The best Two Point Museum layouts share one shape: a single entrance, one main loop through themed exhibit zones with an Info Stand beside every cluster, toilets and a café halfway round, and an exit through the Gift Shop. What changes from map to map is the special room and the space you start with: Passwater Cove is built around aquariums, Wailon Lodge around Polterguest Rooms, Pebberley Heights hands you a bare platform with no building at all, and Pointy Mountains starts you with $0. Checked against build 12.1.246284 (October 29, 2026).
Table of Contents
Quick answer: Two Point Museum layout tips
- Group exhibits by theme. Decorations from the same theme raise an exhibit’s Decoration rating (0 to 5) more than off-theme ones, and many Buzz Bonuses need same-theme neighbours.
- One Info Stand per exhibit cluster. Guests only gain Knowledge from Info Stands, which pool the Knowledge of every exhibit in their short range. Children need Interactive Displays instead.
- One entrance, gift shop exits. A popular community layout uses one central entrance with two ticket booths and makes every other exit lead through the Gift Shop.
- Keep staff paths separate. Put the Staff Room, a staff bathroom and staff doors behind the ticket desk, and set staff zones early.
- Use big rooms as walls. Aquariums and Polterguest Rooms can be reached from any side, so they work as dividers between exhibit zones.
- Don’t sell the starting clutter blindly. Some items found on Wailon Lodge, Bungle Wasteland, Silverbottom Park and Pointy Mountains never unlock again.

A Prehistory pod: same-theme ferns and torches around the skeletons raise their Decoration rating. Image: Two Point Studios / SEGA
How Two Point Museum scores your layout
A layout is scored through Buzz (how impressive an exhibit is), Knowledge (what guests learn) and guest needs. The placement rules, per the game’s text and the fan wiki:
- Decoration rating. Every exhibit has a Decoration rating from 0 to 5. Decorations placed within the exhibit’s range raise it, and items with a decorative attribute that matches the exhibit’s theme give a bigger boost,. The Memento Mile tutorial already asks for five exhibits at level 3.
- Themes and Buzz Bonuses. The base game has eight themes (Prehistory, Botany, Marine Life, Supernatural, Science, Space, Digital and General), and the DLCs add Fantasy, Wildlife and Art. Many exhibits need decorations or other exhibits from their own theme nearby to trigger their Buzz Bonuses.
- Info Stands. Guests learn nothing just by looking. An Info Stand ($200) collects the Knowledge rating of every exhibit within a short range. Children can’t use them, so add Interactive Displays for school groups.
- Ambience Speakers. These wall items ($250) play themed audio that raises the Buzz guests get from nearby exhibits. Two Point Studios clarified this in its March 2025 patch notes (1.2.177823).
- Guest needs. Two Point Studios’ launch post lists what every guest type expects: a clean museum, plenty of refreshments, ample toilets and a well-stocked gift shop.
The result is a museum of themed “pods”: a few same-theme exhibits, matching decorations, one Info Stand in range of all of them, and a bench and donation stand on the path in front.
Room sizes and costs for planning a layout
With no official layout planner, sketch your plot against each room’s minimum footprint (sizes and base costs from the fan wiki). Rooms can be any shape above the minimum, and you can change a room’s blueprint later with its Edit button.
| Room | Minimum size (tiles) | Base cost | Staffed by |
|---|---|---|---|
| Building (shell) | 5 x 5 | $100 per tile | – |
| Bathroom | 2 x 1 | $6,100 | – |
| Gift Shop | 4 x 3 | $7,000 | Assistant |
| Cafeteria | 4 x 3 | $16,150 | Assistant |
| Staff Room | 3 x 2 | $25,600 | – |
| Training Room | 3 x 2 | $11,850 | – |
| Workshop | 4 x 4 | $15,500 | Janitor |
| Analysis Room | 4 x 4 | $30,100 | Expert |
| Camera Room | 3 x 2 | $12,825 | Security Guard |
| Marketing Office | 2 x 2 | $12,825 | Assistant |
| Aquarium | 4 x 3 | $7,400 | Marine Life Expert |
| Polterguest Room | 3 x 2 | $5,100 | Supernatural Expert |
| Habitat (Zooseum) | 5 x 5 | $5,100 | Wildlife Expert |
| Wildlife Welfare (Zooseum) | 4 x 4 | $17,100 | Wildlife Expert |
| Art Studio (Arty-Facts) | 4 x 4 | $23,000 | Art Expert |
The big-ticket rooms are the Analysis Room and the Staff Room. Leave a 4 x 4 gap behind the scenes for the Analysis Room from day one so you don’t have to tear out an exhibit hall later.
The core layout that works in every museum
The most detailed community layout guide on Steam, Kalora’s “Building Tips”, describes a flow that suits any map. The steps below follow it, with notes from the official patch history:
- One front door. Even in a large museum, use one central entrance with two ticket booths, fenced at the sides and back.
- Staff block behind the desk. A staff door directly behind the ticket booths leads to a staff foyer, Staff Room and staff bathroom. Desk Assistants stay near their post.
