Custom Contraptions are the main focus of the Science Theme in Two Point Museum. Once you discover the Blueprints in the Bungle Labs, your Science Experts can build and improve these high-tech devices in the museum’s Workshop, provided they have enough of the right resources.
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Unlike other Exhibit types, Custom Contraptions have additional effects that can help make your museum more efficient. Just try not to think about the ethical implications of some of them – it’s all in the name of learning, after all, and the ends justify the means, right?
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Panoptic Pillar
The Panoptic Pillar should be the cutting edge of museum security. With its small footprint, it can be placed easily in any room in the museum, where its ability to detect hidden criminals makes apprehending would-be ne’er-do-wells a snap.
Or it would be, if it worked. The Panoptic Pillar doesn’t do a very good job of its stated purpose, to the point where a low-tech security chair staffed by a competent Guard will go much further in keeping the museum safe. To the thieves who actually stole our museum’s Panoptic Pillar; it’s all yours, have fun with it.
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Beautification Beam
The Beautification Beam helps generate extra Buzz by making guests see Exhibits as better-decorated than they actually are. It’s a neat device, but it’s more useful as an Exhibit for generating Buzz on its own than for actually using its ability.
It’s not that hard to get all your Exhibits up to maximum Decoration Rating, so in most cases you won’t actually need to make use of the Beautification Beam. Even if for some reason you don’t want to decorate an Exhibit, the Decoration Boost Perk is pretty common, so you’ll usually have one on hand to install instead of relying on a high-tech laser to alter your guests’ perception.
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Air Commissioner
This device lets you set the temperature of an area to Cold, Temperate, or Hot, making it easier to control the environment of your Exhibits. Its main selling point, though, is that you can instantly swap modes, which doesn’t actually serve much of a purpose.
Exhibits deteriorate quickly if they’re in the wrong environment, so switching temperatures isn’t much good; you can’t use the Air Commissioner to group Exhibits from different climates together. Instead, use this device to save your Janitors extra maintenance tasks, since they won’t have to spend time repairing Heaters and Freezers while the Air Commissioner is on the job.
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Memory Bank
The Memory Bank adds a nice little bonus to your museum, but is by no means essential. By scanning and recording guest thoughts, it speeds up staff training.
Training doesn’t take terribly long to begin with, but it can be nice to save a little time when you’re missing a key skill for an Expedition, especially during some late game story events that add extra havoc until they’re dealt with.
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Spa Point
The Spa Point is the first Custom Contraption that you’ll discover, and it provides a useful benefit for your guests. Combined with its cheap build cost thanks to being an early Contraption, it can be worth having several throughout your museum, provided you have
enough Science Experts to keep them well maintained so that they don’t catch fire.
Guests can use the Spa Point to recover their Energy, saving them a trip to the Vending Machines or a time-out on the benches. Less time sitting or standing in queues means more time looking at Exhibits and gaining Buzz, which ultimately leads to better reviews and more donations.
9
Jolt Converter
Jolt Converters have a great Buzz rating, especially once they reach tier three, and they make an excellent addition to large museums with spread-out maps. Strategically placed, they can dramatically increase your overall Museum Rating.
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Guests that interact with the Jolt Coverter get an electrical shock that increases their walking speed. That makes it much more likely that they’ll be able to see everything in your museum, and also reduces the time it takes them to see to their needs like Hunger or using the bathroom. As with the Spa Point above, that translates to more time looking at Exhibits, which is what you want them doing.
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Judgment Clouder
Judgment Clouders work similarly to speakers, in that they give guests that enter their effect radius a buff. However, the Judgment Clouder is a bit more powerful, as you can tailor the buff to enhance the guest’s Buzz, Knowledge, or Environment.
Remember to set the Judgment Clouder’s enhancement type in the second tab on its menu after placing it!
Used in conjunction with other buffs or Marketing Campaigns, a smartly-placed Clouder can get you a lot of extra donations from somewhat-addled guests.
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DNA Designer
The aforementioned Marketing Campaigns are a great tool for getting guests into your museum who will appreciate your collection. Of course, you can further tailor your clientele to your museum (rather than the other way around) by building and placing a DNA Designer!
This small booth transforms guests from one type into another. You can set the type that guests will be turned into, letting you make sure that more visitors will get their Dream Visit and be inclined to buy what you’re selling in the gift shop.
You can usually tell when a guest has been transformed via the DNA Designer, as they’ll keep their old animations despite having a new character model. That doesn’t happen with other transformers, like the Blooming Buffoon or Haemogobbler Plant.
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Robo Mod-Stop
Once you’ve delved deep enough into the Bungle Labs, you’ll gain the ability to construct robotic staff. Robots aren’t as versatile as humans, but they can take care of more menial tasks, freeing up skilled workers for Expeditions. Better yet, they’re much cheaper to maintain as they only require periodic charging rather than a salary. More on that below.
Expeditions into certain areas of Bungle Labs will yield Perks for robots, which can only be installed via a Robo Mod-Stop. Enhancing your robots makes them much more efficient, so if you’re going to rely on a mechanized workforce you should go all-in and upgrade them as much as you can.
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Robo Charger
Robots can operate while their batteries are drained, but they do so much more slowly. The only way to get them back to full power is to let them use a Robo Charger. A charging session costs the museum $500, but it’s worth it to have all your robots actually doing their jobs.
Even if you only have a handful of robots, You should have at least one Robo Charger in your museum. Not only does it keep them operating at peak levels, but it also generates Buzz as visitors look in awe at the modern wonders of technology.
4
Robo Charge-Master
If your museum has a lot of robots, then you should swap out your individual Robo Chargers for a Robo Charge-Master. It’s much more expensive to build, but the Charge-Master has three charging bays and is more impressive to guests.
3
Sprinkler Pump
Botany Experts will usually play a secondary role in your museum, as plants are never the main Theme. You don’t want to spend too much payroll on them, but they’re essential for finding and maintaining rare Exhibits like the Chomper Pit. However, since you aren’t likely to have too many Botany Experts on staff at a time, it’s possible that sending them on Expeditions can cause your existing plants to be neglected.
The Sprinkler Pump obviates that problem by maintaining the health of any Botany Exhibits within its radius. They still need to have optimal temperature and humidity conditions to survive, but you’ll be able to send your Botany Experts into the field without having to worry that they’ll come back to withered plants.
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Mulch-O-Matic
Most crafting materials for the Workshop can be obtained by sending Janitors on Expeditions into Bungle Labs. The only exception is Mulch, a key ingredient in advanced Contraptions and important Cargo.
The Mulch-O-Matic turns Botany Exhibits into Mulch, making it a must-have for every museum. Even if you don’t plan to build lots of Custom Contraptions, you’ll need Mulch for Illness Elixirs to stave of sickness.
Send an Expert with Survival Skills and a First Aid Kit to the Allotment Labs; they’re guaranteed to bring back a Sickly Pear after a relatively short trip, making for an easy batch of Mulch.
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Douse-N-Dose
Sometimes, it can’t be avoided that a staff member will come back from an Expedition with an illness. By the time you can build a Douse-N-Dose, it should be a quick and easy fix to send them out to Remedial Springs for healing, but why do that when they can simply recover at the museum?
Not only does the Douse-N-Dose encourage donations as guests view it, it’s also capable of healing both injuries and illnesses that your staff incur. Between those two uses, it will more than pay for itself in hardly any time at all.
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Simulation
Strategy
Life Simulation
City Builder
- Released
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March 4, 2025
- ESRB
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Everyone // Mild Fantasy Violence, Comic Mischief
- Developer(s)
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Two Point Studios
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