Quick answer
Artifacts should be identified before they are permanently sorted. In Tidy Up History, Knowledge Books reveal the context needed to turn unknown objects into useful exhibit items, while highlighted display positions show where confirmed pieces belong. Labels are a separate later-stage task: after the correct artifacts are placed, use the label interface to match the museum text to its display. If an object still shows question marks, place it in a tidy staging group and search open rooms for the relevant Knowledge Book instead of testing random slots. If a room remains incomplete after its artifacts look correct, recheck labels, condition work, lights, repairs, and any exhibit-specific fossil assembly.
Separate identification from placement
The museum begins with objects scattered far from their final displays. Some can be recognized immediately, while others remain unknown until the player gains knowledge. Treat these as two jobs. First, identify the exhibit family through books and interface information. Second, carry the item to the highlighted or named destination. Combining both jobs too early fills your inventory with mystery objects and encourages long, unproductive trips between locked rooms.
Create staging zones for broad groups you can confirm, such as fossil pieces and artifacts associated with an already named gallery. Do not claim an exact historical identity from appearance alone. The game provides names and destinations after the relevant information is available. Keeping unknowns together, but separate from confirmed objects, means every new Knowledge Book can resolve several items at once.
- Clean enough floor and display space to make movable items easy to see.
- Read Knowledge Books during the first exploration pass.
- Check whether question-mark objects now show a name or exhibit relationship.
- Carry confirmed objects in room groups rather than one at a time.
- Apply labels after the displays and the label system are ready.
How Knowledge Books unblock artifacts
Collected gameplay shows the interface indicating when the player has knowledge for an exhibit and then revealing useful placement information. This makes books progression items, not optional flavor text. Search accessible galleries, shelves, tables, boxes, and upper surfaces whenever a large group of objects remains unknown. A book discovered in one room can clarify objects stored somewhere else, so recheck your staging piles after every new knowledge pickup.
The current project material confirms the relationship between books and identification but does not provide a fully verified coordinate list for every book. This page therefore focuses on the reliable workflow. If a specific book location has not been confirmed in the current build, it should remain marked for confirmation rather than assigned to a convenient room.
Place artifacts with the game's own cues
Once an object is identified, use its displayed information and the exhibit highlight rather than visual guesswork. The correct position may be a case, pedestal, wall mount, or another dedicated slot. Approach the highlight with the matching object and use the normal interaction prompt. If the game refuses placement, verify the object name, the room, and the exact highlighted position before assuming the interaction is broken.
Carry capacity makes grouping important. Fill a trip with items for one destination, place them, then bring unrelated objects back only when their room is open. If a piece falls or rolls, recover it before adding more clutter. Official update notes in the research mention fixes for item and key problems, so keeping the game current is sensible when objects behave unexpectedly.
Use labels as the final exhibit layer
Labels describe and complete organized displays, but the collected footage shows that the label system is not the first thing available. Players reach it through progression and then work through a selector or drawer interface. An official update specifically improved navigation between label drawers and removed repetitive drawer tutorials, confirming that label selection is a distinct interface rather than a loose object-placement system.
Match the label to the identified artifact name and location shown by the game. Do not infer labels only from a silhouette, because similar objects can sit near one another. Work room by room and finish one display group before moving to the next drawer. If a label is missing, search the accessible museum and confirm that the related knowledge and artifact placement are complete.
Fix a room stuck below completion
A gallery can contain every obvious artifact and still remain unfinished. Recheck each display for an empty highlighted slot, then inspect whether labels are required. After that, sweep the physical room for water, webs, wallpaper, damaged floor or wall sections, lights, containers, or other repair types unlocked through abilities. Look up and behind furniture; small condition tasks are easy to miss in a visually busy hall.
If all known artifacts are placed but question-mark objects remain elsewhere, the missing piece may be knowledge rather than a placement. Return to open rooms and books before moving items at random. For dinosaur rooms, normal artifact logic is not enough: bone pieces must also be assembled on the appropriate mounts, which is covered in the skeleton guide.
Build an efficient collection route
Use three passes. The discovery pass collects books and keys while opening space. The placement pass moves only identified artifacts to their correct galleries. The completion pass applies labels and uses later abilities to finish condition work. This sequence matches the game's confirmed systems and reduces repeated trips caused by carrying items before their information or destination is available.
Keep a simple note for each room: knowledge found, artifacts placed, labels applied, condition complete, and special assembly complete. Do not insert guessed totals. When every field you can verify is finished, use the 100% completion guide to cross-check keys, abilities, skeletons, and Steam achievements without creating an unsupported collectible count.
