
The Workshop is one of the most important rooms in Two Point Museum. It's where your staff will create Interactive Displays for your guests, as well as important cargo to bring on Expeditions to ensure their success and survival. Eventually, you'll even be able to build robots to increase your workforce!
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As if shaping the young minds of future generations wasn't hard enough, already.
PostsEach Workshop can only build one thing at a time, and space constraints mean you probably won't have too many working simultaneously, so it's important to choose your projects wisely. These are the best builds to sink your museum's time and money into.
This list focuses on single-use items and museum utilities. Custom Contraptions have their own separate list; check it out here.
8 Realization Station
$5,000, 18 Days To Craft
The most basic Interactive Display, the Realization Station has a reasonably small footprint compared to its brethren and isn't tied to any theme. That means you can move it around the museum as you change your layout without too much hassle. You can have up to five in a single museum, so you may as well build to capacity.
Realization Stations provide Buzz and Entertainment, and crucially, Knowledge that Child guests can retain. Even a single Interactive Exhibit can go a long way toward getting good reviews from families, raising your rating... and leading to sales of toys, plushies, and onesies in the Gift Shop.
7 Rank Cheese
$5,000, 30 Days To Craft
Proudly harvested by the Cheesemoonger aliens of the planet Mozzastella, Rank Cheese offers much more than bold flavor. When taken on an Expedition, it allows the team to count their total level as ten higher than it actually is. That way, you can avoid the most perilous events or get bonuses that would otherwise be out of reach.
Get it? The cheese increases your staff's overall rank. Nice one, devs.
6 Curse Counter
$4,500, 30 Days To Craft
Curses are among the most debilitating status effects in the game, especially Possession. They take an exceptionally long time to recover from, meaning that usually the only feasible way to deal with them is to send the afflicted character to Curses, Curses, Curses in the Netherworld.
The whole problem can be avoided if you just bring a Curse Counter on ghostly Expeditions. Be warned, however, that many advanced Netherworld locations have several Curse Events, so the best strategy is to counter as many as you can (usually with silver-tier skills), and use the Curse Counter to eliminate the remaining one, if any.
5 Wide Nets
Close$1,500-$3,000, 30 Days To Craft
Repeat Expeditions are the name of the game in Two Point Museum. To get to full Knowledge and dig up a Pristine Exhibit, you'll have to visit locations several times over. That's especially true of fish for your Aquariums, which need multiple specimens to be able to reproduce.
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With a surplus of customization options across several fleshed-out museums, you'll be curating for quite some time.
PostsThankfully, Wide Nets guarantee that you'll catch a matching pair of fish, so you can start hatching new specimens right away. The only thing to remember is that you need to use the right net for the climate you're fishing in; Temperate, Tropical, or Coldwater.
4 Plant Camouflage
$5,000 + 1 Mulch, 30 Days To Craft
Plant Camouflage is only necessary on a few select Expeditions, but when it's an option it's absolutely vital. It's often the only way to avoid Events that will devour your team members whole, regardless of their level, skills, or anything else.
Once you unlock the farthest edges of each exploration map, it's a good idea to have one or two Plant Camouflagesin reserve so that you don't find yourself without one when it's time to gear up for dangerous Expeditions.
3 Survey Scanner
$2,500, 25 Days To Craft
The Survey Scanner can negate some pretty nasty Events, but its real use is adding 50 Survey Progress to the current Expedition. That's on top of any bonuses that you get from Detailed Expeditions or Survey Skills, so with the right setup you can get an entire Survey Level in just one go.
The trick, of course, is kitting out an Expedition so that you don't need the item slot for something else. That's a tall order in some of the harder locations, but when you have room for a Survey Scanner, it's always worth having one crafted and ready to go.
2 Robot Staff
CloseCost Varies, 30 Days To Craft
Robot
Cost
Materials
Robo-Janitor
$5,000
60 Metal, 25 Whirlicogs
Robo-Guard
$10,000
100 Metal, 50 Whirlicogs, 1 Mulch
A growing museum needs more staff, but your payroll might not be able to handle more hires. The solution, of course, is robots. Robo-Janitors and Robo-Security Guards don't take a paycheck, instead needing to periodically visit Charging Stations for a quick jolt of power (and small maintenance fee).
Robots are only capable of simple tasks such as cleaning up and collecting donations, but their presence frees up your human staff, who will likely be high level and skilled by the time you unlock their metal companions, to focus on the more complex stuff, including Expeditions.
1 Illness Elixir
$7,500 + 1 Mulch, 60 Days To Craft
Fire up the Mulch-O-Matic, because your journeys into the Two Point Sea and the Known Universe are going to require industrial quantities of Illness Elixir. Like Plant Camouflage, Illness Elixir is often the only way to get around status effects that you really don't want coming back to the museum.
This is especially true of the dreaded Meteormites, a spaceborne illness that spreads like wildfire. If nothing else, be sure to mix up lots of Elixir just to keep anyone in your museum from getting this plague; otherwise, let's just say all those Robot Janitors you built are going to have a lot of cleaning up to do.
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Simulation Strategy Life Simulation City Builder Systems OpenCritic Reviews Top Critic Avg: 85/100 Critics Rec: 92% Released March 4, 2025 ESRB Everyone // Mild Fantasy Violence, Comic Mischief Developer(s) Two Point Studios Publisher(s) Sega Engine Unity Franchise Two PointWHERE TO PLAY
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