Adventure Island

*This small island park with a unique observation tower wants to attract more guests, but its cold and wet climate is keeping visitors away.*

**Adventure Island** is the ninth scenario in the Parkitect Campaign. It is made by Silvarret.

## Strategy

You start the scenario with a Vertical Drop Coaster called Killer Bee, a Twister ride, and an Elevator along with a couple of food stalls, an information kiosk, and a small helping of staff members. However, the long, narrow starting layout is a bit much to work with and will only serve to tire out your guests. Plus, the starting food stalls are on the far side of the island with no good staff route forcing haulers to carry crates across the whole park in sight of guests which will lower guest happiness.

Start by decreasing the park entry price to free since guests will pay more for rides when they don't have to pay to enter the park. Close the Elevator tower on the far side of the map and the two food stalls and put a sign on the path near the end of the Killer Bee coaster's layout and set it to block all guests and staff, effectively cutting the map in half. You'll also want to check the top of the tower and move any guests that are stranded up there after the closure of the elevator. Build new food stalls in the front half of the park with a proper employees-only path to their rear to make them easier to supply. Use some extra theming to block the delivery depot since it's partially visible from the park lowering the decoration rating.

Next, turn your attention to the Killer Bee. The ride has great stats, but its low capacity make it much less effective than it could be. Add a block brake roughly halfway through the ride (replacing the turn between the sidewinder and barrel roll through the loop with a hill leading upwards, a short block brake, then a turning drop into the original barrel roll works well) and remove the middle tile of the station and replace it with a regular piece of track. To see an example of these modifications, check out the Block Sections Guide. Delete the previous exit and move it to the new station you've created at the end of the ride. Decrease the minimum waiting time to around 25 seconds or less instead of the starting 35 seconds, and increase the number of trains to 4. Briefly test it to make sure trains can clear your updated layout, then open it. If you haven't impacted the excitement rating a lot with your changes, you should be able to charge around $15 per ride. With these changes, you should have nearly doubled the capacity of the ride.

Place some gentle and thrill rides and cover any rides you can to allow guests to have options for rides to ride in the rain. You'll also want to research additional coaster types as you'll want a higher capacity high excitement coaster capable of generating more revenue than Killer Bee. Play with ride pricing to ensure you're maximizing the amount of value you can charge without angering guests. Expand the park starting at the main entrance gate and work your way towards the back of the island, replacing the "no entry" sign you placed earlier with one further down the island as you expand further and further. Cover rides whenever appropriate as it rains slightly more here than in previous maps, although not to an excessive amount.

If you expand to the point where you reach the tower in the back of the park, make sure you add a supply depot and some better access paths to the existing food stalls before reopening them. Avoid reopening the elevator as guests don't benefit much by riding it and charging for it could only create a situation in which a guest pays to ride it up then does not have enough money to ride it back down, getting them stuck and lowering their happiness. By steadily adding new rides and expanding deeper into the park only when necessary, you should be able to fairly easily meet the objectives.