Tidy Up History Best Room & Wing Clear Order
A practical path through every listed exhibit hall without spoiling puzzle solutions.
Choosing where to tidy first matters as much as which abilities you buy. Tidy Up History spreads restoration across prehistoric fossil halls and a long trail of human civilizations. Keys lock wings, knowledge books gate correct placements, and dinosaur skeleton assembly rewards focused early play. This guide proposes a recommended clear order for a first full restore aimed at Museum Owner, while keeping Keymaster and Knowledgeable progress moving.
Always defer to an in-game locked door: if a wing is closed, hunt the key rather than force a detour. Pair this page with the Tier List Hub and the printable-style museum checklist.
Design goals for this order
- Earn reliable XP early so S-tier mobility and cleaning unlocks come online.
- Complete fossil loops while skeleton assembly is the star of the tutorial-adjacent experience.
- Enter human history in clusters that share visual language (ancient Near East → classical → Asia → medieval/global → Americas).
- Leave sprawling late wings for when carry, reach, and highlight helpers exist.
Tier snapshot for wings
| Priority | Wings |
|---|---|
| S — open early | Cerapoda; Theropods; Ornithopods & Thyreophorans |
| A — strong next | Non-Dinosaurian; Stone Age; Mesopotamia; Ancient Egypt |
| B — mid campaign | Ancient Greece/Rome; Ancient China; Ancient India; Ancient Japan/Korea |
| C — late polish | Medieval Europe; Islamic World; Subsaharan Kingdoms; Mesoamerica/Andean; Indigenous North America |
C-tier does not mean “skip.” It means these halls usually feel better after your kit and knowledge habits mature.
Phase 1 — Dinosaur core (S)
1. Cerapoda
Start here when available. Cerapoda halls teach the restore loop: clear dirt, gather fossil parts, assemble skeletons, and place pieces correctly. Early XP from this wing funds mobility and cleaning power. Treat Cerapoda as your laboratory for camera angles, controller or mouse feel, and how pedestals signal completion.
2. Theropods
Theropod displays often emphasize dramatic mounts and larger bone runs. Clear Theropods second so skeleton skills transfer immediately. Watch for keys tucked behind half-restored cases—Keymaster progress frequently begins in these busy fossil rooms.
3. Ornithopods & Thyreophorans
Combine related ornithischian material while your fossil instincts are sharp. Finishing this trio (Cerapoda → Theropods → Ornithopods & Thyreophorans) creates a satisfying prehistoric wing and a strong XP bank before mixed Non-Dinosaurian exhibits.
Phase 1 tip: Buy carry capacity as soon as multi-part skeletons force repeat trips. Do not leave a 90% skeleton to “finish later” if only a short walk remains—partial mounts waste mental inventory.
Phase 2 — Bridge out of deep time (A)
4. Non-Dinosaurian
Non-dinosaurian prehistoric or companion fossil halls diversify identification without abandoning the paleo fantasy. Use highlight helpers if leftovers hide in similar rock tones. Completing this wing closes the “deep time” chapter psychologically and frees attention for anthropology.
5. Stone Age
Stone Age is the tonal bridge into human history: tools, early culture, and denser prop clutter. Knowledge books become more important; wrong placements are easier when artifacts share earthy palettes. Upgrade reach if wall mounts and low cases fight your grab angle.
6. Mesopotamia
Enter early civilizations with Mesopotamia. Expect tablets, vessels, and architectural fragments that reward careful reading. Keep a habit: book first, pedestal second, which feeds Knowledgeable without backtracking.
7. Ancient Egypt
Egypt halls are showcase-heavy and often fan-favorite spaces. They can be large; arrive with mobility and cleaning already upgraded. Keys found here may gate classical or Asian wings depending on your save’s lock layout—always scan after major cleans.
Phase 3 — Classical and Asian cluster (B)
8. Ancient Greece/Rome
Sculpture, ceramics, and classical motifs benefit from the identification habits you built in Egypt and Mesopotamia. Batch similar ceramics with carry upgrades. If a room feels visually “done” but will not complete, switch to finder-style abilities and walk a grid pattern.
9. Ancient China
China’s density rewards patience. Prioritize dirt and broken cases before fine sorting so you can see silhouettes. This is a prime wing to test whether your A-tier reach investment was worth it.
