Custom Contraptions are the main focus of the Science Theme inTwo 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.
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?

14Panoptic 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 itsability to detect hidden criminalsmakes 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 alow-tech security chairstaffed by a competent Guard will go much further in keeping the museum safe. To the thieves who actuallystole our museum’s Panoptic Pillar; it’s all yours, have fun with it.

13Beautification Beam
The Beautification Beam helpsgenerate extra Buzzby making guests see Exhibits asbetter-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’snot 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, theDecoration Boost Perkis 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.

12Air Commissioner
This device lets youset 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 caninstantly 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 tosave 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.

11Memory Bank
The Memory Bank adds a nice little bonus to your museum, but isby no means essential. By scanning and recording guest thoughts, itspeeds 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 anExpedition, especially during some late game story events that add extra havoc until they’re dealt with.

10Spa 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 worthhaving 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 torecover 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 tobetter reviews and more donations.
9Jolt Converter
Jolt Converters have a great Buzz rating, especially once they reach tier three, and they make anexcellent addition to large museums with spread-out maps. Strategically placed, they candramatically increase your overall Museum Rating.
Guests that interact with the Jolt Coverter get anelectrical 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.

8Judgment Clouder
Judgment Clouders worksimilarly 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 cantailor the buff to enhance the guest’s Buzz, Knowledge,orEnvironment.
Remember to set the Judgment Clouder’s enhancement type in thesecond tabon its menu after placing it!

Used in conjunction with other buffs orMarketing Campaigns, a smartly-placed Clouder can get you a lot of extra donations from somewhat-addled guests.
7DNA 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 boothtransforms guests from one type into another.You can set the type that guests will be turned into, letting you ensure 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’llkeep their old animationsdespite having a new character model. That doesn’t happen with other transformers, like the Blooming Buffoon or Haemogobbler Plant.
6Robo Mod-Stop
Once you’ve delved deep enough into the Bungle Labs, you’ll gain the ability toconstruct 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’remuch cheaper to maintainas they only require periodic charging rather than a salary. More on that below.
Expeditions into certain areas of Bungle Labs will yieldPerks for robots, which can only be installed via aRobo Mod-Stop.Enhancing your robots makes themmuch 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.

5Robo Charger
Robots can operate while their batteries are drained, but they do somuch more slowly.The only way to get them back to full power is tolet 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 shouldhave at least one Robo Charger in your museum.Not only does it keep them operating at peak levels, but it alsogenerates Buzzas visitors look in awe at the modern wonders of technology.