- Two-way main entrance. Kalora found one-way entrance arches caused traffic and upset guests, so keep it two-way, with security doors on both sides.
- Exit through the gift shop. Every other exit runs through a Gift Shop, then a small foyer with a security gate before the real exit.
- Facilities mid-route. Put toilets and food halfway round the loop rather than at the entrance, and hide snack areas behind exhibits so they don’t eat display space.
- Small embedded security rooms. A compact Camera Room inside each exhibit area covers a wide space once upgraded. Since Update 2.0, cameras no longer scare thieves away; they call a guard instead. A free-standing 360° camera now patrols in a circle, and the outdoor camera can go indoors (Update 2.0 notes).
- Staff zones early. Kalora’s main regret was assigning them late.
At higher Curator Class you can automate the busiest spots: Update 8.0 added self-serve ticket and Gift Shop items that free up Assistants, plus a High Security Archway at Curator Class 14 (Update 8.0 notes).

Tanks double as corridor walls in Passwater Cove, with the Gift Shop at the end of the route. Image: Two Point Studios / SEGA
Two Point Museum layouts for each museum
Each museum changes the starting space, the climate and the special room you have to design around. Starting balances and plot data are from the wiki. Tile counts are Two Point Studios’ own figures from the Rides & Relics FAQ.
| Museum | Theme | Climate | Starting cash | Layout priority |
|---|---|---|---|---|
| Memento Mile | Prehistory, Botany | Temperate | $125,000 | Learn theme pods; space for big skeletons |
| Passwater Cove | Marine Life | Temperate | $150,000 | Aquariums as walls; climate per tank |
| Wailon Lodge | Supernatural | Temperate | $100,000 | Polterguest Rooms matched to each spirit |
| Bungle Wasteland | Science | Hot | $200,000 | Workshop space; fire-resistant janitors |
| Pebberley Heights | Space | Hot | $150,000 | Build the shell and helipad yourself |
| Pointy Mountains | – | Cold | $0 (loan needed) | Grow outward plot by plot; 9,216 tiles |
| Silverbottom Park (Zooseum) | Wildlife | Temperate | $150,000 | 5 x 5 Habitats, indoors or out; 10,389 tiles |
| Undee Docks (Arty-Facts) | Art | Temperate | $175,000 | Art Studio near galleries; 10,610 tiles |
| Riquetti Gardens (Rides & Relics) | Funfair | – | $100,000 | Coasters plus queues outdoors; 11,284 tiles |
Memento Mile layout
The starting museum has a large, sectioned building with a Helipad at the back, two fossils already in place and a Bathroom. Treat it as practice for theme pods: dinosaur bones in one wing, Botany in another, each with matching decorations and its own Info Stand. Big multi-part skeletons grow as you find pieces, so leave room around them. Frozen exhibits melt when their maintenance reaches 0% and then have to be sold, and Two Point Studios recommends coolers for the Cavemen. Of the six buyable plots, Plot 4 is the cheapest at $15,000 (display exhibits from 4 themes and average $4,000 monthly profit over 3 months). Plot 1 ($25,000) is the required Chapter 2 unlock.
Passwater Cove layout (aquarium layouts)
Passwater Cove is the aquarium map, and its layout is built around tanks. Every Aquarium needs a Water Filter. Tropical fish need a Water Heater, coldwater fish need a Coldwater Cooler, and temperate is the default, so group fish by climate in separate tanks. Capacity comes from floor area, so bigger tanks hold more fish:
| Aquarium tiles | Fish capacity |
|---|---|
| 12 (minimum 4 x 3) | 3 |
| 20-22 | 6 |
| 30-32 | 9 |
| 39-42 | 12 |
| 49-51 | 15 |
| 65+ | 20 (maximum) |
Guests can view a tank from any side they can reach. Long tanks on both sides of a corridor give you a walk-through aquarium with no extra walls. Two cheap early plots make expansion easy: Plot 6 costs $2,500 (display 4 Tropical Fish exhibits) and Plot 3 costs $5,000. The map has 13 plots in all. For the money side of tanks and fish farming, see our Two Point Museum money guide.
Wailon Lodge layout
The haunted hotel starts with $100,000 and a sectioned building with a Helipad at the back. The Lodge itself is two plots: Plot 4 is granted in Chapter 2 and Plot 9 ($10,000) opens in Chapter 3. Plot 8 is an outdoor plot that costs only $100. The small plot next to the main one is too small for a Building, so use it for outdoor decorations and paths. Plot 9 contains two Abandoned Beds that never unlock for building later, so keep them if you want them.
The layout centres on Polterguest Rooms (minimum 3 x 2). Room size sets how many spirits it can hold: 6-9 tiles hold 1, 10-14 hold 2, 15-19 hold 3, 20-24 hold 4, 25-29 hold 5, and 30 or more hold the maximum of 6. Matching a room’s décor style (Hotel Room, Industrial Age, Dark Age, Natural or Sunken) to its spirit raises Immersion, which slows the drain on the spirit’s Peace bar. Some spirits won’t tolerate certain room-mates, and one whose Peace runs out breaks out, so small separate rooms are safer. Kalora also uses ghost rooms as walls, with only one or two viewing spots, to build a haunted-house walk-through.
