Ayers Rock/Scenario Guide

Players start this scenario with $5,000, and a loan limit is $35,000. This park also comes with a handful of pre-built rides, all of them with free admission, along with their own set of minor issues:
 * The Water Coaster (Splashster) has decent ride ratings but relatively low guest capacity
 * Enterprise 1 is located too close to the park entrance, which will turn some guests away
 * Ferris Wheel 1's queue length is too long
 * Maze 1 only allows 4 guests in at once

Upon starting the scenario, the two paths leading to nowhere on both sides of the rock should be disconnected from the main path network. Once that is done, players should pause the game, pick up the guests on both paths, and drop them back onto the main path network. At the same time, players should also clear the patrol areas of existing park staff (which isn't a common thing to do) so that the staff members can move around freely except Handyman 2 and Handyman 4 &mdash; these two handymen are more than capable of dealing with anything that crops up around the small food centre east of the park's entrance &mdash;. The two Entertainers and the Security Guard are not worth the monthly cost at this point and can be sacked to reduce monthly staff wage cost. They will be re-hireable later for maximum effect.

With the game still paused, players should adjust the admission prices of the pre-built rides and increase the maximum number of people allowed in Maze 1 to the highest amount : 16 in Roller Coaster Tycoon 2, 64 in OpenRCT2. Next, they should set research funding to maximum, and change research priority to Gentle Rides, Roller Coasters, Thrill Rides and Water Rides. This scenario's research tree is quite deep, and only a few ride types are available at the beginning, so researching new rides and drawing more guests, is of utmost priority.

After unpausing the game, players should quickly swap the location of Enterprise 1 with Ferris Wheel 1 ; then reduce the length of the queue path for Ferris Wheel 1's new location so that it is only 1 tile long. More isn't of any use. The pre-built First Aid Room at the back of the park should also be relocated to the exit of Enterprise 1 for maximum efficiency.

Due to its low throughput, the queue time for Splashster is 12 minutes, which is still too long even if Queue TVs are built on its queue path and Entertainers are assigned to patrol it, so the queue path should be shortened. The simplest way to do this is to cut off most of the path so that it becomes a short L-shape that connects directly to the main path. Splashster's track layout can also be modified to increase its guest capacity a little &mdash; the large banked curve before the second lift hill, as well as the short stretch of straight track before the station platform, are good places to add more block brake sections.

Despite the park's size, much of the ground level is covered with shrubs and bushes, which cost a fee to remove ; this can indirectly increase the construction cost of new rides. Ways to reduce the amount of extra cost include building flat rides, as well as compact and/or inexpensive coasters, such as the Reverse Freefall Coaster, Inverted Impulse Coaster, and Spinning Wild Mouse. Building new rides near the pre-built ones will also save guests the trouble of walking long distances and keep them near the food centre which, in turn, removes the need to build more food/drink stalls for some time.

An alternative way to develop this park is to build on the rock itself &mdash; the top of it is completely barren and relatively flat, helping with building tracked rides &mdash;. Although a direct footpath will need to be built to the top, its construction cost can be reduced a little by "wrapping" the pathway around the rock's outcroppings.

3 years is not a lot of time to generate a high guest count so new rides should be constantly built over the entire duration of the scenario in order to attract the required number of guests.