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Sell or Museum?

Decision guide for Dig & Clean finds—fill museum slots for income, sell surplus for gear cash, replace weak keepers over time.

Systems: museum, cash.

Every cleaned find forces a choice: museum for ongoing tourist cash and collection, or sell for immediate gear money. Museum slots are limited, so late game is mostly replacement math—not hoarding every dig.

Always clean first. Dirty objects are not ready for either decision.

Decision rules

  • Clean before keep/sell — cleaning station
  • Empty museum slot → place almost anything useful early
  • Full museum → compare cash generation; replace weaker pieces
  • Duplicates / low generators → sell for cash
  • Sold items are typically gone — do not impulse-sell uniques you still need

Early game

Prioritize filling museum slots to start tourist income. Selling everything stalls gear purchases that need a cash engine.

Loop: dig → clean → place → upgrade. See how to play.

Mid / full museum

When slots are full, every new high-value find competes with the weakest display piece. Keep higher generators; sell the displaced item if it no longer earns.

Rarity and cleaned value help—rarity · items.

Quick matrix

SituationAction
Empty museum slotPlace
Better generator than weakest displayReplace; sell old if surplus
Low-tier duplicateSell
Need travel cash urgentlySell surplus carefully; keep strong generators
Uncleaned findClean first — never guess

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FAQ

Should I sell or put items in the museum?

Fill empty museum slots first for tourist cash. When full, keep higher generators and sell surplus or replaced weak pieces.

Can I get a sold item back?

Guides treat sells as final. Confirm live UI, but plan as if sold items are gone.

Key Dig & Clean pages

Hubs and high-intent pages. Full indexes: wiki · guides.