In Two Point Museum, players can run a wide range of different themed museums. One of the earliest types of museum you’ll gain access to is a Supernatural Museum called Wailon Lodge. This former hotel is the ideal spot for some spooky exhibits, including some that are surprisingly lively, given the circumstances.
Polterguest Rooms are unlocked as you begin learning how to run Wailon Lodge in Two Point Museum, allowing you to host various ghosts. You’ll need to adjust the rooms according to the ghosts inhabiting them, however, if you want to avoid any unfortunate haunting incidents. This guide will break down the basics of keeping your Free Spirits happy.

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How to Get Free Spirits
Your first Free Spirit is acquired as you complete objectives at Wailon Lodge, rising from a grave on the grounds to prowl the halls. After sending a Supernatural Expert to calm them down, you’ll be guided through the construction of your first Polterguest Room.
Getting more Free Spirits to inhabit your Museum/Hotel will require you to bring them back from expeditions, much like any other exhibit. You’ll start finding them at the Endless Dump, with more available as you unlock more expedition locations in the Netherworld.
Ideally, you’ll want to hold off on placing Free Spirits into your Museum until you have a guest room ready for them, so it’s best to send them to your inventory when you get them from expeditions and then take a closer look at what kind of ghost they are.
How to Build a Polterguest Room
Once you encounter your first Free Spirit during the Wailon Lodge objectives, you’ll be given the ability to construct Polterguest Rooms. These are specialized containment rooms for your ghostly guests, which can be furnished to match the time they originate from. While the game will guide you through the basics for your first ghost, you’ll need to pay close attention to the needs of any new Ghosts you get so you can maximize the efficiency of these rooms.
Thanks to the one-way glass, a Polterguest Room also functions as an exhibit, so you’ll want to put info stands and donation points near them like you would for any other exhibit. When determining how to decorate a Polterguest Room, we’d suggest stopping time and then dropping a Polterguest into the room. Look at the info tab for that Polterguest to see the general room theme they prefer (most of the early guests will want Industrial Age Decor) and set the room to match that theme.
Next, you should place entertainment objects in the room that also fit that theme, such as gramophones, fireplaces, washbasins, and that sort of thing for the Industrial Age theme. When doing this, you’ll also want to look at the special requirements for your guest, which are listed under “Buzz Bonus” in the info tab, and make sure you place (or remove) the necessary objects to fulfill these criteria.
Larger Polterguest Rooms can hold multiple spirits, which is usually better for your Museum than having multiple small rooms since they have higher buzz caps and provide more knowledge as an exhibit. Some ghosts have qualities that pair badly with others, so check each Polterguest’s preferences before putting them in a room together. It won’t do if you put a ghost that loves music together with a ghost that can’t stand it, after all.
If you don’t build your Polterguest Rooms to suit their inhabitants, their Peace meters will rapidly drain. The speed at which Peace drains is determined by two values: Entertainment, and Immersion. Entertainment is provided by most of the objects you can place into a Polterguest Room, and you’ll want a good number of Entertainment Items in each room to keep it nice and high. Immersion, on the other hand, is easier to manage. Immersion indicates how immersed in their surroundings the Polterguest is, and is increased by decorating the room in a style appropriate to that ghost, as mentioned earlier, and by using items in that same style to decorate the room.
If a Polterguest’s Peace Meter drops to zero, they’ll break out of containment and must be calmed down by sending a Supernatural Specialist to see them. This will get them to go back to their room, but if you don’t fix the issues that dropped their meter so fast, then it’ll only be a temporary solution. A ghost has a patience tally at the bottom of their information panel, which indicates how many times they can be pacified after breaking out. If their Peace drops to zero again after they run out of patience, they’ll permanently leave the museum, so make sure that doesn’t happen!

- Released
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March 4, 2025
- ESRB
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Everyone // Mild Fantasy Violence, Comic Mischief
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