An opening that says what the museum is for before you take control.
A second sequence after your first exhibit: the crowd it drew and why, that the artifacts that provide passive abilities can go back into the tunnel with you, and the bells purpose.
Tap E to step through either sequence; hold E to skip it.
An exclamation mark by the dig cursor when it is over the artifact itself.
A prompt pointing up the tunnel to the digging site once the pit is behind you.
The first two tunnels are shorter, growing to full length by the fourth round.
The first round is one pit and one beam, so jumping and sliding each get a moment of their own as a teaching step.
The museum starts with a single empty stand, and the next one arrives while the round card is up instead of appearing beside you.
Plinth plaques name the piece standing on them.
The collection board shows three shapes to find rather than all twelve.
The control prompts appear straight away, and each one now waits until you are near the thing it is about.
If you have not played for a day, the control prompts are offered once more.
The dig camera crept closer while minor finds were still in the wall.
The dig footprint promised a wider hole than the tap actually made.
The jump prompt could be missed entirely by anyone quick, or retired for good by a single jump anywhere in the museum.
"bad ground ahead" was said at the tunnel mouth, several hazards before the bad ground.
The bell reminder in the hall. The sequence after your first exhibit holds on the bell and says it better, once.