Terrible Lizards Collectibles Guide: Amber, Tapes and Notes

All Terrible Lizards collectible totals and the confirmed amber, tape, note, statue, and stuffed animal locations, chapter by chapter.

Last Updated: 2026-11-01

Terrible Lizards hides five kinds of collectibles across four chapters. The totals are large enough that a first run will miss most of them, and the game does not mark them on a map. The good news is that nothing is permanently missable: level select unlocks after the credits, and every chapter can be replayed.

This guide covers the totals, the achievement tied to each category, and the confirmed locations for the most valuable items. It does not pretend to list all 97 notes; the community count is still being completed, and a few notes remain undiscovered.

A dark gift shop aisle lit by a flashlight
A dark gift shop aisle lit by a flashlight

Quick answer

There are 16 amber samples, 24 audio tapes, 97 notes, 4 Paleo Pal statues, and 4 stuffed animals with matching pedestals. Amber unlocks New Game Plus modifiers, tapes and notes tell the story, statues count toward Paleo Pal Review, and the stuffed animals unlock You Go Here. Nothing is permanently missable.

Collectible totals

Category Total Achievement Notes
Amber samples 16 Bingo, Dino DNA Four per chapter; unlocks NG+ modifiers
Audio tapes 24 Audiophile Story context; some are easy to walk past
Notes 97 Pterry's Scrapbook Largest category; last few are still being found
Paleo Pal statues 4 Paleo Pal Review Interact with the talk boxes
Stuffed animals 4 You Go Here One per chapter; carry without dying

The counts are tracked per chapter. The game does not show a chapter total, so the only way to know what you missed is to compare your run with a list.

Amber samples

Amber is the most valuable collectible. Every four samples unlock a New Game Plus modifier: body-cam presentation, slippery surfaces, death if you stop moving, and low gravity. The modifiers can be combined, and they change how the game plays.

The 16 amber locations, by chapter:

Chapter 1

  1. Brontosaurus skeleton tail. Climb the tail in the lobby. The sample is at the top.
  2. Second dinosaur head. In the exhibit hall, use the dinosaur heads as ramps and jump to the hanging beam.
  3. Above the token room. Climb the trees and the hanging metal structure.
  4. Above the gift shop. On the circular platform left of the second plug.

Chapter 2

  1. Red-button platform. Look for the sign above the platform; reach it via the stone pillar and tree trunk.
  2. Metal path cave. At the corner, take the ramp up, drop down, and search the far end behind the boxes.
  3. Lift-shaft coded door. Climb down, cross the angled platform, and use the wooden blocks to reach the left cave.
  4. Gondola cable structure. Climb to the top and check the wooden box on the left.

Chapter 3

  1. Metal structure right of the tall building. Look for the amber on the structure, not the building.
  2. Train carts. Jump the tracks to the left, reach the last cart, and check the tunnel on the left.
  3. Wall-run containers. Right of the Mark & Leonard tape, wall-run the containers and check the hanging panel above the red container.
  4. Destroyed building. Outside the building, wall-run the containers and check the container ahead.

Chapter 4

  1. Path pillar. Check the platform on the left of the pillar.
  2. Goo over the red void. Use the two yellow poles, then check the hole on the left.
  3. Wall-run behind the tent. Jump the pole, swing right, and land on the platform.
  4. Past the metal tower. Cross the two hanging planks, enter the thin passage with the glowing plants, and check the right side.

The Chapter 3 and Chapter 4 amber samples are the easiest to miss because they are above the main route. If you see a yellow wall or a hanging panel, look up.

Audio tapes

There are 24 tapes, and they carry most of the story's background. The tapes are shorter than the notes and usually easier to find because they have a visible cassette model.

The chapter distribution is:

  • Chapter 1: 4 tapes, including Cheryl's onboarding tape and Elena's New York tape.
  • Chapter 2: 5 tapes, including Dalton's propaganda tape and the crew's campfire tape.
  • Chapter 3: 8 tapes, including the Connor McDonald and James Cook tapes.
  • Chapter 4: 7 tapes, including the Ridgewater expedition tapes and Dr. Fellows' tape.

The tapes are not required for the story, but they explain the park's history and the fate of the previous expedition. If you only collect one category, collect the tapes.

Notes

There are 97 notes, and they are the hardest category to complete. The notes are small paper pickups, often in offices, tents, and side rooms. A community guide was still missing seven notes at the time of writing, which means the last few are either extremely well hidden or tied to a specific trigger.

The notes are worth reading if you care about the story. They include Dalton's journals, Elena's letters, staff memos, and the records of the Ridgewater expedition. The story explained guide summarizes the important ones.

Do not hunt all 97 on your first run. Pick up the notes on your route, finish the story, then use level select and the chapter walkthroughs to clean up.

Paleo Pal statues

There are four Paleo Pal statues, and the achievement Paleo Pal Review tracks the talk boxes. The mascots are Benji, Pterry, Dennis, Alistair, and Stephanie. The statues are:

  • Benji — Chapter 1, left of the egg nest.
  • Pterry — Chapter 1, by the globe in the Watering Hole.
  • Dennis — Chapter 1, left of the token shutter.
  • Alistair — Chapter 1, right of the workshop.
  • Stephanie — Chapter 1, past the lab.

The statue set is concentrated in Chapter 1, which makes the achievement easy to finish on a replay. Interact with each one until the prompt disappears.

Stuffed animals

The four stuffed animals are the only collectibles with a failure state. You can carry one per chapter, and dying resets the carry. The pedestals are near the end of each chapter.

The stuffed animals guide covers the exact routes and the pedestal locations. The short version:

  • Chapter 1: the animal is above the box office; the pedestal is in the fuse basement.
  • Chapter 2: the animal is on the boxes at the start; the pedestal is past the gondola gate.
  • Chapter 3: the animal is on the planks in the flooded start; the pedestal is by the sloped building.
  • Chapter 4: the animal is on the ground after the opening chase; the pedestal is past the dynamite door.

Place all four to unlock You Go Here.

The best collection order

  1. Amber first. It unlocks New Game Plus modifiers and is usually on the main route.
  2. Tapes second. They are easy to spot and add story context.
  3. Statues third. They are concentrated in Chapter 1.
  4. Stuffed animals fourth. Do them on a clean run, after you know the chapter.
  5. Notes last. They are the longest hunt and the least useful for gameplay.

If you are chasing the Hoarder achievement, you need all of the above. The notes will be the bottleneck.

FAQ

How many collectibles are in Terrible Lizards? 16 amber samples, 24 audio tapes, 97 notes, 4 Paleo Pal statues, and 4 stuffed animals.

Are collectibles missable? No. Level select unlocks after the story, and you can replay any chapter.

What do amber samples unlock? New Game Plus modifiers, one per four samples: body-cam, slippery surfaces, stop-moving death, and low gravity.

Do notes count toward the story? No. They add background, but you can finish the game without reading them.

Where is the first amber? On the Brontosaurus skeleton tail in the Chapter 1 lobby.

How many notes are there? 97. The last few are still being documented by the community.

The stuffed animals guide covers the four pedestal routes. The achievements guide explains the full completion order. The Chapter 1 walkthrough has the first chapter's confirmed spots.

For the story behind the collectibles, read the story explained guide. For the ending, see the ending explained guide.

Sources

Official source: Terrible Lizards on Steam — release date, price, platforms, and patch notes.

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