Bungle Wasteland layout
The Science museum is in a hot desert and starts with the most money ($200,000), a small building and a second, Bungle-branded Helipad. Science exhibits are Custom Contraptions built in the Workshop, and Two Point Studios notes that upgraded contraptions take longer to catch fire. Build a roomy Workshop early. Most plot unlocks ($10,000-$15,000) ask you to make and display a specific contraption or to hire a Janitor qualified in Fire-Resistance (Plot 7 needs Level 2, Plot 3 needs Level 3). Keep the Bungle Crates, Bungle Debris and Bungle Boxes on the first plot, because none of them unlock again.
Pebberley Heights layout
The Space museum is the one where you design the shell from scratch. You start with a single plot being raised on a platform above the jungle canopy, with no Building and no Helipad, so you place both yourself. Put the Helipad at the back edge and the entrance at the front, then build the 5 x 5 minimum shell outward along your planned loop. There are five plots at $25,000 each. Plots 4 and 5 open only once their neighbours are unlocked, so expand in a chain. Astral Anomalies are assembled from parts with dependencies; a community placement diagram by Czupak on Steam maps them out so you can reserve space for the full set. Plot 1 asks for 1,500 total Buzz and 5 Interactive Displays, so plan display space early.

Space decorations around a Space exhibit, with a donation stand on the path. Image: Two Point Studios / SEGA
Pointy Mountains layout
The base-game finale opens at Curator Class VII and starts you with no money, so you’ll need a loan on day one. There’s no Building, only a Mountain Helipad, and you expand by buying identical 16 x 16 plots at $25,000 each (32 of them, per the wiki), each touching one you already own. Diagonal plots don’t count. Two Point Studios counts the whole map at 9,216 tiles and 33 plots. Keep the core loop compact around the first plot until income covers the loan, then add one themed wing per plot. Keep the Mountain Yurt and Mountain Tents you uncover, as they don’t unlock later.
DLC museums: Silverbottom Park, Undee Docks, Riquetti Gardens
- Silverbottom Park (Zooseum): Habitats are 5 x 5 minimum and can be placed outside, which keeps the building free for terrariums and smaller exhibits. Habitat capacity starts at 2 animals for 25-29 tiles. Keep the 4 Silverbottom Boxes, the Jasmine Album and the Penny Pincher found on the first plot. If you like enclosure design, our Planet Zoo 2 beginner guide covers a similar system.
- Undee Docks (Arty-Facts): artworks are made in the Art Studio (4 x 4, $23,000), so put it close to the galleries to keep Art Experts’ trips short. The map starts with $175,000 and has 6 plots by Two Point Studios’ count.
- Riquetti Gardens (Rides & Relics): the largest museum at 11,284 tiles over 6 plots. You start with two buildings (one with two ticket booths, one with a Training Room) and a broken-down coaster. Update 12.0 added outdoor hedges, 9 external walls or fences and new trees, so you can fence rides into zones outside (Update 12.0 notes). Since the October 29 patch, guests re-ride rides, and a bug that left guests lost when entering or leaving rides is fixed (12.1 notes). Give popular rides longer queues. For coaster ideas, see our Planet Coaster 2 Spooktacular guide.
Decorating tips that make layouts look better
Steam guide author lydocia’s “Decoration Tips” covers the finishing touches:
- Change the floor under each exhibit and add a border to break up rooms that are all one floor. Cutting the corners looks neater.
- You can’t hang wall items over the seam where two walls meet, so cover it with a double banner or a pillar.
- Curved Info Stands make a good backdrop for round exhibits, and they also work as Tour Stands.
- Catacomb Walls can be recoloured, so they double as curtains or a haunted bookshelf behind exhibits.
FAQ
Is there a Two Point Museum layout planner?
No, the game has no separate planner. The closest thing is Sandbox mode. Since Update 2.0 you can turn off Curator Class and unlock all Enlightenment decor, Kudosh items and Custom Contraptions there, so you can test a layout with everything available before rebuilding it in a campaign museum.
Can you move rooms after building them?
Yes. Select a room and use Edit to add or remove blueprint space. Aquariums and Habitats can also be picked up and moved; Two Point Studios fixed a crash with this in May 2026.
Do these layouts work on console and Switch 2?
Yes. Two Point Museum’s rules are the same on PC, PS5, Xbox Series X|S and Switch 2; only the controls differ. If you also play the hospital game, our Two Point Hospital staff training guide covers its Training Room. For dinosaur parks on a bigger scale, see our Jurassic World Evolution 3 dinosaur list.
Sources: Two Point Studios / SEGA Steam news for Two Point Museum (launch post, Update 2.0, 4.0, 8.0, 12.0 and 12.1 notes, Rides & Relics FAQ); Two Point Museum fan wiki (Fandom) pages for each museum, Rooms, Aquarium, Polterguest Room, Habitat, Exhibits, Knowledge and Info Stand; Steam guides by Kalora, lydocia and Czupak. Checked October 30, 2026 UTC.
Live: Follow today’s gaming news as it happens
Featured image: AI-generated illustration