10. Ancient India
Continue the Asia circuit while thematic knowledge is fresh. Avoid hopping to Medieval Europe mid-Asia unless a key forces you—context switching increases misplacement errors.
11. Ancient Japan/Korea
Close the East Asia loop. Treat leftover hunts seriously; Keymaster items love quiet corners after the loud cleaning phase ends.
Phase 4 — Global late wings (C)
12. Medieval Europe
Armor, sacred art, and crowded halls can fatigue players who arrive under-upgraded. With full S/A abilities, Medieval Europe becomes a victory lap of efficient loops instead of a slog.
13. Islamic World
Geometric art and scholarly artifacts shine when knowledge assists are online. Keep books synced with placements; Knowledgeable often completes during these careful mid-to-late wings.
14. Subsaharan Kingdoms
Rich material culture deserves a fresh session, not a tired midnight clear. Use checklist ticks so you do not abandon a nearly finished kingdom hall.
15. Mesoamerica/Andean
American antiquity wings pair well back-to-back. Expect verticality and dense symbolism—reach and highlight helpers earn their keep.
16. Indigenous North America
A strong finale candidate: finish remaining dirt, confirm every pedestal, and sweep for the last keys. Museum Owner should be in sight if earlier phases were thorough.
Alternate routes
- Documentary pace: Follow strict chronology even if XP is slower; demote mobility urgency and enjoy labels.
- Achievement rush: After Phase 1, prioritize any wing that drops missing keys or books per your checklist, even if it breaks the geographic cluster.
- Skeleton completionist: Remain in dinosaur halls until assemblies and related Non-Dinosaurian work are perfect, then blast through human history with a mature kit.
Keys, books, and gating reality
Steam marketing is clear: find keys to access locked exhibit rooms and learn about objects to place them correctly. That means this order is a priority suggestion, not a spoiler map of every lock. When stuck:
- Re-clean the previous wing’s edges and storage nooks.
- Re-read newly unlocked knowledge books.
- Spend XP on B-tier finder helpers if leftovers are the blocker.
- Check launch-day / Updates Hub notes if a patch changed progression.
Session planning example
- Session A (60–90 min): Cerapoda deep clean + first skeleton parts + mobility unlock.
- Session B: Theropods + Ornithopods & Thyreophorans; buy carry.
- Session C: Non-Dinosaurian + Stone Age; begin Mesopotamia.
- Weekend block: Egypt through Japan/Korea with reach + knowledge assists.
- Finale nights: Medieval → Islamic World → Subsaharan → Americas; spend leftover XP toward Master Cleaner.
Why not random wing hopping?
Jumping from Theropods to Indigenous North America early usually means weaker abilities, missing keys, and constant context switching. Clustered clears keep visual language consistent, reduce wrong pedestals, and make XP spending decisions obvious. Random hopping is fine for curiosity—just expect a longer path to Museum Owner.
When you finish the map, verify every tick on the checklist, confirm specs were never the real bottleneck via system requirements, and celebrate on the Links Hub community spaces. For ability spending detail, return to Ability Unlock Priority.
Frequently Asked Questions
Quick answers to the most common questions.
Do I have to follow this room order exactly?
No. It is a recommended priority path. Locked doors always win—hunt keys, then resume. Track wings on the checklist.
Why clear dinosaur halls before Ancient Egypt?
Fossil assembly teaches the core loop and banks XP for S-tier abilities before denser civilization halls. See also Ability Unlock Priority.
What if Medieval Europe opens earlier than Asia?
Enter it if the key appears, but consider finishing your current cluster first if you are mid-clean. Flexibility is covered in the alternate routes section and the Tier List Hub.
Which achievement cares most about room order?
Museum Owner (full restore) benefits most from efficient wing order; Keymaster and Knowledgeable care about thorough sweeps inside each hall—use the checklist.
Where is the full room list?
Cerapoda, Theropods, Ornithopods & Thyreophorans, Non-Dinosaurian, Stone Age, Mesopotamia, Ancient Egypt, Ancient Greece/Rome, Ancient China, Ancient India, Ancient Japan/Korea, Medieval Europe, Islamic World, Subsaharan Kingdoms, Mesoamerica/Andean, Indigenous North America—summarized above and on the checklist.