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Dino Time Raiders: NG+ All 5 Star Parks and Facility Coverage Guide

Posted on October 15, 2026

Getting all four parks to five stars on New Game Plus takes more than just stacking damage — it’s about understanding how your scientists actually scale against each other and planning your pickups around the map’s layout. I’ve run through each park and put together the builds and routes that worked for me, including where I hit walls and what I couldn’t quite crack.

One thing worth knowing before you start: scientist count matters more than raw damage during raids. Damage is fine to push up to around 3, but after that you’re getting diminishing returns. Each additional scientist compounds the effect of the others, because dinos get distracted by your growing crowd while your other scientists keep dealing damage. Crit rate is always worth taking, no matter what.

 

Park 1

Park 1 is your starting point in NG+, and the scientist count principle above is the main thing to keep in mind here.

 

Park 2

For Park 2, Absorption Analysts are your best pickup. Grabbing 2 or 3 of them while keeping your Sedative Scientists maxed out will usually be enough to pick up some Herrerasauri, and after that you can go for Placeriases. The Combustive Chemist is an okay pickup if you just want the crit rate — honestly, I don’t think it’s actually stunning the dinos, it feels more like it’s stunning your own scientists. The Amber Net Initiative on the left side of the map is great, though. It lets you pick up a dino while you keep exploring, or grab useful time rifts along the way. Highly recommend grabbing it.

 

Park 3

Allosaurus and Apatosaurus are tough to get more than one of without a noticeable amount of time rift buffs. That’s where the Echo Technician comes in. With 1 Echo you can see some of the map around you, with 2 you can see time rifts, and with 3 you can see dino locations. I’m not entirely clear on how the scientist buffs work exactly, but regardless, the Echo Technician is possibly the best pickup for planning your route and collecting insane buffs to keep exploring. You unlock it by going left and straight up. This island’s Amber Net Initiative is on the right side, and you should probably grab it after the Echo Technician.

 

Park 4

Park 4 gives you access to the Kinetic Pharmacologist, an insanely strong piece for dropping dinos. I’d advise keeping at least 3 Sedative Scientists so you can quickly dispatch the little minion pterodactyls, which leaves you enough Absorption Scientists to meatshield for dinosaurs and the later pterodactyl waves.

I was able to get 5 stars on Park 4, but I couldn’t get enough facility coverage. Interestingly, you don’t actually need full coverage to get the full benefit of the 3-star facilities — it’s very close, maybe 95% coverage — but none of my solutions could reach that threshold. The build below is what you should be using to take down the Obsidian T-Rex. Theoretically, dropping 1 Sedative Scientist and adding 2 Blunt Force Biologists should perform better, since they’d act as distraction targets for the T-Rex (which one-shots everything anyway), but during testing it felt the same and I was able to get all 3 T-Rexes every time regardless.

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