Visitor

A zoo in *Let's Build a Zoo* depends on attracting **visitors** to come in to see the animals. They are a main source of income for the zoo.

## Visitor information

### Energy

Energy is a measure of how well rested a visitor is. Some visitors will decide to just go home when their energy is low, leading to seeing less of the zoo and spending less money. Tired visitors also walk more slowly, even on pathways.

#### Paths

One way to manage the energy of visitors is to build paths for them to follow. Visitors are free to walk wherever they please, but if they have pathways to walk on, they'll make it around the zoo much faster. Walking on floor tiles allows guests to use less energy getting to their next stop in the zoo, which leaves more energy for looking at animals and shopping!

Researching the different kinds of paths will lower the amount of energy needed to walk across them, so visitors will be able to cover more ground before getting tired.

#### Benches

Placing benches is another way to manage visitors' energy levels. They give visitors a place to rest and recover energy.

Tired guests will hunt down benches, no matter where they are in the zoo. They're happy to walk or use subways to get a little rest, so it can be a good idea to place benches away from the zoo entrance and next to locations where visitors can spend money. Visitors will move to any unoccupied nearby benches as long as they know there is one, so spreading out benches and building them as part of shopping plazas or next to exciting animals means they'll have lots to do when they get there.

Researching different benches will lead to a bonus to the rate at which they replenish visitors' energy levels.

### Satiation and Hydration

The satiation and hydration stats indicate the visitors' level of hunger and thirst, with lower values indicating they are more hungry and/or thristy. When these stats get too low, visitors will decide to just go home.

This is managed by placing shops and vending machines in the zoo. Guests who need food or drink will hunt out appropriate shops, no matter where they are in the zoo. It's a good idea to place food and drink shops away from your zoo entrance and in high traffic areas.

There are all manner of shops to unlock from pizza and pretzels to deserts and slushies, as well as set bonuses for researching them that upgrades how fast each shop serves their customers. Some shops will even be able to hold more than one employee so as to serve people faster.

#### Changing recipes

In order to make more profit or produce higher quality products to tempt your guests, click on a shop and hit the manage shop button. In this menu, the amount of various ingredients can be changed. Morally good recipes are much better quality, but have less profit margin. Morally evil recipes have more questionable ingredients and so are much cheaper to make, but may poison visitors.

### Bathroom

The bathroom stat is a measure of a visitor's need to use a restroom, with a lower stat indicating a greater need. This stat decreases as visitors consume food and drink. Some visitors will decide to just go home once the bathroom stat is too low, leading to seeing less of the zoo and spending less money.

Visitors who need to use restrooms will hunt them out, no matter where they are in the zoo. They're happy to walk or use subways to get a little relief, so it can be a good idea to place restrooms away from your zoo entrance and next to locations where visitors can spend money.

Visitors will move to any unoccupied nearby restrooms as long as they know there is one, so spreading out restrooms and building them as part of shopping plazas, or next to exciting animals means they'll have lots to do when they get there.

If two sets of restrooms are researched, they will upgrade to being able to hold two people at a time, which is very useful in bigger and more popular zoos, especially ones with lots of shops and vending machines.