Ayers Rock/Scenario Guide: Difference between revisions

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(The coaster has a name. It also has a queue length that can be used for another ride.)
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You start this scenario with $5,000 of your own money, and you can borrow up to $35,000 from the bank.


Players start this scenario with $5,000; the loan limit is $35,000. This park also comes with a handful of pre-built rides, all of them with free admission as well as their own set of minor issues:
Pause the game when the scenario starts. Notice the two paths leading to nowhere on either side of the rock. Cut these off from the main pathway going around the existing rides, then pick up every guest on these two paths and drop them onto the main path.
* 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


With the pathways leading to nowhere blocked, you can proceed to clear the patrol areas for your staff so that they can move around freely. However, you are ''strongly advised'' to keep the patrol areas for Handyman 2 and Handyman 4 as they are—between these two handymen, they are more than capable of dealing with anything that crops up around the small food centre to the right of the park. You can also sack your two Entertainers and Security Guard—they are not worth the monthly cost at this point.
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, pause the game, pick up the guests on both paths, and drop them back onto the main path network. At the same time, clear the patrol areas of existing park staff so that they can move around freely ''except'' Handyman 2 and Handyman 4 —between these two handymen, they are more than capable of dealing with anything that crops up around the small food centre to the right of the park. 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.


With the game still paused, adjust the admission prices of the pre-built rides and increase the maximum number of people allowed in ''Maze 1'' to the highest amount. Next, set research funding to maximum, and change research priority to Gentle Rides, Thrill Rides, Water Rides, and Roller Coasters. This scenario's research tree is quite deep, and only a few ride types are available at the beginning, so researching new rides that can be built to attract more guests takes priority.
This park comes with a handful of rides, all of them with free admission as well as their own set of minor issues:
# The Water Coaster (Splashster) has decent ride ratings but relatively low guest capacity
# The Enterprise is located too close to the park entrance, which will turn some guests away
# The Ferris Wheel's queue length is a bit too long
# The Maze only allows 4 guests in at any one time


Unpause the game and swap the location of ''Enterprise 1'' with ''Ferris Wheel 1''; also reduce the length of the queue path at ''Ferris Wheel 1'''s new location so that it is only 1 tile long. The pre-built First-Aid Room at the back of the park should also be relocated to the exit of ''Enterprise 1''.
Price the rides as you see fit first, and change the Maze's settings so that 16 guests can be in it simultaneously. Next, close and move the Ferris Wheel so that it is nearer to the park entrance—build new connecting paths for it if needed—and move the Enterprise to the Ferris Wheel's original location, using its former queue and exit paths as the new paths for the Enterprise.


Due to its low guest capacity, the queue time for Splashster is 12 minutes. The absolute least you should do is cut off most of the queue path so that it connects directly to the main path. However, if you feel bold, you can also make some minor alterations to the coaster itself to increase its guest capacity a little. 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. You can re-use the remnants of Splashster's original queue path for another ride.
Due to its low guest capacity, 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—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.
Set research to Maximum Funding and prioritise researching gentle, thrill and water rides, as well as roller coasters. This scenario's research tree is quite deep, and you only have a few rides to work with at the start, so make sure you are researching ride types that you will build to draw guests.


An alternative way to develop this park is to build on the rock itself—the top of it is completely barren and relatively flat, making it a good place to build tracked rides. 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.
Since much of the ground-level tiles are covered with shrubs and bushes, your rides will cost considerably more to build, so your first few coasters should be small and inexpensive so that they will attract guests and income while taking as little as possible out of your funds. Good coaster types you can work with right at the start include the Reverse Freefall, Inverted Impulse and Spinning Wild Mouse coasters; researching roller coasters will also allow you to eventually build Wooden Wild Mouse and Inverted Shuttle coasters.


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.
Although you have quite a lot of space to work with, cramming as many rides as you can near the pre-built ones will save guests the trouble of walking long distances and keep them within reach of the food centre, which in turn saves you the need to build more food/drink stalls for some time. You may wish to relocate the merchandise stalls and First Aid Room, however, since these were pre-built in odd locations. The First Aid Room is best placed close to the exit of the Enterprise, while the merchandise stalls should be placed near the entrances of your greatest money-earners.


==Completed Parks==
An alternative way to develop your park is to build on the rock itself. If you prioritise Transport Rides, you will eventually research the Elevator, which can be used to ferry passengers from the ground level to the top of the rock. As the top of the rock is completely barren and relatively flat, you can choose to build rides on it instead of on the bush-covered ground. In addition, the cost of building a direct footpath from the ground to the top of the rock can be reduced a little if you "wrap" the pathway around the rock's outcroppings. Incidentally, the outcropping nearest to the Maze is largely at the perfect level to build an Elevator. Even if you don't intend to build on top of the rock, the Elevator serves as a ride, so just building it alone will draw some additional guests.
<gallery widths="225" columns="3" orientation="landscape" spacing="small">

Ayers_Rock_2017-04-13_12-20-37.png|Scenario finished in OpenRCT2 by John-Mahmud (PC)
3 years is not a lot of time to generate a high guest count, especially given that you start out with few ride types, so you should be constantly building new rides to draw guests.
</gallery>


[[Category:Scenario Guide]]
[[Category:Scenario Guide]]
[[Category:Australasia]]
[[Category:Australasia]]
[[Category:Stubs]]

Latest revision as of 16:39, 12 April 2022

Remember:
  • The Scenario Guide below is only a suggested strategy for completing this scenario—it may not work for all players.
  • The General Scenario Guide and Hints and Tips articles may also provide helpful information in completing this scenario.
  • There are usually multiple strategies to successfully completing a scenario; these can be discussed on the scenario's discussion page or written down in an existing or additional section of this article.

Players start this scenario with $5,000; the loan limit is $35,000. This park also comes with a handful of pre-built rides, all of them with free admission as well as 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, pause the game, pick up the guests on both paths, and drop them back onto the main path network. At the same time, clear the patrol areas of existing park staff so that they can move around freely except Handyman 2 and Handyman 4 —between these two handymen, they are more than capable of dealing with anything that crops up around the small food centre to the right of the park. 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.

With the game still paused, adjust the admission prices of the pre-built rides and increase the maximum number of people allowed in Maze 1 to the highest amount. Next, set research funding to maximum, and change research priority to Gentle Rides, Thrill Rides, Water Rides, and Roller Coasters. This scenario's research tree is quite deep, and only a few ride types are available at the beginning, so researching new rides that can be built to attract more guests takes priority.

Unpause the game and swap the location of Enterprise 1 with Ferris Wheel 1; also reduce the length of the queue path at Ferris Wheel 1's new location so that it is only 1 tile long. The pre-built First-Aid Room at the back of the park should also be relocated to the exit of Enterprise 1.

Due to its low guest capacity, 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—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—the top of it is completely barren and relatively flat, making it a good place to build tracked rides. 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.

Completed Parks