Parkasaurus – Useful tips and tricks.


    This is an all-purpose guide that contains information to help players with all mission types!

    Tips and tricks

    Using science as its primary currency

    In Parkasaurus, there are 3 types of currency: Money, Hearts and Science.

    Money is self-explanatory, but it comes with the drawback that it’s only collected and added to your usable balance at the end of the day, making it less reliable when starting a new zoo. Is.

    Hearts come from animals with the lowest happiness rating, and are collected at the start of each new day. Hearts are used to research heart trees, which are upgrades for exhibits that include fences, plants, toys, and feeders. Like money, it’s not the best currency to trust to begin with.

    Science is created by scientists conducting research in various buildings in your park, including the Science Building and presentation spaces. You can even create a science arch for guests later to add to that total as well.

    Any of these 3 currencies can be converted to other currencies by using the bank located in the town tab at the top left corner of the screen. Because we can make these exchanges, it’s the easiest currency ever created to trust science, because you don’t have to wait until the end of the day or the beginning of the next day to use it, and you can use it instantly. Can be changed in batches. As it arises.

    With this tip in mind, we’ll go over some key ways to promote not only science, but your other employees as well as your park buildings to reach their maximum potential.

    Staff experience

    Since we now know that science is the main currency to trust, we need to boost it to get as much as possible to efficiently research and upgrade as well as purchase materials for our parks. . The best way to do this is to hire 1 extra of each employee type, and always train them in the employee building. You want to open this building as soon as possible, and to start you will train the scientists.

    A good rule of thumb I like to follow is to train each staff member to be 3-4 levels above those actively working in other parts of the zoo, then remove them from the building. Give and keep the underlings there to train. They are also several levels ahead. Basically, you always want to be a coaching staff. When you first get an employee building, it can only train one staff member, but that number increases when you upgrade the building, which I’ll talk about in the next section. will

    To assign staff skill points, you can click on the bottom left corner or screen, where there is a button that says “Staff View” when you hover over it. Alternatively, you can access it by visiting the overview screen of the park where you hire staff. I’ve personally found the best categories to spend skill points on are speed and agility, although other categories are based more around digging. Speed ​​is how fast they do something, and ability is how well they do it. We want more of both to make them more efficient, because higher-level staffing produces better results—and in the case of scientists assigned to the science building or presentations, more science. To spend.

    Building upgrade

    Now that we’ve talked a bit about science and staff, we need to look at building upgrades. Building upgrades come from researching skills in the science tree, and you need to use money to buy them once they’re ready. To do this we will turn some science into money. I strongly recommend always upgrading the following when you unlock an upgrade:


    • Science Building
    • Employee Building
    • Entrance booth


    • Bathrooms/outhouse upgrades
    • Trash bin
    • Picnic tables.

    Another upgrade is always a good idea, but the ones listed above are preferred. In addition to building upgrades, there are also item upgrades that affect the items sold by your buildings. Things to note here are the magic dust in the balloon building, which reduces guest interference, and then the funnel cake and similar food levels – always pick the newest one you’ve opened as they Will offer more bonuses. You can see each bonus in the science tree by hovering over it.

    A tree of rocket ship parts

    Every campaign mission you do, you will get at least 3 rocket ship parts as long as you complete all the requirements for that mission. You can earn a fourth “extra” part by completing missions within a certain time, which can be difficult as a new player.

    You can spend these rocket ship parts on the screen where you select your game mode to unlock bonuses that are useful to you in missions (for example the movement of guests at night increase in speed, spending extra money by overnight guests). Pick the ones that look best to you, but be advised that you can’t rearrange them (please correct me if I’m wrong about this). You should eventually earn enough by playing all the missions to unlock the entire tree, so picking something “not the best” doesn’t mean you’re out of luck in the long run.

    Chain lighting

    I had a hard time figuring out how to properly place and hang chain lighting in my parks: in my very first non-tutorial mission, I researched this unlock, and yet every time I Placed it, it sank into the ground. . Some Google research revealed the right way to go about it, which I’ll summarize below.

    To install chain lights, you need something to connect to. You can use any kind of pole light, or even a simple pole, as well as attach it directly between the roofs of buildings. You want to place it on the connection starting at the top of the pole until you see what looks like a 6+ pointed green star shape, and you want to line up the center of where you want the light to go. Hang up. Then, you’ll do the same for the other side it connects to. I plan to take a screenshot to insert into this part of the guide later.

    Elevated walkways

    This is another feature I was excited to try out after I first unlocked it—I had them around on display but was confused as to why guests weren’t using them, and more importantly, that are not looking at the exhibits they were placed on. Again I turned to Google, and found out that walkways don’t actually count as sightseeing spots. So, that said, if you want to use them, you need to include them as a way to get places in your park, to give guests a reason to use them. Remember that you need an entry and exit ladder for them.

    Importance of Hats

    A huge feature of this game is the dinosaurs wearing cute hats, and it’s very important! Hats have bonuses to appeal to them, which in turn increases your rankings and attracts more visitors. In addition to increased appeal, hats often have bonuses for both the dinosaur and the crew. Hats require a minimum age/level to use, but at least use them on your dinosaurs as soon as possible. Some key features to look for include:

    Gender Change: Say for example, you hatched 2 dinosaur eggs, and both turned out to be male. This breed of dino needs a companion to be happy. You can put a “+gender change” cap on one of the dinos, and then it will count as the opposite gender and increase both their happiness.

    Biome Changes or Enhancement of Appeal: It’s always best to keep them in mind when adding to the overall appeal of an exhibit.

    The tool/dag uses: These are great to put on scientists as you can get extended dig bonuses.

    These are my top 3. You can also hover over hats in the hat store (located in the town screen), and it will tell you what the bonus is for that hat. You always want to go with the most appealing ones for your dyno. You can try to get rare hats that are unpurchasable by using the hats already in the egg screen and “gamble” to try to turn them into a rare hat. Rare hats provide hundreds of appeals, so it is very important to have them.

    Using themes to maximize exhibit appeal

    When you create an exhibit and are looking at its information panel, you may have noticed that there is a section for “Theme”. By selecting each one in the drop down box and reading its requirements you will know what you need to do to complete that theme. The last item needed is always purchased for money from the Exhibit Items panel (this is where you buy feeders, toys, etc.), and these items cost 50,000. Because of the high cost, you’ll need to convert the science you’re gaining into money in order to get it, without having to wait ridiculously long otherwise. The items should be pretty self-explanatory, but I plan to add a brief description of each later.

    Once a theme is complete in an exhibit, the exhibit will have bonuses that not only increase its appeal, but also provide health, safety, visual, and other bonuses to its inhabitants. You’ll also earn an achievement for each completed theme the first time you complete it. You ideally want each exhibit in your park to have a theme that promotes appeal and enjoyment.

    Upgrade your exhibition content regularly.

    As the title of this section suggests, you’ll want to upgrade the contents of each exhibit regularly, or as soon as you open them in the Heart Tree most of the time. When you first start out, you’ll have limited options, and more plants, enrichments, feeders, and shelters will become available as the heart tree progresses. Always upgrade to “Tier 2” items; You don’t need to remove all Tier 1 items, but mix in Tier 2 until the realism meter under the display info panel reaches 100%. At feeders/enrichments/shelters, choose the ones with the most green arrows on their information panels, as these provide the most bonuses. Higher quality products lead to happier and healthier animals, leading to higher ratings and lower overall costs.


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