Bringing the right Cargo Item on an Expedition in Two Point Museum can be the difference between a successful journey and a total disaster. Easy Expeditions can be enhanced to get better rewards, or you can remove the most dangerous parts of harder Expeditions to make sure that everyone comes back in relative safety.

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This catalog of the game’s Cargo has all of their effects and crafting requirements in one place, including which story maps you need to play to unlock them. If you’re missing a key component for an Expedition, you might need to move to a different museum for a while.
Unlimited Cargo
These Cargo Items are always available for any Expedition, and you have an infinite supply of them.
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Cargo
Effect
XP-dition Journal
All team members get 15% more XP from the Expedition.
First Aid Kit
Removes the leftmost Injury Event.
Haggling Handbook
Reduces the cost of the Expedition by 20%.
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If you don’t need any other Cargo Items, bring the XP-dition Journal or the Haggling Handbook instead of going empty-handed.
The XP-dition Journal is occasionally a requirement for countering Events, as well. You should only use the First Aid Kit to remove Injury Events that you can’t get rid of any other way. The Haggling Handbook can make unaffordable Expeditions fit within your budget, albeit barely.

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Single-Use Cargo
These Cargo Items must be crafted at the Workshop. Most only require money, but a few need materials recovered from Bungle Burrows.
Cargo |
Story |
Cost |
Build Time |
Effect |
---|---|---|---|---|
Survey Scanner |
Memento Mile |
$2,500 |
25 days |
The Expedition makes an extra 50% progress toward the location’s Survey Level. |
Wide Net |
Passwater Cove |
$1,500 |
30 days |
If the Expedition returns with a Temperate Fish, an additional copy is added to your inventory. |
Wide Tropical Net |
Passwater Cove |
$2,000 |
30 days |
If the Expedition returns with a Tropical Fish, an additional copy is added to your inventory. |
Wide Coldwater Net |
Passwater Cove |
$3,000 |
30 days |
If the Expedition returns with a Coldwater Fish, an additional copy is added to your inventory. |
Curse Counter |
Wailon Lodge |
$4,500 |
30 days |
Removes the leftmost Curse Event. |
Hellhole Repellent |
Wailon Lodge |
$250 |
11 days |
Removes the Hellhole Holdup Event. |
Spirit Key |
Wailon Lodge |
$10,000 |
60 days |
Only used to remove Obstructions in the Netherworld, and enter the Malicious Dungeon there for unique Perks. |
Illness Elixir |
Bungle Wasteland |
$7,500, 1 Mulch |
60 days |
Removes the leftmost Illness Event. |
Plant Camouflage |
Bungle Wasteland |
$5,000, 1 Mulch |
30 days |
Removes dangerous Events that specifically require Plant Camouflage, like Man-Eating Plant. |
Drill |
Bungle Wasteland |
$5,000, 25 Metal |
3 days |
Used for removing specific Obstructions and Events, usually in Bungle Burrows and The Known Universe. |
Deluxe Drill |
Bungle Wasteland |
$15,000, 75 Metal, 25 Whirlicogs, 3 Mulch |
60 days |
Only used to remove some Obstructions in Bungle Burrows. |
Rank Cheese |
Pebberley Heights |
$5,000 |
30 days |
Counts the team’s total Rank as 10 higher than it actually is for activating and deactivating Events. |
Metal and Whirlicogs are found at Oreful Mine and Surplus Supplies in Bungle Burrows, respectively. Mulch is obtained by having a Science Expert build a Mulch-O-Matic and putting Botany Exhibits into it.
Which Cargo Should You Build?
In general, it’s best to have a ready supply of Illness Elixirs and Survey Scanners. The former lets you avoid debilitating events, while the latter makes it easier to level up new locations and get higher-Quality Exhibits.
If your museum is focused on Marine Life, you should try to bring the appropriate Nets on Expeditions to get new fish, as this lets you get a breeding pair in one trip. If you’re making frequent Expeditions to the Netherworld, or are trying to collect all of the Silverbottom Ghosts, you’ll want to have lots of Curse Counters.

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