch that it is only collected
and added to your usable balance at the end of the day, making it not as reliable
when starting a new zoo.
Hearts come from animals who have a minimum happiness rating, and are collected at
the start of each new day. Hearts are used to research the heart tree, which are
upgrades for exhibits that include fences, foliage, toys, and feeders. Same as money,
this is not the best currency to rely on when starting out.
Science is generated from scientists who are researching at a variety of buildings
across your park, which include the science building and presentation locations.
You can also generate some later on by placing science arches for guests to add to
this total as well.
All of these 3 currencies can be exchanged for any of the others by using the bank,
located in the town tab at the top left corner of the screen. Because we can do
these exchanges, science is the easiest generated currency to rely on, as you do not
have to wait until the end of the day or start of the next day to use it, and you
can immediately exchange it in batches as soon as it is generated.
Keeping this tip in mind, we will next look at some important ways to boost not only
science, but also your other employees, as well as your park buildings to achieve
the maximum potential.
-=Staff Experience=-
Since we know now that science is the main currency to rely on, we need to boost it
to get as much as possible in order to efficiently research and buy upgrades as well
as content for our parks. The best way to do this is to hire 1 extra of each employee
type, and always have them training at the employee building. You want to unlock this
building as soon as possible, and to start out you will be training the scientists.
A good rule I like to follow is to train each staff member to be 3-4 levels above
what the ones who are actively working in other parts of the zoo are, then remove
them from the building and place the lower ones in to train until they are also then
several levels ahead. Basically, you always want to be training staff. When you first
get the employee building, it can train only one staff member, but this number
increases as you upgrade the building, which is something I will talk about in the
next section.
In order to assign staff skill points, you can click in the lower left corner or
the screen, where there is a button that says “staff view” when you hover over it.
Alternatively, you can access this by going to the park overview screen where you
hire staff from. I have personally found the best categories to spend skill points
in are speed and ability, although the other categories are more oriented around
digs. Speed is how fast they do something, and ability is how well they do it. We
want both of these very high in order to make them as efficient as possible, as
higher level staff produce better results- and in the case of scientists who are
assigned to the science building or presentations, more science to spend.
-=Building Upgrades=-
Now that we have talked a bit about science and staff exp, next we need to look
at building upgrades. Building upgrades come from researching talents in the
science tree, and you need to use money to buy them once they are ready. We will
exchange some science into money in order to do this. I strongly recommend always
upgrading the following as you unlock the upgrades:
=Priority:
* Science building
* Employee building
* Admission booth
=Important:
* Bathrooms/outhouse upgrades
* Trash can
* Picnic tables
Any other upgrades are always a good idea to do, but the ones listed above take
precedence. In addition to building upgrades, there are also item upgrades that
affect the items sold by your buildings. Ones to take note of here are magic dust
in the balloon building, which reduces guest intrusion, and then levels of funnel
cakes and similar foods- always pick the newest ones you unlocked as they will
offer more bonuses. You can see each individual bonus by hovering over it in the
science tree.
-=The Rocket Ship Parts Tree
Every campaign mission you do, you will earn a minimum of 3 rocket ship parts as
long as you completed all the requirements for that mission. You can earn a 4th
“extra” part by completing the mission within a certain time frame, which can be
difficult as a new player.
You can spend these rocket ship parts on the screen where you select your game mode
to unlock bonuses that are useful to you in missions (example- increased movement
speed of guests at night, extra money spent by guests at night). Pick the ones that
sound best to you, but be advised you can not reset these (please correct me if I am
wrong about this). You should earn enough by playing all the missions to unlock the
entire tree eventually, so picking something “not optimal” does not mean you are out
of luck in the long term.
-=Chain Lighting=-
Something I had a hard time figuring out was how to properly place and hang chain
lighting in my parks: in my very first non-tutorial mission, I had researched this
unlock, and yet every time I placed it, it was sunken into the ground. Some Google
research explained the proper way to go about this, which I will summarize below.
To place chain lights, you need something for it to connect to. You can use any type
of pole light, or even a plain pole, as well as connect it between buildings’ roofs
directly. You want to position it over the starting connection on top of the pole
until you see what looks like a 6+ pointed green star shape appear, and you want to
line up the center of this where you want the light to hang. Then, you will do the
same for the other side it connects to. I plan to take a screenshot to insert into
this section of the guide later.
-=Elevated Walkways=-
This is another feature I was excited to try out once I unlocked them the first time-
I placed them around exhibits but was confused as to why guests weren’t using them,
and more importantly, not looking at the exhibits they were positioned over. Again I
turned to Google, and I found out that the walkways do not actually count as viewing
locations. So, that said, if you want to use them, you need to incorporate them into
your park as a way to get places, to give guests a purpose in using them. Remember
that you need an entrance and exit stair for these.
-=The Importance of Hats=-
A huge feature of this game is dinosaurs wearing cute hats, and it is very important!
Hats have bonuses to appeal on them, which in turn raises your ratings and attracts
more guests. In addition to increased appeal, hats often have bonuses for both
dinosaurs AND staff. There is a minimum age/level requirement for hats to be used,
but use them at least on your dinosaurs as soon as possible. Some important features
to look out for include:
* Sex change: Say for example, you have hatched 2 dinosaur eggs, and both turned out
to be male. This species of dino requires a mate for happiness. You can put a hat
that has “+sex change” on it onto one of the dinos, and it will then count as the
opposite gender and increase both dino’s happiness.
* Biome changes or increased appeal: these are always great to look out for when
increasing the overall appeal of an exhibit.
* Tool/dig uses: these are great for putting on scientists because you can get
extended dig bonuses.
These are my top 3. You can also hover over hats in the hat store (located in the
town screen), and it will tell you what that hat’s bonus is. You always want to go
with the highest appeal ones for your dinos. You can try to get rare hats that are
un-buyable by using already owned hats in the egg screen and “gambling” them to try
to make them morph into the rare hat. Rare hats provide several hundred appeal, so
they are highly desirable to have.
-=Using Themes to Maximize Exhibit Appeal=-
You may have noticed when you create an exhibit and are looking at its info panel that
there is a section for “theme.” Selecting each one in the drop down box and reading
its requirements will let you know what you need to do in order to fulfill that theme.
The final item needed is always bought for money from the exhibit items panel (this
is where you buy feeders, toys, etc.), and these items cost 50,000 each. Because of
the high cost, you will need to turn the science you are generating into money in
order to obtain these without waiting an otherwise absurdly long time. The items
should be pretty self-explanatory, but I do plan to include a brief description of
each later on.
Once a theme is completed in the exhibit, that exhibit will have bonuses for that not
only increase its appeal, but also provide health, safety, visual, and other bonuses
to its inhabitants. You will also earn a achievement for each completed theme when it
is your first time completing it. You ideally want to have every exhibit in your park
containing a theme to boost appeal and happiness.
-=Upgrade Your Exhibit Contents Regularly=-
As the title to this section suggests, you want to be upgrading each exhibit’s contents
regularly, or as soon as you unlock them in the heart tree most of the time. When you
first start out, you will have limited options, and more foliage, enrichment, feeders,
and shelters become available with more heart tree advances. Always upgrade to “tier
2” items; you don’t have to remove all tier 1 items, but mix in the tier 2 until the
realism meter at the bottom of the exhibit info panel is 100%. On feeders/enrichment/
shelters, choose ones with the most green arrows on their info panels, as these
provide the most bonuses. Higher tier items lead to happier and healthier animals,
which leads to higher rating and less costs spent overall.
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