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Mad Scientist
"Every gadget blueprint, unlocked and ready."

How do I install Mad Scientist?
Download the free ProjectMods desktop app, then install Mad Scientist for Kindergarten 2 in one click.
</>What does Mad Scientist do?
Kindergarten 2 gates its coolest gadgets (the tool belt, the laser, the bomb and more) behind long story progress. Mad Scientist unlocks all eight blueprints in one tap. Head to the science lab and build whatever you need, whenever you want, without waiting for the plot to catch up.
</>What is Mad Scientist?
Mad Scientist unlocks all eight of Kindergarten 2's buildable gadgets in a single tap — the tool belt, the laser, the bomb, and the rest. Instead of waiting for long story progress to hand them over one at a time, you head to the science lab and build whatever you need from the start. It's the fast track to the game's most fun toys.
</>Common questions about Mad Scientist
What does Mad Scientist do in Kindergarten 2?
Mad Scientist unlocks all eight buildable gadgets in Kindergarten 2 at once, so the science lab is fully open from the start. Normally the game gates its coolest inventions — the tool belt, the laser, the bomb, and more — behind long stretches of story progress, handing them over one at a time as you complete missions. Mad Scientist skips that wait: one tap of Unlock All Gadgets adds every blueprint to the lab, letting you build whatever you fancy whenever you want. It's a straightforward progression unlock for players who'd rather play with the game's best toys now than earn them slowly across the whole campaign.
Which gadgets does Mad Scientist unlock?
Mad Scientist opens up the complete set of eight buildable gadgets in Kindergarten 2 — the full science-lab roster, including the tool belt, the laser, and the bomb, plus the rest of the blueprints the game normally doles out over time. Because it grants all eight together rather than trickling them in, you get the whole toolkit at once and can pick whichever gadget a situation calls for. That's a big deal in Kindergarten 2, where the right gadget is often the key to a mission or a grisly plan. With every blueprint available from the outset, you're free to try combinations the game usually keeps locked until much later.
Can I build the gadgets straight away after unlocking them?
Yes. Once Mad Scientist has unlocked the blueprints, you head to the science lab in Kindergarten 2 and build any of the eight gadgets whenever you want, exactly as you would if you'd earned them through the story. The mod opens the blueprints; the lab does the building, just as normal. That means you're not handed finished gadgets out of thin air — you still craft them at the bench — but nothing is greyed out or locked behind a mission you haven't reached yet. So if a plan calls for the laser before the game would normally give it to you, you can simply walk in and make it yourself.
What does the Unlock All Gadgets button do?
Unlock All Gadgets is the single action behind Mad Scientist in Kindergarten 2. Press it once and all eight gadget blueprints are added to the science lab at the same time — there's no slider and no picking them off individually. It's a one-shot unlock: tap it, then go to the lab and start building. Because it's a button rather than a toggle, you don't leave it running or switch it off; the blueprints stay unlocked once granted. If you'd prefer to keep some of the story's natural progression in Kindergarten 2, you simply hold off on pressing it until you actually want the full lab open.
Why would I use Mad Scientist in Kindergarten 2?
Use Mad Scientist when you don't want to wait on the story to reach Kindergarten 2's best gadgets. It's ideal for replays where you already know the campaign and just want the tool belt, laser, and bomb ready to go, or for players who enjoy the game's chaotic experiments and want to combine gadgets from the start. It also suits content creators showing off the lab's toys without grinding through hours of setup first. With all eight blueprints unlocked, you can approach missions creatively — reaching for a gadget the game would normally keep locked — and generally let the mad-science side of Kindergarten 2 off the leash early.
What options does Mad Scientist include?
Unlock All Gadgets
Unlock all eight buildable gadgets at once.
Mad Scientist is the ProjectMods mod for Kindergarten 2 that unlocks all eight buildable gadgets at once, so the science lab is open for business without waiting for the story to catch up.
System Requirements
What features does Mad Scientist include?
- Opens up all eight buildable gadgets at once, from the tool belt to the laser to the bomb
- Gets the science lab going from the very start instead of waiting on story progress
- Hands you every blueprint in one tap so you can build whatever a plan needs
- Skips the long story grind that normally gates the game's coolest gadgets
Best For
- Jumping straight to the fun gadget-driven puzzles without playing through the unlock requirements
- Replaying the story and wanting the full toolkit available from day one
- Experimenting with gadget combos on plans the game hasn't officially handed you the tools for yet
- Content creators demoing every gadget in one video without grinding each unlock first
More Mods for Kindergarten 2

Sugar Rush
Crank up your walk speed with a simple slider. Skip the slow trudge between rooms and get where you're going, fast.

Overtime
Stop the clock on your daily actions. Explore every room, talk to everyone, and try every plan without the day forcing you along.

Sticky Fingers
Pick any item from a searchable list and drop it right into your backpack, so you never have to hunt the whole school for that one thing a mission needs.







