Park Beyond campaign walkthrough – missions explained

Our Park Beyond campaign walkthrough guides you through all core missions of the customisable theme park sim, including tips on impossification.

Park Beyond campaign walkthrough – missions explained
Published by Noah @ PC Game Spotlight 2 years ago


Park Beyond campaign missions explained

In the Park Beyond campaign, players go on a journey with Caliph Midge as he becomes an eccentric theme park mogul, learning more about the Impossification mechanic along the way.

Throughout the campaign, players use the suite of modules to create their own amazing theme parks. The campaign also introduces different themes and challenges players to create rides and rollercoasters for them. The first mission, for example, teaches players how to use the coaster building mechanic, while others throw them into a mess and require quick thinking to get out of it.

Park Beyond campaign missions explained

The campaign of Park Beyond has a total of eight missions with multiple bonus activities. The first mission, Ambitious Beginnings, teaches players how to build coasters. After completing it, players can move on to construction blueprints for other rides and can access them from the Main Menu.

When players start Ambitious Beginnings, they are given a prompt asking if they want to change the current mission’s difficulty. To change the campaign difficulty in Park Beyond, players should go to the Mission Selection screen and click the Current Difficulty button. This menu lists the five different difficulty options available.

Park Beyond coasters explained

During Ambitious Beginnings, players are given the choice to either use the cannon module or the ramp module to create a coaster. These two modules have some similarities, but also some important differences.

Cannons are typical launchers that launch trains at high speed. In Park Beyond, this allows trains to make a journey vertically or horizontally at a very fast pace. This module is flexible, easy to use, and makes trains go fast. However, it also makes people feel nauseous, because trains go from zero to sixty in a blink.

Ramps are a low-speed alternative that works quite well for crossing small gaps and reducing speed. Unlike the cannon, the ramp module doesn’t increase guest nausea. However, it also doesn’t do much in the way of increasing excitement.

Setting the difficulty to Conservative disables the ramp module, whereas the other difficulty levels let players choose which modules they want to use.

After going over the helipads, players are given the choice to unlock the off-rails module, which allows them to go over water, or gain the ability to tunnel through mountains.

Off-rails allows trains to go over water by snapping the tracks to the water’s edge. Because rollercoasters in Park Beyond do not have to follow a predefined path, this module provides creative opportunities to combine modules in different ways. Players are not required to unlock this module early on, so if they prefer not to use it during the initial campaign, they can always unlock it later at their leisure.

Conversely, choosing the tunneling-mountains option guides players through how to do so properly, although it’s a default option. Tunneling allows trains to move in different directions, providing players more options.

Players need the cannon or ramp module to make a coaster, but after that’s done they’re free to use all other modules they feel like. Thus far, Ambitious Beginnings only contains paper plane markers near the top of the coaster, but later on, modules have markers at different sections of the ride.

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