Diamond Heights/Scenario Guide

PC
One of the biggest problems with Diamond Heights is the accessibility to the left unused part of land, after the park entrance along the Indiana (Jane) Railroad. Park expansions should be aimed there, but it's very difficult to access to this place other than creating a large bridge from the Shortstuff's Slide ride, and a train stop on the Railroad. The first thing the player should do is focus all Research & Development funds to shops and stalls at first in order to unlock Drinks Stalls. The second thing, then, being switching funds towards Thrill Rides and Gentle Rides. This will allow the player to build attractions such as go-karts and water slides before the end of Year 3. Then, building some shops and stalls is an absolute must, as the park severely lacks them. Then, and only then, should the player diversify the variety of rides in the park.

While the four roller coasters in Diamond Heights are more than enough to satisfy the guests' needs, a fifth roller coaster might be needed in order to reach the objective, although this should only be done as a last resort. Shortstuff's Slide may need to be changed to single ride per admission mode, as some guests may ride again and again while complaining about being on the ride too long, and make people in queue wait longer. Even though this will lower the excitement rating, it's an easy choice to do. You can also increase the ride's capacity by allowing 5 riders on it instead of 4. A good idea regarding this very ride (one of the very few in the game that doesn't require a queue line) would be to move it altogether, towards a 2*3 spot anywhere else, and keep that spot ready for a Motion Simulator when it becomes available. Three solid choices for moving this ride would be the flat spot under the Agoraphobia/Claustrophobia lift hills, the flat spot of land right by the end of Arachnaphobia, and the other spot of land hidden between said coaster and Grimble's Gallopers.

Make sure you lower the inspection time of Agoraphobia/Claustrophobia to 10 minutes. This is due to the fact that both these roller coasters can crash due to a station brakes failure, which mostly occurs in either the second or third years. Place two mechanics patrolling at the exits of both rides is a very good prevention method for these crashes. An alternative is to reducing both coasters' train count to one and their car count to eight, which will increase the excitement rating yet lower the rides' capacities and therefore benefits. This choice is harder to do than for Shortstuff's Slide, but both options have their merits. Inserting brakes set below 45 km/h (28 mph) or reediting the tracks in order to incorporate a brakes line, might also prove useful.

Players facing this scenario in RCT2 or OpenRCT2 are also advised to add all the logs available to the Snake River Falls ride, which will also play its part in buffing the guests happiness. Out of all the rides, only Symmetrophobia/Doppelgänger requires no true action apart from setting one mechanic to patrol it constantly, which should seriously reduce the risk of a crash on it.

Once all this is done, the scenario's quite easy to complete : building new rides & rebuilding the non-tracked ones from scratch to rebuff the park's value, with building a brand new coaster if the scenario's requirements are still not met by June 31st of year 3 being the last resort option.

Android/IOS
Like the PC version, it also has the same issue but the objective is much higher than the original. The only solution to this level is to build more rides or stalls. Two to four roller coasters along with many gentle rides (it doesn't matter as there's no decrease effect on the same rides). A few additional security guards, cleaners and mechanics will prevent the park rating from dropping twice if vandalism, litter, or broken rides are remained there longer.